| Post/Author/DateTime | Post |
|---|---|
| Tunllaw08-27-07, 01:17 AM | You know, small adventures to level up your PC's or to throw in as a reward for your PC digging for information on a totally off topic subject. 1. Your PC's are picked up by a poor land owner convinced there is treasure under his property and if they help him dig for it they get a 30% cut! But when the PC's start digging they fall into an old dungeon! "Oh Noez!" they will say because its almost impossable to make it back up forceing the group to hunt for treasure in a zombie invested ruin and worse yet, a way out! 2. As your party goes and resupplys in town they will be subject to will saves! "Oh Noez!" your party will say as they try and figure out how or why they are being attacked, once the will save DC10 is failed the PC will have an unresistable urge to buy candy! "Oh noez! Not meh adventureing money!" your PC will say as he emptys hes wallet at a candy vendor! "Oh Noez!" your PC will say as you tell him its not even good candy! Apon investigation your PC's will discover that the owner of the shop isen't behind it, but the cactus he has in the window that is super smart alien and is testing its tele-evil powers on humanoids before attepting to conquer the world!! (Stole from Outlaw star) 3. When your players get lazy and go to sleep in an inn, the strongest one amung them (the cocky one) is kiddnapped and is forced to fight in an underground pitfighting club! "Oh noez!" The player will say as his life is being bet on by almost everyone in town! Not only will he have to survive the matches that get harder every day. But your PC's will have to find this place and put a stop to it! (or bet money cause he's an *******). 4. Your PC's get payed to babysit... And the baby is super annoying and wont shut up, as a result the players lose a whole nights sleep. 5. Your player contracts a disease that is slowly shrinking him one over all size a week and must go on a wacky adventure through the woods to talk to ask a hermit that ONLY EVER SPEAKS IN RIDDLES for the cure which he doesen't actually have but tells you the components you need for the cure one by one in riddle form. (Can be stopped by cure disease but the player will still be shrunk because cureing it doesen't reverse the effect and forced to get the cure) Also, how much exp should be rewarded for a non-combat quest? Should it scale along with their level's? |
| Zousha_Omenohu08-27-07, 01:47 AM | 6. The PCs are in town at the time of a musical competition, and the judges come to them claiming that a prestigious group of bards of several different races slated to perform that day has been kidnapped. They explain that the kidnappers want the contest rigged in favor of a particular group comprised entirely of elves in exchange for the safe return of the other group. Since they can't call off the competition and they want to keep it fair, they ask the PCs to pose as the kidnapped group and will offer them an ammount of money equal to the contest's prize to do so (in addition to the actual prize should they win). In truth, the kidnapping hasn't taken place yet, and the judges are really planning to use PCs as decoys so the real group can perform unmolested. Regardless of whether or not the PCs learn the truth, the judges are honest about the reward. |
| Tunllaw08-27-07, 02:16 AM | 7. Your PC's wittness the attempted assasination of an alcemist. Apon interigating one of the assassins they will find out that that they are from the future to stop the man from making an internal youth potion that works normaly on men but stops women from aging past 12 and only works once injested past that age, the assassins want to prevent a world of pedophiles and the alchemist just wants to live! "Oh noez!" (cookie for the reference) |
| Fsi-Dib08-27-07, 02:22 AM | 8. The PCs learn from merchants, that the local dwarven miners haven't been able to supply their need of iron. Furthermore, the Merchants' guild is looking for people to seek this thing out. The PCs find out it was a doing of gnolls/goblins/whatever, who were in fact building a larger settlement for ... something bigger. |
| Zousha_Omenohu08-27-07, 02:25 AM | 7. Your PC's wittness the attempted assasination of an alcemist. Apon interigating one of the assassins they will find out that that they are from the future to stop the man from making an internal youth potion that works normaly on men but stops women from aging past 12 and only works once injested past that age, the assassins want to prevent a world of pedophiles and the alchemist just wants to live! "Oh noez!" (cookie for the reference) Bokusatsu Tenshi Dokuro-chan. I only know that because I stumbled upon the Wikipedia article for it by accident. |
| yellowdingo08-27-07, 08:53 AM | 9. A Rescue "Take that you Burk..." Tane heard the groans of a victim as they were on the receiving end of a Kicking. "Hoy! You!" Tane leaped down the alleyway to the fellow's rescue. Tane drew the attention of the two thugs who had been working on the downed man. Briefing: The PCs rescue a lone member of the City watch. He is the Son of the Patriarch of the city. They make a friend, and get the nod from the Guard who will have them down as good lads. |
| Tunllaw08-27-07, 11:16 AM | 10. The PC's are hired by gnomes who are trying to break the kingdoms speed record with their Motch Fieve. The problem is they need a component for the gas tank that can withstand (insert redonkulusly high tempiture here). Either the PC's make an item with wacky fire resistance or they steal it from the halfling team on the other side of the city. "Oh noez!" |
| Empirate08-27-07, 11:43 AM | 11. A gnome hires the PCs to capture as many Gas Spores (fake Beholders which explode on taking a certain amount of damage) as possible and herd them into the basement of his huge metal tower. Once they have enough of them, the gnome "sets off" the Gas Spores, and his tower takes to the skies as a space rocket! With the PCs still inside... Note: Stole the hook from one of my friends. |
| Dag08-27-07, 11:59 AM | 12) The caravans from the Copper-shield merchant company have been under heavy assault by brigands for the last few weeks now. Naturally the company is seeking bold adventurers to guard the caravans. The catch is that a much more powerful and influential merchant house (Shadowhill) lies behind the banditry, they are simply tired of the small Copper-shield outfit muscling in on their territory. Naturally the Copper-Shield Company will hire PCs to defend the caravans and find out who is behind the banditry, or Shadowhill will hire the PCs to raid the caravans of Copper-Shield. A twist to this is that Copper-Shield has recently fallen on difficult financial times and has been forced to take out a loan from the city's largest thieves' guild. The guildmaster offered the loan, but also insisted on partial (and secretive) ownership of the Copper-Shield company. The party risks angering either a powerful merchant house or a thieves' guild unless they are careful. |