Showing posts with label 5 plots for.... Show all posts
Showing posts with label 5 plots for.... Show all posts

Friday, November 4, 2011

5 plots. Fantasy swamp tavern

Usually when characters go to pub or tavern, it's generic. If they want rumors or drinks or place to stay I describe it and give usually description for owner. But I haven't designed several pubs with plot hooks. Well, I have designed adventures what you get from pubs (who hasn't) but haven't made these pubs characters stumble in to find something more interesting than just a place to rest, spend money and hear rumors.

So, here are 5 different pubs with plots to use.

Drunken Toad
Location: Next to a road in remote marshlands. Place smells rotten vegetation, mud and swamp gasses. It is always misty and you can hear the ballad of toads in the night. The pub is one day travel from next civilization.
Owner: Owner is old toad hunter. He captured toads some for food, some for wizards and alchemists to use in their experiments or extract poison. When he got old travels to swamp got harder. It's not easy to move in there. He got some wealth and opened this tavern. Today he is thin but in relatively good shape. He has some back problems what sometimes makes his movement a bit stiff. Biffron the Toad he is called because of his severe skin condition on face. He is not social for his time spent alone in swamps.
Outlook: Dark wet boards what smell a little rotten. Somehow the building hasn't collapsed but manages to stay together. Inside is warm and smalls incenses to keep rotten swamp smell away. Downstairs there are four tables with four chairs each. There are no wine but spirits and ale instead manufactured in the backroom. Fireplace is big and smells like urine. Stairs go up where are four simple rooms with two bunkbeds for total of four visitors per room. Behind the desk are three rooms. One is kitchen, one storage and one owners room. It is locked and there are no other valuables except money.
Assortment: Food is stew made with some mud tasting vegetables, herbs found from swamps and toad meat. Also some old bread is available when owner bakes it. Cheese is hard and old also. There is no wine available but ale is brewed and spirits distilled in the storage. Prices are high because of the location. Those who need place to rest in the swamps must pay the price to dry their clothes and seek a dry place to rest their head.


Plots

1. Owner Biffron the Toad is sick. He has caught swamp fever (-1 constitution or similar each day until none is left and contaminated is dead. Roll medium resistance test for characters not to get sick). He asks characters to find this rare toad to get remedy. If one of the characters is contaminated the motivation to find the frog might be higher.
2. Nightly robbery. While characters are resting they might wake up in Biffron's yells or hear racket downstairs (50% change which one). There is robbery going on. Biffron might be wounded (75% change he is). Robbers are mediocre for characters to beat. Maybe there is warrant on the robbers or Biffron might need medical help.
3. Biffron the Toad decides to join characters for a drink. Even though he is not social person he still enjoys listening to the stories. Especially when there haven't been customers for a long time. If characters refuse to let him sit with them, he insists even offering free meal or free stay. When listened enough and getting drunk he tells about a treasure in the swamps. He has seen the old ruins himself but never got there because of "strange swamp evil". He can tell the location of these ruins the treasure is but won't talk about the "strange swamp evil". He is uneasy about it.
4. Hooded figure is sitting in corner table. He greets fellow strangers and is willing to serve them drinks. He wants to hear fellow adventurers' story or wants to tell something he knows. What ever characters are interested in. After drinking nothing really important was revealed and characters eventually go to bed. Next morning they feel really sick and hooded figure is waiting for them downstairs. He tells he poisoned characters and before they can get the antidote they need to do what he wants. Hooded figure doesn't have antidote with him but it is in safe place. Hooded figure's condition is that characters escort him out of the swamp area. Actually hooded figure is just a lost traveller who is scared. The poison is mild what only enchants hangover. If characters escort him out of the swamp hooded figure will reward them kindly for their effort. He also tells a rumor he heard what characters might want to pursue (dungeons obviously ;) )
5. After resting the night in tavern and leaving characters notice that the tavern is not next to road but in the middle of the swamp. Asking Biffron about this he doesn't know or think anything unnatural has happened. He just says: "It's always been like this". If characters venture into swamp it is really hard to walk and they encounter giant ugly dragonflies (average combat encounter based on characters might. Flying monster, 20% change attack to paralyze for D4 turns). When all monster dragonflies are dead corpses just disappear. Continuing travel they are back to tavern. If they try again no matter what they do or how they navigate or what direction they move they eventually get back to tavern. (Every time characters walk away from tavern to "circle" back there is 25% change for dragonflies... or even nastier monsters of GM's choice). Tavern owner doesn't say what's going on. But when characters threat to kill him with physical pain he tells, that there is a man eating banshee witch who alters tavern's reality when there are customers. Banshee comes in the second night and eats travelers. That way he lets tavern keeper be alive for providing meals. But banshee told that if tavern owner tells about this trap he is as good as dead. Banshee is really powerful creature what lives in alternate dimension in this swamp. He is really powerful opponent and worth a lot of experience. No gold is gained but banshee body parts might be valuable items to sell for wizards or alchemists.

Naturally you can use these five tavern plots in other taverns also.

Picture of inspiration:
Picture from  Deviant Art. Artist AndreeWallin
andreewallin.deviantart.com

Friday, March 11, 2011

5 plots for Dungeons & Dragons or fantasy setting

This is my second post on the "5 plots for..." series. First was for Vampire: the Masquerade, I am currently running. Earlier I did run D&D 3rd edition game in generic fantasy setting I made up during the course of play. Anyways, here are 5 plots for Dungeons & Dragons and other fantasy genre games.

1. Death Penalty By Drowning


Characters are captured and accused to be spies or other henchmen of evil out of no reason. The village they are in just finds characters outsiders and vile. They are in the jail of this city and are judged to face death by drowning. There is nothing they can do, no escape, no reasoning to get free as the villagers have set their mind.

The last evening before drowning, an elf slave gives the last meal for characters. In her eyes characters see deep sorrow and fear, as she gives the soup and tea. If any of characters refuse to feast, she insists them to eat, or at least drink the tea (make sure characters do).

Night comes, and characters are forced to nearby lake chained to a heavy rock pulled by mules. They hear their final judgement, how the evil must die and are cast to the lake.

When they cannot anymore hold breath, they realize they can breath underwater (the tea was actually "breath underwater potion"). Guards and villagers think that characters are done and leave the place.

Underwater, chained to rocks characters are alone in the night and now is their change to escape. Give every character a change to get free, or those who got free to help their comrades. Powerful warrior might with successful roll force himself free or rogue might use debris from the bottom to picklock the chain.

When characters swim out of the lake, they get a ghastly vision of this elven slave.

"I am elven princess' cousin, and was captured to be slave.
I freed you, as I saw your soul and you are not evil.
Help me free, as I helped you free yourself."

Now it's up to characters, will they help elven princess' cousin from these narrow minded villagers, who are the true bad guys, or will they just escape the whole place.
How will they plan the freeing? Their equipment are in guards hut in the chest. They might sneak in and kill a couple of guards off-guard or what ever DM seems fit or what ever players find their plan to be.

2. Snakes On The Plane

In big central city, everything has been normal to this day, until in dusk sky turns greenish purple like a vortex and these mighty snake-man warriors attack it. They kill guards and men who resists and plan to make others slaves for their evil reign. Characters might encounter one or two, but they soon realize these vile snake-man monsters are tough opponents, and there are hundreds of them. City cannot defend, nor can characters.

In the disorder city's mage's guild's officer pulls them aside and leads them to secret dungeons below mage's guild. There he tells what is going on.

"From another plane, these snake-men cape to conquer our realm. They are powerful here, as their Plane's laws are more powerful than ours. You heroes are our only hope. You must travel to this Snake Plane and destroy what ever force keeps the vortex open and gives Snake Men power to function on our Plane."

Mage officer then gives magical items for everyone (one item per player) to help their task and opens Plane vortex what leads to this Snake Plane where Snake Men reside.

In Snake Plane player characters are as powerful as these vile creatures and can fight them off. They find it out, as where they are teleported by the vortex there are few guards they can kill easier*. They must travel the  palace of Snake Men and destroy the crystal what powers their vortex and allows them to roam free.

* Fix Snake Men stats. At players' realm make their stats insanely powerful, but at their plane downgrade them to meet characters' level.

3. Sickness in Camp

At their travels, characters find a big camp. It's more like a village, but inhabited by nomad tribe. As they go closer to find better shelter than just their tents and campfire, or restock their rations, they soon find out that every single villager is sick and dying. Nomads ask for help.

The sickness is caused by poisoned well's source underground in the mountain or hill. In the source of well the water is green and there is magical crystal what makes the water poisonous. When the crystal is removed, water is restored to healthy.

They find some kind of hint or clue, where the crystal might originate. The clues lead them to nearby village. The leader wants nomad lands for himself, but nomads refused to leave their ancestors place. So the leader decided to poison and kill the villagers to gain their lands.

Will characters help the nomads?

4. Lost Books

There are books lost from mage's guild and one apprentice with them. He was known as power hungry and wanted to learn dark and harmful arts, necromancy in top of it what did not suit guild as he was too young and naive for that kind of power.

Lost books and power hungry apprentice can be found nearby in the mausoleums of cemetery deep underground guarded by undead monsters.

5. Too Big

Thousands of years ago, evil wizard destroyed the mighty dragon and was severely wounded after the battle. With his last powers, he only could cast a sleep spell on the dragons progeny. Now the dragon is awaken, adult. Too weak to do barely anything and stuck overgrown in his cave. Telepathically this dragon asks help from characters to get free.
People remember the tale, but are cautious about dragons. Is this ancient dragon evil or good? Will characters try to free him and how will they get him out of whole mountain?

But the dragon knows where his mother hide the great treasure and is willing to share it with his liberators.

Friday, February 25, 2011

5 plots for Vampire: the Masquerade

Do you have trouble inventing plot for your game? This is a new blog label for various games. Label is 5 Plots for... I will give 5 basic plots to work on. In this blog content for Vampire: the Masquerade.

These plots are not full storylines, but ideas to work on or get kick start for your session, adventure or even campaign.

So, here are first five plot ideas for Vampire: the Masquerade. Some of these I have used in my own games, some are ideas I haven't used yet. I will leave open questions how the plot developes for Storyteller/Gamemaster to decide and work on.

1. Wrong Prince

Players' coterie gets anonymous letter or email from unknown source. The message tells, that the Prince of the city is not who he claims to be. The Prince is a sham. The source warns that if the information about false Prince is leaked, the coterie will be in big trouble. They might not be taken seriously or what worse, the false Prince could hunt them down.

What is the real identity of this false Prince? Has he taken the place of the real Prince and is just a poseur. Is he enemy of the city's sect or just power hungry strong individual? What does the false Prince want from the city?

Does false Prince want to destroy the city from inside? Does he just want power and took real Prince's place with the status earned by the real Prince earlier?

How can coterie unveil the false Prince without a question? Will false Prince find out that coterie knows his secret and what will he do to stop the coterie? Who is this mysterious informer?

2. Dead Caitiff Meat

Caitiff's are usually left alone in Camarilla and not appreciated, but even the city's councel wakes up when there are several reports of dead Caitiff. Someone is systematically killing them and in a small period of time bodycount is at it's peak.

Characters' coterie might see their time to shine in this problem, or one of their clan's primogen might give the mission for them. Caitiff are not a big deal, after all. Still someone anonymous killing kindred, thin blood or not, is not to be taken lightly.

But it is not just that simple. Coterie finds out the true power behind Caitiff massacre. Old and powerful vampire of respected generation has come into the town. He is too old and powerful to satisfy his hunger from the human and must nourish his body with vampire blood. Caitiff are easy target in Camarilla area. They are not respected and weak.

What does Coterie do when they find out who is behind the Caitiff massacre? They cannot stop him because of his power. They can be even threatened to let the powerful vampire feed for his time before he leaves to the next city. What if coterie tells about this carnivorous and cannibal vampire to higher authorities, will they be in danger? This powerful vampire could even tempt Coterie to join him for true power, as you cannot lower your generation without feeding on who are above you.

Will characters become his followers seeking for power? Will they tell about the visitor to authorities? Will they even protect him in fear of being onslauhted? What will Camarilla authorities think about this being?

3. Lost Master

Ghoul comes to ask help from Coterie. His master is lost. Been lost for few nights without a trace. Ghoul starts to be really worried and doesn't know anyone else to ask help for. The lost vampire should not be of high status, as his disappearance would be more noted in higher authorities.

What happened to the master? It's Coteries job to find out. The master might be their friend or ally from previous sessions to give some extra motive for Ghoul's trouble.

There are several possibilities and follow-ups for this scenario, depening on how deep ST will make the starting plot. Here are few possibilities:

1. Rival vampire has taken Ghoul's master as his prison. He want's his area, and is blackmailing it from trapped vampire. His area of control will be exchange for his freedom.
2. There are hunter's in town and Ghoul's master is:
A) Captured and kept in mobile laboratory for experiments about vampires. He must be freed and hunters and their experiment data wiped out to protect Masquerade.
B) Hunters have killed the master. Now what to do with the hunters and with the Ghoul who has withdrawal symptoms of blood.

4. Sabbat Shock Troop

They like to play with shovelheads. From time to time Sabbat sends shock troop to cause mayhem and trouble for Camarilla city. Now is the night for it. While hanging out minding their own business Coterie gets attacked by Sabbat shock troop. How do Coterie find out it was Sabbat troops attacked them? Was it just an random attack or beginning of a bigger attack?

5. Thou Shall Be Free

If characters are all fledlings, they might get a task to prove themselves worthy to be neonates freed from sire's control. Easy trick to give simple quest or series of quests. Depending on character's clan, initiation rite might include physical, social or mental tasks. This is quite cheap way to give characters something to do. Another way might be for Coterie to prove their worthiness for Prince.

Final Words

Some of these are simple ways to get something to do for player group (like 5th) but some might even be used for basic plot for entire chronicle. Feel free to use and experiment.