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1995-10-06
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Path: usenet.ee.pdx.edu!cs.uoregon.edu!news.uoregon.edu!one.mind.net!news.onramp.net!convex!cs.utexas.edu!howland.reston.ans.net!news.sprintlink.net!in2.uu.net!not-for-mail
From: dickinst@crl1.crl.aecl.ca (Tim Dickinson)
Newsgroups: rec.games.frp.archives
Subject: RESOURCE: Tim's Stuff: Plot ideas 4 (7/22)
Followup-To: rec.games.frp.misc
Date: 3 Oct 1995 16:00:49 -0400
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IDEAS for your campaign...just to spice things up.
++++++++++++++++++++++++++++++++++++++++++++++++++
> The party comes upon a feebleminded priest, or wizard. There's
too many plot hooks here to even start...
> Characters should get their pockets picked more often when
they're in cities. They're big and rich-looking, and they'll
be constant targets. Non-stop.
> After the party has a forest battle, they'll be stalked and
punished by the wood's druid, bent on revenge (if they damaged
the forest) or preventing them from doing any harm (if they
didn't).
> Some locals are beig murdered - some of high standing, some
common folk. The local Assassin's Guild is carrying out the
executions, under order from a secret cult of half-elven
fanatics. Investigation will reveal that all of those killed
were half-orc, although no one knew it, most of the time.
The cult despises the idea of orcs defiling the human heritage
they share.
> A rumor that a local priest of high standing is a demon. He's
not, but if your players are like mine, they beat every rumor
to death, especially if it's demonic. The priest will hear of
their investigation, and may even start worrying and acting
suspiciously: this may lead the players on even _more_.
> Illusionists should use Change Self, Ventriloquism and Audible
Glamer as much, and as intelligently, as possible. These three
spells can totally screw up a party's heads. 8-)
> A ranger with two brownies as companions.