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5 years ago ::
Jun 25, 2008 - 9:35AM
#21
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Date Joined:
Jun 17, 2008
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Oooh, really like 28.
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5 years ago ::
Jun 25, 2008 - 1:10PM
#22
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Date Joined:
Apr 24, 2008
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30. A Bounty Go kill X for money
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5 years ago ::
Jun 25, 2008 - 8:46PM
#23
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Date Joined:
Sep 23, 2006
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Oooh, really like 28. Thanks. I kinda stole it from "The A-Team" when it jumped the shark and brought in Robert Vaughn as their government "boss."
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5 years ago ::
Jun 25, 2008 - 10:20PM
#24
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Date Joined:
Feb 16, 2003
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31. The Emperor's Education
A great leader wants to find out more about the outside world and, to that end, is hiring anyone willing to sign up to take a big boat out into the world and then report back with what they find. If you agree, you work on a ship (probably as protection) for some of the Emperor's scholars and soldiers. Of course... what you find might be pretty unpleasant...
32. The Demon
A powerful Fiend hires you (indirectly, so you don't notice) to complete some task. Why you? So as to not arouse suspicion. But, what happens when you find out more than you were supposed to about the mission and your (ultimate) boss? Good for parties who are already infamous.
33. The Dupe
One of your old enemies (maybe one you don't even realize you have, or one that you thought was dead) really holds grudges (well, you might too if you were dead/almost dead at your hands...) and thus decides to hire you through a third party you trust for a suicide mission. It sounds reasonable enough at the outset--kill some X, collect some Y--but as you get nearer to the ultimate goal there are some clues that things aren't going to end well. Are you smart enough to put the clues together before you fall into a very large hole? Is the dupe really a dupe? Is it mind control, a doppleganger, or just confusion? Can you figure out what's really going on?
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5 years ago ::
Jun 26, 2008 - 4:57AM
#25
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34) Internal affairs
While in some wilderness, the PCs are approached by a grizzled, old, illiterate Druid (named Adams)...
Ah, my fellow travellers of the land. As I'm sure you've also felt, there is a disturbance in Nature. Griefly enough a man (Croo Magnoo) of our order (The Order of the Hairy Paw) previously a grandly esteemed druid, has gone gold... greedy and selfish and corrupt. Alas, he has sunk so deep that he has become a gardener in the rose gardens belonging to our local Duke (Duke Ellington). Doing Natures work conditionally, say only if you get paid or get laid, is Naturally unacceptable. Combined with such an obvious practice of mono-culture (imagine only wanting roses around!) is nothing less than blasphemy towards the diversity which Nature is. Bring me Croo dead or alive, and you shall have Nature's plentiful gratitude.
Now, during the last couple of years, the local economy has been booming because of the rosebud extract that has been produced with the aid of our "runaway" druid. This means that the number of annoyed parties includes, but is not limited to, the duke, the local workforce, local rosebud wholesalers and even perfume merchants in the capitol.
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5 years ago ::
Jun 26, 2008 - 8:45AM
#26
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Thanks. I kinda stole it from "The A-Team" when it jumped the shark and brought in Robert Vaughn as their government "boss." Also reminds me of "The Dirty Dozen."
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5 years ago ::
Jun 26, 2008 - 12:26PM
#27
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Also reminds me of "The Dirty Dozen." The first thing that sprung to mind when I read it (you know, aside from "damn you for posting the idea I was going to post,") was Lord Vetinari of Ankh-Morpork.
35) Noble on a lark
"Father has always lorded his little foray into the lost temple of Schlubwubbler over me as if it was some sort of rite of passage. I think it's time I showed him I'm a chip off the old blob, don't you? I'm sure we can agree on a sum and a share of the spoils that is appropriate for men of your considerable. . . reputation."
Whether it's to gain the respect of his elders, capture the heart of some other high born brat or to alleviate the boredom that accompanies fabulous, idle wealth, the scion of the richest noble house in the city wishes to employ your party in a capacity that is part tour guide, part bodyguard, and part babysitter. Your task, while not easy, is simple: bear the intolerable little ponce to the bottom of some dangerous, unplumbed dungeon, and return him in one reasonably undamaged piece with a bit of treasure to prove he was there.
For a twist (or if the noble's presence becomes too interruptive to the flow of gameplay,) some unassuming third tier functionary interested in enough ransom money to become the city's second wealthiest noble put the idea in the poor fop's head, and has alerted the dungeon's denizens to your approach. Suddenly the chaperone job has become a high stakes rescue mission, because Daddy knows you to be the last people to be seen in the company of his son, and he's got a long memory, a short temper and a very, very long reach.
"When Friday comes, we'll all call rats fish." D&D Outsider
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5 years ago ::
Jun 26, 2008 - 7:38PM
#28
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Date Joined:
Sep 23, 2006
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36. A Note Under the Door
You still don't quite know why you decided to follow the directions on the note that you found just inside your door that one morning. All you know is that you set out from the inn that morning, proceeded to the fountain in the merchants' quarter, found the loose stone, and the instructions hidden behind it. It was a simple task, and you finished it before nightfall. The next morning you found a small pouch with some silver in it and a note that simplyl read "Well done. Be in touch again soon."
From that point on you've gotten instructions in this manner from time to time. No matter how far you've travelled - a note has always found its way to you when whoever - whatever - wrote them wanted you to run a little 'errand' for he/she/it/them again. There were even two that warned you that you were in danger and pointed you to your best way out of it. As time has passed, you've found each task to be increasingly difficult but never overwhelming. The rewards have grown correspondingly as well. Still, you've had a burning desire to find out who or what is sending these things to you. So, one day, you wrote back. The note simply said "When do my companions and I get to meet you." The only word written on the reply was "soon." Is someone just being coy, or has the time for answers finally come?
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5 years ago ::
Jun 26, 2008 - 7:54PM
#29
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Date Joined:
Sep 23, 2006
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37. The Sin Eaters
Once every decade, the town of Umbra/DM's name for a village engages in a macabre ritual. An innocent - most often, but not always, a child of about 10 - is presented to the village in their central square. He or she is bathed, cleaned, and prepared. After that, a local cleric and his acolyte proceed to tattoo a list of the sins of the entire village onto the skin of the innocent. The process usally takes the better part of three days and excrutiatingly painful. Once completed, the innocent is then sent of to provincial capital where he/she meets with a Tiefling Wizard/Alchemist. By means unknown, the tattoo is then removed and congealed into a thick black sludge that is essentially pure evil. Why this fellow wants is none of the villagers' concern. All that they know is that this act brings them 10 years of good weather, good harvests, and general good fortune. The only problem is that the capital is a week's journey and the roads can be dangerous. Time is also a factor as even the purest of souls can become tainted by the evils written on his or her skin if they aren't removed quickly enough. Can you escort the innocent to the capital on time? It won't be easy, but the villagers will be eternally grateful and you'll always have a safe haven in this dangerous part of the world.
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5 years ago ::
Jun 26, 2008 - 8:11PM
#30
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Date Joined:
Sep 23, 2006
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38. A Town Called Malice
Once you've escorted the innocent to the capital you find that you've landed yourselves into a small city whose decadence rivals that of Mos Eisley. Still, to the matter at hand. Once you've gotten the innocent to the Tiefling, you find him to be a very unusual and subtly disturbing character. He's quite solicitous but never smarmy. When it comes to the procedure itself, he is deadly serious and utterly professional. Although that actual ritual of reversal (call it what you like, DMs) is closed to you, you are pleased to see the innocent recovering. What's striking, however, is how quickly the tattoos begin to vanish and drain through the catheter in his/her arm into the jar set aside for collecting the sins.
Over time, the Tiefling wizard can make an effective patron/conctact/foe. The idea is to have an npc who is knowledgeable and well-connected enough to provide the party with plenty of options. Do they wish to become his right-hand, an occasional information broker or contractor, or do they find what he does to be detestable? If the latter, they should take care, for you see, the wizard is not only an aracanist par excellance but also quite a merchant. The concentrated evil that he collects is almost unbelievably valuable. It is often used as a key component into the performance of profane rituals or the creation of cursed or fell magic items. Angels claiming to serve the cause of the light are drawn to the foul stuff procure the stuff from time to time as part of what they claim to be 'research' into the nature of evil. Devils covet it and often use it in their foul rituals. Many frequently use as a sort of infernal currency, and more than a few savor it for its own sake, finding concentrated evil to be as delightfully intoxcicating to them as wine is to humans and fey. In short, this wizard has managed to corner the market on what is arguably this plane's most valuable commodity. As time has gone by, this has secured the Tierfling's place in the order of things. He has what everyone seems to want, and to move against him is to invite the wraith of many beings fair, foul, or otherwise who wish to see these perverse trade continue uninterrupted.
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