Post by Deleted on Jul 5, 2015 4:46:07 GMT
Screw those guys for making us wait a whole week! (j/k love you guys!) Here are ten ideas to bring to your table. We've had over a hundred ideas appear in various top tens now, so some of these might be retreading old territory. Nevertheless, in no particular order of topness to bottomness...
10. My name is Jonah
The party must enter (or was swallowed?) by a creature of incredible size. Navigating its interior is not unlike exploring a dungeon. The various parasites and symbiotes living within it are deadly creatures in their own right.
9. What we have here is a failure to communicate
The party is under the effect of magic that confounds the understanding of language. It may be a localized area, or a curse. The players are forbidden from using verbal communication while under the effect. This does not affect the verbal components of spell casting; it only prevents language from being understood, not spoken.
8. Bulette Time
These creatures are incredible burrowers, but even they can't penetrate the foundation of the dwarven Dunstone Racing Arena, specially constructed by the (crazy-ass) mountain dwarves of the Dunstone Mountains, where they race these allegedly tamed bulettes in the newest fad: Land Shark Surfing.
7. All magic is Wild Magic
For some reason, the Weave is going bonkers. Anytime a spell is cast, there is a chance of causing a Wild Magic effect. Perhaps it is caused by a rare planetary alignment, or the high god of magic lost a bet to a trickster god. How long will it last? Who knows? What you do know is that spell casting has become risky business for the time being.
6. Cult on Cult Action
Why have just one doomsday cult trying to bring about the end of the world when you can have two? Inspired by me trying to refluff and combine Season 1 and 2 of D&D Adventurer's League Expeditions, two (or more) factions vie to be the harbingers of doom, but they inevitably butt heads. Give the heroes a chance to pin the cultists against one another, and let evil do all the hard work for a change.
5. Perfect is the enemy of good.
Immortal forces of good -- celestials, gods, etc -- have decided they are tired of the mortal races inability to play nice with one another. Many of them have simply left the mortals to their own devices, while others actively seek to end their suffering once and for all. Who is the bad guy when a good mortal fights a Good angel?
4. The Sky Will be Black With Stirges
These little critters tend to congregate in small swarms, and are a nuisance to adventurers of all levels, but what happens when there are thousands, or hundreds of thousands? (shortly after pondering this idea, I did a little looking around and found an old OGL book covering this -- Horde Book 1 )
3. Charlotte's Webs
The adventurers are exploring the Underdark. During their travels, they encounter numerous webs that contain written messages. Exploration will reveal two intelligent spider hives which are competing with one another, and trying to gain the cooperation of the party to help them defeat the other. Both promise some kind of reward for helping their side.
Or the party can just squish them all, and take all the loot.
2. The Master Journal
A rare magical book that allows the holder to record his thoughts by simply thinking at it. The journal can take down writing and images with perfect accuracy. Earlier entries from a previous owner lead to a side quest of the DMs devising. Pages are limited, but they can be erased with a thought, as well. Wizards using this as a spell book do not need to pay for the materials to copy spells.
1. Just Add Water
Remember those 'magical grow capsules' that you drop into water and they expand into a sponge animal or other shape? Same thing, except it becomes a real creature or object.
10. My name is Jonah
The party must enter (or was swallowed?) by a creature of incredible size. Navigating its interior is not unlike exploring a dungeon. The various parasites and symbiotes living within it are deadly creatures in their own right.
9. What we have here is a failure to communicate
The party is under the effect of magic that confounds the understanding of language. It may be a localized area, or a curse. The players are forbidden from using verbal communication while under the effect. This does not affect the verbal components of spell casting; it only prevents language from being understood, not spoken.
8. Bulette Time
These creatures are incredible burrowers, but even they can't penetrate the foundation of the dwarven Dunstone Racing Arena, specially constructed by the (crazy-ass) mountain dwarves of the Dunstone Mountains, where they race these allegedly tamed bulettes in the newest fad: Land Shark Surfing.
7. All magic is Wild Magic
For some reason, the Weave is going bonkers. Anytime a spell is cast, there is a chance of causing a Wild Magic effect. Perhaps it is caused by a rare planetary alignment, or the high god of magic lost a bet to a trickster god. How long will it last? Who knows? What you do know is that spell casting has become risky business for the time being.
6. Cult on Cult Action
Why have just one doomsday cult trying to bring about the end of the world when you can have two? Inspired by me trying to refluff and combine Season 1 and 2 of D&D Adventurer's League Expeditions, two (or more) factions vie to be the harbingers of doom, but they inevitably butt heads. Give the heroes a chance to pin the cultists against one another, and let evil do all the hard work for a change.
5. Perfect is the enemy of good.
Immortal forces of good -- celestials, gods, etc -- have decided they are tired of the mortal races inability to play nice with one another. Many of them have simply left the mortals to their own devices, while others actively seek to end their suffering once and for all. Who is the bad guy when a good mortal fights a Good angel?
4. The Sky Will be Black With Stirges
These little critters tend to congregate in small swarms, and are a nuisance to adventurers of all levels, but what happens when there are thousands, or hundreds of thousands? (shortly after pondering this idea, I did a little looking around and found an old OGL book covering this -- Horde Book 1 )
3. Charlotte's Webs
The adventurers are exploring the Underdark. During their travels, they encounter numerous webs that contain written messages. Exploration will reveal two intelligent spider hives which are competing with one another, and trying to gain the cooperation of the party to help them defeat the other. Both promise some kind of reward for helping their side.
Or the party can just squish them all, and take all the loot.
2. The Master Journal
A rare magical book that allows the holder to record his thoughts by simply thinking at it. The journal can take down writing and images with perfect accuracy. Earlier entries from a previous owner lead to a side quest of the DMs devising. Pages are limited, but they can be erased with a thought, as well. Wizards using this as a spell book do not need to pay for the materials to copy spells.
1. Just Add Water
Remember those 'magical grow capsules' that you drop into water and they expand into a sponge animal or other shape? Same thing, except it becomes a real creature or object.