Free Roleplaying Modules: Short Quest Ideas Open time portal: A wizard messing around with a variant
of time stop stumbled across the secret to making a dimension door with
respects to time. It got op- ened to a future time. Technologically advanced
beings, at the promise of much gold, enter the portal. Scientists and
historians want in on the action too, hoping to get a glimpse of what
early times were really like. Poison manufacturing Plant: A very secretive assasins
guild starts up a facili- ty for producing poison in mass quantities.
They begin to poison the city's water supply and sell and antidote that
they 'invented' in the alleviation of the problem. In essence, they hold
the city for ransom. If you can't pay, you die. Cold.
Plague: The black death hits a rural community. A ship
of deadmen drifts into a port city. Soon, the city is in the grips of
the plague. Find cleric with the antidote in some far away place before
the whole town dies. Up against the clock. Interest can be added by one
of the characters getting it. He has only so much time left. If the party
gets the cure, they will be paid handsomely, and can sell it for whatever
price.
Sewer Infestation: A wizard has been dumping unused
potions and misc. magic waste into the sewers. Giant mutant rats and
worse take out people by night, retreating into the sewers during the
daylight hours. Party is hired to find the source of the creatures and
end the terror.
Attack!: Baddies are approaching a peaceful farm town.
The party makes up the only adventurer types. A plan must be formulated
for defending the town. A reward is offered if the town survives. Streets
must be barricaded, townsfolks trained in the rudiments of fighting w/
bow or sword.
Desperados: A band of monster bandits are robbing banks
in the region. A price is on each of their heads. They ride into town
and rob the bank, so the party learns about their reign of terror. They
also rob the local temples, so the cleric in the party is glad to help.
They have stolen much magic, and are tough to beat. They must be tracked
down to their hideout and killed. Easier said than done.
When the Magic Goes Away: A town has experienced a complete
loss of magic. Something is negating the effects of all magic in the
town. It is a textile town, and the looms are magic driven. The town
has all of its industries aided and powered with magic. Horseless carriages
have been invented with magically driven motors. Children learn magic
in school as essentially as math and read- ing.
Atlantis Ho!: A disabled magical submarine steams into
port with its crew of Warriors on the way back from undersea conquest
of a sunken city. It is made up of mermen and other races which can both
breathe air and water. The city has a magic bubble over it which keeps
out the water. Many cities are under the sea in caves. These caves have
dimension doors which let in air and keep seeping water drained. The
drain is a huge portal to the elemental plane of water. The air is supplied
by a portal that opens up in a windy cave (the air rushes into the portal
to replace the air getting sucked down the drain). The cave in question
is in the cavern near the back door to Naug.
Drug Runners: A mystical substance is discovered with
hallucinagenic qualities. It is introduced in a large town, and soon,
much of the inhabitants are indul- ging in it. Labelled 'spice,' the
brownish powder is very habit forming, and a magician's guild is reaping
major profit. The major comes to the party in secret, offering them reward
to destroy the lab where the spice is made, steal or destoy its secret,
and find out who is responsible for the invention of it, and kill or
take him into custody to be taken care of. The town council has outlawed
spice, but the law is as ignored as prohibition was.
Gangsters: Organized crime runs so rampant in a large
city that no one can put down anything without it being stolen. Theives
are everywhere. Political men are being assasinated everywhere. Find
out who's causing it and snuff them.
This is condensed from Georges Polti's _The 36 Dramatic Plots_.
Each short plot description starts with the title of the plot
pattern. After a hyphen the main characters to be found in the
plot are given, separated by commas.
Supplication - Persecutor, Suppliant, a Power in Authority
Deliverance - Unfortunates, Threatener, Rescuer
Revenge - Avenger, Criminal
Vengeance by Family upon Family - Avenging Kinsman, Guilty
Kinsman, Relative
Pursuit - Fugitive from Punishment, Pursuer
Victim of Cruelty or Misfortune - Unfortunates, Master or Unlucky
Person
Disaster - Vanquished Power, Victorious Power or Messenger
Revolt - Tyrant, Conspirator(s) Self Sacrifice for Kindred -
Hero, Kinsman, Person or Thing
Sacrificed
All Sacrificed for Passion - Lover, Object of Passion, Person or
Thing Sacrificed
Sacrifice of Loved Ones - Hero, Beloved Victim, Need for
Sacrifice
Rivalry Between Superior and Inferior - Superior, Inferior,
Object
Adultery - Deceived Spouse, Two Adulterers
Crimes of Love - Lover, Beloved, theme of Dissolution
Discovery of Dishonor of a Loved One - Discoverer, Guilty One
Obstacles to Love - Two Lovers, Obstacle
An Enemy Loved - Beloved Enemy, Lover, Hater
Ambition - An Ambitious Person, Coveted Thing, Adversary
Conflict with a God - Mortal, Immortal
Mistaken Jealousy - Jealous One, Object of Jealousy, Supposed
Accomplice, Author of Mistake
Faulty Judgement - Mistaken One, Victim of Mistake, Author of
Mistake, Guilty Person
Remorse - Culprit, Victim, Interrogator
Recovery of a Lost One - Seeker, One Found
Loss of Loved Ones - Kinsman Slain, Kinsman Witness, Executioner
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