Misc. Adventure Seeds
1) Taken Hostage...
While staying in Zandu, the building the PCs are currently staying in is taken hostage by extreme Heterodoxist revolutionaries. The revolutionaries are well trained, well organized, and coordinated, and they've timed the situation so that several notable city luminaries who were 'slumming it' are also among the hostages. It's rapidly apparent to the Sultan that any rash moves would result in the death of the hostages, but unknown to all, the PCs have been overlooked, and they are on the inside...
--- Colin Chapman
2) The Ghost Ship
A Seven Kingdoms Windship-of-War seemingly disappeared a year ago creating a lot of speculation from scholars as to why and how this happened. The ship and its crew are considered MIA and a half-hearted investigation is still going on today. Slowly, reports of sightings of the missing ship come in from other Windships. This continues for weeks until a Seven Kingdoms' Windship is actually attacked and destroyed by the "Ghost Ship". The Seven Kingdoms' Government hires the characters to investigate the "Ghost Ship" via a Windship military patrol but the only way to possibly do this is to lure the ghastly thing towards them and hopefully board it.
Here the characters are set upon by the "Crew" of the ship. The crew have become zombie-like beings which are very hard to kill. To make things worse the crew of the Windship attacked earlier are present, quite dead and looking to "recruit" the characters and NPCs.
Who or what is controlling the ship and its crew? Perhaps a Shadow Wizard looking for revenge? A Shaitan looking for a bit of fun? Perhaps a powerful Necromancer (Rajan? Quaran possessed wizard?) attempting to terrorize the skies?
--- Rich Wallace
3) What's up with that Equs?
The characters are hired to buy, find and steal several magical artifacts by a Cymrilian who seems to possess a great deal of magical knowledge. Their employer does not accompany them on their quest, but instead meets with them several times along the way, never for long, often coming and going at unexpected times. The characters quickly find out that they are not the only ones looking for the artifacts, and that their competitors are determined and sometimes ruthless. They begin to suspect that their employer is continually fleeing from something and eventually find out that he is being stalked by a Xambrian...
Up till now it's the basic Quaranian Reincarnator plot, but here comes the twist:
There is indeed a Quaranian involved, only he didn't incarnate in the Cymrilian, but rather in his Greymane mount! The equs has actually hired/coerced the Cymrilian to act as his go-between while he can stand in the sidelines, scheming and influencing without being noticed. Even the Xambrian doesn't know he's looking for an equs. Imagine a closing scene where the PC's and the Xambrian are hacking away at the poor Cymrilian, while behind him the equs is getting ready to summon Zahur...
--- Marc Beyer
4) Stealing from Sindarans
The PCs are hired by a Sindaran collector to retrieve a 'stolen' artifact from a rival. He gives them the address of the owner, and a description of the artifact, but no other information. In actual fact, the Sindaran who hired the PCs is the actual owner, and he's hired the PCs to steal the artifact from his own home! What is the artifact and why does he want it stolen? Is it a ploy to set-up the PCs, or if the Sindaran merely wants rid of the artifact, why doesn't he just throw it away?
--- Colin Chapman
5) The Dragon-Rider
In the Targ swamp of Taz, several hunters and patrols end up missing. Sometimes not a trace is found, sometimes those who search for the disappeared find whole areas terribly burned. Grudgingly admitting that there may be something supernatural involved, the local Thrall commander ask the PCs (either called to Taz for that purpose or there on a visit anyway) to investigate. They find traces of some humanoids and what can only be a (believed-to-be-extinct) Crested Dragon. When the PCs see proof in the form of a Rajan Nihilist-Priest on the back of that dragon they know they're in deep trouble.
Why are the Rajani in Taz? How did they get there undiscovered? What's the secret behind the dragon-rider? Are there more of those, in Rajanistan or elsewhere? The Tanasians spotted in the jungle, are they in league with the Rajani or are they there on some business of their own?
--- Ben Lyngfelt
6) R&D
A Yassan inventor needs subjects to test his new mechanical marvels. What are they? What do they do? Do they actually work? Will his rival attempt to sabotage or steal the inventions?
--- Colin Chapman
7) Wild Crystals
A Crystalomancer starts acting strange. The rumor goes that she may have been affected by a Wild Crystal (see the Crystalomancy Order). Those who might confirm the rumor disappear, so do those who try to find out what the problem is and to help her back to the true ways of Terra. The Crystalomancer gradually displays more and more power, including some unknown magic, and also more and more evil. First in secret, keeping an altruistic appearance, then more and more openly.
How far can she go before this supposedly saint-like Crystalomancer is viewed and treated as the villain she now is? What's the source of her evil behavior? How can she be stopped? What knowledge can be gained from her novel uses of Crystal magic?
--- Ben Lyngfelt
8) Earthquake!
While staying in Maruk, a great and unnatural storm tears up the land, and earthquakes abound. In the vast sea of chaos caused by the destruction, maybe the PCs can save lives?
--- Colin Chapman
9) Digging in Quaran
A group of characters are hired by a scholar of the Black Arts (Necromancy), to bring back an ancient Quaran torture instrument of great power. This spiked prong-like item can be found in an old underground room deep in the ruins of the ancient city of Quaran. Of course the Scholar has a map!
The trick is getting there. The party will have to make their way through the Wilderlands and the Plains of Golarin, fighting Sub-Men and other Wilderland nasties! Once (or if) they get there they have to find the buried room and deal with the local creatures that haunt the ruins.
Once the item is found it quickly takes over the mind of the character who touched it first, filling the character's mind with evil thoughts. The character becomes more agitated by the day and secretly plans on killing off the rest of the party! The only way to stop this is to realize that something is wrong with the character (this will be obvious) and try to take the away the item, which will be jealously guarded by the bearer!
To add to the atmosphere:
This Seed sounds nasty and should be played with extreme atmosphere! It's up to the GM if any party members are killed. This could make for some bad blood. It is recommended that minor NPCs turn up dead instead, especially in cities were the local law can come into play.
--- Rich Wallace
10) Never Trust a Skank
During their travels the PCs (preferably PCs who have no idea what a skank is) encounter a skank who informs them that he is actually a magician of great power who was transformed into a skank by a rival/magical mishap. He asks that the PCs help him to regain his former shape, in return for which he will grant them many riches. In truth, the skank is lying, but will thoroughly enjoy directing a band of adventurers on many whimsical errands/adventures until such a time as someone tells them what a skank is, and they discover he has been playing them for fools.
--- Colin Chapman
11) The Stone
A huge rectangular slab of stone was uncovered by a group of jhangaran mud-miners. They didn't quite know what to make of it, since it didn't seem to be natural, and was of a material foreign to the jhangaran swamps. The next trader who came through, a pharesian amber-trader, informed them that he could sense something magical about it, and agreed to send word to Cymril, asking for assistance.
Now the party has been dispatched to Jhangara, but dark omens abound. Druhk assassins try to take out one or more party members with poisoned darts. Dark-robed dhuna are seen in the jungle, but never approach. A group of aamanian pilgrims are encountered, claiming to be on a holy pilgrimage (although they're carrying quite a bit of steel for mere pilgrims.)
What is this stone dolmen? Why are so many factions after it? Who (or what) killed the entire jhangaran village? And how does this connect with those black ships off the southern coast?
--- Mark Williams
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