49. One of your friends you have met/rescued on a previous adventure has gouged out their own eye after being sold a treasure map supposedly showing the resting place of the eye of vecna by a shady merchant, who passed through the village 3 days ago.
You must track down this merchant before any more gullible innocents are tricked in this way, but a the same time uncover why these maps do actually seem to lead to hidden treasure...
50. The Tarrasque is tearing up the countryside and needs to be stopped! The leaders of the five surrounding nations have pooled their resources and are offering 1,000,000 gold to anyone who is able to put an end to the rampage.
52) For some reason, you pissed off a deity and got cursed with blindness. You will have to undertake an epic quest to appease this deity and regain your eyesight, while having to rely on your companions' eyesight.
53) The king's contingent was struck down by treachery during parley with the centaurs and the lone survivor, a lowly horseboy/girl, must escape to warn the queen.
54) During the night the tavern you are staying in has been stolen by Sky Pirates! The building appears to have snagged on their anchor and has been ripped right off its foundations, leaving you half a mile in the air with aeronatical buccaneers above and a long drop below.
55) Your group is battling the evil archmage when he activates a portal through which you will all be cast into another dimension when something goes wrong and he is pulled in to the portal with you. After a minute or two of disorientation you all find yourself standing on some sort of metallic floor, there are strange edifices reaching to the sky which defy description, and there are stars and constellations you do not recognize. This is not the least of your worries, though, as you now realize that the archmage is trying to cast a spell at you but it fails. He pulls out a magic item but it, also, fails to function. You try, but your spells fail, as well. Your cleric cannot feel the presence of her deity. Without magic, you are all stuck with no way back. You see a group of people wearing strange armor approaching you.....
56) In the wilderness, you meet a person who claims they are Ao, and charges you with a quest. Despite your earnest attempts to disprove, avoid, or kill them, they remain alive and well, and persist in their questgiving. Out of frustration - and more than a little fear - you grudgingly accept their demand and listen to what they have to say...
57) An ancient dwarven king spirit of a long lost clan task the group to get his remains and take it to the their ancient burial ground so the spirits of his people can be released and find peace.
58) Only the Chosen One can defeat an ancient evil that threatens the town and return prosperity to this blighted region. Unfortunately the Chosen One is an underweight teenager called Derek, and as his mentors it will take all your skills, wits and patience to turn him into an evil-fighting machine.
60. The great sage...John foretold the death of the god of murder, Bob, and also of his many children. The prophet's words rang true as always. Before the Time of Troubles, Bob saw his death coming as well and forced himself upon the women of every race in Faerûn, hoping to spawn vessels through which he could resurrect himself. In the year 1368 DR, these children of the dead god are now coming of age, unbeknownst to nearly everyone.
Creatures of the underdark have discovered an artifact capable of blotting out the sun and are preparing to invade the surface world. The adventurers must recover and preferably destroy this artifact by any means necessary.
64. The crown jewels have animated into an intelligent golem, and have absconded with the leaders of the thieves' guild; if you do not recover both, the national economy will be wrecked on two fronts.
67. You woke up and realize that your journey as bhaalspawn was just a dream. Then you woke up, realize your waking up was in the dream and you are a bhaalspawn but you are Sarevok.
69) Even the wall was odd, not to say the trees, they looked like so, but, you cannot say what they where, you hear a very loud laugh, like if someone was looking Monthy Pyton's flying circus, but it suddenly stops, all the things start to lose their colors... Everything, including you...
71. You've been invited to the reading of the will of an old wizard you've never met. Just as his monotone elven manservant announces your sweet inheritance, demons attack! What in the Nine Hells is going on?
72. You enter a city where everyone is prosecuted unless they pass a detect evil test - they are creating what seems a lawful good city, and succeeding.
(Inspired/stolen from Steven Erikson) Edit: crap, forgot to enumerate, sorry @Lemernis
73. While traveling through the Small Teeth Mountains in Amn in 1370 DR (just prior to the Sythilisian Invasion of Amn) you are taken prisoner by a pair of mated ogres, i..e., a husband (tribal chieftain) and wife, who complain that the local ogre tribes in the mountains have all been having trouble conceiving children for about a year, and seek your assistance in restoring fertility to their tribe.
(This is one of a number of short story ideas I have that have remained on the drawing board for years. Maybe one day.)
74) A local noble sends you you into a dark forest with a sack and instructions to go on a snark hunt. You feel as if you're the victim of a prank until a twelve-foot Snark comes into view...
76) You awake in the jungle with a map etched into the skin of your palm. You've no idea how you got there or where this map goes. Before you have much of a chance to elaborate, you hear bushes rattle around you and shouting through the trees.
(^ Not so much an idea, but an image I had while listening to music.)
77) Or as I like to call it, "Honey, I shrunk the adventurers." That should explain it all, right?
76) You awake in the jungle with a map etched into the skin of your palm. You've no idea how you got there or where this map goes. Before you have much of a chance to elaborate, you hear bushes rattle around you and shouting through the trees.
(^ Not so much an idea, but an image I had while listening to music.)
77) Or as I like to call it, "Honey, I shrunk the adventurers." That should explain it all, right?
DM: "You wake up feeling hazy but strangely light in a peculiar jungle. You see a group of ant colony workers up ahead."
Player: "Oh great, so it's a formian colony?"
DM: (checks to see if the character possesses Knowledge: Nature, and does not), "...sure."
78) After resting in the wilderness, one of you're hired NPCs has disappeared with all of your most valuable possessions (as much as one person can carry).
Comments
You must track down this merchant before any more gullible innocents are tricked in this way, but a the same time uncover why these maps do actually seem to lead to hidden treasure...
Original as fuck.
65. An Avariel with a broken wing and no memory of how they came to be grounded bumps into you in the street..
Even the wall was odd, not to say the trees, they looked like so, but, you cannot say what they where, you hear a very loud laugh, like if someone was looking Monthy Pyton's flying circus, but it suddenly stops, all the things start to lose their colors... Everything, including you...
(Inspired/stolen from Steven Erikson)
Edit: crap, forgot to enumerate, sorry @Lemernis
(This is one of a number of short story ideas I have that have remained on the drawing board for years. Maybe one day.)
(^ Not so much an idea, but an image I had while listening to music.)
77) Or as I like to call it, "Honey, I shrunk the adventurers." That should explain it all, right?
Player: "Oh great, so it's a formian colony?"
DM: (checks to see if the character possesses Knowledge: Nature, and does not), "...sure."