Cognisant
cackling in the trenches
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- Dec 12, 2009
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A thread for brainstorming quest/adventure/campaign ideas, go into as little or as in-depth detail as you like.
Intelligent Items
The party discovers some magical items and each of these items become bound to whoever picks them up (i.e. they're cursed items, players can't remove them from their inventory, if the item is removed from the character they die) and in this dungeon or the next the party is wiped out, ideally by some sort of easy to spot but mercilessly effective trap. For example the party encounters an old dwarven vault and when they enter it some hidden enemies quickly close and lock the vault door behind them then open a valve that fills the vault with water, drowning the party within. When the enemies (lets say goblins) open the vault and loot the bodies the cursed items, which now contain the souls of the party, bind to and possess the goblins thus giving the party a new chance at life, as the goblins who killed them (no class levels just vanilla goblin stats). Maybe there's more goblins other than the party members, maybe they try to kill them, maybe they don't, in any case as they're exiting the cave/dungeon/whatever they encounter another party of adventurers entering, if the party is killed by them and looted the players take over the bodies of these adventurers.
The point of this is to put the players in the position of roleplaying imposters, as goblins they might try to blend in to the goblin tribe and it would be interesting to see what that's like, or as the adventurers who killed them they have to interact with party members who aren't party of the original party, and what happens when the party meets these adventurer's friends and families?
This ability to possess people is incredibly powerful, as long as nobody knows about it, and since it is magic (very dark magic at that) every wizard with Detect Magic is going to notice something is going on and paladins with Detect Evil will be getting sudden justice boners, so it's of paramount important that the players roleplay well because it'll only take a few exposed imposters in the same town before people start deducing what's going on.
Intelligent Items
The party discovers some magical items and each of these items become bound to whoever picks them up (i.e. they're cursed items, players can't remove them from their inventory, if the item is removed from the character they die) and in this dungeon or the next the party is wiped out, ideally by some sort of easy to spot but mercilessly effective trap. For example the party encounters an old dwarven vault and when they enter it some hidden enemies quickly close and lock the vault door behind them then open a valve that fills the vault with water, drowning the party within. When the enemies (lets say goblins) open the vault and loot the bodies the cursed items, which now contain the souls of the party, bind to and possess the goblins thus giving the party a new chance at life, as the goblins who killed them (no class levels just vanilla goblin stats). Maybe there's more goblins other than the party members, maybe they try to kill them, maybe they don't, in any case as they're exiting the cave/dungeon/whatever they encounter another party of adventurers entering, if the party is killed by them and looted the players take over the bodies of these adventurers.
The point of this is to put the players in the position of roleplaying imposters, as goblins they might try to blend in to the goblin tribe and it would be interesting to see what that's like, or as the adventurers who killed them they have to interact with party members who aren't party of the original party, and what happens when the party meets these adventurer's friends and families?
This ability to possess people is incredibly powerful, as long as nobody knows about it, and since it is magic (very dark magic at that) every wizard with Detect Magic is going to notice something is going on and paladins with Detect Evil will be getting sudden justice boners, so it's of paramount important that the players roleplay well because it'll only take a few exposed imposters in the same town before people start deducing what's going on.