28. A magical dead zone has formed in the center of an unknown city, releasing you (previously thought to be a statue) with no memory from a flesh to stone spell, and generally causing havoc as the magical dead zone grows to encompass the countryside, with no signs of slowing down or stopping.
15) You wake up in the morning, realize that you feel strange, as if in the wrong body, after a romantic night and notice that you are wearing a strange belt you seem not be able to remove at all.
Fallout 2 - Broken Hills w/ a super mutant.
33.) A wealthy mayor asks you to save a group of abducted children. The children are easily found and returned, but none of them remember anything since being abducted. More importantly all of them have a mysterious black mark on the back of their neck - none of them are sick and they all feel fine. Shortly after people start to mysteriously die, but the children are always left unharmed. Being fearful, the people exile the children. Immediately after everyone in the town gets sick - except for the families of the exiled children. After several weeks a powerful mage approaches you and tells you, "You cannot let them get the children".
34) Your party die heroically fighting a terrible evil, but don't quite finish the job! From the afterlife you must use hauntings, visions, manifestations and general poltergeistery to guide a party to novice adventurers against the peril that defeated you.
37: Unearthing the phylactery of an ancient lich begins a countdown of 10 days until he resurrects at full power. Can the party destroy the item before that time?
38. Nothing has been heard of Rolfas Snark, the fabulously wealthy practical joker, for over five years. His relatives want him declared dead so they can inherit, which means someone must visit his labyrinthine mansion to find out what happened to him.
39. Quest name: Good lord! I've been Shanghaied You and your party go to sleep in an inn on a land-locked country; you wake up aboard an empty ship in the middle of the sea.
Edit *Alternate quest name* Where am I, and where the heck are my pants?!
40. As you are sitting down to a meal, a man motions you over to his table in the back. He puts a gem bag on the table in front of you, gives you the names of a merchant, a stonemason, and a sage he wants killed, and will give you another gem bag when the jobs are completed.
41. Your travels take you to a familiar town you have often passed through and stayed in... however, nobody remembers your face or your name, not even those whom you consider friends.
38. Nothing has been heard of Rolfas Snark, the fabulously wealthy practical joker, for over five years. His relatives want him declared dead so they can inherit, which means someone must visit his labyrinthine mansion to find out what happened to him.
43: The party gets sucked into a painting located in an abandoned inn and must fight monsters. Later they find out the monsters are adventurers like them.
44. An excessively patronizing crowned figment of your imagination sporting a humongous beard appears from among the clouds in the sky and, with a booming voice, orders you to search for its' son's missing chamber pot, the whereabouts of which are unknown even to the wisest sages.
Use only if the party has an enchanter and is properly equipped to face infernal rodents.
45. You purchase a bottle of a rare whiskey which the seller claims is ancient Netherese in origin. Upon opening it, a voice from within offers you power and wealth if you imbibe it, but insinuates some vague catch should you do so. Just then, a nearby Paladin senses the aura of the 'being', and warns you against trusting it. 'Demon drink', indeed...
46. You have completed your last quest, retrieving an uber-powerful 2-handed sword. It is, indeed, uber-powerful, but it is also cursed...it is Evil and has the special purpose of destroying Archons. The only way to rid yourself of this cursed sword is to take it to the peak of Mount Celestia & throw it into the void.
47. You hear the reassuring whistle of the kettle on the stove, and wander over to the fridge to find what was once your milk has turned mysteriously into cheese. On checking your watch you realise that the local store closed five minutes ago.
48) You wake up the morning after the Alchemists' Guild dance and mixer feeling really, really bad. There was something in that punch, and this hangover may be permanent if you can't get to the bottom of it.
46. You have completed your last quest, retrieving an uber-powerful 2-handed sword. It is, indeed, uber-powerful, but it is also cursed...it is Evil and has the special purpose of destroying Archons. The only way to rid yourself of this cursed sword is to take it to the peak of Mount Celestia & throw it into the void.
The last part of what you've written sounds awfully familiar...
@rexreg: Well, throwing stuff off a mountain just reminds me of Lord of the Rings. Only difference is that Frodo had to throw the Ring into lava instead of a void. The whole 'having to go on top of a mountain to end possible doom' is a bit overrated by now, me thinks. No offense, though!
@Kitteh_On_A_Cloud Perhaps...BUT, Mount Celestia is a plane w/ 7 seperate layers, &, while it is in many ways a mountain, each level is a plane unto itself. The individuals layers must be travelled in order. The topmost (6th & 7th) levels of Mount Celestia have never been accessed by mortals, let alone a CN being (Mount Celestia is the home plane of LG beings - Archons included...remember, the sword's special power is Disintegrating Archons & the sword took over the PC @ times; much carnage ensued). The top-most level does not have any actual physicality, it is all spirit, so throwing the sword from the peak of the mountain was more a matter of willing it away, as at that point the sword no longer existed in the physical realm; nothing was literally thrown off the mountain...throwing it off the peak of the mountain was figurative.
Comments
Shamalayan version: The party ARE the dopplegangers and don't remember!
This can become even more inspiring when one of the players no shows on game night, and so becomes a victim that must be saved.
33.) A wealthy mayor asks you to save a group of abducted children. The children are easily found and returned, but none of them remember anything since being abducted. More importantly all of them have a mysterious black mark on the back of their neck - none of them are sick and they all feel fine. Shortly after people start to mysteriously die, but the children are always left unharmed. Being fearful, the people exile the children. Immediately after everyone in the town gets sick - except for the families of the exiled children. After several weeks a powerful mage approaches you and tells you, "You cannot let them get the children".
Quest name: Good lord! I've been Shanghaied
You and your party go to sleep in an inn on a land-locked country; you wake up aboard an empty ship in the middle of the sea.
Edit *Alternate quest name* Where am I, and where the heck are my pants?!
Use only if the party has an enchanter and is properly equipped to face infernal rodents.
if so, I am unaware...i ran this as an adventure 15-ish years ago...did I steal from someone & not know it?
Perhaps...BUT, Mount Celestia is a plane w/ 7 seperate layers, &, while it is in many ways a mountain, each level is a plane unto itself. The individuals layers must be travelled in order. The topmost (6th & 7th) levels of Mount Celestia have never been accessed by mortals, let alone a CN being (Mount Celestia is the home plane of LG beings - Archons included...remember, the sword's special power is Disintegrating Archons & the sword took over the PC @ times; much carnage ensued). The top-most level does not have any actual physicality, it is all spirit, so throwing the sword from the peak of the mountain was more a matter of willing it away, as at that point the sword no longer existed in the physical realm; nothing was literally thrown off the mountain...throwing it off the peak of the mountain was figurative.