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| 'Whats the Theme?' | |
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| Tweet Topic Started: Oct 3 2015, 05:58 PM (71 Views) | |
| SlagartheCruel | Oct 3 2015, 05:58 PM Post #1 |
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Leader of Disappointment
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I am compiling a list of adventures for which the impatient fantasy roleplays of Starcraft 2 can suspect whenever they ask 'whats the theme'. 1. Adventurers come upon a group of angry gnomes, seeking to build a more powerful super weapon to destroy the world. 2. The group encounters a lonesome isolated kingdom, discover the dark secrets that a elvish banking cabal controls everything. 3. Time traveling Nazies go back in time to destroy all traces of the jews, but discover to late that upon return to the future that the world has been consumed by furries. Only through shenagains and aid of adventurers, the nazies must restore time while also battling time traveling furries. 4. Dimension traveling american confederates found a new nation in fantasy, and with superior gunpowder technology conquer vast parts of the world. Only adventurers can defeat the confederate sorcerer king and his armies. 5. Group discovers a vast horde of wealth beneath tomb, but must now deal with the Medieval IRS to keep the majority of their new found wealth. 6. Demon and zombie overlords recruit adventurers to teach them how to not be the most cancerous things in blizzard RPs. Hijinks ensues. 7. Religious zealots conquer secular nation, driven mad by euphoric citizens. Adventurers must chose to aid desperate crusaders or overly arrogant deists. 8. Religious zealots accidentally conquer their own city, and in the confusion burn it down. Religious zealots pillage own country side. Adventurers called by a town's mayor to stop confused crusaders. 9. Religious zealots conquer target at long last, only to discover the land they conquered is devoid of actual enemies and life. Crusading army suffers from mass depression, it's grandmaster asking adventurers to find them new targets for their crusade. 10. A demon overlord of a great demonic army, vast in unlimited power and dark magic, loses his memory and becomes a merchant. Hijinks ensues. 11. Adventurers find time traveling device, teleporting them to New York city where they must blend in with surroundings while also battling a overly ambitious skeleton king. 80s movie hijinks ensues. 12. Teutonic Knights discover time traveling device and declare holy war on everything, forever. Adventurers must battle a imperial dimension traveling army of german zealots and their converted masses of fantasy creatures. 13. Local Lich and his orc warlord rival challenge each other to race around the world, with the adventurers having to choose between the two. Hijinks ensues. 14. A evil villianous overlord had won, either enslaving or murdering all the previous adventurers. With nothing else to do, the evil warlord is driven mad by his victory and declares war on himself. The enslaved adventurers must play witty games to overpower the evil. 15. A orcish warlord, bored with ruling his vast realm, decides to host a game using the adventurers. Each adventurer must kill each other in a large and open area controlled by the orcs, and only one may survive. The catch is, the orcish warlord is also one of the contestants and each adventurer's gear has been reduced to pants and laughable weapons. 16. Dark elvish queen sends slaves, the adventurers, to find the Ultimate Cinnabon in a land far off. A rival Dark Elvish adventurer also seeks the bun, but is the greatest swordsmen and evader in the land. 17. Angry wizard casts spell that turns everyone into a rabbit. The adventurers must ally with actual rabbits before a rabbit holy war between transformed rabbits and real rabbits can commence. Watership Down Hijinks ensues. 18. Angry Wizard casts curse on adventurers to make them only speak Russian backwards, so that no one can understand them. Adventurers must find a way to speak again quickly, as they soon discover they are turning into Russians themselves. A group of time traveling Georgians discover this and try to kill the adventurers. 19. Dimension traveling Irish Terrorists attempt to create a vast catholic Irish empire on fantasy world. Adventurers are called by local British-like king to remove the Irish before it is to late. The adventurers must summon Oliver Cromwell to help them, as he is the only one whom can slay the Irish Terror Sorcerer. 20. Adventurers annoy local necromancer and are turned into small woodland animals, and are trapped by the Necromancer. The adventurers must work together to escape and fix their issues, as well as work with woodland animals, to turn back into adventurers before the Necromancer destroys them. 21. Adventures encounter a physical embodiment of mary sues and melee bases, driven mad by the image. H.P. Lovecraftian hijinks ensues. 22. Communists use dimension traveling technology to travel to the world of fantasy, and begin a massacre of all fantasy capitalists. Only the fantasy Tsar of the North can stop them, but requires symbolic adventurers from nations such as America, Britain, France, Canada, and other nations to stop the communists. Propaganda hijinks ensues. 23. Time traveling boy bands from the future play awful music, destroying the moral decency of fantasy kingdoms. Only the adventures, whom are immune to the horrible pop singer's lure, can challenge them to a medieval music battle. 24. Local peasant discovers ancient sword of ultimate power, authority, and magic buried in hay and becomes ruler of everything and worshipped as a god. The confused peasant, driven mad by the sudden moral ramifications and responsibilities, asks adventurers to discover a way to destroy the sword for he cannot remove it from his hand or destroy it. Time runs short as the world crumbles from the peasant's incompetent rule. 25. Overly liberal king attempts to make a overly liberal democracy, only to be horrified by the utter stupidity of the peasantry as they pass countless nonsensical laws which devastate the realm. The adventurers must find a way to restore the monarchy before the entire realm collapses. 26. Known mass murderer accidentally proclaimed king of realm, and begins sudden executions of everything. Chancellor hires adventurers to remove king, only to discover that the heir to realm is a known rival of the adventurers. Intrigue hijinks ensues. 27. Barbarian hordes lay siege to city, demanding the daughters of the nobles. Adventurers are hired to pass off as the daughters of the nobles to assassinate orcish warlord, only to discover them enthralling and charming. Hijinks ensues. 28. Dark wizard opens shop in town, as his business soon becomes popular with the local towns people. Adventurers must survive countless curses as they are hired to remove the dark wizard and his business from the realm, but are not helped by the livid towns people whom take issue to anything living. 29. A necromancer attempts to open the first undead theater group in town, hiring the adventurers as actors in his plays next to a skeleton crew. The adventurers must put on a convincing play with a audience of paladins by the end of the RP. 30. A group of ancient dragons involve themselves in smuggling, and are hunted by overly powerful and dedicated anti-smuggling guardsmen, the adventurers. 31. A group of ancient liches involve themselves in thieving, starting their own thieves guild. They are hunted by overly powerful and dedicated anti-thieving guardsmen, the adventurers. 32. A group of orcish warlords lay siege to city, involving themselves accidentally in bribery. They soon discover they are hunted by overly powerful and dedicated guardsmen, the adventurers. 33. Wimpy surface-dwelling dwarves attempt to pass off as strong kin to convince peasants to give them praise, gold, and shit. These dwarves, the adventurers, must also use their money to found their own dwarven fortress despite knowing nothing. Hijinks ensues. 34. TV host from the future joins adventurers to film high action fantasy movie by joining adventurers, only to be displeased by actual lack of action and intrigue. TV host attempts to cause issues subtly to film a more interesting movie with his bumbling gnoll camera man. 35. Copyright Lawyer from the future travels to the world of fantasy to sue anything and everything for existing. The catch is, the lawyer is aided by a dark lawful god whom removes those whom fail his copyright courts from existence. The adventurers must find a way to remove this evil pest before all life is removed for copyright infringement. 36. Local kingdom bored because there is no issues and peace has been declared for a thousand years. Adventurers must find a way to convince skittish orc warlord to invade land and enslave it's people. 37. Local teen vampire enthralls adventurers into committing petty crimes for the vampire's amusement. The pranks go up in intensity until the townspeople can take no more. The adventurers must now prove their innocence as well as avoid being turned into permanent pets of the vampiric hoodlum. 38. A intelligent bear disguises himself as the king and mauls the real king to death in secret. Only the adventurers can spot the bear is disguise, but no one believes them. Only the adventurers can stop this overly ambitious mammal from conquering the world. 39. Bandit warlord hires adventurers to drive rival crazy by planting potatoes all around his camp, home, and weapons. Adventurers discover to late that the rival is in fact a demon overlord in disguise as a rival bandit, unleashing a storm of potatoes, destroying the land by burying it alive in potatoes. 40. Wizard cannot find cheese morsels which he loves, turning adventures into mice to find the cheese. The wizard soon forgets and refuses to turn the adventurers back into normal beings, the adventurers must find a way to solve their predicament themselves while also fending off a ambitious mouse overlord. 41. Quarter-demon, quarter-angel, quarter-human, quarter-elf abomination tries to join adventurers, only to be ignored due to being the worse then in existence. Adventurers must ignore the creature whom completing their quests. 42. A Dark Overlord, regretful for killing parents of a orphan slave, adopts orphan as his own. Said orphan is guided to evil by adventurers, the evil minions of the dark overlord, but fail due to the bright humble nature of said orphan. Adventurers must not harm the child, but at the same time must make him dramatically evil, before the dark overlord destroys them for failure. 43. Demon King of Hell is infuriated by all the goodness in the world of fantasy and uses evil wizard to cast a spell to make everyone passive aggressive with one another. Upon discovering this evil ploy, a good god forces the adventurers to go on a holy quest to restore social decency to the world. 44. Succession crises goes wrong when pretender dies before a epic civil war. Disappointed, nobles hire adventurers to replace the pretender so they can have epic civil war. However, not all seems to go well, as the nobles discover that their civil war isn't as awesome or as relevant as they wanted it to be. 45. Invasion goes wrong when invading warband, the adventurers, discover their target was being invaded by worse enemies. The adventurers must now ally with the kingdom begrudgingly to stop these invasions while also plotting to invade their ally later. 46. Escaped slave runs into adventurer whom convinces them to be a servant of them. However, things go awry when the adventurers discover they have a massive amount of horribly inconvenient bad luck. Adventures are haunted a mage's experiment whom radiates with bad luck, and no one knows it. 47. Everything goes oddly right for the adventurers during quest, eventually being declare kings of the realm. Even though everyone suspect as a trap, there is none to be found. Adventurers driven mad as they try to do something wrong, only for everything to come out right. 48. Local dark lord challenges adventurers to a children's card game, where losers are sent to the fiery abyss of hell. 49. Bored Lich discusses politics with captured adventurers and becomes suddenly interested. Lich discovers he is in line for the throne and forces adventurers to support his claim. Lich laughs manically as somehow, even in spite of sabotage, everything goes right for the undead overlord. 50. Adventurers bore necromancer with talks of justice and are killed, turned into thrallish undead servants whom must travel around the Necromancer as conscious slaves. Hijinks ensues. 51. Adventurers are haunted by a evil Lich whom seeks their demise, but each plan results in comedic reward for the adventurers without them even knowing it. Lich is driven mad by comedic banter. 52. Time traveling French Republicans travel to the world of fantasy to spread revolutionary ideals, only ending up in conflict with a time traveling Charles Martel and his horde of Franks. The two forces duke it out in a kingdom where the adventures live in, and must battle both forces at once. 53. The King of England send William Wallace to the world of fantasy with his dark powers where British is law. The adventurers must aid a ancient Scottish warrior to return to reality to defeat the shift shaping master of britons. 54. Angry peasants revolt against oppressive tyrant, aided by Adventurers. However, the adventurers soon discover that the King's tyranny was all apart of a ploy to prevent a actual evil tyrant from invading them, and now the adventurers must continue the tyrannical rule to prevent the destruction of the kingdom in the king's place. 55. A group of innocent young merchants blame one another over missing gear, but one blames various monarchs and great leaders for the thefts. Adventurers discover that this is in fact the truth and now must aid these great monarchs in subtly stealing from these merchants. 56. Evil and greedy paladins declare war against peaceful skeleton nation and its wise lich king. Adventurers try to defend the peaceful skeletons and gain allies, but no one believes them. 57. Adventurers disturb tomb of a ancient king, unleashing the wrath of it's wraith. Eventually defeated by the overly powerful being, the wraith forces the heroes into it's service to collect random artifacts from villages. Thought to be thieves, the adventurers must now explain why they steal for a beloved dead king without offending the villagers. 58. Local elf ruins everything for everyone forever as a dark lord creates a great kingdom of eternal misery all due to the elf's incompetence. Adventurers hired by elf to restore his name, while also battling evil overlord at the same time. 59. Six hundred dreaded krakens ridden by arch demons have underwater race, challenging adventurers. The losers of the race must spend eternity being tormented by killer wasps. Surreal hijinks ensues. 60. Vast army of dwarves attempt to invade a coastal and island nation, only to discover they cannot swim. Dwarves ask adventurers to teach them to swim, but the king of the island nation pays them more to sabotage these lessons. 61. Warrior creates the ultimate, if not most unreal and impractical, weapon in existence which cannot be broken and slices through everything and so on. Adventures must find a way to destroy warrior before he threatens kingdom. 62. Dark Elf queen sends slaves, the adventurers, to run small conquered town in her name. Despite the adventurers being competent administrators, the dark elves are not and demand strange things from the town. The slaves must find a way to quickly free themselves before the dark elves demand the impossible from them. 63. Local scribe documents the adventures of the adventurers poorly, resulting in epic tales being regarded as tripe. Unable to find jobs, the adventurers must now re-write their own tales into a epic series and find new dangers before they are laughed out of the kingdom. 64. Evil overlord is constantly thwarted by adorable Beastfolk children and doesn't know why. The evil overlord sends his minions, the adventurers, to discover their secrets but to their shock and horror discover there is no secret to be found. The adventurers must help their master become competent for once to overpower their adorable nemesis. 65. Orcish warlord send warriors, the adventurers, on journey to find long lost son. They discover that the warlord's son had become a wimp and civilized. The warriors must teach their kin the ways of the orcs and return him proper to their warchief. 66. Evil King sends sons, the adventurers, on journey to conquer lands in his name. However, upon entering their first land they discover how pitifully retarded their soldiers are and lose. Not wanting to return, the adventurers must shape up in the wilderness and try to conquer their enemies at any cost. 67. Local chef enchants bakery with magic to improve taste of food, and accidentally creates overly delicious life. Adventurers must find a way to protect this new race of gingerbread while also resisting eating them. 68. Local brewer enchants beer with magic to improve the taste of beer, and accidentally create a beer elemental. Adventurers must stop the spawning abomination of enchanted beer before they are drowned in the delicious drink. 69. Adventurers discover cabin containing a evil book, and become haunted by evil spirits. However, the evil spirits are in fact very terrible at what they do, messing up. The adventurers are inconvenienced more then in danger as they try to remove the spirits. Hijinks ensues. 70. Adventurers have sudden moral dilemma when confronted by slaving warband whom they find less deplorable then actual population they are defending. 71. US Marines accidentally travel through time and conquer kingdom. Only the adventurers can try and stop them as they battle elite US forces. 72. The Holy Roman Emperor discovers time travel and annexes multiple smaller fantasy realms. The adventurers must somehow survive this new imperial world as they must battle endless germans and newly made german speaking fantasy creatures. They also tame dragons. Good fucking luck. 73. Wizard starts anti-normie group called MMM (Magical Mammie Masters) and try to remove the rights of non-magical beings. Adventurers must destroy this wizard and his group before he complete a spell to turn all non-magical beings into inanimate objects. 74. Sorcerous squirrel threatens humanity after turning the nuts of every human being into nuts, causing mass panic. Only a group of adventurers can stop this evil rodent from causing more harm before it is far to late. 75. American Confederate soldiers from the future travel to the world of fantasy and become warlocks, summoning giant confederate themed abominations of nature. Only Abraham Lincoln and General Grant can help the adventurers stop these sorcerous soldiers before it is to late. The confederates send gray-wearing wraiths with guns to hunt down their rivals. 76. Local sorcerer creates magical virus which effects only annoying children, turning them into goblins. New race of goblins overwhelm town, and adventurers must find a way to stop this sudden curse before they themselves succumb to moral outrage over dealing with goblin-oid children invaders. 77. Adventurers bother local necromancer whom turns adventurers into donkeys. Hijinks ensues. 78. Local elvish traditions offend adventuring party with their retardation, war is declare to remove this culture forever. Adventurers must garner support from the rivals of the elves to remove the elves forever. 79. Dark elven queen becomes bored and hosts gladiatorial tourney where the winner is sacrificed to dark gods. Fearful of their own deaths, the slaves (the adventurers) must band together to find a way to escape before all of them are killed. 80. Bored Lich enslaves adventurers into being guests and forces them to be his friends and takes the lich on adventures and quests, but takes all the rewards for himself. Hijinks ensues. 81. Insane hunter sets traps everywhere around a town, killing the towns people in comical ways. Unable to survive, the towns people hire the adventurers to help rid the town of traps and stop the insane hunter from setting them. 82. Raiding party, the adventurers, loot and pillage a village only to discover their captive slaves are all horrible bitch people whom cannot be killed by normal means and won't leave them alone. These cursed beings, being unreasonable, drive the raiders mad. The only way to remove these foul creatures is to actually find someone willing to put up with them. 83. Barbarian Horde audited for taxation reasons and can no longer pillage area, confused warriors seek adventurers to look into mysterious and ultra powerful tax collectors whom are feared throughout the realm they intend to pillage. 84. Idiot adventurer turns ring of ultimate evil into earring to woo local wenches. Evil ring consumes the adventurer's soul but also inherits his idiocy, forcing local adventurers to stop ultimate evil in it's quest to woo woman and gain riches through despicable means, all while having ultimate power. 85. Epic quest to defeat Lich interrupted by child like antics and political commentary of today's social and environmental issues. Lich presses the vantage as the adventurers must learn about the useless powers of connivence and hollow love or be forced to fail each time they face the Lich whom is always ahead of them. 86. Fantasy world invaded by the physical embodiment of death, but it dies. Without death, the world become overpopulated and can no longer support comfortable life and war breaks out constantly. Adventurers must create a new death before the world is consumed worse then it currently is. 87. Adventurers found traveling circus, but soon must compete with their Lich, bandit, and demon rivals as they soon also have the same idea. Hijinks ensues. 88. Shaman comes in contact with animal spirits, but cannot understand their growling. Upon cursing himself to be able to speak with animals, shaman becomes morally conflicted and is driven mad by various animal voices. Shaman hires adventurers to go on a dream quest to destroy all living animals in existence. 89. Gloomy cloud frightens local population, hiring adventurers to slay the cloud. 90. Natural disaster threatens local kingdom, whom hires the adventurers to find ancient mages to stop their kingdom from being blasted to nothing. The problem is, each mage is older then anything ever and have constant bowel problems, along with other issues. Hijinks ensues. 91. Rich guild master becomes accidentally charitable and becomes popular with both a charitable cult and the poor. In order to regain his greedy reputation, he hires the adventurers to do sketchy acts to make him more money, but only inadvertently ending up being more charitable and loosing the guild money. 92. Ancient lazy giant forgets to pillage city, accidentally allowing it to grow over a thousand years into a prosperous nation of giant slayers. Giant awakes to cause trouble only to run into the adventurers. The Giant however turns out to be the only being in existence which can defeat a evil dragon which appears near a mountain whom threatens all of life. 93. Bandit king kidnaps adventurer's families and friends to teach them a lesson. Upon tracking down the bandit king, the heroes soon discover that the Bandit King is in fact just a physical illusion of their past failures to protect their families from terrible evils, and only end up slaying a peaceful village of elves. Heroes regarded as legends for removing elvish presence from lands. 94. Dark Elf queen sends slaves, the adventurers, to find more slaves to serve her. However, the slaves soon realize these slaves will replace them, whom will then be killed in terrible ways. The adventurers instead must bring unlucky souls of complete incompetence to the Dark Elf queen, unintentionally solving the surface world's many issues. 95. Local orc chef is accidentally pronounced chieftain of orc clan, then unknowingly and confusingly orders his clan to cook meals, starting a medieval fast food chain. Hijinks ensues as the Adventurers whom try to slay the warchief must deal with the issues of finding actual jobs flipping bacon burgers. 96. Arch Demon finds gap in a crumbling wall disturbing and decides to fill it with corpses. The Adventurers must stop this morbid event before the Arch Demon is satisfied with his work and does something actually terrifying. 97. Warlock attempts to summon succubus babes, but only end up summoning Incubus dudes whom resemble college frat boys. In his attempt to remove the slang throwing demons, the Warlock hires the adventurers to remove their bodacious behinds. The catch however is that failure to banish these demons results in the adventurer becoming humiliated and never having friends again. 98. Dragon tries to hoard cats, depopulating the local kingdom of felines. Adventurers must find a way to stop the dragon and herd the cats back to their owners before the clumsy beasts crushes them all. 99. Mad King bans adventurers from his realm as local Lich rejoices. The Lich-rights movement begins and the adventurers must form their anti-undead group before the Lich destroys the moral decency of everyone forever. 100. Russian nobles from the future travel to the world of fantasy with their mysterious devices to escape the Red Army. The russian nobles reform a new russia from groups of orcs and gnolls, forming New Russia. New Russia then declares war on everything forever, with only the adventurers capable of stopping the overpowering might of fantasy Russia. |
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8:56 AM Jul 11