1001 Mysteries...

Josh Oxborrow

First Post
Greater Necromancy

I also stumbled here and love this so my contribution as well as an attempt to revive it:

#50 Fairy Circles

While camped in a heavily forested area the party can notice lights and sounds of festivities. Further investigation will reveal a clearing where inhumanly beautiful figures are dancing and feasting. Those who would be attracted by those they see are affected by a charm that draws them forward. One party member has attracted the attention of the King/Queen of the Fae and will be compelled to stay with them. If they agree then they will lose their character and be replaced by an appropriately leveled member of the fairy court.
At a time of great need for the party/a session or two the character can return, having aged far more than would normally have occurred and at a level far greater than the party to assist them. After his assistance he will explain that he must return to his love but his child wishes to experience the wide world.

(Great way to change characters without killing old ones.)
 

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Josh Oxborrow

First Post
Grabbagging

So I really like this so I'm going to challege people to do a daily write up. Try using www dot fifteenminutesoffiction.com/grabbag.asp for a prompt if you can't think of something.

(coexist, pumpkin)
#51
While the party is at a village it has been noticed that people have been going missing. If the PCs decide to investigate they will find tracks outside of the village leading to a cave with a nice little door. While investigating the area the party may notice a pumpkin patch with unusually red pumpkins. On further investigation the ground underneath each of the larger pumpkins has recently been dug up. Trying to move the pumpkins requires a fair amount of force and if moved will either pull up a body with the pumpkin as a replacement for the head or rip off with a horrible screech leaving a spine in the ground. If the screech happens a leafy hulking druid will come out of the door and attack the party. The head sized pumpkins will pull themselves out of the ground attached to the bodies of the missing villages and attack the party. After defeating the druid the remaining pumpkin heads will revert to their normal selves and can return to the village. The pumpkin heads can't be removed they have replaced the skull of the people but have eyes and mouths and the people can function as normal.
 

Josh Oxborrow

First Post
#52 The Iron Beard Competition

(Enough, Inlaid, Beard)

While traveling underground or through any dwarven/barbarian lands the party will encounter a town in an uproar over the 238th annual Iron Beard Competition. Any character who has noted that they have a beard or that has a beard in their character portrait is able to enter, dwarves feel compelled to enter.
Competition will include:

Beard lift: (use the character's strength to see how much he can lift and constitution to see how much pain he can handle) Characters will compete to see how much they can lift with their beards. This is accomplished by braiding rope into the beard and then the competitors lie on a board over a dock with their heads hanging off. Weights are attached to the ropes until the person can no longer hold his head up and he tumbles into the water. People are there to help pull them up and detach the weights.

Shield Beard: (use characters constitution and agility to block or deflect the balls) Balls of weighted sand are hurled at each other by the competitors standing on a platform. You must absorb or deflect the balls with your beard. Dodging entirely is not allowed.

Bear Beard Seduction: (uses charm or charisma to attempt to impress a female bear) The player is placed in a narrow corridor with a male bear tied at one end and the player at the other. A female bear is released and the character must attempt to impress the female bear enough to lure her to his side.

If the character wins he will be awarded the honor of Iron Beard and receive a potion that will imbue his beard with the strength of iron (with appropriate benefits)
 

The_Warlock

Explorer
53. Thunderstruck

While adventuring or traveling in the wilderness, well off the beaten path, a storm rolls in unexpectedly, catching even the most naturally attuned characters off guard (A magical divination about weather asked earlier that day may return "Dark clouds gather", but nothing more).

As the rain pelts down, before the party can find shelter, a lightning bolt arcs down and strikes the least perceptive character (lowest notice, sense motive, or perception scores, as defined by system), knocking him or her to the ground. The character will be unconscious for a round or too, crackling with small fairy lightnings, and smelling of burnt meat.

When the character awakes moments later, they will hear a faint ringing sound in their ears, and everything they see will have a strange, pale aura. If they concentrate on either of these senses, they will be able to sense a direction in which they get "stronger", and also swear they hear voices in the ringing saying "shelter" and/or "sanctuary".

If the character does not follow the signs to "sanctuary", every so often, while the storm lasts, the character will be attacked by strange creatures that appear to them as insect-plant creatures, made of crackling auras. The character can fight them normally, but no one else in the party can see the monsters. Other characters who have truesight or similar magics, can, at best, see an amorphous "hole" in their sight wobbling around the thunderstruck character. True sight using characters can directly attack the enemy, but treat it as if it is non-corporeal. These attacks continue until the storm abates, or the group investigates the "sanctuary".

Following the signs to the sanctuary, brings the group to a hill that appears to have been shattered or flash flooded on one side, the dirt having crumbled away to reveal stonework ruins, probably the base of a large tower, or small fortified building. There is an entrance which will get them out of the storm.

Once inside, the thunderstruck character can find a path through the halls to a lower level, and another. Deadly traps block some of the passages, and strange, lightning enhanced monsters lair in some of the rooms. The affected character does bonus damage to the lightning monsters, and can touch characters searching for or disarming traps - giving them a strange tingle, which aids them slightly in their tasks so long as the affected character is in physical contact with them. Alternately, if the character tries, they can fire lightning bolts up to 10', doing damage equal to twice the hit points/health they are willing to expended, or 5 points per point of Constitution (or similar) they are willing to take as damage. Damage taken by throwing lightning cannot be healed will the Storm rages outside.

In the lowest level, there is a central room with a metal door inscribed with images of storms rolling over an alien landscape with too sharp mountains, and walking "trees" with lobster-like limbs. The door appears to have been partially melted to the stone doorframe. Several long dead skeletons lay in front of the door, hands outstretched to it. Some minor treasure and mundane gear might be found on them, though most is rusted, rotten, and worthless. The affected character can touch the door and channel lightning into it, which causes the scenes on the door to move. The scenes show the beings crafting a great angular tower with an orb on top (rather like a great lightning rod), which is eventually struck by lightning, causing the creatures to stop moving while the lightning continues to strike and the storm clouds just circle overhead. The character must put 50 hit points (or system equivalent) of lightning into the door, at which point the melted edges liquefy and the door opens.

Inside is a round room, covered in carved magical symbols, and glyph-like images hand in the air, seemingly made of electricity. In the center is what looks like a lightning rod stuck in a strange tree-stump like growth that grows out of the floor. The rod glows with a green-blue nimbus.

Anyone, except the affected character, who touches the nimbus takes electrical damage as if they had been struck by a great sword or equivalent. If they attack the rod, they take triple the damage they inflicted instead as green lightning and thunderous boom hit them, the lightning even arcing back out of the room to those who used ranged weapons or spells to do the damage. The green lightning does damage even if the attacker is protected from or immune to lightning damage.

If the affected character touches the rod, he knows that he can absorb the strange lightning. For every 10 points (or system equivalent) he or she is willing to absorb, 1 point of Constitution or equivalent is taken.

Whether by attacking or absorbing, if the group can cause 100 points of damage to the rod, there is a sharp crack, an alien sigh of relief, and then a thunderclap which knocks all characters from their feet.

The affected character can no longer hear the ringing or see the pale auras.

Underneath the shattered stump/rod is revealed a hollow in the floor. In the hollow are a number of strange blue-green fruits (equal to the number of party members), and a gnarled wooden "wand" inlaid with iron, with a steel ball at one end.

Anyone who eats a fruit can now, once per day, jump half again as far as normal - crawling lightnings playing about their feet and boots when they leap and land. The character who was thunderstruck can use the "wand", which allows him or her to fire a short range lightning bolt (perhaps 30' maximum) doing damage equal to 3 times the health they are willing to expend, up to 3 times a day.
 
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Josh Oxborrow

First Post
#54 Dark Bazaar

In a familiar city/town a new bazaar has been set up. The tents are bright with cheerfully waving flags, jesters, jugglers and vendors crowd around and hawk their wares and skills to anyone who pays attention. The tents are filled with magical equipment and weapons. Any party member who is affiliated strongly with a Good deity will feel slightly uncomfortable and those who make checks to sense motives can see that something is amiss but they can't quite understand.
Anything the characters want they can find be it the highest level weapon or invulnerable armor of invulnerability. But they don't have enough to buy it. The merchant will haggle a bit and finally offer to give it up for a significant discount if the character will watch the stand for him till he returns. If pressed he says he will return in a couple hours or after dark at the latest. (sufficient sense motive will tell you something is up) If the character agrees and shakes or verbally says he'll watch the stall. The vendor looks extremely relieved and hurries off. The character will find themselves with a working knowledge of the wares and a near irresistible compulsion to stay (critical success may allow the character the leave) He can attempt to leave every hour but if he hasn't left by nightfall the jesters and jugglers start to look a little more sinister and push everyone out including the remainder of the party.

When it is fully dark red shackles appear on the character's feet and the feet of all the other vendors. The air around shimmers and the character is in hell. A demon appears and starts going through a vast pile of treasure that is on the floor. He then looks up and grins at the player and says "Welcome to the Dark Bazaar"

He is shoved into a pit with a bunch of other prisoners that are recognizable as the other vendors. They explain that they daily appear in a different city and the only way to get free is to either earn an outrageous sum of money or to trick another person into taking his place when night falls. Each day the character is able to try to trick someone into staying in the bazaar. If he fails he has a chance to randomly lose a stat point because of the suffering he under goes each night in hell.

The character will be easily locatable through scrying or divination magic and will always appear less than a day's travel away. The vendor that tricked the party member will still be easy to find in the city where the dark bazaar was originally located at a bar where he will quite drunk and willing to explain what happened with a little pressure. If the party returns him to the bazaar he will return to the stall as was promised and the character will be free.

Otherwise the party can determine the bazaar is run by the demon Andromalius who seeks the Tablet of the Gods which may be retrievable and traded for the lost party member.

When the party member is freed if he remembers to take the original item he can have it. If he forgets it then he loses it. Either way he has a permanent bonus against and resistance to demonic influence and attacks based on hate.
 

Josh Oxborrow

First Post
#55 Hopefully they hear a who

As a delayed magical effect after drinking an unknown potion or after taking a hit with a spell. Once the character sleeps they will shrink down to about 1 inch tall.
Describe it as something of a dream as they awake in a field of boulders or field of tall strange trees as appropriate. You can plan a short adventure for the character where they fight off or escape an attack of ants. The magical effect lasts for 3 days unless a dispel magic spell is casts on them.
 

The_Warlock

Explorer
56. RATS!

At some point when the group is in an urban environment - in a private dining or bedroom at an Inn, in a dark alley, in a city cemetery, or in a sewer system, one or more of the group may notice a single rat in the shadows, possibly under a piece of furniture, or on a pile of trash (depending on the environment) watching them intently.

If characters attempt to attack or scare the rat away, it will give a fearful shriek and disappear into a hole in the wall.

If characters attempt to coax or befriend, or with magic or skills communicate, with the rat, it will approach. If the party has no way to communicate with animals, it will proceed to run in circles and make pantomime like gestures which the characters may attempt to decipher by means of their intellect or skills. If communication is possible, the rat provides a broken, limited response: "Bad coming. Hungry. Angry. Many flee. No hurt flee when bad comes. Family with fear, senseless run."

The rat can repeat or reorganize the message, but doesn't seem to be able to offer greater detail. After a few minutes of either pantomime or communication, the rat cocks it's head to the side, and flees into a hole in the nearest wall, surface, or pile.

Time should pass - hours, days, perhaps weeks. The next time the group is in a chamber alone (private room at an inn, sewer, night time alley), they will hear a scratching sound from one of the walls. Anyone who listens at the wall hears the sound of dozens of tiny scratchings - claws perhaps?

At which point the wall in question will collapse, and a flood of thousands of fear stricken rats will explode into the room, squeaking, squealing, and running and climbing over anything in their path.

The swarm rolls over the PCs with whatever rules are appropriate for the system. While the swarm is not attacking per se, it inflicts minor damage on the PCs as it rushes over them like a living tsunami. Note whether PCs who are able to act attack the swarm, or do their best to weather it.

Three combat rounds later, the squeaking tide has vacated the chamber and headed down as many different passages, alleys or streets as it can. Looking into the collapsed wall reveals what appears to be some kind of altar and several sarcophagi in an ancient, hidden chamber. The entire chamber appears to shimmer with purple and ochre light, and the altar appears slick.

Shortly after, barbed tentacles appear to push through the shimmering air around the altar, two for each PC, and begin attacking and grappling, attempting to pull anyone it has grappled toward the slick stone altar.

The tentacles are difficult to damage, though are weak to applications of bright light and fire. If the group can either destroy all the tentacles, or use magic to consecrate, bind, or seal the altar, or ranged attacks to destroy the altar - the purple glow fades, the stone of the altar melts into a pile of rancid meat, and the tentacles disappear.

The hidden room seems to be a cross between a tomb and a summoning chamber, the sarcophagi holding ancient dessicated humanoid bodies with horrible mutations - jaws and mouths out of place, bony tentacles, horns, and extra limbs. Minor treasure, magic, or weapons may be found, though any such are covered in nauseating and revolting pictographs that limit their appeal or value. Once the PCs have explored the ancient chamber, and all exited it...there will be a rush of air, a pop, and the room will be gone - and all that will remain will be dirt, stone, or a hole into whatever room should be on the other side of the shattered wall (a noblewomen's bedchamber in an inn, a merchant back storeroom, a busy kitchen, etc) which may instigate it's own encounter with it's own ramifications.

If any of the PCs went out of their way to attack the panicked rat swarm, within a couple of days, at a point where the PCs would be asleep, or otherwise would leave large amounts of their possessions somewhere safe...they will return to find that clothes, backpacks, food, armor, and weapons (if applicable) of the group have been gnawed at and ruined by hundreds of tiny teeth. Most any non-magical possession left behind will need to be replaced completely. Magic items of wand-sized or smaller are destroyed if wood, cloth or paper, or gone if of tougher materials. Food, potions, and alchemical agents will be opened and smeared over all the ruined gear. Tiny rat footprints can be found in the mess.

If the the PCs merely resisted or fled from the rat swarm, no such attack will happen. Rather, the next time the party would be surprised by an enemy or blunder into/fail to find a lethal trap or hazard - a lone rat will appear in sight, and squeak loudly from a direction that alerts the party to enemies, or will run over the trap or nudge something into the trap from it's position, triggering the trap, but nimbly avoiding it and scurry past the PCs.

Just before it disappears, it will stand on it's hind legs, and "bow", then disappear into the shadows.
 
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