1001 Clever Settings [Archive] - Wizards Community

Post/Author/DateTimePost
Eagleclaww

06-05-07, 11:31 AM
#1.
Your group finds itself in a room, a rusty pole, 6 inches in diameter is laying from the top NE corner of the room to the middle of the room. There is a hole at the top about 10 inches high and 5 inches wide, and a line of shrunken dwarves, only 5 inches high are studious moving up and down the pole from that hole to another hole the same size in the bottom SW corner of the room. They are obviously tunneling or mining something from the upper hole and oblivious to the parties presence.

#2
Your in the woods traveling a rutten road that, at one time seen heavy use, but is now over grown. As you go around a bend, you notice a tree without leaves. Upon further inspection the tree is made of solid brass and chimes in the wind.

#3
Your traveling in a desert, when you behold a glint in the distance. It looks like it might be water, hinting at an oasis. But not only is it not an oasis, but the glint is a giant formation of ice.. almost like an iceburg.
cypherx

06-05-07, 02:59 PM
#4:your walking through the dungeon and your find a fungi forest?
Eagleclaww

06-05-07, 03:59 PM
#4:your walking through the dungeon and your find a fungi forest?

ROFL

sarcasm aside, I"m hoping this thread does generate some interesting and clever plays for DM to use for a quick way to introduce a new encounter or to move a stuck plot foward.
Malcaor

06-05-07, 04:16 PM
#5 The stone floor seems to ripple as you walk on it. It is solid, yet it acts like a liquid under your weight (party can stand, but move at -5ft of normal) The creaturs here shoudl be aquatic and swim in the stone.
PwnageLlama

06-05-07, 06:44 PM
#6:A shifting maze
Goldenmaxter

06-05-07, 07:34 PM
#7
The players are at sea for some time and find a castle floating magically about 1 inch above the waters...
Commodore

06-05-07, 08:17 PM
#8. You find yourself magically transported into the "traps" aisle of WarriorWorld, the equivalent of the modern Target in a town of your campaign's country.
Gemmalah

06-05-07, 10:48 PM
9. You find a mass teleport scroll with the destination already designated (if thats possible? or just say it was a high magic scroll) on the back is a hurredly scribbled message. It could be a plea for help or even a trap, when the scroll is activated you go to the designated place.

10. In an isolated area you find the remains of a camp set up perfectly, the food is laid out on plates around the fire which still burns, sleeping blankets are left in the tents ect...

11. Or... in an isolated area you find a camp which is ruined there are several dead bodies. You find an NPC from the camp still alive but wounded in a way he/she cannot walk but is still alive (broken leg or the like). This NPC has gone a little nuts, being unable to go far you find that he/she has been eating rats (or whatever creature is local) which run by and failing that members of his camp which are already dead. He cannot say exactly what attacked them, there could be a puzzle there or even working out if this NPC was already mad and before the incident and was the one who attacked his party. Or a troubling encounter with a gibbering, hungry mad man who may even raid the PCs rations at every oportunity.

12. A archeological (spelling?) dig finds several life like statues in various poses arranged in a circle. (were they real people?)

13. In an outpost a weapon smith has several weapons which are very finely crafted and of better quality than he has skills to make. Also Worryingly when the best and most expensive items are brought by travelers it appears back in the shop the same week. It is rumoured that he has a band of thieves who steal the weapons back again for him to sell again along with other pieces of gear they collect from 'customers'. He finds out where adventurers are going by using seemingly innocent friendly banter to enquire where they will need such weapons and asks what path they are going upon. He will give some advice such as 'beware that path there are wolves/rockslides there, perhaps this (where the thieves are) will be a safter path to travel upon'

14. In a dungeon with high ceilings the door to the next room is 50ft up, no ladder or stairs just a small ledge. (be be real evil the door is locked)

Thats al for now hope it helps!
ODB_Big_Milos

06-11-07, 03:03 AM
15 a stone desert layed out for hundreds of miles but shifts as easy as the sands