The princess of the realm has grown into a beloved and capable leader in her own right, trained in diplomacy, combat, and politics. The people are eager to see her take the throne.
There's only one issue. Her mother, the queen, doesn't seem to have aged a day, and now they look more like sisters than mother and daughter.
The armies of the gnomish duke have gathered at the edges of the Canyon of Kings. They blink down at the dwarfin monks who guard the Pharaoh Senate which has ruled the land for thousands of years, arcane energies sparking between them even as their opponents creak deeper into their lethal martial arts stances. The little folk claim to have found a dog who had been sired by the blue dragon who also sired the very first pharaoh, upon his lack of issue the entire undead aristocracy is founded. If this dog, a paladin of the Raven Queen, is indeed the blue dragon's heir, then it shall have sole right to rule and all the entombed pharoahs shall be deposed.
One among the PCs has studied the antique scrolls, and discovered that an ancient crystal nestled deep among the dunes, grown in ancient battle of fey and wizards, may hold a way of demonstrating the canine god-king's parentage in a manner incontrovertible. They must find the spells to breach the crystal's glowing surface and enter the wizards' prison within. There, a brutal and harsh society has developed of sorcerer-thugs in close and inscrutable quarters. The scrolls give only riddles to describe what the PCs must find and somehow recover.
And then there's the question of how to use it....
Rollback Post to RevisionRollBack
either e/em/eir pronouns OR fey/fem/fear OR be/bim/bos pronouns {if you don't want to learn new words, singular they is OK}
Folks say the usually drunken miller made it to work every day this week. That’s strange, especially considering that he died a week ago.
A group of halflings has gone missing after going camping by the lake. There’s no sign of them, but there is a big tunnel in the bank that wasn’t there before.
The local wizard’s beloved pet escaped to its natural habitat. It would be easy to return, if it wasn’t a deadly monster and its home a dangerous dungeon.
The dwarves’ Ale Festival is coming up, but the ale hasn’t arrived. Scouts found only an overturned cart, a smashed ale barrel, and some monstrous footprints.
The beloved mayor has a deadly illness, and the clerics need a specific plant to heal her. Unfortunately, the plant is rare, and sacred to a local orc tribe.
A beholder suddenly appears in a city where the party was staying. After a intense evacuation and battle with the beholder, a investigation into who polymorphed a beholder into the city begins. Many people are searching for the culprit, and unfounded accusations are already building towards many people, including your party.
A wizard wants to add the spell Animate Dead to their spell-book, so the party decides to heads into a old necromancer tomb in search of tomes. Turns out, the parties suspicions come true as the necromancer isn't actually dead.
An important artifact which is vital to the survival of a city was found stolen, divination magic shows several fiends taking it to a underworld fortress to power a war machine. Your party is tasked with finding the nearest portal to the underworld and bringing it back before the citizens devolve into panic.
Certain villages along a deserted wasteland, built to distance themselves with the main cities and revitalize the land, have suddenly become the victim of a massive coordinated bandit invasion. Nobody is quite certain why, perhaps an lost city or gem veins were secretly discovered, but your characters are set to investigate why and put a stop to the bandit horde.
While casually strolling though a settlement on the forest's edge, a group of fey decide cause as much chaos in the settlement as they can. They are led by a important figure in the feywild, so killing any of them would be undesirable. Unfortunately, finding a way to force the fey into diplomatic discussions is much harder than just shouting.
A vigilante has decided to eradicate the criminals of the cities. However one of those cities holds a majority of the criminal underground, and destroying said criminal underground could cause a massive power vacuum and political backlash. The party, needs to figure out a solution, or if one is needed at all. On top of all of this, the vigilante isn't being cooperative.
Massive elementals have been rising from various places of nature, one from the sea, one from the volcanos, one from the deserts, and one from the skies. Their origin is unknown, but what is known is that unless they are stopped, this could be a world-ending situation.
Your adventurers decide to take a trip around the world, exploring many exotic locations and traveling across a variety of landscapes. Climbing mountains, solving small quests, exploring lost ruins and getting to know each other better.
END
Eight plot hooks each a two to four sentences. Have fun, this took me a hour or two to think of all of these and I think they are all pretty good. High leveled plot hook, then low leveled plot hook for four of each.
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if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
You are searching for information that only a specific dead person knows so you must venture forth to Shadowfell and find this hidden knowledge in the Raven Queens fortress.
Rollback Post to RevisionRollBack
"Life is not a problem to be solved but a reality to be experienced"- Soren Kierkgaard
Honey, I shrunk the party! - A wizard leaves a strong magical apparatus for a moment with the party in his workshop. Just wait for the rogue to press a button.
Without A Paladin - Oh no, the party is in a realm full of undead and unholy abominations and their paladin isn't there!
Faerun Song Contest: The Story of That Guy - The group has to deal with an annoying bard that can barely sing and make his dream come true of being the best song writer ever. Or, find a well to throw him in to.
RollNewCharacterPool - Another party got wiped some time ago but only one came back. As a revenant. Now they must help this creature find revenge, if nothing else to stop his strange self-monologue.
The Abberation - A group of gnome tinkerers in a mine are having a hard time, as there's something in there with them that is picking them off one by one. Also they do not trust one another.
Raiders of the Lost Dragon Horde - The party finds out there is a huge horde. A big one. Somewhere. Go get it! Now they just have to deal with the cult trying to stop their every attempt along the way as they race to get the horde first.
The Lawful Stupid, The Chaotic Dumb and The New Guy - The party meet up with another party. A paladin, a barbarian and a human fighter. Shenanigans ensue.
Low Level Plot Hook: The party is traveling along a path/road and a spiritual figure drifts across the path in front of them from the left to the right. The party approaches further and hears strange noises in the woods to the left.
Campaign Level Plot Hook: The party has navigated the basements of an abandoned dilapidated warehouse, and on the lowest level there are individual sleeping rooms for seven individuals, offices for three individuals and an office for the other four individuals in a single room complete with desks, chairs and bookcases. The individual offices increase in size and have more 'furnishings' as each one grows in size. There is a single large room with book shelves and hundreds of books; some individual books and other multi-volume sets. The last room is a ritual chamber. There are symbols carved in the walls, on the floor, even on the columns. The sconces are evenly placed to allow good light throughout the room. What manner of magic did these people practice? What can we learn from these books that we can't read at present?
Rollback Post to RevisionRollBack
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
The gate opens into an arena...... looks like you and your fellow prisoners will have to fight your way through whatever comes at you....
No one else is willing to put a stop to whatever is praying upon the children in the village. Your group can no longer let this traditional injustice continue.
The Groom has gone missing; with only a week before the wedding, you and the rest of the groomsman must find your friend before the wedding bells toll!
And because I couldn't resist -
The President has been kidnapped by Ninjas. Are you a bad enough dude to rescue the President?
Rollback Post to RevisionRollBack
#Open D&D
Have the Physical Books? Confused as to why you're not allowed to redeem them for free on D&D Beyond? Questions answered here at the Hardcover Books, D&D Beyond and You FAQ
Looking to add mouse-over triggered tooltips to such things like magic items, monsters or combat actions? Then dash over to the How to Add Tooltips thread.
You wake up in a strange underground chamber, dressed in rags despite being a practiced adventurer. A plinth in the center of the chamber radiates necromantic magic powerful enough to ring in your ears. What happened, where are you, and where the hell is your stuff?
The circus is in town, but several of its performers are terribly sick. In desperation, the ringmaster hires you to fill in for some of the missing shows. As you perform (however that goes for you), you realize that something's not right about this troupe...
A local houndmaster's prized blink dog has escaped and run away into the nearby forest. Tracking the creature, the players discover a dryad who claims the hound was stolen from her grove and demands the players help her gain her vengeance, instead. Who's right, who do you side with, and where the heck is the dog?
Your village has coexisted peacefully with a nearby kobold warren for generations, trading food and worked goods for raw materials from the kobolds' mine. One day, a band of kobolds attacks the village, stealing anything they can and kidnapping several children from the town. What drove the formerly peaceful creatures to such an act, and can you save the young kidnappees?
Your mother falls seriously ill out of nowhere, at the same time that your powers of sorcery awaken. A traveler finds you, telling you that a terrible phantasm has possessed the dead corpse of your grandfather and inflicted a curse upon his bloodline, striking down those without the strength of will to withstand their sorcerous gifts. To save your mother, you must find this phantasm and end its possession within fifty days.
Travelling along a wooded road, the party comes upon a horse standing stiffly in the harness of a wagon with a broken wheel. There are several arrows stuck in one side of the wagon, and the horse appears lame. Some traces of blood and bootprints in the ground indicate a small group came and went from the forest. A couple broken boxes lay empty behind the wagon. A letter, attached under the wagon's seat, apparently unfound by whoever attacked and looted the wagon, is addressed to a warlock in the next town. It starts with "I know who you are and what you've done ... " and goes on to explain that the writer expects the warlock to leave a nice magic item at a particular place at a particular time. Also, the horse, while appearing lame, needs only a little care to be good as new. It bears a symbol of a merchant known for transporting magical candles and the occasional box of stolen goods. Which lead to follow?
A Firbolg has grown to 20 feet because they visited am island of kua-toa and they started worshipping them as a "larger than life god" that caused him to grow
(You have been captured and are being carted to a small town) You awake to the sound of horses snorting and carriage wheels rolling, as you open your eyes you notice you're in this carriage with 3 other prisoners and as the one directly in front of you sees you have awoken he says, "Hey, you. You're finally awake. You were trying to cross the border, right? Walked right into that Imperial ambush, same as us, and that thief over there."
Lokir replies: "Damn you Stormcloaks. Skyrim was fine until you came along. Empire was nice and lazy. If they hadn't been looking for you, I could've stolen that horse and been halfway to Hammerfell." Lokir looks at you and continues, "You there. You and me -- we shouldn't be here. It's these Stormcloaks the Empire wants."
Ralof replies to Lokir saying, "We're all brothers and sisters in binds now, Lokir."
The guard driving this carriage grows annoyed by the prisoners speaking and demands, "Shut up back there!"
A silence occurs after the guardtells the prisoners to shut up. However, the prisoners continue speaking.
*Lokir looks at a gagged man (the third prisoner)*
"What's wrong with him?" says Lokir.
Ralof quickly answers Lokir with an angry tone, "Watch your tongue! You are speaking to Ulfric Stormcloak the true High King!"
*Lokir rolls a 17 on history and recalls who Ulfric Stormcloak is, when he recalls who Ulfric is a look as if he had seen death sweeps across Lokir's face*
Lokir replies to Ralof after realising what is happening, "Ulfric? The Jarl of Windhelm? You're the leader of the rebellion. But if they captured you... Oh gods, where are they taking us?"
Ralof has already surrendered to his fate and says grimly, "I don't know where we're going, but Sovngarde awaits."
Lokir seemingly can't believe what is happening and accordingly announces, "No, this can't be happening. This isn't happening."
Another silence overcomes the carriage as all the prisoners have now realised what is bound for them.
Ralof tried to lift the mood a little and asks Lokir, "Hey, what village are you from, horse thief?"
"Why do you care?" says Lokir still feeling bitter since Ralof supports the rebellion in this province called the Stormcloaks.
Ralof feeling gloomy after Lokir's comments says "A Nord's last thoughts should be of home."
Feeling bitter is useless to Lokir as he soon realises and decides to put his hard feelings away for the moment, he replies, "Rorikstead. I'm...I'm from Rorikstead."
*The carriage arrives in the small town and on top of the gateway is a seemingly important figure in military gear*
The guard in control of driving the carriage announces to the important figure, "General Tullius, sir! The headsman is waiting!
General Tullius replies to the guard, "Good, let's get this over with."
As the carriage travels down the main path through the town, Lokir pleads with the gods, "Torm, Ilmater, Savras, Tyr, Mystra. Divines, please help me!"
Ralof sneers at General Tullius and (rolls a Nat 20 on history) tells you and the other prisoners "Look at him, General Tullius the Military Governor. And it looks like the Thalmor are with him. Damn elves. I bet they had something to do with this."
He realises this is Helgen, a place he has been before, he shares his experiences with the other prisoners, "This is Helgen. I used to be sweet on a girl from here. Wonder if Vilod is still making that mead with juniper berries mixed in. Funny...when I was a boy, Imperial walls and towers used to make me feel so safe."
The carriage passes one of the numerous houses, however, a father and son are on the Balcony watching, the son asks his father, "Who are they, daddy? Where are they going?"
The father looks worried and replies to his son, "You need to go inside, little cub."
The defiant son somewhat pleads with his father "Why? I want to watch the soldiers."
"Inside the house. Now." announces the father to his son and the child walks inside.
*The wagon stops near a chopping block while the guard stops and calms the draft horses (the guard rolls a 14 on animal handling)*
Lokir looks panicked, looks around and says, "Why are they stopping?"
"Why do you think? End of the line. Let's go. Shouldn't keep the gods waiting for us." Ralof tells Lokir.
"No! Wait! We're not rebels!" shouts Lokir.
*Under the Imperials' watchful eye, the prisoners start jumping out of the carriage*
Still in denial and looking for a way to stop the execution, Lokir yells "You've got to tell them! We weren't with you! This is a mistake!"
A guard captain announces - ignoring the Lokir's demands - "Step toward the block when we call your name. One at a time!"
Another guard is holding a list and is calling out names, he shouts "Ulfric Stormcloak. Jarl of Windhelm."
"It has been an honor, Jarl Ulfric!" says Ralof.
The guard holding the list continues, "Ralof of Riverwood. Lokir of Rorikstead."
Lokir still pleads "No, I'm not a rebel! You can't do this!"
Lokir makes a run for it hoping to make it away. The guard Captain yells as he runs "Halt!"
"You're not going to kill me!" says the seemingly hopeful Lokir.
The guard captain screams at the guards to kill Lokir and in one shot he is shot dead.
In a furious mood, the guard captian tells the other prisoners "Anyone else feels like running?!"
The guard holding the list realises that the character/characters aren't on the list, he says, "Wait, you there. Step forward. Who are you?"
*Depending on the characters' races the guard will react differently*
The guard says, "Captain, what should we do? He's not on the list."
The guard captain tells the guard "Forget the list. He goes to the block."
General Tullius who is overlooking the situation says "It was nothing, carry on"
The guard captain follows Tullius' orders and tells a priest who is there to give the prisoners their Last Rites, "Yes, General Tullius. Give them their last rites."
The priest follows, "As we commend your souls to the divines, blessings of the Gods upon you, for you are the salt and earth of Toril, our beloved--"
One of the prisoners loses his patience and steps out and kneels down to the block to be executed, while this is happening he says "For the love of Talos, shut up and let's get this over with."
The priest says, "As you wish" and sneers at the prisoner.
The guard captain tells the character/characters to come to the block and be executed, she says, "Next prisoner!"
The prisoner gets executed and the sound from before happens again but much louder.
The guard holding the list says, "There it is again. Did you hear that?"
The guard captain ignores the guard and shouts "I said, next prisoner!"
As a character is laid down on the block the guard holding the list says, "To the block prisoner, nice and easy."
And just before the headsman chops off one of the characters' heads a massive Dragon flies over the mountain and looks down at the unsuspecting town of Helgen, ready to unleash hell.
(It's a VERY long plot hook that I have been working on ;D)
This is a work of fiction. Names, characters, businesses, places, events, locales, and incidents are either the products of the author's imagination or used in a fictitious manner. Any resemblance to actual persons, living or dead, or actual events is purely coincidental.
REMEMBER: Wizards Of The Coast does not own DDB, they are two different companies. When you buy a physical book, WotC receives the money you bought it for, not DDB and vice versa. If you want a digital key to get an online book for free because you have the hardcopy book then DDB makes no money because you don't buy off DDB you buy off WotC, so please stop making threads about this issue. DDB needs money to continue helping people and servers aren't cheap.
REMEMBER: Wizards Of The Coast does not own DDB, they are two different companies. When you buy a physical book, WotC receives the money you bought it for, not DDB and vice versa. If you want a digital key to get an online book for free because you have the hardcopy book then DDB makes no money because you don't buy off DDB you buy off WotC, so please stop making threads about this issue. DDB needs money to continue helping people and servers aren't cheap.
PC's would need to be from a similar region as the prologue guy here but hey, a little bit of buy in can go a lo~ng way.
"I spent most of my life as a man who filled the ranks when needed. Mercenary, Soldier of Fortune, War Criminal, etc; I've been called so many names that they held virtually no meaning to me. My crew was trained hard and we fought easy. In our early years we found a man in a desert who claimed to be a Witchdoctor. Not believing a word he said we simply had him fall in line behind us as we moved on... But eventually someone got taken down, low and behold he was a man of his word. Saying virtually nothing the trip he stopped and revived our ally. It was at this moment our warband adopted him officially as a member and a healer. Years passed as we continued to do what we do best. Eventually the old man passed away and that very day we were informed that he, and by extension we, were considered Heretics for utilizing unrecognized magic to continue our fight. A fight I might point out for those who both hired, and accused us of Heresy. Our friends body was thrown into the ocean and we were given a summary execution. Someone heard my last exclamations and came around to give me and my soldiers a new life, a better one, no need to eat, no need to breathe, not affected by age nor weather. But for all our might we cannot travel into the blessed lands the church now resides in. For that task, I've gathered you all as a method of sussing out and eliminating those responsible. We will support you in any way we can, provided you do the job. Also, any form of payment may be taken, at your own risk and interest from the church and any supporting entity you find yourself involved with. Naturally we have resources for the end payout, but more is never a poor choice. We got ourselves a new name now, and you'll be allowed to join our extended branch provided you survive and prove worth of the assigned task. Initiate or not... so kiddo's whadd'ya think? How's it feel to be a Heretic?"
"I once knew this fella, Aasimar raised in the Underdark. Was like a brother to me. When he escaped we couldn't take much with us. Poor, emaciated husks of the living we were. 'ts okay though. We survived and made our ways. I'll never forget the way the people from my home looked at us when we walked in the archway. Though, I'm frighteningly certain the feelings they would have, had they but the opportunity ta see us leave." --Manolovo the Traitor, Memoirs of a Scoundrel
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They can be entire DND campaigns, or just single sentences. Let's get it until a moderator acknowledges the thread! DON'T VIEW, RESPOND
A New DM up against the World
The princess of the realm has grown into a beloved and capable leader in her own right, trained in diplomacy, combat, and politics. The people are eager to see her take the throne.
There's only one issue. Her mother, the queen, doesn't seem to have aged a day, and now they look more like sisters than mother and daughter.
The armies of the gnomish duke have gathered at the edges of the Canyon of Kings. They blink down at the dwarfin monks who guard the Pharaoh Senate which has ruled the land for thousands of years, arcane energies sparking between them even as their opponents creak deeper into their lethal martial arts stances. The little folk claim to have found a dog who had been sired by the blue dragon who also sired the very first pharaoh, upon his lack of issue the entire undead aristocracy is founded. If this dog, a paladin of the Raven Queen, is indeed the blue dragon's heir, then it shall have sole right to rule and all the entombed pharoahs shall be deposed.
One among the PCs has studied the antique scrolls, and discovered that an ancient crystal nestled deep among the dunes, grown in ancient battle of fey and wizards, may hold a way of demonstrating the canine god-king's parentage in a manner incontrovertible. They must find the spells to breach the crystal's glowing surface and enter the wizards' prison within. There, a brutal and harsh society has developed of sorcerer-thugs in close and inscrutable quarters. The scrolls give only riddles to describe what the PCs must find and somehow recover.
And then there's the question of how to use it....
either e/em/eir pronouns OR fey/fem/fear OR be/bim/bos pronouns {if you don't want to learn new words, singular they is OK}
Running: Neurally Ambiguous: Geppetto Must Die (Shadowrun 5e) (NSFW website)
Support my RPG writing and streaming on Patreon!
Lucifer's Shards: Sub-Creations Taking Root in Ein Soph Aur {an rpg blog}
Many gods, no masters. Re-enchantment or bust!
Folks say the usually drunken miller made it to work every day this week. That’s strange, especially considering that he died a week ago.
A group of halflings has gone missing after going camping by the lake. There’s no sign of them, but there is a big tunnel in the bank that wasn’t there before.
The local wizard’s beloved pet escaped to its natural habitat. It would be easy to return, if it wasn’t a deadly monster and its home a dangerous dungeon.
The dwarves’ Ale Festival is coming up, but the ale hasn’t arrived. Scouts found only an overturned cart, a smashed ale barrel, and some monstrous footprints.
The beloved mayor has a deadly illness, and the clerics need a specific plant to heal her. Unfortunately, the plant is rare, and sacred to a local orc tribe.
Wizard (Gandalf) of the Tolkien Club
A beholder suddenly appears in a city where the party was staying. After a intense evacuation and battle with the beholder, a investigation into who polymorphed a beholder into the city begins. Many people are searching for the culprit, and unfounded accusations are already building towards many people, including your party.
A wizard wants to add the spell Animate Dead to their spell-book, so the party decides to heads into a old necromancer tomb in search of tomes. Turns out, the parties suspicions come true as the necromancer isn't actually dead.
An important artifact which is vital to the survival of a city was found stolen, divination magic shows several fiends taking it to a underworld fortress to power a war machine. Your party is tasked with finding the nearest portal to the underworld and bringing it back before the citizens devolve into panic.
Certain villages along a deserted wasteland, built to distance themselves with the main cities and revitalize the land, have suddenly become the victim of a massive coordinated bandit invasion. Nobody is quite certain why, perhaps an lost city or gem veins were secretly discovered, but your characters are set to investigate why and put a stop to the bandit horde.
While casually strolling though a settlement on the forest's edge, a group of fey decide cause as much chaos in the settlement as they can. They are led by a important figure in the feywild, so killing any of them would be undesirable. Unfortunately, finding a way to force the fey into diplomatic discussions is much harder than just shouting.
A vigilante has decided to eradicate the criminals of the cities. However one of those cities holds a majority of the criminal underground, and destroying said criminal underground could cause a massive power vacuum and political backlash. The party, needs to figure out a solution, or if one is needed at all. On top of all of this, the vigilante isn't being cooperative.
Massive elementals have been rising from various places of nature, one from the sea, one from the volcanos, one from the deserts, and one from the skies. Their origin is unknown, but what is known is that unless they are stopped, this could be a world-ending situation.
Your adventurers decide to take a trip around the world, exploring many exotic locations and traveling across a variety of landscapes. Climbing mountains, solving small quests, exploring lost ruins and getting to know each other better.
END
Eight plot hooks each a two to four sentences. Have fun, this took me a hour or two to think of all of these and I think they are all pretty good. High leveled plot hook, then low leveled plot hook for four of each.
if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
You are searching for information that only a specific dead person knows so you must venture forth to Shadowfell and find this hidden knowledge in the Raven Queens fortress.
"Life is not a problem to be solved but a reality to be experienced"- Soren Kierkgaard
Low Level Plot Hook: The party is traveling along a path/road and a spiritual figure drifts across the path in front of them from the left to the right. The party approaches further and hears strange noises in the woods to the left.
Campaign Level Plot Hook: The party has navigated the basements of an abandoned dilapidated warehouse, and on the lowest level there are individual sleeping rooms for seven individuals, offices for three individuals and an office for the other four individuals in a single room complete with desks, chairs and bookcases. The individual offices increase in size and have more 'furnishings' as each one grows in size. There is a single large room with book shelves and hundreds of books; some individual books and other multi-volume sets. The last room is a ritual chamber. There are symbols carved in the walls, on the floor, even on the columns. The sconces are evenly placed to allow good light throughout the room. What manner of magic did these people practice? What can we learn from these books that we can't read at present?
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
And because I couldn't resist -
#Open D&D
Have the Physical Books? Confused as to why you're not allowed to redeem them for free on D&D Beyond? Questions answered here at the Hardcover Books, D&D Beyond and You FAQ
Looking to add mouse-over triggered tooltips to such things like magic items, monsters or combat actions? Then dash over to the How to Add Tooltips thread.
Please do not contact or message me.
Travelling along a wooded road, the party comes upon a horse standing stiffly in the harness of a wagon with a broken wheel. There are several arrows stuck in one side of the wagon, and the horse appears lame. Some traces of blood and bootprints in the ground indicate a small group came and went from the forest. A couple broken boxes lay empty behind the wagon. A letter, attached under the wagon's seat, apparently unfound by whoever attacked and looted the wagon, is addressed to a warlock in the next town. It starts with "I know who you are and what you've done ... " and goes on to explain that the writer expects the warlock to leave a nice magic item at a particular place at a particular time. Also, the horse, while appearing lame, needs only a little care to be good as new. It bears a symbol of a merchant known for transporting magical candles and the occasional box of stolen goods. Which lead to follow?
Guy steals a kid’s teddy bear.
Imagine how cool it’d be if the party witnesses something so simple then it somehow leads to the most epic storyline.
I'm getting major Disney's "The Rescuer" vibes from this!
A Firbolg has grown to 20 feet because they visited am island of kua-toa and they started worshipping them as a "larger than life god" that caused him to grow
(You have been captured and are being carted to a small town) You awake to the sound of horses snorting and carriage wheels rolling, as you open your eyes you notice you're in this carriage with 3 other prisoners and as the one directly in front of you sees you have awoken he says, "Hey, you. You're finally awake. You were trying to cross the border, right? Walked right into that Imperial ambush, same as us, and that thief over there."
Lokir replies: "Damn you Stormcloaks. Skyrim was fine until you came along. Empire was nice and lazy. If they hadn't been looking for you, I could've stolen that horse and been halfway to Hammerfell." Lokir looks at you and continues, "You there. You and me -- we shouldn't be here. It's these Stormcloaks the Empire wants."
Ralof replies to Lokir saying, "We're all brothers and sisters in binds now, Lokir."
The guard driving this carriage grows annoyed by the prisoners speaking and demands, "Shut up back there!"
A silence occurs after the guardtells the prisoners to shut up. However, the prisoners continue speaking.
*Lokir looks at a gagged man (the third prisoner)*
"What's wrong with him?" says Lokir.
Ralof quickly answers Lokir with an angry tone, "Watch your tongue! You are speaking to Ulfric Stormcloak the true High King!"
*Lokir rolls a 17 on history and recalls who Ulfric Stormcloak is, when he recalls who Ulfric is a look as if he had seen death sweeps across Lokir's face*
Lokir replies to Ralof after realising what is happening, "Ulfric? The Jarl of Windhelm? You're the leader of the rebellion. But if they captured you... Oh gods, where are they taking us?"
Ralof has already surrendered to his fate and says grimly, "I don't know where we're going, but Sovngarde awaits."
Lokir seemingly can't believe what is happening and accordingly announces, "No, this can't be happening. This isn't happening."
Another silence overcomes the carriage as all the prisoners have now realised what is bound for them.
Ralof tried to lift the mood a little and asks Lokir, "Hey, what village are you from, horse thief?"
"Why do you care?" says Lokir still feeling bitter since Ralof supports the rebellion in this province called the Stormcloaks.
Ralof feeling gloomy after Lokir's comments says "A Nord's last thoughts should be of home."
Feeling bitter is useless to Lokir as he soon realises and decides to put his hard feelings away for the moment, he replies, "Rorikstead. I'm...I'm from Rorikstead."
*The carriage arrives in the small town and on top of the gateway is a seemingly important figure in military gear*
The guard in control of driving the carriage announces to the important figure, "General Tullius, sir! The headsman is waiting!
General Tullius replies to the guard, "Good, let's get this over with."
As the carriage travels down the main path through the town, Lokir pleads with the gods, "Torm, Ilmater, Savras, Tyr, Mystra. Divines, please help me!"
Ralof sneers at General Tullius and (rolls a Nat 20 on history) tells you and the other prisoners "Look at him, General Tullius the Military Governor. And it looks like the Thalmor are with him. Damn elves. I bet they had something to do with this."
He realises this is Helgen, a place he has been before, he shares his experiences with the other prisoners, "This is Helgen. I used to be sweet on a girl from here. Wonder if Vilod is still making that mead with juniper berries mixed in. Funny...when I was a boy, Imperial walls and towers used to make me feel so safe."
The carriage passes one of the numerous houses, however, a father and son are on the Balcony watching, the son asks his father, "Who are they, daddy? Where are they going?"
The father looks worried and replies to his son, "You need to go inside, little cub."
The defiant son somewhat pleads with his father "Why? I want to watch the soldiers."
"Inside the house. Now." announces the father to his son and the child walks inside.
*The wagon stops near a chopping block while the guard stops and calms the draft horses (the guard rolls a 14 on animal handling)*
Lokir looks panicked, looks around and says, "Why are they stopping?"
"Why do you think? End of the line. Let's go. Shouldn't keep the gods waiting for us." Ralof tells Lokir.
"No! Wait! We're not rebels!" shouts Lokir.
*Under the Imperials' watchful eye, the prisoners start jumping out of the carriage*
Still in denial and looking for a way to stop the execution, Lokir yells "You've got to tell them! We weren't with you! This is a mistake!"
A guard captain announces - ignoring the Lokir's demands - "Step toward the block when we call your name. One at a time!"
Another guard is holding a list and is calling out names, he shouts "Ulfric Stormcloak. Jarl of Windhelm."
"It has been an honor, Jarl Ulfric!" says Ralof.
The guard holding the list continues, "Ralof of Riverwood. Lokir of Rorikstead."
Lokir still pleads "No, I'm not a rebel! You can't do this!"
Lokir makes a run for it hoping to make it away. The guard Captain yells as he runs "Halt!"
"You're not going to kill me!" says the seemingly hopeful Lokir.
The guard captain screams at the guards to kill Lokir and in one shot he is shot dead.
In a furious mood, the guard captian tells the other prisoners "Anyone else feels like running?!"
The guard holding the list realises that the character/characters aren't on the list, he says, "Wait, you there. Step forward. Who are you?"
*Depending on the characters' races the guard will react differently*
The guard says, "Captain, what should we do? He's not on the list."
The guard captain tells the guard "Forget the list. He goes to the block."
The guard replies "By your orders, captain."
*A distant noise rings down the mountainside*
The guard holding the list says "What was that?"
General Tullius who is overlooking the situation says "It was nothing, carry on"
The guard captain follows Tullius' orders and tells a priest who is there to give the prisoners their Last Rites, "Yes, General Tullius. Give them their last rites."
The priest follows, "As we commend your souls to the divines, blessings of the Gods upon you, for you are the salt and earth of Toril, our beloved--"
One of the prisoners loses his patience and steps out and kneels down to the block to be executed, while this is happening he says "For the love of Talos, shut up and let's get this over with."
The priest says, "As you wish" and sneers at the prisoner.
The guard captain tells the character/characters to come to the block and be executed, she says, "Next prisoner!"
The prisoner gets executed and the sound from before happens again but much louder.
The guard holding the list says, "There it is again. Did you hear that?"
The guard captain ignores the guard and shouts "I said, next prisoner!"
As a character is laid down on the block the guard holding the list says, "To the block prisoner, nice and easy."
And just before the headsman chops off one of the characters' heads a massive Dragon flies over the mountain and looks down at the unsuspecting town of Helgen, ready to unleash hell.
(It's a VERY long plot hook that I have been working on ;D)
This is a work of fiction. Names, characters, businesses, places, events, locales, and incidents are either the products of the author's imagination or used in a fictitious manner. Any resemblance to actual persons, living or dead, or actual events is purely coincidental.
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Phantom, I'm not sure if I'm frustrated by the wall of meme text or impressed by the effort it took. Probably both.
Wizard (Gandalf) of the Tolkien Club
I'm frustrated by the time and effort it took and love the wall of meme text.
REMEMBER: Wizards Of The Coast does not own DDB, they are two different companies. When you buy a physical book, WotC receives the money you bought it for, not DDB and vice versa. If you want a digital key to get an online book for free because you have the hardcopy book then DDB makes no money because you don't buy off DDB you buy off WotC, so please stop making threads about this issue. DDB needs money to continue helping people and servers aren't cheap.
Simple bit of a revenge story but with a twist...
PC's would need to be from a similar region as the prologue guy here but hey, a little bit of buy in can go a lo~ng way.
"I spent most of my life as a man who filled the ranks when needed. Mercenary, Soldier of Fortune, War Criminal, etc; I've been called so many names that they held virtually no meaning to me. My crew was trained hard and we fought easy. In our early years we found a man in a desert who claimed to be a Witchdoctor. Not believing a word he said we simply had him fall in line behind us as we moved on... But eventually someone got taken down, low and behold he was a man of his word. Saying virtually nothing the trip he stopped and revived our ally. It was at this moment our warband adopted him officially as a member and a healer.
Years passed as we continued to do what we do best. Eventually the old man passed away and that very day we were informed that he, and by extension we, were considered Heretics for utilizing unrecognized magic to continue our fight. A fight I might point out for those who both hired, and accused us of Heresy. Our friends body was thrown into the ocean and we were given a summary execution.
Someone heard my last exclamations and came around to give me and my soldiers a new life, a better one, no need to eat, no need to breathe, not affected by age nor weather. But for all our might we cannot travel into the blessed lands the church now resides in. For that task, I've gathered you all as a method of sussing out and eliminating those responsible. We will support you in any way we can, provided you do the job. Also, any form of payment may be taken, at your own risk and interest from the church and any supporting entity you find yourself involved with. Naturally we have resources for the end payout, but more is never a poor choice.
We got ourselves a new name now, and you'll be allowed to join our extended branch provided you survive and prove worth of the assigned task. Initiate or not... so kiddo's whadd'ya think? How's it feel to be a Heretic?"
"I once knew this fella, Aasimar raised in the Underdark. Was like a brother to me. When he escaped we couldn't take much with us. Poor, emaciated husks of the living we were. 'ts okay though. We survived and made our ways. I'll never forget the way the people from my home looked at us when we walked in the archway. Though, I'm frighteningly certain the feelings they would have, had they but the opportunity ta see us leave." --Manolovo the Traitor, Memoirs of a Scoundrel