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Event Ideas; EM Bugs
Topic Started: Jul 25 2012, 11:08 PM (191 Views)
Reptiller
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Mimir
[ *  *  *  *  *  *  * ]
That's right. I require event ideas!

Ofcourse, I am not going to use all of them, I can't promise I will use any of them unchanged as they are but I am sure to atleast get inspired and cook up something interest. After you post or PM me an idea, please don't ask me if I decided to roll with it or not. Spoilers are not a very good thing, after all :P

Thanks,
-Rep
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Cadence
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"Act. Do. Be." -Factol Rhys of the Transcendent Order
Dungeon Master
Here are some from Planewalker.com- formatted by Mr. O
Quote:
 



I started making a compilation of it which would be faster than the pdf to check <.< not finished yet, so bear with me... making them also color coded based on length, giving them numbers so you can roll a dice for them...


Online Dice Roller

Green = Short-ish
Red = Medium-ish
Blue = Long-ish
Purple = Campaign

Quote:
 
1) Missionaries of the Silver Flame
Short

Clueless missionaries from the remote Prime World of Eberron have wandered into Sigil and are busy calling everyone they meet either an infidel or a heretic. Good PCs' have to get the missionaries to shut up and go home before they get bobbed or dead-booked. Evil PCs may well decide to bob or dead-book the missionaries themselves.



2) Gehenna or Bust
Short

A planar merchant by the name of Fliv has been wounded by Khaasta on the Outlands and is stuck in the Gatetown of Ribcage unable to travel. Unfortunately, he has a shipment of eldritch tomes that is due in the Crawling City in an hour. The PCs are tasked with getting the books to their Yugoloth buyer before they are all hunted and killed.


3) Hermit of Everchangeing Order
Short to Medium

And old hermit that preaches from the Book of Everchangeing Order (from Tales from Infinite Staircase) is traveling the streets of Sigil, searching for a portal to a Prime where he will continue his mission to preach on the connections between Law and Chaos. In the meantime, extremists from both the Xaositects and the Fraternity of Order want to shut the man up for good. The PCs may either help the old hermit or they may try to stop him.


4) The Tsochari Invasion
Long to Campaign

A group of tsochari (from Lords of Madness) discover a portal to Sigil and become determined to infiltrate and conquer it. The first few adventures involve their efforts to worm their way into Sigil's high society and make things difficult before the PCs manage to unmask them with the aid of possibly sinister and self-interested "allies" - or maybe just celestials with their own agenda that doesn't correspond with the PCs' - if they aren't able to figure things out on their own. The PCs gain some new allies from the incident, both helpful and unhelpful, and they feel like they've accomplished something major. Then things shift.

As soon as the capable and experienced cutters of Sigil are aware of the tsochari, they come up with effective means of rooting them out, and soon the tsochari are consigned to the Hive Ward, where only the absence of effective law enforcement keeps them alive. Their only hosts are the poor and destitute. A group of psurlons, who have lived securely in the Clerk's Ward for generations, approach them and offer them sanctuary in the name of their common patron, Mak Thuum Ngatha. There are nilshai, too, and their high priest is a garmorm. They teach the tsochari that as long as they don't rock the boat too much and don’t threaten the authorities, then they can accomplish whatever they want in Sigil. They can use the city's portals to invade other worlds, for example. What they really want right now, though, is revenge on the PCs who caused their fall. And with their new allies, they just might get it.

Alternate idea: The cult of Mak Thuum Ngatha is growing in Sigil as once Aoskar's more benign cult did, but the Lady of Pain isn't doing anything about it. A dabus has even converted to the faith, sacrificing Fell to his new master in a symbolic show of devotion, and still She does not act. The PCs must figure out what triggered Her intervention the last time, and hope it works again.


5) Insectile Invaders
Short to Long

A hive of formians, including their queen, has moved into Undersigil leaving some in the city worried that the bugs are going to steal their jobs, eat their children, or do something equally dastardly. The PCs are tasked by the Advisory Council, one of the Factions, or simply concerned locals to find out what the formians want and, if possible, how to make them go away.


6) Pet Lost, Reward to Finder
Short

A night hag has lost her favorite pet and she is looking for help from the PCs. She ha presented herself in disguise as an old sweet granny, failing to mention that her "pet" is a mean tempered nightmare who ran away because the hag mistreated her in the first place.


7) Sensory Stone Trap
Short

An otherwise innocuous sensory stone is actually a portal and key to a demi-plane. Aside from the local dangers of the plane, the PCs are left to deal with the existential question of wither or not they have actually been transported to the new location, or are simply experiencing the stone’s recordings of the place.


8) The Iron(ic) Giant
Short

A wizard's spell goes awry, trapping the wizard's soul in the body of an iron golem he had recently been working on. Unused to the new body, the wizard crushes "himself" and is trapped unless he can resurrect the body and find someone to reverse his spell. Unfortunately, the golem can't talk, so all anyone sees is a clumsy renegade golem carrying around the body of a wizard, causing more and more devastation as his frustration grows.


9) A Capital Venture
Long

The Planar Trade Consortium has recently acquired a very large and very valuable object from Pandemonium which is only valuable as long as it remains intact and undamaged. The PCs are tasked with finding a secure portal or series of portals from the object’s current resting place to the destination of a buyer in the Paraelemental Plane of Ice. The Consortium is very vague as to the identity of the item, but any portals used must be large enough to accommodate an object at least 17 feet on a side, and the path must avoid any area with a temperature in excess of 100 degrees and any area saturated with the presence of Law.


10) A lost love
Short

An inventive though not very powerful wizard from some insignificant Prime has gained access to a portal to Sigil after the Tempest of Doors. His apprentice and lover has recently vanished. He suspects her family - who want to give the fair lady to some wealthy noble. Since magic does not have a good reputation on this world, the match is an ill-suited one. The wizard consequentially wants to retrieve his apprentice from the estate of her family, and hires the PC due to their reputation in the ward near “his” portal. A simple deed - if something else hadn’t slipped through the wizard's portal along with them. At the DM’s discretion, this something “else” may be anything from Tanarri recruits to Xaositect wild mages.


11) Mail for Moloch
Short

The PCs have been tasked by an individual of their acquaintance with a message bound for Moloch, the former lord of Malbolge. The PCs must track down the location of the disgraced Baatezu lord or, more likely one of his servants, and bring the letter to him unopened. If they succeed, they will be richly rewarded.


12) Too Many Teeth!
Short

A member of the party is given a tooth by a member of the Ring Givers. The reasons for this are entirely up to the DM. Unfortunately, every morning when the PC wakes up, there are more teeth. Everywhere. They're in his shoes, they're in his soup, they're in his scabbard or spellbook. How do you get rid of the blasted things? Where are they coming from? Who does the original tooth belong to? And why do they need so many teeth?


13) Bring Him Back Unharmed
Short to Long

An especially unpleasant fiend that gives new meaning to the word “hostility” must be captured and bought to the PCs employer for jink, items, or information. The catch: the fiend must not be harmed. Not even scratched. Of course, the fiend is in hiding and disguised, and quite a planehopper, thus the PCs will be led on a wild goose chase throughout the planes. Fiend or not, the target is generally unpleasant enough to attack the PCs on sight. Therefore, traditional diplomacy, intimidation or the “come with us for your good” approach are out of the question.


14) Smitten
Short to Long

The PCs rescue a young and attractive member of the opposite sex from some dastardly fate, and she/he falls for one of the PCs. His/her affections are genuine, but there's a hitch. The rescued is a noble (or elf / aasimar / very rich / already married / immortal exemplar / whatever), and the family does NOT approve of "Tomb Robbers, Planewalkers, Mercenaries and Adventurers". There may or may not be another suitor or arranged marriage back home. If the PC is good (twist: the true love is of an evil aligned race) and cares for the person in question, some of the family may side with the PC. This may be even worse than the otherwise hostile situation, considering how virulent feuds between close relatives can get on occasion.


15) To the Eternal Rest
Short

The PCs are tasked with robbing the grave of a particularly well known cutter soon after his funeral. Unfortunately, the cemetery / mausoleum / funerary structure holding the deceased is very well guarded. The place may be operatef by the Bleakers, Dusties, or a clergy of a god of death, so it’s possible that a Power or a few of the Factions will be very annoyed by the PCs' actions. If they do manage to make it to the grave and dig up the corpse, they will find out that it is not in fact a corpse at all, and the “deceased” was using the funeral to fake their death. So now, they are in the know, and even if he doesn't kill them, whatever drove him to such an extreme deception might.


16) Thanks for the Memories
Long

A wizardess in Sigil has discovered a new and better way to create sensory stones. The sensations are realer, deeper, and more amazing than ever. Not only that, but the stones she sells are not bound to a specific location and may be carried wherever the buyer desires. The downside? To store a memory, the original memory is completely wiped from the mind of the donor, along with a large portion of the rest of their memory. The Sensates are up in arms to protest the blatant disruption of so many experiences and want the wizardess's shop shut down. A second group of Sensates just want the wizardess shut down for good, in a permanent sort of fashion. And a third much quieter group only wants the details of the process.


17) That Mother is Crazy!
Short

A hive mother beholder has recruited for herself a gang of beholders, who in turn are charming random berks on the street. The ever-expanding group are planning a protest march to the Hall of Speakers. While the beholders' ideas about “democracy” are a little skewed, their intentions are in fact peaceful, at least initially unless someone starts poking 'em with shivs. The growing army of humanoid “marchers” are not really willing participants, but at DM discretion the beholders may pick up a few citizens who will support the beholders' right to non-violent protest, or even the support of an appropriate Faction.

Unfortunately, the Hive Mother is a bit ... off. She's marching to expose some ridiculous conspiracy theory, or to demand that bodies should be banned throughout Sigil and everyone go around with just their heads in the name of equality, or some other perfectly nonsensical belief that she is perfectly serious about believing. The other beholders are 110% loyal of course, as is any humanoid that didn't make a Will save along the march route, which goes at least half-way across Sigil.


18) Like the Brother I Never Had
Long

A rash of similar bouts of insanity are being accounted all over Sigil. Someone suddenly forgets all knowledge of one of their siblings / offspring / uncles / etc. and begins to believe that they are some form of imposter or household invader. It has been striking members of many races and walks of life, from the Lady's Ward to the Hive. The dark is, these forgotten relatives really are appearing out of nowhere, along with all the necessary evidence and mental manipulation to “prove” that they've always been around. Who or what are the invaders and what is their plan? Is there a specific reason that only one relative can remember not having them around, or is it just a flaw in whatever the process is?


19) Can You Hear Me Now?
Short

A fledgling wizard by the name of Liffed has decided to join the Doomguard. Before he can join though, he has to truly demonstrate his commitment to entropy. To that end, Liffed is using Message spells to whisper creepily into people's ears in the hopes of making them go insane. The PCs are contacted by one of Liffed's targets who thinks he is haunted and are told they will be richly rewarded if they make the voices go away.


20) Lost in the Ether
Long

Someone the PCs know has gone missing on the Ethereal Plane, and the PCs are the only ones who can help. After the tricky business of getting to the right part of the Ethereal Plane, the PCs will have to search for answers among the local Nathri population and on various demiplanes while fending off the Etherguants that stalk the mists and the more exotic creatures that wander the Demiplanes. Once the PCs find out the location of their lost friend, they will face the even more daunting task of actually getting there.


21) Lost Souls
Very Long

The PCs start by trying to track down the soul of a dead friend, a devout worshiper of the Egyptian Pantheon. Upon reaching Heliopolis, they are informed that their friend's soul is "temporarily unavailable." After going to a considerable amount of effort, the PCs find out that their friend's soul, along with the souls of many others, never reached Heliopolis when they died, and the frantic Aasimon can't figure out why. Over the course of several sessions, the PCs journey across the Multiverse in search of their friend and uncover a sickness at the heart of the Egyptian Pantheon.


22) Big Bang
Campaign

The PCs, or one of them at least, are among the few survivors of an explosion that ripped apart their entire Prime, killing millions and leaving only a couple hundred survivors who were off-plane at the time. The PCs must find a new home for their people, keep them from tearing each other apart over old grudges, and find out what happened to their poor world. And, if possible, get revenge.


23) Indigestion
Short

Whilst travelling inside an Elsewhale from the River Oceanus to another body of water, something goes horribly wrong. The whale develops a severe intestinal disease and accidentally swallows the entire party. The PCs will have to deal with a slightly acidic environment and the fear of running out of breathable air while trying to escape the Elsewhale, hopefully without causing great harm to their hapless vessel. Internal parasites causing the illness may attack the PCs, and if they take too long the whale may have unintentionally dived to incredible depths in its pain, causing great trouble for the PCs on exit.


24) From Bad To Worse
Short to Long

The body of some individual important to the PCs is taken by the Collectors before they can find it. They could require the body to retrieve an item, as part of final rites, or to resurrect the individual. Unfortunately, upon following the trail to the whereabouts of the body, they discover that the only one who knows is a Dustman but he is not present in Sigil.

The PCs discover that for one reason or another, the Dustman is somewhere within the Bonecloud on the Astral. The PCs must really consider how important the body is to them. Has the body been taken to the Bonecloud too? Not good news, either way. If one places this adventure Post-Faction War: Considering how portals became all confused in the Tempest of Doors the Mortuary's portals could have simply opened to the Bonecloud as the body was sent it on its way out the city.


25) A Hells of a Party
Short

The PCs have gotten an invite to a rather exclusive party hosted in the Nine Hells. Unfortunately, it's probably doubtful that they have any clue why they would have received such an invite. Now they must figure out why they got the invitation in the first place, as well as what they're going to do with it. Being a party in Baator, few choices are likely to be particularly healthy options.


26) Hostile Takeover
Varies

The PCs encounter an employer who seeks their aid in a most urgent matter. As it turns out, this individual has tumbled to a plot involving fiendish creatures intent on slipping his home burg into another plane. The best way for the fiends to accomplish this is by gradually corrupting the populace to the same characteristics as the plane they are trying to slip it to. The burg and the planes involved are up to the DM. Perhaps the messenger is in fact working to slip the burg over, and the ones the PCs are "thwarting" are actually trying to stop the burg from doing so.

Alternate idea: A proxy or other messenger of a deity, perhaps one that one of the PCs venerate, approaches the PCs with some dire news. A rival deity has taken it upon itself to slowly erode and claim parts of the patron deity's realm into its own. The PCs are not directly involved so that the interloper may not notice and automatically counter their efforts - unlike those of proxies and the like. Direct intervention is not possible, here, so the PCs are pretty much on their own. However, if successful at putting a stop to the matter they may gain the considerable good will of the deity they help, which can be significant in and of itself.


27) Bring me a shrubbery
Short

The merchant lord Ni, has acquired new toy: a "gardener golem" and he wants to put this machine to the test. The artificer who created the golem said that it can turn any plant into a work of art. So our lord Ni has hired adventurers to bring him a special plant for his golem to work with, and the plant is none other than Sigilian Razorvine.

(Mr_Otyughs notes: Please, call it anything else than Merchant Lord “Ni” so it doesn’t remind people from Monty Python ;) )


28) The Temple of a Thousand Gods
Campaign

Within a grand temple on the Planes, thousands of clerics worship thousands of Powers. It is almost the size of a city, with travelers comings from across the planes to see its glory. The clerics themselves fill all the common urban roles, clerics of wealth are merchants and clerics of battle act as guards, clerics of healing are doctors and midwifes, and clerics of agriculture and the hearth grow gardens and run the inns. While the PCs are visiting town, the cleric of Many-Worlds-Night is found dead, her body covered in savage bites. Can the heroes solve the crime when every suspect is backed by a Power?


29) The Pallid Crown
Short

The PCs find a crown that can command, as they discover, any group of powerful beings including devils, demons and celestials. What do they choose to do with this power? Once they choose their actions, they discover that as soon as they found the crown, they fell into a deep slumber, and that all that happened afterwards has been a test by an ancient creature of Good.


30) Two Brothers
Long

Generations ago, a young man once found a map to a treasure. He told his elder brother and they set out to find it. After a long journey, they came across the chest the map told of, and the chest was full of gold. The elder killed the younger and took it all. The grandson of the younger now wants what is rightfully his and asks the PCs to steal from the elder’s family.


31) The Path of the Thrashing Dragon
Long

There is said to be an ancient woman that does not die through old age, illness or injury. She is in Sigil. She spends her time screaming, chanting, killing, and stealing. The Lady of Pain does nothing and none know why. The PCs are hired to put an end to her, either by the Doomguard or by those she has disturbed. Old darks say the immortal stole the first Phoenix’s egg and demanded to know its power. The distraught mother told her everything. If only the PCs could find a phoenix to learn the whole story.


32) The Removal of Waxen Street
Short

On Waxen Street, the PCs take rest in a inn. Suddenly, uncountable Dabus hover over the street and begin taking it apart brick by brick. Within five hours, the whole street will be gone, walls built around where it once stood. Unfortunately, the street houses a hospital, do the PCs wish to save the patients before they themselves flee, and can they?


33) Bound To Be Trouble
Long to Campaign

The heroes are approached by a desperate woman, looking for the means to lift a curse placed on her. Nothing of the usual sort works on the woman. Further adventure and research leads them to a startling discovery: the woman is actually a plane bound into human form. Who bound this plane? Why? Is she an entire layer of the Abyss cursed by an Abyssal Lord? The lost, tenth layer of Baator? How can the curse be lifted? And more importantly, should the heroes lift it?


34) Visit Sunny Nemausus!
Short to Long

Someone, probably the Xaositects or the Revolutionary League, has been printing out fake travel brochures and distributing them among the Clueless. The brochures, which are printed on cheap card stock but have unusually good pictures, urge the Clueless to "visit sunny Nemausus," a "planar paradise of rest and relaxation," and gives them directions to several portals to Arcadia's lost third layer. The flowery words and bright, cheery (and somewhat outdated) pictures make no mention of the Harmonium re-education camps, the layer's collapse into Mechanus, or the fact that it is the battleground for the second largest war in the Multiverse. The PCs come across one of these pamphlets and have to find the source and shut it down before any more Prime tourists get sent to certain doom.


35) Yawning Memories of War
Short

Garouman, a wolf that can take human form, lives deep within the most razorvine covered part of the Hive. He is one of the few berks to not only survive the Blood War, but still have his wits about him too. He wants the PCs to help him gather the arcane materials needed to create a sensory stone to record his experiences in, so that others might never want to be part of that great ceaseless evil.


36) The Cloak of Half-Being 
Short to Long

A PC discovers a grayish and insubstantial magical cloak that causes powerful physical attacks to pass right through him, while his powerful physical attacks do the same to others. Weaker attacks by both the PC and his enemies still make contact and have their usual effects. Gradually, this cloak begins to weaken the PC and make him incorporeal at inconvenient times - though it also provides many other benefits, such as the ability to float a few inches off the ground at all times. The PC soon finds that he is pursued by other figures wearing similar grey cloaks who seem dead set on killing the PC and fade into puffs of smoke when they are slain.


37) The Shattering 
Long

Several corpses are found in the Lady’s Ward. Their heads are all bashed in, which wouldn’t be so bad - but a particular healer claims that when she examined the bodies, she discovered that the deadly blows came from inside the skulls. This mystery now has many in the city worried whenever they get a headache.


38) A Town called Plenty 
Very Long

Tradegate, the gate-town, has finally slipped to Bytopia. In its place stands Plenty, a city shaped like two half moons back-to-back, one side filled with brilliant towers and the other covered with humble farms. The town is in its youth, with many of its houses still empty, but seems to be doing well. However there are forces at work trying to swing Plenty away from the dream of Bytopia - to possibly change its gate to lead to somewhere else entirely!


39) Cradle of Probability 
Very Long

In the outlands a colossal peak has risen from the earth. Around it all manner of spells can be performed, even by the lowliest of hedge wizard. Many claim it is the egg of a god, but just what is this rock? And if belief can shape the very planes – should the overzealous preachers who are flocking to it be allowed near this thing?


40) In the Dead Book 
Campaign

The PCs travel deep into the Hinterlands and return to find years upon years have passed. They are thought dead and their bodies buried with great ceremony in wealthy tombs. They apparently lived to become powerful members of Sigil’s elite and cultivated a vast fortune in jink and many powerful artifacts. But they are not how the PCs themselves would have wished to have been, as if imposters had stepped into their shoes when they journeyed out to the Hinterlands. Just who lived in their place? What can they do with the legacy they left? And is there a way back to the present?


41) Skin Dancers 
Long

A famous illusionist has died of old age. He was buried in a glass coffin and everyone saw his frail lifeless body. The problem though, is that he was a known doppelganger. His apprentice, an incubus, believes he is still alive. He says the illusionist has fled leaving him with all of his debts to pay. The daughter of the illusionist was said to gain the illusionists equally famous wand upon his death but it has gone missing. She thinks the apprentice has stolen it to pay her father’s debts. Can the PCs find the truth, when so many people surrounding the illusionist have a thousand faces at their disposal?


42) The Renewal of the Lord 
Campaign

An Abyssal Lord has learned a great secret: Every being that calls the Abyss home will one day fall into a place called the Deeper Light. A layer of the plane, numbered upon discovery as 7777, the Deeper Light devours and destroys the very essence of those beings that fall to it, a final judgment for the wicked. The Lord thinks it’s almost his time and wants out before it is too late. He has been seen close to the Spire, speaking with the Norns. They have told him to come to the PCs for guidance on the matter. Meanwhile, every archon and adventurer in the planes wants the glory of his death, regardless of innocent bystanders!

(Mr_Otyughs notes: There’s actually “only” 666 layers in the Abyss <.<)


43) The Lady's Laugh 
Long

The portals of Sigil are closed. None of the old keys work and every proxy and servant of a deity or devil is getting very, very pissed. Can peace in Sigil last long with modrons and angels stuck so far from home? Just how important to trade are the portals? Can they be reopened, and why were they closed in the first place?


44) Give me a Clue!
Long

The PCs are famous, powerful... and clueless? Someone has spiked their drinks with water from a... some river? I forget. And so do they. Old foes attack the PCs in their vulnerable state. Can they find the cure before they forget everything from their skills to each other?


45) Death of Demiplane
Long to Very Long

Some villain has cast the "Antigenesis" spell or psionic power on Neth, the Living Demiplane. But spell has manifested in the form of wasting illness. Neth is slowly dying and the PCs must find a cure. If they save it they could gain a permanent friend in the living demiplane.


46) Sun in Sigil
Short

A poor thieving berk found a sensory stone, a ancient and vivid one. It seems to have been made by Ra, the sun god himself, and carries the deity’s memories. Unfortunately, they were strong enough to block his brain-box and now he thinks he is Ra. But his sister just wants the old Bobat back. Now a high ranking member of the Sign of One wants him dead and a bunch of barmy Believers of the Source want to further his belief in his godly nature. The PCs must stop the poor berk from getting himself killed, and convince him he's just a lowly thief named Bobat to gain a jink reward. Or perhaps he's better off as "Ra".


47) Educating the Ignorant
Short to Medium

A clueless archmage of relatively high power, but with very little knowledge of the Dark of the planes has recently joined one of the PCs factions. The leaders of the faction decide that as great an ally as he is, he will only embarrass the faction if he isn't shown the truth. The PC is assigned to be his 'Tour Guide' and to teach him as much as is possible about Sigil, the Inner and Outer Planes, and whatever else he's mistaken about. Just imagine the PCs trying to balance correcting his errors with avoiding his wrath by angering him. And just wait until he manages to insult a room full of Tanar'ri by calling them Devils or some such. While they may not be much of a threat to him, the PCs will be in trouble…


48) Detour
Short to Long

A Baatezu Blood War detachment tried to steal a march on their Tanar'ri foes by routing through a couple of conduit portals through an Upper Plane. They were mostly Cornugons with a Pit Fiend in command. This was an elite aerial detachment, perhaps 40 or 50 strong. (For this to work, 3.5 edition teleport rules have to be in force or this must be set after the events of Squaring the Circle, so that the fiends can't simply Teleport without Error home.) Unfortunately, demonic sappers destroyed the portals while the devils where marching to the second portal. So now they're stranded on the Upper Planes. The Pit Fiend commander doesn't really want to fight Celestials, so now the PCs have an opportunity to defuse the situation before there is bloodshed and get the detachment where it was going.


49) Ethics
Short to Long

The PCs overhear an argument between a Guardinal and an Archon. It seems that a small group of Guardinals entered into a contractual agreement with a similar group of Archons. The Archons delivered their end of the bargain, but now the Guardinals say that they won't be following through on their side, because unforeseen circumstances have made it much more difficult than anticipated, beyond their abilities to perform. They offer to perform some other service, but the Lawful Archon isn't too pleased with the whole thing. The PCs have an opportunity to get the two calmed down (or riled up, depending on party alignments). Once the two report back to their respective superiors, the PCs may have a similar opportunity between the groups as a whole.


50) Greater Good?
Long to Very Long

Representatives of Graz'zt hire the PCs to remove a powerful relic of good from the Abyssal realm Occipitus. Minions of Orcus and Demogorgon try to stop the PCs from doing this. Removing the relic seems likely to advance Graz'zt's plans to take control of the layer. Is it better for the PCs to claim the relic for use against Evil, or should they try to sabotage Graz'zt's plans?


51) Harmony in Chaos
Long to Very Long

The Harmonium carves out a small fiefdom in the Abyss. They will get destroyed eventually; they cannot possibly stand against the full furry of the Demons in their home plane. What's so valuable to them that they're willing to have their followers risk near certain death in the Abyss?


52) Rumors of the Slaad Lords I
Long

Ygorl is working with Doomguard to determine what Shiva is waiting for before he attempts to destroy the multiverse. Ygorl of course does not plan to be destroyed, but rather become the most powerful being in the multiverse by drawing on the rapid influx of entropy. If successful, Ygorl would only have to destroy Shiva before being able to recreate everything in his own image.


53) Rumors of the Slaad Lords II
Short to Long

Gatehouse barmies are dreaming about Ssendam, Tolly Salmon was said to have muttered something about the "golden shape" before she departed the gatehouse.


54) Rumors on the Slaad Lords III
Short to Long

The slaad lord Chourst apparently plans to look into the well of the Norns, to see what his future may be. Those who venerate the triple goddess represented in the crones, as well as those who believe in destiny, are rather worried over the prospect. Chourst himself believes that the well won't be able to show his future, as he is the personification of Randomness. In fact, the Slaad Lord hopes the well's power will be destroyed in the attempt, and the sect known as the Fate-Breakers are more than willing to help him out.


55) Rumors on the Slaad Lords IV
Short to Long

Having recently been seen in the Court of Color on Radiance, Renbuu commented at the time that the multiverse has the wrong color scheme. Additionally, that there ought to be a lot more orange dragons around, as the Slaad Lord felt they were under-represented on the multiverse. However, whether Renbuu can naturally shift the chromatic dragons between species at will as he can with the slaadi ranks is unclear. Regardless, Tiamat is believed to be rather upset with even the suggestion and has dispatched one of her consorts to assassinate the Lord of Color. Unless, of course, Renbuu started that rumor for his own enjoyment as well.


56) Rod of Wonder
Short to Long

A Xaositect adventurer returns from a trip to Pandemonium with a Rod of Wonder. He promptly puts it to use to spread a little chaos around Sigil. On its own, this would simply be slightly annoying, however the PCs come to find out - possibly from the Xaositect himself as he's the chatty type - that the Rod was found in one of the sealed caverns of Agathion. Things don't usually wind up down there unless there's a reason for it. Just how worried should the PCs be? And just what else can that Rod do?


57) Stop That Tower!
Short

The PCs require the assistance of Merrist Three-hoof, a Bariaur scholar of some renown who has procured his own walking tower in the Outlands. Unfortunately, he's accidentally locked himself out and has been chasing it across the Plane for a week now. He agrees to help with whatever the PCs need, just as long as they can get him back inside the tower, or even just stop it from moving long enough for him to catch his breath.


58) Tarantula Calls
Very Long to Campaign

Deep within the green heart of the Beastlands, Tarantula, the first of all eight-legged kind, pondered. She hated to leave her lair, but the goddess of the drow had taken many of her kin and tainted them with evil. Something had to be done! Tarantula asks the PCs to aid her to free her children by traveling to the Demon Web Pits to steal Lolth's power over them. She offers them an epic spell she has crafted, which will grant Tarantula full godhood over her children. But Raven has secretly been watching Tarantula for years and has sent word to the ravens Hugin and Munin, and they are whispering in the ears of Odin All-Father tales of this spell. And all the while the Anansi, King of All Stories, wakes from a long, long slumber.

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Reptiller
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Mimir
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@Cadence: Very, very nice, useful and lots of material to work with, thank you!
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Azulfae
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Iron Tusk Warchief
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My favourite DM event is called, "When someone unleashed Rust Monsters in the Bazaar!"
Vorgazar listens to Slayer

Warchief - The Iron Tusk
Kail Onifhet - Disciple of the Void
Night Hag - Betsy The Child Eater
Worgazhul - Devout of Luna
Wurzig Gimbleglow - Xaositect Transmuter
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lorgin_2003
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Greybeard
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alista's magic underpants *nod nod*
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The_Tarot
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Greybeard
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I considered at one point applying for EM-ship to run a campaign, but never got around to it, but it basically was.

"The World Born Dead" from the Elder Evils book, modified to fit the Planescape Scenario.

A Prime World is dying, being approached by the elder evil, turning millions of its inhabitants into undead through massacre, undead spontaneously rise, even powerful necromancers hold little to no control over the soon to be overwhelming surge.

This would also cause many mini-events that could be connected to some of the list Cadence gave, Such as "A Big Bang" in a lesser sense. You have thousands of people using various means to escape their planet.

If the portal to Sigil is known there. It would not be surprising to have tens of thousands of refugees crawling into Sigil, Homeless, helpless. In various degrees of mental states and holding old grudges.

If the Prime was used for trading goods, there would also be economical impact on Sigil. As well as the impact of having thousands of mouths to feed, and dealing with the problems of their desperate situation.

How many of the refugees would resort to petty crimes? (Possible involvement with the various Law factions)

How many would be mentally traumatized? (Involving the Bleakers.)

How many gangs would swell in members? and how many new Hivers would there be?

What would the Dustman think of an entity, so old, so powerful, that seems to hold dominion over death itself?

Then there is that whole hero mentality people will have trying to stop the Elder Evil. Would it even possible to gather enough of a war effort to fight the Undead Surge or even travel to the approaching moonlet? (The Elder Evil itself is a decending moon on the prime world) Would the prime be even worth saving?

A lot of possibilities could be drawn from the idea, While Sigil itself would not be threatened by the enemy. It would cause -alot- of problems just from the refugee situation alone. Supply and Demand on certain goods may skyrocket. Effecting even the most apathetic of player-characters.
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