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<blockquote data-quote="slobster" data-source="post: 6019562" data-attributes="member: 6693711"><p>Here's a couple more basic adventure set-ups.</p><p></p><p>* Convince someone or several someones to do something that they don't want to do, e.g. get the dwarf halls to join the war against the demons, or convince two feuding clans not to start a gang war</p><p></p><p>* Find out the truth about a historical figure, ancient legend, or modern mystery</p><p></p><p>* Whodunnit?</p><p></p><p>* Time travel shenanigans: get sent to the past, now you have to find a way to your own time while fixing something you've screwed up before it destroys history (Great Scott!)</p><p></p><p>* Your players know they are going to lose. The odds are undeniable, the enemy force uncountable. But they have a strong defensive position, and every moment they keep them at bay is a moment the rest of the world has to prepare for the invasion/evacuate the civilians.</p><p></p><p>And here's a couple twists.</p><p></p><p>* Do one of the other goals, but in such a way that someone else is blamed.</p><p></p><p>* Retrieve a person, but when you get there it turns out they wanted to be kidnapped.</p><p></p><p>* Kill a group of monsters, but it turns out that they are the last of their kind and no threat to anyone, but their pelts are valuable. Fulfilling the mission will lead to their extinction, but your client isn't interested in hearing your excuses.</p><p></p><p>* Retrieve an item, but once you hand it over it turns out that the item was keeping some great catastrophe at bay, and its new owners don't want to give it back. You now have to steal it from the people who hired you to get it in the first place, then return it to its rightful location.</p><p></p><p>* You go to kill the BBEG, but his life force is the only thing keeping an unthinkably powerful evil force locked away. Now you have to protect his life from other good heroes he has wronged (they think you've turned evil) while finding a way to seal the badness for good. And he's still an a$$hole.</p><p></p><p>* Investigate a murder . . . that the PCs committed. They have to build a rock-solid case against an innocent person while throwing suspicion off themselves.</p><p></p><p>* Escort a person. But you don't have to worry about keeping him alive; he's already dead. This trip is the symbolic journey of his spirit down the sacred river, but his enemies in life will stop at nothing to deny his soul its eternal rest.</p><p></p><p>Hopefully something there gets those creative juices flowing!</p></blockquote><p></p>
[QUOTE="slobster, post: 6019562, member: 6693711"] Here's a couple more basic adventure set-ups. * Convince someone or several someones to do something that they don't want to do, e.g. get the dwarf halls to join the war against the demons, or convince two feuding clans not to start a gang war * Find out the truth about a historical figure, ancient legend, or modern mystery * Whodunnit? * Time travel shenanigans: get sent to the past, now you have to find a way to your own time while fixing something you've screwed up before it destroys history (Great Scott!) * Your players know they are going to lose. The odds are undeniable, the enemy force uncountable. But they have a strong defensive position, and every moment they keep them at bay is a moment the rest of the world has to prepare for the invasion/evacuate the civilians. And here's a couple twists. * Do one of the other goals, but in such a way that someone else is blamed. * Retrieve a person, but when you get there it turns out they wanted to be kidnapped. * Kill a group of monsters, but it turns out that they are the last of their kind and no threat to anyone, but their pelts are valuable. Fulfilling the mission will lead to their extinction, but your client isn't interested in hearing your excuses. * Retrieve an item, but once you hand it over it turns out that the item was keeping some great catastrophe at bay, and its new owners don't want to give it back. You now have to steal it from the people who hired you to get it in the first place, then return it to its rightful location. * You go to kill the BBEG, but his life force is the only thing keeping an unthinkably powerful evil force locked away. Now you have to protect his life from other good heroes he has wronged (they think you've turned evil) while finding a way to seal the badness for good. And he's still an a$$hole. * Investigate a murder . . . that the PCs committed. They have to build a rock-solid case against an innocent person while throwing suspicion off themselves. * Escort a person. But you don't have to worry about keeping him alive; he's already dead. This trip is the symbolic journey of his spirit down the sacred river, but his enemies in life will stop at nothing to deny his soul its eternal rest. Hopefully something there gets those creative juices flowing! [/QUOTE]
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