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100 OPENING WORDS

100 narrative openings for all the masters to quickly create new game sessions 100 OPENING WORDS ichsan maulana (Order #24733588)

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BUY IT ON DUNGEON MASTERS GUILD TO OBTAIN A HUNDRED NEW MAGIC ITEMS 2

100 OPENING WORDS

ichsan maulana (Order #24733588)

100 OPENING WORDS ichsan maulana (Order #24733588)

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Index 1 - The daughter found again 2 - Magical ties 3 - The message 4 - The show must go on 5 - Spring cleaning 6 - The ghost ship 7 - Eye on... evil eye... 8 - Master of puppets 9 - One drink too many 10 - The murder party 11 - The orphan and the monster 12 - The shooting star 13 - Number 13 14 - Addiction 15 - Uncontrolled mutations 16 - The process 17 - Perspective’s question 18 - The machine 19 - The race 20 - The mysterious package 21 - The swamp of a thousand eyes 22 - The awakening 23 - The secret ingredient 24 - Nightmares 25 - Werewolves 26 - Shipwreck 27 - Fight for life 28 - Journey to the center of the tarrasque 29 - Side effects 30 - Women, heroes and bureaucrats 31 - Hunting trips 32 - A midnight story 33 - Oil on canvas 34 - Lady-in-waiting 35 - Four adventurers and a funeral 36 - The cursed object 37 - The sword’s test 38 - The rebellion 39 - Apocalyptic visions 40 - The fire 41 - The reef 42 - A happy family

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100 OPENING WORDS

ichsan maulana (Order #24733588)

Index 43 - Escape from the laboratory

85 - Tales

44 - Big shot

86 - Let me go

45 - Every cloud has a silver lining

87 - Divine favor

46 - The storm

88 - Chrysalids

47 - The immortal

89 - The lost world

48 - The unfortunate lady

90 - The house of werewolves

49 - Exchange of person

91 - The manuscript

50 - Rite of passage

92 - The lady of the woods

51 - Pets

93 - The muster of the centaurs

52 - Rescue!

94 - Bones snake

53 - Red moon

95 - Voices from afterlife

54 - Trouble in paradise

96 - Under a blood red sky

55 - Showdown

97 - We owe

56 - Code of honor

98 - The contraption

57 - Wandering castle

99 - Collision course

58 - The barbarians’ feast

100 - Case of force majeure

59 - La festa dei barbari 60 - The rest of nothing 61 - Crime does not pay 62 - Vanguard 63 - Cultists 64 - Santa Claus 65 - The love of the beholder 66 - Talent show 67 - Escape from the dungeon 68 - The haunted house 69 - Drow 70 - The goblin uprising 71 - The Journey of the Arcadia 72 - Laugh out loud 73 - Lovely fairies 74 - The therapy 75 - For the King 76 - Jack -o’ Lantern 77 - Treasure hunt 78 - The Scarlet Mark 79 - The meat eater cult 80 - The raiders 81 - Break point 82 - Golden eggs 83 - Ask the stars 84 - Sheep and wolves

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Introduction

Acknowledgements

If you are very undecided, roll 1D100 and let destiny decide which adventure you are going to face! Each of the tracks you’ll read below will allow you to start telling a story; players and the DM will evolve it according to their preferences.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2020 by Revel Tales and published under the Community Content Agreement for Dungeon Masters Guild.

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elcome and thank you for supporting us purchasing this little compendium. Among the pages you’re flipping through, you’ll find a hundred opening words for adventures, campaigns and one-shots, designed over months of gameplay and saved while waiting to share them with the role-playing community. If you’ve got your hands on this collection it means you’re probably looking for new ideas for your sessions. This collection was created to help all those who are looking for inspiration and new points of view or who have little time to dedicate to the development of plots and storylines to build and narrate fantastic stories.

The end of an adventure gives life to an even bigger one. This is the imagination’s power. Ideas are seeds that germinate in fertile minds. We hope that from these small cues, much bigger adventures will arise. YOUR adventures!

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100 OPENING WORDS

ichsan maulana (Order #24733588)

Author: Revel Tales Writers: Matteo Ruggiero, Andrea Garrone, Matteo Airaghi Translators: Daniele Caracchi, Ilenia Cabinio Internal Illustrations: The Dungeon Masters Guild was used as source for some of the art. All art taken from there is owned by Wizards of the Coast and is used with permission under the Community Content Agreement for the Dungeon Masters Guild.

100 OPENING WORDS ichsan maulana (Order #24733588)

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Opening Words 1 - The daughter found again A girl from nowhere claims to be the daughter of one of the characters or an important NPC. Her sudden appearance causes a lot of hustle.

2 - Magical ties During a trip, one of the characters loses an object that is very important to him. Returning to his steps, he discovers that the object has been found by some fairy creatures, for whom it has become an idol to worship.

3 - The message The Characters come across a man attacked by two creatures. On death’s door, the wretch reveals to them that he is a messenger with a vital task and asks them to deliver the message in his place.

4 - The show must go on A theater company hires adventurers under the pretense of creating a more realistic show. The characters find themselves in a struggle between life and death, between reality and fiction. What’s real and what isn’t?

5 - Spring cleaning A magician appoints the characters to find his assistant: he got lost while looking for some precious objects within a dimensional space that is not tidied up by... centuries!

6 - The ghost ship A ship adrift, apparently unmanned, is sighted along the coast. It is said to bring misfortune, ghosts and priceless treasures on board... 7

- Eye on... evil eye...

The characters visit an acquaintance and discover that the man is the unsuspecting target of the evil eye. Who is cursing the unfortunate and why?

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ichsan maulana (Order #24733588)

8 - Master of puppets An alchemist, in an attempt to create homunculus, has unintentionally animated a set of pestiferous puppets, which are now wandering around the city getting in trouble. They are good, but very spiteful.

9 - One drink too many A mysterious woman bewitches young tavern goers. Her preys were found strangled the next day.

10 - The murder party The characters are invited to a banquet. One of the noble diners is mysteriously murdered during the evening. In reality the man has only faked his own death to make his dinner more interesting, but another guest is killed, this time for real, and it is up to the characters to find out who the murderer is and what his reason why is.

11 - The orphan and the monster Little Sellie is an orphan apparently in need of affection. She is tormented by a monster who kills innocent people and hunts her down without mercy. Actually she is a murderous madwoman who commits crimes misleading and plays the part of the victim to get away with it.

12 - The shooting star On a quiet night, a shooting star cleaves the sky and crashes not far from the characters. When they arrive, they discover it’s not what it looked like.

13 - Number 13 An assassin wanders the alleys of the city, killing people apparently without any connection between them. The only connection? They all have to do with number 13. (Length of name, day of birth, age, etc.)

14 - Addiction In the city circulates a particular magic chewing tobacco; apparently those who use it manage to amplify their arcane powers, paying the highest price: a strong addiction at best, death or undead at worst.

15 - Uncontrolled mutations An alchemist inadvertently released substances into the city sewers, creating a race of very smart, bipedal, strong and aggressive mice.

16 - The process The characters, or an important NPC, are falsely accused of a crime and must prove their innocence. Were they framed or did they break the law without knowing it?

17 - Perspective’s question A treant bonsai wizard has planned a conspiracy to make all those who have mocked him pay: with a potion put in the well water has shrunk much of the city’s population, including characters. Now they must reach the wizard’s studio and find the formula to resume their original size.

18 - The machine In the depths of a very ancient mine, which has become a dungeon, a strange machinery animated by lost techno-magic has been found. Inadvertently the machine was put back into operation and resumed the purpose for which it was built (Dig? Resurrect of the dead? Open a portal?).

19 - The race One thing the characters need, or want, was up for grabs in a chariots race. A team per chariot, obstacles and opponents. The challenge is tough, the prize is greedy, will they make it?

20 - The mysterious package One of the characters, or an important NPC, receives a package that contains a very special, certainly magical hourglass. Once the hourglass is emptied, everyone present is sent 24 hours backward in time, when the hourglass itself is found. The characters will have to find out how to break the time ring.

100 OPENING WORDS ichsan maulana (Order #24733588)

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21 - The swamp of a thousand eyes The characters have to cross a swamp infested by creatures that live in the area. From the surface of the water emerge only tentacles and bloodshot eyes, and throughout the journey it seems that the creatures want to harm the characters; in truth, each “attack” is a gesture made to help them to continue their journey avoiding any danger.

22 - The awakening The renegade sorcerer K’zar has decided to move his laboratory to the heart of an ancient dwarf mine. He has not come to terms with the mountain, actually a dormant volcano, which awakens as a result of his experiments, threatening to destroy the entire area around the slopes.

23 - The secret ingredient The most important chef in the kingdom has finished his secret ingredient’s provisions, which will turn out to be something disgusting. The characters must be able to get some before the big city fair.

24 - Nightmares A child suffers from terrible nightmares. The father, a mediocre adventurer, has built a dream catcher for him with a pendant found during his last exploration. The necklace is actually a cursed artifact that turns his bad dreams into reality. The locals ask for the characters’ help.

25 - Werewolves A group of werewolves are infesting the area. In truth it is a sect that is transforming people into wolves by performing a blasphemous ritual in order to create a halo of mystery and terror that cloaks their real intentions.

26 - Shipwreck The characters must inspect the area of a shipwreck in search of survivors, discovering that a group of marauders just preceded them...

27 - Fight for life A tournament turns into a competition that will decide the life of a very important NPC.

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100 OPENING WORDS

ichsan maulana (Order #24733588)

28 - Journey to the center of the tarrasque

34 - Lady-in-waiting

In order to complete a very powerful spell, you need a special quality of gems that are only found inside of a... tarrasque.

The characters receive an invitation from an important family to attend a party. It is an expedient hatched by the householder, who is trying to find a husband for one of the daughters. The girl is so ugly that only a half ogre could find her not repulsive. Family members will do everything they can to make someone fall in love with the girl... even use filters and potions.

29 - Side effects “Try the new enhanced effect potion,” he said, “You’ll be amazed and more than satisfied!” he said. Well... stunned for sure, but I want to get back to normal as soon as possible! I’ll never gobble up any more unlabeled potions.

30 - Women, heroes and bureaucrats The characters have to get a special permission, unfortunately the person who could help them is not available at all and refuses categorically to talk to them, finding excuses. They discover that the man is suffering for love; maybe if they help him, he might reciprocate, but a love triangle, involving also one of the characters, could complicate the situation a lot.

31 - Hunting trips The characters must accompany a dignitary on a monster hunt. The nobleman believes he is very witty and between jokes, coldness and dirty jokes, he proves to be absolutely inappropriate for the hunt, often putting the whole group in danger.

32 - A midnight story The characters go through a wasteland. One night they meet a ghost who wanders and tells them the story of his death, hoping that they will help him find peace. He asks them to do an assignment to help him pass away.

33 - Oil on canvas A very famous painter has completed his last work and the characters have the task of delivering it to the patron. Some expert thieves try to steal the canvas. In the fight, accidentally, characters and thieves are trapped in the painting and can only get out if they see each other as partners to solve puzzles. The painter is actually the second identity of a magician who hides all kinds of things in his works, even places or people. The thieves knew about it and wanted to steal the painting to get its contents.

35 - Four adventurers and a funeral The company goes to pay tribute to an important NPC who recently died on a mission. The characters discover that his death was not accidental, but deliberately caused. The guilty is one of his companions, but which one? And why?

36 - The cursed object The characters find an apparently uncomfortable, ugly and basically useless object. The object is cursed and if they sell it, leave it somewhere or, however, they separate from it, every dawn it comes back to them, in one way or another. The curse could be removed in a typically.

37 - The sword’s test The dungeon has been explored, traps deactivated, enemies defeated and treasures collected. But something bizarre happens to the characters when they pick up a strange sword: in the reflections of the blade you can see an ethereal figure who gives you the task of killing, with the sword itself, the wizard who imprisoned it; so it will finally be free.

38 - The rebellion The characters stop in a town and discover that it is on the brink of civil war because of a family feud. The hostility turns into a real guerrilla war without quarter and the characters find themselves surrounded by rebels. Will they help one of the two factions? Or will they just try to get out of it safely?

39 - Apocalyptic visions A cleric continues to have visions of the burning city pervaded by chaos and destruction brought by the devils. He will hire the characters to help him exorcise the demons. First they will have to get back an ancient forbidden tome that contains equally forbidden rituals. The problem is that the visions, deceptive, were sent by a devil and it needs the book to unleash the evil that torments the cleric.

100 OPENING WORDS ichsan maulana (Order #24733588)

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40 - The fire

47 - The immortal

A forest is on fire and the fire threatens to destroy much of the kingdom. The only way to put it out before it’s too late is to get water elementals to help.

A man in a remote temple awaits the characters. He is an immortal monk who has heard about them and would like to take them through some tests, to allow his students to improve by experimenting new techniques. What lessons will the temple novices learn when they getting in touch with adventurers who have traveled far and wide?

41 - The reef Somewhere at the bottom of the sea, near the coral reef, is hidden a submerged treasure. The dangers are many: the sea creatures and the depths are problems to watch out for, and someone else who is already on the trail of the treasure.

42 - A happy family A group of creatures attacked a caravan, apparently for no reason. The characters, sent to kill them, discovered that the caravan was made up of poachers and that it was carrying precious puppies.

43 - Escape from the laboratory The characters were captured and now find themselves inside a dungeon. A necromancer wants to experiment on them, but he won’t succeed if they manage to escape before his return.

44 - Big shot Someone has something the characters need, but they have no way of even getting close to him. They’ll have to run a very elaborate scam to get him to give them what they want.

48 - The unfortunate lady The characters are hired by a very unfortunate woman who asks to be escorted on a rather dangerous journey. The characters will be affected by her misfortune and will have to do their best to get her safely to her destination.

49 - Exchange of person One of the characters or an important NPC is mistaken for a person whose head is being rewarded by a group of criminals. Unaware of the misunderstanding, he is constantly attacked by the thugs of the gang. A solution has to be found.

50 - Rite of passage One of the characters or an important NPC must perform his rite of passage. He can request the help of the party to honor the tradition of his people. Hospitality will not be the best, but if the rules are respected, the group can help the companion.

51 - Pets 45 - Every cloud has a silver lining Someone wants something to make very bad use of it. Maybe he already has it or maybe he wants to steal it. The characters will have to get it back before the bad guys get hold of it or use it.

A noble collector of rarities had a very tender looking little creature sent from a remote place. Unfortunately, the creature escapes, multiplying out of all proportion and becoming a real calamity.

52 - Rescue! 46 - The storm The characters are caught in a powerful storm while they are in a secluded place and luckily, they manage to find a fairly comfortable shelter. During the first night, however, they realize that there is something or someone that seems to be moving along with the storm and that doesn’t stop chasing them to haunt them.

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100 OPENING WORDS

ichsan maulana (Order #24733588)

The characters are charged with recovering the son of a nobleman who has joined a mercenary company. Unfortunately, the scion does not want to return home.

53 - Red moon Passing through a southern region, the characters stop in a village and witness a red moon. The locals believe it is a dark omen and blame the characters when strange events begin to appear.

54 - Trouble in paradise A town even too much perfect hides a deadly secret. People lives in an illusion that makes them permanently happy. The characters begin to be influenced by the strange atmosphere and will have to manage to leave or solve the problem before their lives become “perfect”.

55 - Showdown The city in which the characters are located is divided into two factions, each loyal to a different Count. As foreigners, the characters must guarantee the safety of the Counts and avoid any accidents. At least until the meeting they must hold the following day in neutral territory.

56 - Code of honor A mercenary seeks one of the characters or an important NPC to request a duel and heal his honor (for revenge or similar). He will be very insistent and shamelessly resourceful.

57 - Wandering castle The characters learn that a mysterious castle has been sighted in the area, built in a place where it shouldn’t be! The characters will find the castle littered with warnings and traps. The castle belongs to a magician who moves it from place to place.

58 - The covenant An important NPC contacts the characters asking them to track down his missing wife. They will find out that the woman has made a pact with a magical creature to save her husband from illness; as part of the contract, she must now serve it.

59 - The barbarians’ feast A tribe of barbarians celebrate their ancestors every year. During the festivities, the characters must participate in the various ceremonies, thus learning the tribe’s culture, all to help an important character or NPC.

60 - The rest of nothing The characters were robbed after a night in the tavern where they got too high. All they were left with is underwear. They’ll have to retrace their steps to reconstruct the events of the previous evening.

100 OPENING WORDS ichsan maulana (Order #24733588)

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61 - Crime does not pay The characters were charged with the recovery of a loot. The job was carried out by professionals and in the middle of the loot there is a magic object with terrible power: whoever touches it dies within 48 hours if a particular magic formula is not recited.

62 - Vanguard The characters were recruited as mercenaries (or otherwise involved) to be part of the vanguard forces of a local army. The army has to go through a very dangerous area, swarming with dangers, and the characters have to get rid of it before the main army arrives.

63 - Cultists The characters are in a peaceful town, where, however, the citizens are all cultists who sacrifice to an evil deity foreigners who break the law. This is not malice on the part of the citizens, but pure ignorance and veneration.

64 - Santa Claus The characters receive a very special assignment from a local lord: to bring, unseen, gifts into the homes of all citizens! A seemingly innocuous and very generous initiative, however, inside the gifts there is a charming magic device that will condition all the inhabitants of the city... at the stroke of midnight!

65 - The love of the beholder What would happen if a Beholder fell in love with a party member who was busy thwarting his plans? Well, the “final battle” may turn out to be more surprising than one might expect... in love and war all is granted.

66 - Talent show The characters, in order to infiltrate the court of the villain on duty, must participate to a sort of “Talent Show” in order to become the official entertainers during the banquet.

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100 OPENING WORDS

ichsan maulana (Order #24733588)

67 - Escape from the dungeon

73 - Lovely fairies

The Dungeon has been cleared, enemies fall to the ground defeated after the final battle, but something is wrong: everything is collapsing! You have to get out and quickly! The characters will have to face dangers and pitfalls and use their skills and cunning, not to defeat the enemies, but to survive the disaster.

A strange gate is opening in the city up towards another floor from which some happy and spiteful fairies come out and start playing tricks on the inhabitants. When the situation starts to become unbearable for the population, they look for solutions to drive away the fairies and close the gate. The characters are in charge of finding a solution.

68 - The haunted house Ah! If only these walls could talk! Well, you’d find out a lot about the owners and hardly sleep at night. An unsuccessful spell, a curse has caused the house to acquire consciousness and now it is thought to be bewitched and the characters will have to try to “exterminate” that old house.

69 - Drow A Drow asks for asylum or help from the characters. His mistress has accused him of a serious crime, which he claims not to have committed. On his trail is the most ruthless gang of bounty hunters, the “Black Canvas”. It won’t be easy to find out if he’s guilty or not, and neither will be facing the Black Canvas.

70 - The goblin uprising A gang of goblins decides to rebel and, succeeding in the rebellion, declares its independence. They try to live peacefully, but it’s all new to them and they ask for help from the characters to teach them how to live normally. It will be an exhausting challenge, much harder than having to face them face-to-face in a fight for every street. Depending on the characters’ successes, the goblins may decide to continue on the righteous path of civilization or return to their old, barbaric habits.

71 - The Journey of the Arcadia The maiden voyage of the most beautiful ship (flying or not) that has ever been built, called Arcadia, is starting. But someone wants to destroy it during the journey. The characters, once on board, discover that there is something wrong and must prevent the disaster.

72 - Laugh out loud A criminal’s gang with a strange working way is carrying out a series of thefts and robberies, fortunately without victims: Their leader owns a magical object that causes uncontrollable laughs to anyone who hears his jokes. The characters are in charge of the capture.

74 - The therapy One of the characters or an important NPC has been affected by a rare disease for which there are no conventional therapies. The characters find out a healer who seems to be able to cure him. But at their arrive, they discover that the healer is dead. They must be able to find a therapy (with notes, ex apprentice or their spirit)

75 - For the King An ally of the characters is about to rise to power and wants them to be present too; he also asks to see them before the ceremony. In order to test the reliability of his guards, he wants them to try to kill him for pay over the next 48 hours.

76 - Jack-o’ Lantern The ancient workshop of a magician, now buried and forgotten, is almost destroyed when the whole area is shaken by an earthquake and after that the ground releases strange substances. In a cultivated field pumpkins have grown in contact with this magic fluid for months and sometime later they have been harvested. During the night these fruits come to life and terrorize the village by killing the inhabitants and taking them to the pumpkin field. Here they are exposed as scarecrows or buried to become fertilizer.

77 - Treasure hunt The will concerning the inheritance of a well-known and rich ex- adventurer is finally unveiled. The constable reads from a parchment that whoever succeeds in taking possession of the deceased treasure will become its legitimate owner. The adventurer has created a real deadly treasure hunt so that whoever gains his riches will be a brave, valiant and respectful person.

100 OPENING WORDS ichsan maulana (Order #24733588)

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78 - The Scarlet Mark

84 - Sheep and wolves

The characters are in charge of catch a killer known as the Scarlet Mark because of the signs he leaves on his victim bodies. The killer challenges the characters, involving them in a very dangerous game. The Scarlet Mark is actually the same person who commissioned the characters or a person closely related to them.

The cattle in the area have been at risk by a couple of months: the wolves attack ferociously and relentlessly. Shepherds and cattle are in trouble. When the shepherds announce the first hunt, they immediately realize that the wolves are not normal creatures of the forest, but ghosts who cannot find peace.

79 - The meat eater cult

85 - Tales

There are several disappearances in town and people are talking about strange sightings of people near the sewer drains around the river. An acquaintance of the characters mysteriously disappears and looking for him they will discover that a cult is spreading strange parasites that nullify people’s will and transform them into obedient zombies. These will be hidden under the city waiting for the right moment to attack. Will they be able to recover from their sad condition or will they all have to be eliminated?

The characters gather themselves in front of a fire in a rare moment of tranquility. Caught up in the solemn moment, they tell each other tales of war and past stories. When it’s the turn of an important NPC, players can relive his or her story by playing it in first person, using other characters if theirs weren’t in the NPC’s story.

The raiders are already at the town, they will launch the attack in one day. The characters must organize the defenses, hampered by the obtuse village chief, and fight against the raiders together with the few volunteers who have offered themselves.

The death has separated them, but an enchanter madly in love has decided not to give up and has bound to himself the spirit of his wife using a dark and forbidden spell. Now his wife’s undead body accompanies him. She doesn’t want to destroy the already broken soul of his husband and will try in every way to make him understand that what he has done is wrong, hoping that he will nullify the spell and let her rest in peace. She will contact the characters to investigate about it.

81 - Break point

87 - Divine favor

A creature has settled in the artificial dam recently built by dwarves. Unfortunately, the destructive nature of this creature leads it to damage the structure that hosts it every day. The characters are in charge of driving it away before it’s too late. The dam is actually built over the creature’s lair, where it has its cubs or eggs.

The characters receive a special weapon blessed by the Gods but in order to use it they must prove themselves worthy and pass some very special “purity tests”.

80 - The raiders

82 - Golden eggs Maybe stealing that giant monster’s egg wasn’t the wisest choice, I admit! But now RUN!

83 - Ask the stars The characters must perform a ritual on top of a sacred mountain to obtain information. They must be able to climb it before the full moon, the night when the ritual will take place. Reaching the summit won’t be easy: the group will reach dangerous altitudes and will be up against rapid changes in weather conditions; moreover, dangerous creatures have nested in some caves.

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86 - Let me go

100 OPENING WORDS

ichsan maulana (Order #24733588)

88 - Chrysalids The characters arrive in a village where they don’t find anybody but only big shells similar to chrysalis. They will discover that the inhabitants have been imprisoned inside them and that they are gradually mutating into insect-like monsters. They will have to save them before it is too late or destroy the entire village.

89 - The lost world The characters are on an island never represented on the maps and full of very ancient animals, in some cases completely extinct for centuries. They will discover that the island is inhabited and protected by a very primitive tribe of druids, who will do everything possible to get rid of the intruders.

90 - The house of werewolves The characters find a strange dwelling in the forest during the trip. The style of the building is typically elvish but its inhabitants belong to different races, even if they behave as if they are one big family. They are all werewolves, gathered in isolation in the forest to give each other strength and try to fight against the curse that afflicts them. When the time comes to leave the house, it won’t be easy for the characters: the herd fears that they may betray their secret.

91 - The manuscript The characters find a bizarre diary that reports future events and the dates on the pages seems to confirm it. Someone else is on the trail of the manuscript which could bring misfortune if it falls into the hands of the wrong person.

92 - The lady of the woods A beautiful woman wanders in the woods and whoever sees her face loses his mind. No one knows where she comes from and where she lives, but one thing is certain: the woodcutters no longer want to go into the trees and the timber trade is in crisis. The characters are commissioned by the quartermaster to investigate the lady of the forest. They will discover that she is the beautiful daughter of a witch, who is trying to escape from the mother who cursed her.

93 - The muster of the centaurs Dozens of centaurs gather to form an attack force intent on assault the monsters that have driven them from their lands. Believing them to be a possible threat, the city’s rulers send their characters to investigate. Will they help the centaurs get rid of the monsters?

94 - Bones snake The characters are commissioned to kill a monster that looks like a huge snake made of bones and that moves underground near the cemetery, as referred by the stories of the terrified people who had the misfortune to meet it. They must be able to drive the evil spirit that animates it away.

100 OPENING WORDS ichsan maulana (Order #24733588)

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95 - Voices from afterlife

98 - The contraption

The characters during a journey through an impassable area are followed by the spirit of a traveler who occasionally helps them not to get lost and avoid danger. The spirit will ask them to find his remains and give him a dignified burial.

The characters find a strange contraption inside a very old dungeon. They don’t know its function until they accidentally activate it. It’s an automaton that, as soon as it wakes up, will look for its owner and ask the characters for help.

96 - Under a blood red sky

99 - Collision course

The night sky turns red. The dead rise up in search of something and destroy everything they encounter. Can the characters survive until dawn?

A tarrasque has woken up and is now reaching the city to satisfy his appetite. It is not possible to defeat him in time, but the characters may be able to move him away from the innocent people.

97 - We owe The characters receive a letter containing a request for help from an acquaintance to whom they owe a favor. The request? Select a husband for their daughter from a small list of suitors.

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100 OPENING WORDS

ichsan maulana (Order #24733588)

100 - Case of force majeure A disaster has devastated the city, the characters must save as many people as possible and make sure to limit the damage. It will be difficult to face the most relentless enemy: the force of nature.

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