Tag Archives: Samples

My own chicken scratch Plots

You know, I try to edit or add to most of the stuff I put up on here as most of this stuff does require good editing for grammar, spacing, formating. All that good jazz. Its usually not straight copy/paste. I do like to put some effort into what I am doing here but this little baby… This little baby is all mine and I have to say I’m going to leave it unrefined to show you what i’m working with here.

These are some old notes from an old app that I used to use to keep track of my notes. The first couple are from my days when i was looking into running Curse of Strahd, which again I was warned not to do it because Ravenloft is a hard system to run. Those are the words I was told. Thats when this whole journey started. I read the books, I decided what i was going to do and to change and this batch of my own plot ideas starts with a couple ideas straight away with Curse of Strahd. To me, this shows where things have come from and where they may go.

Raven-mob atk carriage, crazy guy(took daughter) looking for relic, bury burgomaster(strahd atks),

Raven loft add: add people in town. One points to tavern on way to castle that captures people to feed strahd, ruined human stronghold when stood against strahd. Holy symbol there. Religious following of strahd.

Plot of star wars, left behind. Party I is mayor friend. Get to know. Then power hungry rival with good face and PR moves against him to take over and it works. Now everyone sees him as a hero but party knows the truth.
[ ] Political dinner party you are alone with a rival rival claims you attack so you go to jail and he claims rivals position
[ ] Rival people discover something that devours magical essence. Dies it create something from it as a release? At owners command? …. What do they do with it?
[ ] Someone hiring someone to kill someone close to them so they can get all the attention – candyman – sweets to the sweet. – investigating then get wrapped up in it.
[ ] Some thing sucking life from locals.  A weak vampire in the cemetery
[ ] Door riddles ‘doors favorite joke: knock knock’
[ ] Traps, trap inside trap, sun beams to mirrors, triggered doors, invisi doors, swinging guilltones, invisible bridge, riddles, floor tile puzzles, music, bleeding door, falling illusory wall
[ ] Live out movie plots. Good plots? Bar scene lotr, bar scene SW, rancor pit idea,
[ ] Chased by corrupt official
[ ] Name after have people like d&d cartoon people and Simon the sorcerer, dirky the daring, etc.  And ideas like karma and jive
[ ] Guy looking to make a Walmart of stores and expand. Goods so cheap closes down other shops. Guy plans to control worlds economy then? Destroy worth of money or become world’s leader?
[ ] Rumor of a guy trying to make a cult.  Named Jesus.  Says his dad is a god.  Religious leader says Your job is to verify, infiltrate and do what must be done.  Ate they a threat? Think OK then find out got weapon. Gonna kill everyone who doesn’t believe in his father.  Double trapped
[ ] Dungeon comic sewer clean. Petty Criminals paying off debt sent to clean sewer system.  Flushed out wrong forced out of town.  Guards sent along.

[ ] During camp night see falling star that crashes down few miles away.  Get there and bug? Creatures are setting up camp. Attack? During fight scouts bringing humans back attack you. Go into rock, Bigger on inside than outside. And?
[ ] come out a portal in to a battle where both sides gang up on them?, superstitous clans. Not sure who side they on. figure maybe gods avatars. Get involved in clan feud that was caused by another party neither knew about (wizards?) it was their form of entertainment.  Two wiz leaders bet on outcome.
[ ] Solomn kane story-find weird bar,hidden cult, need to clear it out, has zombies/ghosts
[ ] Lovecraft house story. Come in guy upstairs,blood drips people go upstairs the house changes the house drains mental energy from people going crazy. Dungeon w family(cultists) remains under house(destroy to get out)
[ ] Hirelings of a dungeon master to help run a dungeon.  Run like corp, doing day to day things ala dungeon comic

The Social Media's -

NPC’s with Backstory

I believe a good number of these were generated over at a site I reviewed called Wizard Dawn. I believe I generated a bunch and kept some of these good ones. I have a set for just NPCs and NPC hooks over here and more over here. I have a set for villains and another set just for looks also. I actually like these quite a bit.

Both of the NPC’s parents died after he reached maturity. The NPC fears (or feared) his parents. The NPC is the youngest child of a large family (more than five children) who used to bully and harass him. The character’s family emigrated here by choice after the NPC’s birth. How does the community react to the NPC’s family? Well, truthfully, the family is admired and beloved. The NPC has a group of about ten people who hate him who want(s) to capture and torture him before killing him. Luckily, though, the character also has befriended a very large group (about one hundred people) and allies who act as spies or informers. As for companions, the NPC has a ward, child, or other young companion. It is especially strong and fierce.

Important Events

After living at a certain higher standard than his current status allows, the character often wishes for things he can’t afford. The character may yearn fruitlessly for these luxuries — or try to acquire them.

The character discovered that some authority figure he respected was actually corrupt. This may have been a personal betrayal or simply a failure to uphold the standards of his or her office. Before the character could confront the villain, however, he or she vanished with a valuable treasure. Now the character stalks this criminal, determined to right the wrong that he or she has done.

In order to prove his skills, master the power of magic, or otherwise claim his place as an adventurer, the character underwent a tremendous ordeal. Whether he triumphed at a great cost is up to the player. If he failed, the character constantly struggles to undo this shame.

Both of the NPC’s parents died and he was raised by relatives. The NPC is/was embarrassed by his parents. The NPC is an only child. The character’s family is an old, established one and has never lived anywhere else as far as anyone can remember. How does the community react to the NPC’s family? Well, truthfully, the family is reviled and hated. The NPC has earned the hatred of a town or guild-like organization who turn(s) the local authorities against him. Luckily, though, the character also has found favor with the people of an entire city or large institution (like a church or order of knighthood) and allies who can supply funds in a crisis. As for companions, the NPC has an uncommon mount, like an elephant or a worg. It is determined and spirited.

Important Events

The character was forced from his home and now must wander the lands until certain conditions have been met. Once he meets these conditions, he can return to the place and people that are uppermost in his heart. The DM should figure out where the character was forced from and what he has to do to return. If he wishes, the conditions can be of medium or extreme difficulty.

The character was once arrested for a crime he did not commit. Although his guilt seemed certain, the perceptive magistrate in the case sought out the truth before allowing a sentence to come down on the character’s head. The character’s faith in courts and legal systems was shaped by this encounter.

After living at a certain higher standard than his current status allows, the character often wishes for things he can’t afford. The character may yearn fruitlessly for these luxuries — or try to acquire them.

The character learned all kinds of useful facts while growing up. As a result, he can relate some obscure fact about almost every subject. Feel free to roleplay the character as a person eager to impart the information that he knows, or play him as someone who imparts his knowledge only when it is needed.

The character crossed an evil magician and has been afflicted with a curse. The exact nature of the curse must be determined by the DM. Possible game effects include the reduction of an ability score or a penalty to a difficulty modifier for some actions.

The character was stricken with a grave illness that nearly cost him his life. After an extended period of convalescence, he recovered. This brush with death has left the character with a very real sense of his own mortality and the value of life, resulting in an element of deep caring for others who are ill.

Both of the NPC’s parents died and he was raised by friends. The NPC is/was on good terms with his parents. The NPC is the youngest child of a large family (more than five children) who are all deceased. The character’s family are refugees forced to flee their home due to war or disaster. How does the community react to the NPC’s family? Well, truthfully, the family is the subject of dark tales. The NPC has become hated by the inhabitants of an entire city or large institution (like a church or order of knighthood) who want(s) to capture and torture him before killing him. Luckily, though, the character also has the love of an entire nation and allies who can supply funds in a crisis. As for companions, the NPC has no important companions.

Important Events

After almost losing family or friends to brigands or some other criminal element, the character learned the value of laws and those who enforce them. Because of this good exposure to peacekeeping efforts, the character finds it hard to break the local laws or perhaps merely has respect for the local authorities.

Earlier in his adventuring career, the character was something of a villain. In time, however, he realized he was a hero at heart. His evil allies now consider him a traitor and may show up to menace him while he’s assisting the party. One of the most important things the character has learned is to take personal responsibility for everything he does.

After a savage attack that left him close to death, the character is healed by a cleric (possibly the party’s cleric). The character periodically seeks guidance from this cleric. The DM and the cleric’s player should decide the circumstances of the NPC’s first appearance so the DM can make him appear again in an appropriate manner.

The character has learned that once beloved members of his family oppose him in various ways (some are even evil). He knows that though he wants to do good, some family members see his actions as evil. Whether the character wishes to oppose his relatives, for whom he still has strong feelings, is up to the player.

A friend or relative of the character introduced him to the joys of learning and reading. Since that time, he has been fascinated by all manner of tales. The character might keep a library of his own, never traveling without a useful book or two, or perhaps he simply writes down every story he hears.

The character learned all kinds of useful facts while growing up. As a result, he can relate some obscure fact about almost every subject. Feel free to roleplay the character as a person eager to impart the information that he knows, or play him as someone who imparts his knowledge only when it is needed.

Only one of the NPC’s parents is alive. The NPC dislikes (or disliked) his parents. The NPC is an only child. The character’s family emigrated one or two generations ago. How does the community react to the NPC’s family? Well, truthfully, the family is viewed with suspicion. The NPC has two important enemies, perhaps working together who use(s) arcane magic against him. Luckily, though, the character also has found favor with the people of an entire city or large institution (like a church or order of knighthood) and allies who can supply funds in a crisis. As for companions, the NPC has a guard/hunting animal like a war dog, panther, or falcon. It is loyal and devoted.

Important Events

Through some mishap, the character has some alter personality. Perhaps this personality is a spirit who possesses him, or it might be a second personality which surfaces in times of stress. When the character’s darker half comes to the surface, he behaves in ways unthinkable to his ‘normal’ self.

The character was once on the losing end of a battle. While he escaped with his life, countless others were not so fortunate. The victor in that battle is determined to complete his mission, however, which means that all survivors (including the character) must be hunted down and destroyed. The DM should identify this enemy from the existing campaign.

As he wandered in an unknown neighborhood, the character witnessed an act of kindness which forever endeared members of a certain race to him. The character can make it his goal to help as many of the chosen race as he can, or he can simply have him go out of his way to be nice to them.

A mentor of the character leaves for a long journey. When he or she comes back, the mentor has changed profoundly. Not only is the mentor a cleric now, but he or she also seems to have found a deep inner peace. The character may be so impressed that he wishes to follow the mentor’s path.

The character had extensive contact with the military, for good or evil, and puts great faith in the need for order and discipline. The character’s belief extends into his home life and his relationships, making him something of a controlling figure.

The character was traveling when his party was attacked by a monster. This attack knocked out several of those who would ordinarily take charge and defend, changing the character’s fear to determination to protect the downed ones. With the help of another, he brought down the monster. This exposure to possible death left the character very aware of most people’s tenuous link to life. Now he may seem prepared for every eventuality or merely determined to allow everyone to have a chance to live.

The character was entrusted with the care of a youngster, possibly a sibling or relative. As the child grew, it became clear that he or she was not the character his or her protector was. This youth has become corrupt, perhaps even a true villain. Although the character probably blames himself for this tragedy, he still loves his ward very much. It is up to the DM whether the character still wishes to help the person onto the path of good.

Both of the NPC’s parents died and he was raised by friends. The NPC idolizes (or idolized) his parents. The NPC is the oldest child of a small family (three to five children) who are all deceased. The character’s family emigrated to their current home many generations ago. How does the community react to the NPC’s family? Well, truthfully, the family is respected and trusted. The NPC has angered a very large group (about one hundred people) who use(s) arcane magic against him. Luckily, though, the character also has two important friends and allies who can supply funds in a crisis. As for companions, the NPC has a common pet like a house cat, small dog, or song bird. It is unusually intelligent

Important Events

The character learned all kinds of useful facts while growing up. As a result, he can relate some obscure fact about almost every subject. Feel free to roleplay the character as a person eager to impart the information that he knows, or play him as someone who imparts his knowledge only when it is needed.

Because of illness or injury, the character had to deal with a health condition that took away his hearing or sight temporarily. As a result, he has a sense of compassion for others in the same situation. Before play, the DM should figure out which sense was affected and when the character lost it.

Both of the NPC’s parents died, leaving the NPC to fend for himself. The NPC dislikes (or disliked) his parents. The NPC is the oldest child of a large family (more than five children) who used to bully and harass him. The character’s family is an old, established one and has never lived anywhere else as far as anyone can remember. How does the community react to the NPC’s family? Well, truthfully, the family is the subject of dark tales. The NPC has an entire nation or race that considers him an enemy who hire(s) assassins to kill him. Luckily, though, the character also has found favor with the people of an entire city or large institution (like a church or order of knighthood) and allies who watch over his friends and family for him. As for companions, the NPC has a spouse, lover, sibling, or similar adult companion who is especially strong and fierce.

Important Events

The character crossed an evil magician and has been afflicted with a curse. The exact nature of the curse must be determined by the DM. Possible game effects include the reduction of an ability score or a penalty to a difficulty modifier for some actions.

Earlier in his adventuring career, the character was something of a villain. In time, however, he realized he was a hero at heart. His evil allies now consider him a traitor and may show up to menace him while he’s assisting the party. One of the most important things the character has learned is to take personal responsibility for everything he does.

The character is related to or associated with one of the PCs in the campaign. The DM determines which PC the character has an association with. The roll of a d20 determines how closely the two are related or associated. A low score (1-6) indicates very close ties, while a high value (14-20) marks a distant relationship. A mid-range roll (7-13) indicates a moderately close relationship.

The Social Media's -

Random Quests

These go along with the other random plots, and road encounters and hooks and various other things I have around here.

Recently, there has been mysterious rumors of wild magics and powerful summonings in the area. This obviously has many locals concerned.

Recently, there has been kidnappings of local children. This obviously has many locals concerned. Rumors say it is the work of a powerful legendary wizard, but none know the truth

The heroes must oppose some peasants in a temple(who feel the need to be there(ala Dungeon comic, the cultists who sacrifice themselves), but have to contend with war, and opposition from a former ally trying to build a reincarnated king.

a plot based on a group of religious folk who are setting up council to grow their cult ‘ council of nicea’

Recently, there has been rash of major thefts from the rich and powerful. This obviously has many locals concerned. Rumors say it is the work of a brilliant and ruthless assassin, but none know the truth

A nation’s enemies have a secret base that must be found.

A medusa is constructing a garden of statues using townsfolk. Statues in a large cemetery come to life at night.

Catacombs have opened beneath the city, guarded by ancient undead who let no one pass. – work in the dungeon comic angle of the blasters clearing a subway

An spirit begs for help from an evil party member.

Several of the king’s tax collectors have disappeared after travelling to a particularly dangerous area.

A secret vigilante society is inflicting barbaric punishments on “evil-doers.”

About to be hanged for his crimes, a powerful bandit leader is sprung from his prison by his cohorts.

The king’s ambassador has disappeared while en route to a hostile country and is suspected of being a traitor.

The person the group was sent to meet has been replaced by a doppelganger.

An Sorcerer seeks to uncover a massive ancient construct with world breaking power. The party is sent by the King to stop him. At the end the group must choose whether they should destroy the construction or hand it over to the King.

An old hero in the battle of God vs. Evil will be honored for his deeds by being sainted. The greatest heroes of the current generation are to be his honor guard as he travels from the remote mountain-top monastery where the ancient priest has meditated for decades. But how will they deal with a cleric of almost limitless power who suffers from the dementia of old age? And will his ancient nemesis, whose lich-ritual he foiled, take this opportunity for revenge?

a courtier, a judge, and a laborer a knight, a physician, and a distiller were all found dead in the alleys this morning – killed in the same grisly manner. an astrologer named Cobre is missing.

A crime or atrocity has been committed; the PCs must solve it. They must interview witnesses (and prevent them from being killed), gather clues (and prevent them from being stolen or ruined). They must then assemble proof to deliver to the authorities, or serve as personal ministers of justice.

Common Twists & Themes: The PCs are working to clear an innocent already accused (possibly themselves). The PCs must work alongside a special investigator or are otherwise saddled with an unwanted ally. Midway through the adventure, the PCs are “taken off the case” – their invitation/authority to pursue the matter is closed (often the result of political maneuvering by an antagonist). The climax is a courtroom scene or other arena of judgment. The scale is highly variable for this type of adventure, from a small-town murder to a planetwide pollution scandal.

The PCs are a diplomatic vanguard, trying to open up (or shore up) either political or trade relations with a strange culture. All they have to do is manage for a day or so among the strange customs without offending anybody . . . and what information they have is both incomplete and dangerously misleading.

Common Twists & Themes: The PCs were chosen by somebody who knew they weren’t prepared for it an NPC trying to sabotage the works (pinning this villain might be necessary to avert disaster).

The Social Media's -

Damn You Halflings, Anyway!

Damn You Halflings, Anyway!

The man shambled into the tavern and up to the bar, and even tried to order a drink. However, the flesh dropping off his body scared everyone out of the place (except perhaps the PCs) as most people ran screaming for the front door. “Been a long time, Tomersaid,” said the bartender to the corpse as it struggled to make its wishes known.

“What happened to you? Now, don’t get worked up,” he said as he put a beer down on the counter then backed away quickly. His disappearance through the back door leaves only the PCs and one cowering waitress in the room with the zombie beer drinker.

If the PCs ask around, they’ll learn of only one known necromancer in the whole region, a halfling wizard named Piotorr. Piotorr’s family try to keep his activities under control, and as a result he does not have a reputation for robbing graves and animating the relatives of townsfolk. So what is happening here?

Story Elements
Select or generate story elements from this table.

1. The corpse in the bar, Tomersaid, is a relative of the Glowynn family. He died recently, and was buried in the cemetery. His family is very superstitious; they blame Piotorr, the only known necromancer in the area. They swear vengeance as soon as the reports of Tomersaid’s unliving state reach them.

2. Is Piotorr the only necromancer in the area? Maybe not. Perhaps there is another who is trying out his or her talents. Or maybe this unknown necromancer is trying to incite violence against Piotorr and his family, and maybe against all halflings in the area. By doing what only Piotorr is known to be able to do, this secret necromancer could then lead rallies in the streets and incite violence.

3. In a strange twist, Piotorr did not animate Tomersaid, but knows who did. Piotorr is trying to protect this other person from discovery and persecution, and thus does things to throw off the hunt for the real perpetrator without incriminating himself. The resultant situation becomes very confusing for the PCs (and the law) to sort out, and could likely result in Piotorr’s death.

4. Tomersaid is actually still dead. His body is possessed by a spirit vampire (see Open Grave p.189) to feed on others in town.

5. Tomersaid is only one of many bodies that have been unearthed and stolen from the cemetery. Soon more townsfolk will return from the dead, sort of, to claim even more victims.
The Social Media's -

Random Sample Jobs

A Wizard hires you to retrieve magical artifacts from the ruins of an ancient city. Locals hear chants in the nearby ruins.

capture beasts and return them to town for experiments/training npc “Please watch this cart for me, just for a minute.”

A wizard who is harnessing the power of electricity to power …. robots? – he is looking to or for something…

The heroes must disguise an angel in a brothel, but have to contend with diplomacy, and opposition from the Fates trying to find her.

The heroes must negotiate with a man on a mountain

A powerful bard hires your party to retrieve a fabled magical instrument from a dead wizard’s coffin.

A giant believes that all humans exist for his dining pleasure.

A PC is on the run from the law but the Duke has asked to see the party. The adventurer is welcome but the guards do no know this and the character must be smuggled into the city.

The party is sent to a fort to help defend it from (monster of choice).

A terrible ogre has been treated with sedatives by the village shaman. But the drugs ran out and now the ogre is suffering from withdrawal. The party must provide him with counseling and find ways to treat his anxiety and dizziness before he smashes everyone in the village.

Something stalks the city at night, and kills those unlucky enough to be found alone.

The characters are approached by Crown Prince Brably with a job offer. Escort his/her daughter/son to a nearby city to attend a wedding. (of course, this is the perfect chance to get rid of this little pest…)

A BG or organization is getting ready to do something bad, and PCs have received a tip-off of some sort. They must investigate to find out more about the caper, and then act to prevent it. There are two simultaneous Bad Things on the way, and no apparent way to both of them – how to choose?

PCs are working surveillance – spying on a person, gathering information on a beast in the wild, scouting a new sector. Regardless of the scale, the primary conflict (at least at the start) is the rule that they are only to watch, listen and learn. They are not to make contact or let themselves be known. The target gets itself in trouble and PCs must decide whether to break the no-contact rule in order to mount a rescue.

The PCs are assigned to guard a single vital spot (anything from a mountain pass to a solar system) from impending or possible attack. They must plan their defensive strategy, set up watches, set traps, and so on, and then deal with the enemy when it arrives.

The characters are approached by Baron Jyshri with a job offer. Escort his/her daughter/son to a nearby city to attend a wedding. (of course, this is the perfect chance to get rid of this little pest…) <- tie into a setup by the kings rival to make a move to undermine the king

The city has been plagued by a group of bandits (who are bankrolled by Prince Blashrimus)

  • Common Twists & Themes: The intelligence the PCs was given turns out to be faulty, but acting on the new information could result in greater danger – but so could not acting on it, and the PCs must choose or create a compromise. The PCs learn that the enemy has good and sympathetic reason for wanting to destroy the protected spot
The Social Media's -