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<blockquote data-quote="Grumbleputty" data-source="post: 7276811" data-attributes="member: 31985"><p>Sorry, but I couldn't resist joining in! This thread is massive, so my apologies if someone else has made similar suggestions earlier in the thread!</p><p></p><p><strong>If A Tree Falls in the Forest:</strong></p><p></p><p> Looking for a spot to cross a crevasse deep in the forest, the party comes across a long-abandoned Elven fortress built into a massive hollowed-out tree, which has fallen over and now bridges the crevasse. The party can cross the by delving through the inside of the tree, exploring a ruin now resting on its' side. Enemies include giant ants which have weakened parts of the structure, spiders whose webs and burrows fill the stairwells, and ancient Elven ghosts who haunt the ruins, still existing in their original orientation (i.e. sideways on what are now the walls). </p><p> </p><p></p><p> <strong>The Rooftop Chase: </strong></p><p></p><p> After a night's drinking in a tavern, the party stumbles out just in time to witness a dozen small creatures climbing out of the upper-story window of a nearby building, carrying the struggling form of a small child bundled up in a net. The figures scurry off across the rooftops with their victim, leaping from roof to roof and occasionally hurtling roof-tiles or loose bricks at any pursuers- the party may chase them from street level or climb onto the rooftops to give chase.</p><p></p><p> The creatures could be Derro, Meenlocks or Goblins, and their intentions for their captive could vary (but are probably not good). They may be part of the schemes of the big bad, or it may a crime unrelated to the current plot (or a set-up for a future quest). Depending on how extensively the party enjoyed themselves in the tavern earlier, they may have disadvantages in hitting targets, climbing or simply keeping their balance.</p><p> </p><p></p><p> <strong>The Ceremony:</strong></p><p></p><p> The party learns that the answer to an ancient bit of lore they need (perhaps the means to attune a magic item, or the key to a villain's weakness) was once known by a tribe of Lizardfolk, who have incorporated it into an elaborate ritual performed by masked dancers and musicians in elaborate costumes. The party can try to spy on the ritual from a distance with some hopes of getting part of the information they need, or can steal costumes and infiltrate the tribe's ceremony. If they can pass the skill-tests required to keep up their ruse and perform the ritual, they will learn all they need.</p><p> </p><p></p><p> <strong>The Giant Rampage:</strong></p><p></p><p> The party stumbles across a small village being attacked by a Storm Giant. The Party can simply fight him, but those who dig deeper into his motives will learn that the giant's family is being held hostage by a band of Hill Giants led by a particularly crafty specimen, who are forcing the Storm Giant to raid for them. If they want to help, the party will need to either launch a very difficult assault against the hill giants, or sneak in and somehow smuggle several giants out from under the Hill Giants' noses.</p><p> </p><p></p><p> <strong>Wild Night:</strong></p><p></p><p> While taking a long rest after traveling, the party awakes and discovers that three days have passed and they have no memories of what happened. They awake at their campsite alongside an insane satyr named Bolumbo, they all have bizarre tattoos, there is a Displacer Beast curled up sleeping among them, one party member is holding a bloody knife, and a gang of evil cultists is searching the area for them. They'll need to retrace their steps from the last three days to unravel what happened.</p><p> </p><p></p><p> <strong>Two-Part Harmony</strong></p><p></p><p> The party meets the fleeing survivors of an orc attack, who report that the raiders were helped by a tribe of Ettins, one of whom had an amazing singing voice. A bit further along they meet a traveling showman who is following the tribe- he offers to hire the party to help convince the Ettin to leave her band and join his act. This may be complicated by the fact that she is the daughter of the chief, and that one of the heads is more inclined to join than the other.</p><p></p><p><strong></strong></p><p><strong>The Pleasure-Barge of the Emerald Duke</strong></p><p></p><p>As the party travels alongside a river, an ornate boat floats past in obvious distress: the oarsmen are missing or dead, cries for help can be heard from below decks, and some sort of massive aquatic creature can be seen trailing the boat. More ominously, the boat is heading towards some rapids the party passed a short time earlier.</p></blockquote><p></p>
[QUOTE="Grumbleputty, post: 7276811, member: 31985"] Sorry, but I couldn't resist joining in! This thread is massive, so my apologies if someone else has made similar suggestions earlier in the thread! [B]If A Tree Falls in the Forest:[/B] Looking for a spot to cross a crevasse deep in the forest, the party comes across a long-abandoned Elven fortress built into a massive hollowed-out tree, which has fallen over and now bridges the crevasse. The party can cross the by delving through the inside of the tree, exploring a ruin now resting on its' side. Enemies include giant ants which have weakened parts of the structure, spiders whose webs and burrows fill the stairwells, and ancient Elven ghosts who haunt the ruins, still existing in their original orientation (i.e. sideways on what are now the walls). [B]The Rooftop Chase: [/B] After a night's drinking in a tavern, the party stumbles out just in time to witness a dozen small creatures climbing out of the upper-story window of a nearby building, carrying the struggling form of a small child bundled up in a net. The figures scurry off across the rooftops with their victim, leaping from roof to roof and occasionally hurtling roof-tiles or loose bricks at any pursuers- the party may chase them from street level or climb onto the rooftops to give chase. The creatures could be Derro, Meenlocks or Goblins, and their intentions for their captive could vary (but are probably not good). They may be part of the schemes of the big bad, or it may a crime unrelated to the current plot (or a set-up for a future quest). Depending on how extensively the party enjoyed themselves in the tavern earlier, they may have disadvantages in hitting targets, climbing or simply keeping their balance. [B]The Ceremony:[/B] The party learns that the answer to an ancient bit of lore they need (perhaps the means to attune a magic item, or the key to a villain's weakness) was once known by a tribe of Lizardfolk, who have incorporated it into an elaborate ritual performed by masked dancers and musicians in elaborate costumes. The party can try to spy on the ritual from a distance with some hopes of getting part of the information they need, or can steal costumes and infiltrate the tribe's ceremony. If they can pass the skill-tests required to keep up their ruse and perform the ritual, they will learn all they need. [B]The Giant Rampage:[/B] The party stumbles across a small village being attacked by a Storm Giant. The Party can simply fight him, but those who dig deeper into his motives will learn that the giant's family is being held hostage by a band of Hill Giants led by a particularly crafty specimen, who are forcing the Storm Giant to raid for them. If they want to help, the party will need to either launch a very difficult assault against the hill giants, or sneak in and somehow smuggle several giants out from under the Hill Giants' noses. [B]Wild Night:[/B] While taking a long rest after traveling, the party awakes and discovers that three days have passed and they have no memories of what happened. They awake at their campsite alongside an insane satyr named Bolumbo, they all have bizarre tattoos, there is a Displacer Beast curled up sleeping among them, one party member is holding a bloody knife, and a gang of evil cultists is searching the area for them. They'll need to retrace their steps from the last three days to unravel what happened. [B]Two-Part Harmony[/B] The party meets the fleeing survivors of an orc attack, who report that the raiders were helped by a tribe of Ettins, one of whom had an amazing singing voice. A bit further along they meet a traveling showman who is following the tribe- he offers to hire the party to help convince the Ettin to leave her band and join his act. This may be complicated by the fact that she is the daughter of the chief, and that one of the heads is more inclined to join than the other. [B] The Pleasure-Barge of the Emerald Duke[/B] As the party travels alongside a river, an ornate boat floats past in obvious distress: the oarsmen are missing or dead, cries for help can be heard from below decks, and some sort of massive aquatic creature can be seen trailing the boat. More ominously, the boat is heading towards some rapids the party passed a short time earlier. [/QUOTE]
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