Even More Adventure Seeds for Your RPG Campaign

Someone who looks and sounds exactly like one of the characters has emptied out the group’s bank account, and is using the money to throw lavish parties. (This works best if the thief is imitating the person most likely to steal from the rest of the group.) If they don’t solve the problem quickly, it will escalate into threats of duels based on the outrageous things the lookalike has been saying to people.

***

The town drunk is suddenly on the wagon. He was given a carved wooden pendant (the protects against addictions. It won’t cure current addictions, but it will hold them at bay, and prevent new ones, while the pendant is worn) by a sympathetic wizard, but was told it was a religious talisman, rather than a magic item, to discourage the drunk from selling it for booze. Now he’s starting a religious crusade, based on his “miraculous deliverance from the demon rum,” and stirring up mobs of angry women with axes to shut down taverns and break up casks of beer and rum. This is working far too well – the nobleman who controls the regional alcohol monopoly has informed the town leaders that he’s going to begin executing the ringleaders – their wives among them – if the trouble doesn’t stop. So the leaders approach the characters, who are new in town, to solve the problem.

***

“Why would anybody be carrying around a pouch of human fingers?” your players ask, and it is a puzzling question. Instead of the silver that one of the characters thought he had pickpocketed, he got a pouch filled with pickled human fingers. instead – not the sort of thing that can be easily fenced, but too powerful to just throw out (even if the characters don’t know the nature of its magic right away). Pretty soon word gets back through underground channels that a powerful wizard is looking for his fingers back, and while the wizard turns out not to be all that powerful, he is dogged, and sends a series of thieves and proxies and inexpensive assassins after the characters. Which just makes them even more curious about their original question, “Why would anybody be carrying around a pouch of human fingers?” (The fingers each tame any wild animal that eats one. There are 15 fingers in the pouch.)

***

After being accused of theft, the characters are publicly humiliated and exiled from the city by the queen herself. A few days later, they kill an attempted rapist, and take a brass key that unlocks any woman’s door off his body. (The key can be used 8 times, after which it will no longer be magical. It can’t be recharged.) Suddenly, a powerful opportunity to show up the queen who mistreated tham has presented itself.

***

While investigating the ruins of an old tower, the characters hear a faint mewing, as if a cat is lost in the rubble. After digging a bit, they uncover an elaborate silver mug with a golden lion attached to it. The mewing was coming from the mug itself. Once they’re stuck with it, the mug is a great vehicle for making noise at exactly the time they need quiet, and generally making the characters’ lives more complicated. (It’s an elaborate covered silver beer mug decorated with a golden lion wrapped around it, his paws and tail making up the handle. The mug generates up to a gallon – 4 mugsful – of lukewarm, watery beer a day, refilling slowly each time it is drunk. If any beer is spilled, or if the contents of the mug go more than a day without being drunk, the lion will begin howling loudly, and won’t stop until someone takes a drink.)

***

The wizard Gralincea has died, and his middle-aged daughter inherited the soup tureen she’d always loved as a child. (a soup tureen that makes anything placed in it a random temperature. The tureen doesn’t work instantly, but within an hour or so if it’s uncovered the soup inside it might be boiling, just perfect, or frozen solid.) Unfortunately, the command that her father used to keep the soup at the perfect temperature seems to have died with him. The daughter can’t remember it, but she’s pretty sure he wrote it down on a scrap of paper once for the butler (who’s now long-gone) to use. As far as she can remember, she last saw the paper tucked in a book somewhere in the wizard’s library. She wants the characters to find it for her – the tureen has tremendous sentimental value to her. Besides, what could ever go wrong while looking through a dead wizard’s library?

***

The night before a hunting expedition with the prince of the city, one of the characters accidentally drinks the wrong potion (a potion that causes whoever drinks it to form an inseparable bond with the next golden retriever he or she meets). The next day, she and the prince’s golden retriever form an inseparable bond. This presents something of a dilemma, since the prince is also very attached to the dog, and is planning on getting on a ship the next week – with his no-longer-loyal dog – to begin a three-year-long diplomatic mission.

***

Someone slips a potion to the mayor of the city the characters are presently in (a potion that makes whoever drinks loathe ferrets, permanently. If the person already dislikes ferrets, it will make him or her fanatical. There are 2 doses in the potion), and as a result he goes on an anti-ferret rampage, closing down shops and ordering all of the animals killed as health hazards and plague carriers. The gates of the city are to be sealed until the job is complete. This would seem almost comical if one of the characters in the group didn’t have a ferret as a familiar.…

***

After a night of drinking, one of the characters awakens to find out he has gotten a rather unfortunate tattoo. Even worse, the tattoo is so scandalous that it isn’t even safe to show to a healer or animal mage. In fact, the character doesn’t dare show it to anyone – if word gets out it might mean his life, and certainly his reputation. And it’s in a delicate enough location that he can’t just cut it off. He needs to find something which will remove the tattoo with no questions asked. But at a bar once, he heard someone talking about a wizard who made a potion that permanently removes all of a person’s tattoos. If only he could remember the wizard’s name….

***

The characters are placed in a room with magical wallpaper prior to their long-awaited appearance in a duel to the death in the city’s Great Arena. They’ll realize that something is making them unusually tired, but good luck figuring out what. The wallpaper will glow faintly if a detect magic is cast, but otherwise looks pretty normal. Feel free to scatter deceptive items around the room to distract the players. (The wallpaper makes everyone who stays in the room it’s in for more than a few minutes feel torpid. Great for the baby’s bedroom, but not so great for the characters.)

Someone who looks and sounds exactly like one of the characters has emptied out the group’s bank account, and is using the money to throw lavish parties. (This works best if the thief is imitating the person most likely to steal from the rest of the group.) If they don’t solve the problem quickly, it will escalate into threats of duels based on the outrageous things the lookalike has been saying to people.

***

The town drunk is suddenly on the wagon. He was given a carved wooden pendant (the protects against addictions. It won’t cure current addictions, but it will hold them at bay, and prevent new ones, while the pendant is worn) by a sympathetic wizard, but was told it was a religious talisman, rather than a magic item, to discourage the drunk from selling it for booze. Now he’s starting a religious crusade, based on his “miraculous deliverance from the demon rum,” and stirring up mobs of angry women with axes to shut down taverns and break up casks of beer and rum. This is working far too well – the nobleman who controls the regional alcohol monopoly has informed the town leaders that he’s going to begin executing the ringleaders – their wives among them – if the trouble doesn’t stop. So the leaders approach the characters, who are new in town, to solve the problem.

***

“Why would anybody be carrying around a pouch of human fingers?” your players ask, and it is a puzzling question. Instead of the silver that one of the characters thought he had pickpocketed, he got a pouch filled with pickled human fingers. instead – not the sort of thing that can be easily fenced, but too powerful to just throw out (even if the characters don’t know the nature of its magic right away). Pretty soon word gets back through underground channels that a powerful wizard is looking for his fingers back, and while the wizard turns out not to be all that powerful, he is dogged, and sends a series of thieves and proxies and inexpensive assassins after the characters. Which just makes them even more curious about their original question, “Why would anybody be carrying around a pouch of human fingers?” (The fingers each tame any wild animal that eats one. There are 15 fingers in the pouch.)

***

After being accused of theft, the characters are publicly humiliated and exiled from the city by the queen herself. A few days later, they kill an attempted rapist, and take a brass key that unlocks any woman’s door off his body. (The key can be used 8 times, after which it will no longer be magical. It can’t be recharged.) Suddenly, a powerful opportunity to show up the queen who mistreated tham has presented itself.

***

While investigating the ruins of an old tower, the characters hear a faint mewing, as if a cat is lost in the rubble. After digging a bit, they uncover an elaborate silver mug with a golden lion attached to it. The mewing was coming from the mug itself. Once they’re stuck with it, the mug is a great vehicle for making noise at exactly the time they need quiet, and generally making the characters’ lives more complicated. (It’s an elaborate covered silver beer mug decorated with a golden lion wrapped around it, his paws and tail making up the handle. The mug generates up to a gallon – 4 mugsful – of lukewarm, watery beer a day, refilling slowly each time it is drunk. If any beer is spilled, or if the contents of the mug go more than a day without being drunk, the lion will begin howling loudly, and won’t stop until someone takes a drink.)

***

The wizard Gralincea has died, and his middle-aged daughter inherited the soup tureen she’d always loved as a child. (a soup tureen that makes anything placed in it a random temperature. The tureen doesn’t work instantly, but within an hour or so if it’s uncovered the soup inside it might be boiling, just perfect, or frozen solid.) Unfortunately, the command that her father used to keep the soup at the perfect temperature seems to have died with him. The daughter can’t remember it, but she’s pretty sure he wrote it down on a scrap of paper once for the butler (who’s now long-gone) to use. As far as she can remember, she last saw the paper tucked in a book somewhere in the wizard’s library. She wants the characters to find it for her – the tureen has tremendous sentimental value to her. Besides, what could ever go wrong while looking through a dead wizard’s library?

***

The night before a hunting expedition with the prince of the city, one of the characters accidentally drinks the wrong potion (a potion that causes whoever drinks it to form an inseparable bond with the next golden retriever he or she meets). The next day, she and the prince’s golden retriever form an inseparable bond. This presents something of a dilemma, since the prince is also very attached to the dog, and is planning on getting on a ship the next week – with his no-longer-loyal dog – to begin a three-year-long diplomatic mission.

***

Someone slips a potion to the mayor of the city the characters are presently in (a potion that makes whoever drinks loathe ferrets, permanently. If the person already dislikes ferrets, it will make him or her fanatical. There are 2 doses in the potion), and as a result he goes on an anti-ferret rampage, closing down shops and ordering all of the animals killed as health hazards and plague carriers. The gates of the city are to be sealed until the job is complete. This would seem almost comical if one of the characters in the group didn’t have a ferret as a familiar.…

***

After a night of drinking, one of the characters awakens to find out he has gotten a rather unfortunate tattoo. Even worse, the tattoo is so scandalous that it isn’t even safe to show to a healer or animal mage. In fact, the character doesn’t dare show it to anyone – if word gets out it might mean his life, and certainly his reputation. And it’s in a delicate enough location that he can’t just cut it off. He needs to find something which will remove the tattoo with no questions asked. But at a bar once, he heard someone talking about a wizard who made a potion that permanently removes all of a person’s tattoos. If only he could remember the wizard’s name….

***

The characters are placed in a room with magical wallpaper prior to their long-awaited appearance in a duel to the death in the city’s Great Arena. They’ll realize that something is making them unusually tired, but good luck figuring out what. The wallpaper will glow faintly if a detect magic is cast, but otherwise looks pretty normal. Feel free to scatter deceptive items around the room to distract the players. (The wallpaper makes everyone who stays in the room it’s in for more than a few minutes feel torpid. Great for the baby’s bedroom, but not so great for the characters.)

 

Adventure seeds above were written by an author of The Wildside Gaming System.

The Wildside Gaming System (wildsidegame.net) was first published as a book in 2004, by Wildside Press, LLC in Rockville, Maryland. An oldstyle gaming system with a focus on worldbuilding, it was followed by a number of tie-in books including The Wildside Book of Loot, Crusade of Kings, and Koboldly Where Gnome has Gone Before.

They are running their kickstarter campaign right now. To know more visist http://ancientscroll.pl/wildside-gaming-system-to-be-released-as-a-free-app/ or http://kck.st/22L1ld0

 

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