Plots and intrigues

Khamulcalle

Mongoose
Guys!

Is there anyone that has some fun and interesting plots and intrigues that I can through on my Orlanthi barbarians (gonna finally start my Blood of Orlanth campaign) and I wanna hear if anyone has some fun and interesting plots and intrigues for a small orlanthi village (about 200 inhabitants) my players are 1 warrior, 1 hunter, 1 windshaman and a warrior that from time to time (when his temper finally runs out) turns to a berserker frenzy...

The people is starving after almost 2 years of winter. All their cattle is dead (and eaten)... They have to rely on hunting (very hard) and fishing (tough too) They are really desperate and its hard to even motivate em be happy when having a feast.

So in all it does not have to be big plots just small that "trigger" the Adventures, before they head out for the big adventure :)

/K
 
Common Things to Do:

  • Cattle Raiding (Obtaining cattle from rival clans)
    Defending Against Cattle Raids (Evil clan warriors want to steal the last of your cattle)
    Chaos Hunt (Broos/Scorpionmen/Whatever have been spotted nearby - go and kill them)
    Strangers in Town (Strangers have been spotted near your clan lands - go and investigate them and make them want to move on to somewhere else)
    Visitors in Town (Visitors are coming, go and meet them to escort them to the clan village)
    Courtship (Members of the opposite sex are hard to find, especially as you only have a few clans to choose from, find a partner and woo them)
    Bridal Raid (You know the woman you want as a wife, but she is from a rival or forbidden clan or is promised to someone else, however you know how Orlanth got around that little detail - perform a HeroQuest to go to her clan, carry her off and marry her)
    Rescue (Someone from an opposing clan has kidnapped a woman from your clan - go and get her back before he ravishes her)
    Emissary (You have been asked to go to another clan and ask for help, but you have to travel through hostile country to get there)
    Rescue (A Clan member, or members, has been captured by your clan enemies - go and get them back)
    Bandits (Your clan has been repeatedly raided, find out who is doing it and kill them)


Unusual Things to Do:
  • HeroQuest (Your clan was great once, but lost the [Thing] that the clan founder brought back from the GodPlane. If only someone could bring back the [Thing] then your clan would be great again)
    HeroQuest (Your clan needs [Thing] to make it strong - go onto the GodPlane and bring it to your clan)
    Dragons/Dragonewts (Have been spotted nearby - go and find out what they are doing)
    Trolls/Elves/Dwarves (Have sent an envoy to your clan asking for help - you need to go with them to aid them)
 
Also the [Thing] found be an actual physical object in the mundane world. It's loss was something the elders covered up for a while and just recenly discovered the location of those that stole (or spirited) it away.

This can blend a few of the above adventures. Raid (but don't kill them all- or you'll never find where the [Thing] is!) and recover, and you can even throw an extra political twist in it: One of the Elders was involved in the theft. How will the adventurers manage to justify their acusation/build a case? Especially if the Elder is a powerful ally / friend. And why did the elder do it? Maybe a certain God Learner sorcerer leveraged / blackmailed / bribed / convinced him to do it.

Anyway, that's my kind of twisted conundrum of a scenario I like to go for, just using some of the plots soltakiss threw out there...

Take 'em or leave 'em. :)
 
Back
Top