| Post/Author/DateTime | Post |
|---|---|
| Lennart07-08-05, 10:49 AM | We all have had those Adventurers who don’t want to adventure but want to lets say open a casino or an other business. Let’s make up some Quests and Side Quests for the ones who don’t want to dungeon crawl but rather stay in the urban. Noble back stabbers? Thieve guild gang wars? Or maybe merchant rivalry? I myself have a gnome wizard merchant and a Human necromancer noble I need to write a campaign quests and side quests for. In my previous post I wrote there whole history and every thing but I’m afraid it was just to long a read to peak most people’s interests. So let’s make 1001 urban adventures. ( I don’t want to focus the whole tread on my characters but help would be use full) I wish you a Good day, Happy creating and freedom from stupidity. Lennart the title less one. Post Scriptum. Dont forget to #. |
| Catra07-08-05, 11:05 AM | BAR FIGHT!!!! :evillaugh :pint: The town could get attacked by a horde of monsters, and they have to defend their establishment/get rid of the monsters in the city. A powerful necromancer is outraged when he is refused service (for some reason) and sends a horde of zombies to kill them (or ruin their reputation). Some punk kids run over their mailbox. |
| Lennart07-09-05, 08:49 AM | those are number 1, 2, 3 and 4. but nice ideas...thanks. #5 Maybe i can throw a War of the world situation to them. would this be overly cruel. :devil: :evillaugh (i love war of the worlds i even have the old record :88E: ). |
| LCD2YOU07-09-05, 09:04 AM | #6: A begger the characters have noticed just disappeared one evening and no one has seen him. He was acting very odd and afraid not long before. #7: They witness a were-rat attack and the wererats, unaware that the party could take them easily, destroy them. the last wererat, in a case of stupidity, tells the characters, "Yeah, you think you've gotten us all? Just wait until my brothers here about this. They'll....." #8: A respected merchant/sage/civil servant is not what she seems. She crossed a powerful merchant/rogue/evil cleric and she's still alive after 2 weeks. same can't be said about the evil cleric and his cohorts or rumors that the local guild was activated with a "job" to do and nobody has seen them since. #9: A person from outside the city tells the party that this seemingly LG city run by a Paladin has been taken over by evil, other-worldly forces. The populace is not yet affected, the evil is waiting for the right moment, so now is the time to strike. Just to make the impression complete, this person changes into a Lammasu, so they can trust him, right? |
| Bardic Knowledge07-09-05, 11:32 AM | #7 How bout you put them in a more or less, unlawful state, throw them in jail and have them sneak out of the city without raising alarm and/or getting back at the law enforcement :D |
| LED618007-09-05, 11:50 AM | #8-A mage discovers gunpowder during an expirement, and then threatens to blow up the city unless his demands are met. :mage: :fight!: :fight!: :help: :headexplo :headexplo :headexplo :headexplo :headexplo :headexplo :headexplo :headexplo :headexplo :headexplo :headexplo |
| Gorwell07-09-05, 01:21 PM | #10: Nightmarish creatures terrorise the night, and the government puts out a call for heroes to find these creatures, their source, and to exterminate them. #11: The dreams of the citizens of the city are constantly disturbed, and no-one seems to get enough rest. The government investigates and puts out a call for heroes to investigate this strange phenomena, strange things happen, like people die in their dreams, eye witnesses have seen a strange, chaotic, nigh-formless shape trailing away from the corpse. #12: There are words of rebellion against the current government flowing throughout the streets, mayhaps the current government hires a group of heroes to investigate (whilst making investigations of their own) or maybe the rebels hire the adventurers for guerilla activities. |
| Crystal Monk07-09-05, 02:07 PM | technically this would be #14... 14. a long-established merchant starts up, either on purpose or by accident, a rivalry with one of your PCs. this could mean smearing the PC's name and wares, attempts at sabotage, or other things that fall on either side of the law. :D if played well, you can develop a great back-and-forth with the NPC merchant, making him an adversary whom the PCs both antagonize and try to outwit but never actually fight or kill. considering that your merchant NPC is a gnome, I'd think this would be natural, and has a lot of possibilities for fun. |
| Arklich07-09-05, 03:27 PM | Actually, yours would be 15. #16. Part of the city colapsed unto the old underground ruins. Now someone has to find out what caused this and make sure it doesn't happen again. (Dungeon crawling AND they don't have to leave town, or it could be just a hook for the adventure) ;) |
| TheErsatzFacsimileOfMe07-09-05, 04:10 PM | 17. Drow raids on local merchants/stores/people/travelers... 18. An aboleth has taken up residence in the local sewers and most of the high ranking officials are now slaves. 19. An Illithid has dominated the highest ranking official in the city, figure it out and destroy him. 20. A colony of Formians has happened upon the city from underground tunnels...fight them off... 21. Orc raids on an elven city, defend it. 22. Orc raids on an dwarven city, defend it. 23. Orc raids on an human city, defend it. 24. The local military has attempted to over-throw the king/mayor/whatever...pick a side and hope they win. 25. Local temple (thought to be good) turns out to be a factory for creating undead and unleashes them on the city. 26. Solve the murder of <insert person important enough to care about here> using the clues at the scene and local rumors (alittle too CSI for me....but whatever) 27. Dragon raids on the city, defeat it and all it's li'l friends. |
| Siduakal07-09-05, 04:14 PM | 28. Local crime organization of power (Thieves guild most likely) demands a cut of their profits in exchange for protection. |
| Helmed Horror07-09-05, 04:26 PM | #28) The temple of wee-jas uncovers an odd tomb below the mill. What is under there, and why were they at the mill to begin with? |
| Steely Glint07-09-05, 04:29 PM | 30. An enemy of the party from a previous adventure attempts to frame the party for arson, using charm person or bribery to gather witnesses against them. They must prove their innocence or flee. 31. A powerful trade organization has succeeded in cornering the market for alchemical substances, armor, weapons, potions, scrolls, magic items, or some other equipment the party expects to be able to buy and sell. Their prices are now totally unreasonable, and the party must root out the corruption in the local government that allowed this to happen. 32. A war has broken out between two rival criminal organizations. Innocents are being killed in the mayhem, shops and homes are being torched, and the city watch has its hands full with an external threat. The party is hired to solve the problem by any means necessary. 33. A plague spreads through the city, and those who die from it rise as ghouls when midnight arrives. 34. Someone is robbing the city graveyard. The party is hired to bring him to justice, only to find that he has been selling the bodies to a creature of great evil and hunger that lurks beneath the city streets. 35. The daughter of the ruling noble has fallen in love with a peasant (farmer, tradesman, merchant, guardsman, etc.) and run off with him. The party is hired by the royal family to bring her back in time for her arranged marriage. |
| Siduakal07-09-05, 04:31 PM | 36) If the party runs a restaurant or something, they can put a distributor of food out of business. The owner comes and tells them "You don't understand! My business is vital to this community!" If they don't help him keep it on it's feet, a Famine Spirit (From either MM 2 or 3, I think) comes to the town. |
| Gorwell07-09-05, 06:42 PM | 37) A grand and ancient laboratory is discovered when workers expand the sewer system, and weird, twisted aberrations are unleashed unto the city. Keep people safe from aberrations on the surface, and delve into the sewer system to find this laboratory, and if there is a source to the troubles in there, destroy it or seal the laboratory again. Making sure to have officials note the area around the sealed lab to be off limits. 38) A local wizard's guild make a breakthrough in planar boundary piercing techniques. Unfortunately they go too far and form a Cerebrotic Blot in the city. |
| Flushmaster07-09-05, 07:08 PM | #38) A small but well organized group (evil cult, a rebellious political faction, etc) is staging terrorist type attacks within the city. Arson is one of the best methods; targeting a single building by breaking in, spreading around some oil and lighting it or, for pass panic, just ride down the street on a horse at night and chuck alchemist's fire around, or do the same with a wand of fireball. Summoning several monsters in the market square in the middle of the day and ordering them to attack is another good one (duck away in the chaos). The party must find the terrorists and eliminate them, minimizing any more collateral damage (the last part being difficult because if located, cornered, chased, etc the villains are likely to set fires, summon monsters, or in some other way cause massive destruction, panic, and threrats to innocents to distract the heroes). #39) As #38 but the "terrorists" are actually the good guys and only target government and military locations and bad guy individuals, attempting to minimize collateral damage all the time. The government is "openly" neutral and speaks of order and the good for all but they're actually oppressive, corrupt, and/or foster criminals (possibly an entire thieves' guild) in their midst. The party may be traveling through and hired on as "independent investigators" to hunt down the "terrorists," recruited through a friend/acquaintance by the rebels, or simply witness an attack of some sort and go from there. |
| Gorwell07-09-05, 08:51 PM | #41: During the night a meteor hits the marketplace, leaving a big crater. It turns out that the 'meteor' is in fact a stone tower that seems to have fallen from the sky. Soon after this meteor strike there happens a string of ritualistic murders. Investigate. The source turns out to be a Tsochar that is controlling a wizard's corpse and has started a cult which seeks out items of magical power. |
| sparkhunter03-08-06, 07:50 PM | #42- the PCs "lost" the deed to their property and need it back asap. #43- changelings (mm3) are kidnapping and impersonating merchants to gain a monopoly. |
| Rian Lightblade03-08-06, 08:13 PM | #44 Works best if set in the Home Town of the PCs/a PC. Once a week for the past five weeks a prominent townsperson (retired adventures all) has suffered a violent and bloody death. Each death occurred in broad daylight within sight and sound of public areas. So far no one has seen or heard any of the attacks although some bodies have been discovered, in what seems to be, minutes after the attack. The latest victim (another retired adventurer) was an old friend/mentor/uncle etc of one or all of the PCs. His body was discovered by his wife, when she went to take him his riding gloves that she saw he had left behind. He had only been outside of out the front door for two minutes and in that time he had been cut to ribbons. No signs of an attacker can be found however with his last bit of strength he managed to trace a strange sigil in the dirt. Soon others are killed and not just retired adventures, bakers, farmers, laborers, even the tax collector (although no one will miss him much) have all been found dead; killed in broad daylight and the only thing linking the victims is their similarity in age. With their town in peril the PCs must not only find the killer but seek justice for their slain friend |
| Andorxor03-09-06, 01:16 AM | #45 Someone has enslaved a kobold tribe that lives in the sewers and smuggles them in barrels into the houses of the wealthy,that they steal for him |
| sparkhunter03-10-06, 11:04 AM | #46- local paladin ruler has become a blackguard, find out why and fix it. #47- a minataur from a circus/gladiator arena/menagerie/whatever broke loose and is rampaging through town and the PCs happen to be in its way. #48- an ochre jelly has been spawned in the sewers and is on a kiling spree. #49- the port has become a sahuagin refuge and they have been terrorizing the port. find what they are running from. #50- vampires have dominated the ruling family and are drinking the blood of people sent to the execution block. the ruling house has now been taking innocents off the streets to feed the vampires. :pumpkin: |
| FolcoTook03-10-06, 01:51 PM | 51. A strange sickness has broken out in a specific neighborhood. Many people are sick and now a new cult is promising a 'cure' in exchange for worship. The reality is that the local fountain/water supply is being poisoned and the cult is handing out the antedote. |
| BRJN03-10-06, 11:13 PM | 52. A pretty woman who is known to run a shop in town (or a farm just outside) needs help. Somebody (corrupt police or protection racket) wants money - now. She is stuff-rich but cash-poor. The thugs will accept only cash. The woman's husband is known to have died in an accident, so she is alone in the world and looks like easy prey. She wants the PCs to make a loan with her stuff as collateral. If she runs a farm, she REALLY wants the PCs to organize what amounts to a charity concert "for the poor in the town" so she can sell edibles-ingredients to the food merchants in town (who will have a sudden rush of business that weekend). The thugs may get wind of her plans and threaten the PCs to stay out of this. A secondary twist is that a thug-boss wants her for a concubine (she knows she can get a better deal in life than that) so she can be a nice ornament at his elbow. |
| Koverchenko03-10-06, 11:42 PM | #53--the lush and lovely Central Park of the city has lately become a place of fear, darkness, and mystery. It began when children began going missing--parents would take the kids to the park to play, and the kids would simply vanish. Then the groundskeepers began going missing. Before long, nobody would set foot inside the hedges marking its boundaries. A friend of the PCs comes to them for help one day, telling them that her daughter ran into the park earlier. "You've just got to help me!" she says. The party finds out that a colony of Splinterwaifs (MMIII) have taken up residence in the big old oak tree in the center of the park and are feasting on the children of the city. #54--the party are hired by a local bank to escort a wagon carrying a whole bunch of gold bars). However, part way through the trip across town the wagon is suddenly struck by a huge stone gargoyle--a gang of robbers pushed it off the roof of a nearby cathedral. Their plan was to hit the horses and quickly storm the carriage, but as luck would have it they missed and hit the carriage instead. Gold bars going flying every which way, and chaos ensues. The party must try to protect what remains of the loot, while chasing down robbers and passers-by who try to make out with the golden debris. #55--a local nobleman throws a big party, and the next morning the whole town is talking about the new, sparkling diamond chandelier he has in his dining room. The party are hired by a local fence to steal the chandelier (this could work for any exceptional piece of mansion architecture--chandelier, piano, intricately carved marble banister, etc--anything that would be difficult to steal without creating an ungodly racket and very awkward to try to smuggle through the streets). #56--while passing through the city square one day, the party discovers that there is a big rally going on. A speaker standing at a podium is whipping the crowd into a frenzy of racist sentiment--Death to the Elves! Elves are the one's who are to blame for all your trouble! (or Dwarves, or Gnomes, or whatever nonhuman race the party happens to contain members of) Someone catches sight of the nonhuman party member, and a big ol' ruckus ensues (more of an encounter than an adventure, I guess, but still exciting). #57--the party must pay off a favor they owe to a local representative of the underworld, and the favor is this: they must transport a mysterious bag across the city and leave it in the office of a local merchant. Simple enough. Strangely, though, he tells them that they will need to sneak into the merchant's house without being seen and arrange it so that he sees it when he comes in in the morning. Upon giving them the bag he warns them that they must NOT OPEN THE BAG UNDER ANY CIRCUMSTANCES!! As soon as the party heads on out they will no doubt open the bag, and after doing so will discover that the bag contains 8 severed heads of various people. The murders are big news, and police are searching the town for clues while other bounty-hunting adventurers have been hired to find the murderers. The party could try to complete their mission, or they could find out the history of the heads and try to set things right. |