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Here are two more:
-Infamous Pirate-Queen, Riina the Avenger, and her fleet have captured the three sons of Zandar Bley, King of Parsool. King Zandar has sent his brother, Prince Kalev, with a contingent of the fleet to the prisoner exchange, which is taking place on a sandbar just off the coast of the Kasht Swamp. However, Kalev has no intention of letting the exchange go smoothly and plans to have the Princes killed during the exchange so that he is left as the sole heir to Parsool's throne. Our heroes can be either one of Riina's crew (or a captain if they have their own ship), or they could be in the employ of Parsool's navy, hired to ensure that the Princes return safely.
-A powerful curse is laid upon the heroes and the secret to breaking it lies somewhere deep inside the Archives of the Wizard Voldar. The Archives, as legend has it, are far to the north beyond the Glacier Sea. The Heroes must undertake an epic journey, enduring the fridgid elements whilst fighting off snow ape ambushes in the Axos Mountains, jötunn raiding parties on the Frozen Plains of Valgard and a gigantic kraken on the ice of the Glacial Sea. After enduring all these trials the heroes find the Archives, but they find the Wizard Voldar long dead on his throne! Since the skeletal remains can offer no guidance, the heroes are reduced to scouring the Archives themselves to find a way to break the curse in time.
Last edited by Crom (8/20/2016 4:22 am)
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Man, there are some good hooks here. I'm going to have to work up a plot seed or two to add.
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Please do, old son! The more the merrier!!
This is the sort of stuff that there should be more of on this site.
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- A pair of charks are attacking settlements on the Plains of Klaar. The Heroes set out to hunt the charks and claim the bounty, but during the hunt it becomes clear something is amiss. Perhaps the charks are pursuing a merchant who has stolen their eggs or some other target. Or the charks show unnatural behaviour during attacks, their actions guided by an unseen sorcerer or shaman!
- From his observatory, an Alchemist sees a bright burning star fall from the night sky, landing somewhere in the area known as the Glass Sea between the Deserts of Beshaar and Fire Coast. It is called this because the intense heat of the volcanoes there have turned much of the desert sand to glass. The Alchemist offers the Heroes a reward if they can bring the star back to him. The journey will be fraught with peril and the presence of the star will not have gone unnoticed by the agents of Methyn Sarr, the Witch Queen. She will no doubt want the star for her own dark purposes. But what could the star be? Another Star Orb from the gods or some other strange artefact? An intelligent being or terrible monster from another galaxy? Perhaps the Heroes will arrive to discover that Methyn Sarr has already recovered the star and so they will need to break into her fortress and steal it.
- After an adventure whilst the heroes are divvying up the treasure they discover a strange looking ring. The Hero who takes and wears this ring finds he is visited by strange dreams of another life from aeons ago. In these dreams he is shown the vague location of a vast horde of treasure. Upon awaking, the Hero tells his companions of the strange dream. Maybe he or one of his companions recognise the landmarks he describes from his dream and so the party sets forth to discover the lost fortune! But upon each night the Hero starts to have nightmares that grow worse with each passing moon. What ancient horrors could be guarding the treasure?
Last edited by Crom (1/07/2017 7:27 am)
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-After arriving in Satarla, one of the Heroes(with a career in noble or merchant) receives an invitation to a feast. When the group arrives at the estate just they are greeted by a hunchedback servant and shown inside(after their weapons have been taken at the door of course!). They are escorted to the feast hall and seated among many other nobles and prominent merchants. The host rises and begins to make a speech but before he can finish welcoming his guests, he keels over dead! The hunchback checks the corpse and declares it was poison which killed him, before rushing out to get the city guards. Sensing that the killer may still be nearby the guests start to leave only to find the corridor they arrived through has changed! If anyone tries the windows they will find them barred or bricked up. As the group tries to escape they will find that the corridors, rooms and stairwells will almost disappear and change without warning. Is it foul sorcery or some other trick? One by one the guests are picked off by strange traps or they simply disappear. As the night goes on, horrifying monsters will begin stalking the halls. The Heroes must search for a way out, if one exists, and discover who the mysterious killer is if they are to survive the night.
-The Heroes are hired to bolster the forces of the Parsool City Watch for a raid on a pirate hideout. The Watch aim to recover any stolen goods. In truth, the corrupt Watch Captain is double crossing the pirates so he can sell the stolen items for his own profit, and so he has given his men the order to kill the Heroes once the pirates are dealt with. The pirate lair is a system of caves hidden in a cliff-side, in which some of the lower tunnels flood when the tide rises. Unbeknownst to the Watch, the Pirates have recently come into possession of an ancient stone idol that whispers secrets of the void that lies below the waves, bestowing both dark sorceries and madness.
-Upon returning to their home village, one of the Heroes learns that a NPC close to them(a friend, family member, childhood sweetheart) was recently taken by slavers. The relatives of the NPC beg the Hero to ride after the slavers and mount a rescue. The Heroes ride for days, following the trail of the slavers through tracking skills and hearsay, before catching up to the slavers who have made camp in the ruins of Qar(likely hoping to ride onto Urceb before boarding a ship for Zalut, the Sorcerers there always have need of new sacrifices). The heroes will either try to sneak into the camp or perhaps try a full frontal assault to try and free all the slaves! If the Heroes are discovered during the attempt the slavers may try to get away with their cargo, causing a daring kroark-chase to ensue!
As always, let me know what you think! And post your own too, I'd love to hear them!
Last edited by Crom (4/13/2017 10:24 am)
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Here's another I've just started writing to use in my first session of the new year:
You've tracked the raiders to their hideout, a fortress that sits atop a plateau. Within, a host of murderers and the girl they kidnapped to use in their fell ritual. If you hurry she may still be alive...
Six months ago, Khadar the Exalted, lead a coup to seize command of a group of bandits known as the Exiles. He threw the burning bodies of the loyalists from the high walls of the fortress before converting the surviving bandits to the worship of Zaggath, the Lord of Fire.
Since then they have raided the border towns and villages surrounding Halakh. In each raid the Exiles have taken prisoners to use in their dark rituals, usually young women. This continued until three nights ago when Khadar managed to kidnap the daughter of a local high priest. The High Priest subsequently offered a generous reward for the safe return of his daughter, and another for the head of Khadar!
Right now you are scaling the near-sheer cliffs of the plateau in the hope of finding a way inside and rescuing the girl before the ritual begins!
If you have any ideas or suggestions for what I could use in this adventure I'd love to hear them.