One of the best things about Mass Effect is the numerous plot hooks available, without needing you to delve too deeply into the lore of the game. Bioware did such a good job of presenting the world that the issues facing a mercenary or gun for hire are clear enough. Not just that, if you log into the Cerebus network, you are often fed interesting nuggets of short story that makes the game deeper and richer. A president who got her life extended – is she still eligible for office? Corporations with their mercenaries fighting for control of worlds, plus a terrorism incident when space-crafts are crashed into habitats. There’s a lot of stuff to do be done in the Mass Effect world.
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Tags: adventure idea, mass effect, seeds
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Apologies for the long break; I had to take some time off to recharge my brain and hopefully come up with new ideas for 101 Forms of a Dungeon. Right, now for number 71 to 80.
- A forest of executioner’s crosses, where the local law authority leaves criminals to die and to serve a somber warning to others.
- A prison high atop a mountain cliff, only accessible by a crude ‘elevator’.
- Wreck of a ship used as a prison. Where have all the prisoners gone to?
- The ruins of arena designed for trial by combat
- A half-built pyramid
- A quarry where half-built statues form of rocks protruding from the hillside are everywhere. Those statues are colossal, from 4 metres tall and 2 metres in width
- A goblin’s (or insert evil demi-human race of choice here) version of a slaughterhouse…intended for humans.
- Ruins of a bath-house with technology comparable to what the Romans has…for use by giants.
- Sites used for judgments by rituals
- A gigantic “well” (really a deep shaft) which goes deep downward, with wooden platforms and side excavations (think the Money Pit)
Tags: fantasy, fluff/inspiration
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The official Green Ronin’s GM guide to Dragon Age came with a few items; In preparing for my first game, I’ve decided to give the PCs some more items to play with, and have the idea of using existing items from the CRPG instead of coming up with my own. So today I would start with enchanted swords, and slowing move my way down. The list comes from the official Prima’s Strategy Guide, to give credits where it is due.
Read more…Tags: artifacts, Dragon Age, game-mastering, rpgs
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The grimore of Dragon Warriors is not as thick as in other fantasy role-playing games. Sorcerers, Warlocks and Mystics get access to five (or four for the Mystic) new spells per level. The good thing is that you get all those spells automatically though. However, there is one way to quickly get about two times amount of castable spells, and this is by reversing them. Moonglow becomes Darkness, and so on. Presented below are the level 1 Sorcerer’s Spells, reversed. They are still considered as level 1 spells, but cost 2 MP to cost.
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Those monasteries are located all over at the most inhospitable places of the realm. Nested against hills with no villages in mile, upon a storm-wrecked island or sometimes in a wing of a collapsed and abandoned castle. One visiting the place should take some heed and be braced for the sight that would greet them if they step into one. Only the caretaker of the monastery is alive. Inside, hundreds of skeletal monks, still in their robes, tirelessly makes copies of important treatises, tomes and religious texts. What magic keeps them going? Isn’t anyone particularly concerned about this? Why would adventurers need to go to such a place, anyway?
Adventure Types: Dramatis Personae, Strange Situations
Tags: adventure idea, dragon warriors, fantasy, fluff/inspiration, game-mastering
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In the midst of a vast, sprawling city, its architecture dating back to years long ago and showing distictinve heritage of different empires, are ruins where squatters dwelled. And within the ruins, is a long untended gardens, it’s hedge wall overgrown, the smell of rotten fruits spreading from within, and the pavements leading to it cracked and broken apart by weeds and grasses.
No man, it is said, set foot within the garden and goes into the depth and had emerged alive.
Adventure Types: Devious Schemes, Perilous Places
Tags: adventure idea, fantasy, fluff/inspiration, game-mastering
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A kingdom is falling apart because of a prophecy. Ancient ruling houses have began to war with each other. The sons of the king began to plot to overthrow their father, but first have to deal with each other. Meanwhile, merchant houses secretly began a covert war through the use of spies, assassins and adventurers. All are determined that they are destined to stop an ancient evil, become a glorious ruler and other grandiose dreams. What madness have stricken those people?
Adventure Types: Devious Schemes
Tags: adventure idea, fantasy, fluff/inspiration, game-mastering, seeds
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The night before, there was a thick mist, a rolling fog that covered the entire dockside. The next day when the sun is out, a large ship, its kind never seen before, is out in the bay, it’s masts broken, its sail tattered, its hull encrusted with ice. A dead ship appearing at the bay, out of nowhere. Where did it come from, what is on it, and what does this portends? No one is willing to go near to the ship, and the adventurers are dispatched to find out what is it and to ensure that it is safe to approach it and towed it away.
Adventure Types: Strange Situations
Tags: adventure idea, fantasy, fluff/inspiration, game-mastering
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It is well known that the forests and hills of Sandhornvale are haunted; the small folk called them ‘spirit lights’ and they appear as small orbs of pale white lights. They danced at various spots and landmarks when midnight comes, and lingers for an hour before disappearing. A few believe they were ghosts or spirits that did not passed over to the after-world, while sages and sorcerers believed that there’s nothing supernatural about those lights at all – they are the creations of sorcery. What are those lights, exactly?
Adventure Types: Strange Situations, Suburban Adventures
Tags: adventure idea, fantasy, fluff/inspiration, game-mastering
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It is the most disorganized, unruly and unprofessional convoy the adventurers have ever seemed. There are no forward scouts, the guards look ill at ease with their weapons and the route includes narrow valleys, thick forests and hilly paths. The leader of the caravan doesn’t seem to mind all these and jokingly dismiss any concerns the adventurers may bring up. And when the brigands attack, the order given is immediate. “Flee for your life!”
Adventure Types: Devious Schemes
Tags: adventure idea, fantasy, fluff/inspiration, game-mastering, seeds
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