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#A noble widow receives advice from the shade of her dead consort. Is it a trick or threat? |
#A noble widow receives advice from the shade of her dead consort. Is it a trick or threat? |
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#A radical noble appears to have the blessing of the Landsmeet to replace the current king. |
#A radical noble appears to have the blessing of the Landsmeet to replace the current king. |
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+ | [[Category:RPG]] |
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+ | [[Category:Dungeons and Dragons]] |
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+ | [[Category:List]] |
Revision as of 00:03, 10 November 2015
By Firallon Adapted from Blue Rose
- A young child begins to manifest mage powers and is causing havoc.
- A couple forbidden to be together runs off to a dangerous ruin.
- The heroes must protect a noble from an assassin.
- A tinkerer is selling dangerous arcane artifacts to unsuspecting buyers.
- The popular new parties thrown by a noble are attracting the wrong type of attention.
- A Blood Mage cult is abducting people to use for blood magic sacrifices.
- Strange lights and sounds come from an old elven ruin.
- A dying miner claims to have found a mother lode of lyreum.
- A cursed item passes from hand to hand, corrupting those it touches.
- A demon possesses a living person to fulfill an ancient obligation made with a person no longer alive.
- Envoys are assigned to escort visiting ambassadors or representatives from nearby Banns.
- A friend of the heroes asks for help in settling a duel of honor.
- A respected noble is accused of serious crimes; is it a frame-up?
- The body of a respected Avvar or Chasind chief must be escorted to his homelands in honor.
- Intrigue abounds at a seasonal festival.
- An encounter with an ancient arcane item alters the heroes in some way until they can find a cure.
- The heroes dream about a previous Age. Are they reliving past lives?
- There are rumors of a Tevinter Magister still existing as a spectre.
- A mysterious killer stalks the nighttime streets of a city.
- Two port towns dispute over the ownership of a sunken vessel.
- The 'secret ingredient' of a fad food comes from the Korcari Wilds.
- A child or family is lost in the wilderness and is in need of rescue.
- Two embattled Teyrns are planning secret raids on a dwarven shipment of gold to the King.
- Darkspawn are gathering, but why?
- An ancient dwarven gate opens and disgorges darkspawn or other creatures.
- A new prophet rises up in Orlais, sensing the threat of a Blight growing in Ferelden.
- The Dalish call for aid against the werewolves invading their hunting grounds.
- Blight wolves and blight bears emerge from the wilderness to attack outlying towns.
- A young man begs the heroes to help stop a wedding because he is in love with the bride.
- Thieves steal the royal seal from the palace.
- Strangely intelligent darkspawn begin organizing into a mercenary company, working for the highest bidder.
- Pirates attack merchant vessels along the coast.
- A map to a lost artifact falls into the heroes' hands.
- Apostates organize into a coven and begin sowing dissent and misery in outlying farms and villages.
- A demon preys on dreams, twisting them into nightmares.
- A lost storehouse of ancient lore is guarded by possessed corpses.
- A terrible storm wracks the coast and islands. Locals believe it to be magical.
- Chasind barbarians, led by an apostate mage, raid coastal settlements.
- A wronged noble needs a champion to fight in a duel of honor.
- A child missing for years is seen running through the woods late one night.
- A quake in the Korcari Wilds reveals the ancient ruins of a Tevinter Mage's stronghold.
- The Chantry asks the heroes to aid in smuggling missionaries out of the Korcari Wilds or Avvar Tribal Lands.
- The heroes must guard a carvan through dangerous territory.
- The Chantry threatens to execute a well-known friend, claiming that he or she is an apostate.
- Accusations of corruption mar a deceased noble's memorial service.
- Animals mysteriously attack the local chantry, driven by an ancient artifact kept among its relics.
- A harsh winter leads to conflict between the Dalish and Chasind tribes.
- Everyone in an isolated village has disappeared without a trace.
- A fellen and dying hero seeks aid in achieving a measure of redemption and peace.
- A daring thief steals from the wealthiest people of a city.
- The planned site of a new settlement is plagued by darkspawn or worse.
- Fereldans and a tribal community (Avvar, Dalish, or Chasind) dispute the clearing of some forest land.
- Members of a powerful Tevinter or Dwarven merchant's family are targeted for assassination.
- The king of Ferelden must move the court to a distant city for a time.
- The heroes are assigned as the escort of a troublesome noble.
- Miners in the mountains uncover a lost Thaig.
- Qunari raiders strike at outlying farms and villages, taking people to sell as slaves.
- An apostate begins working with demon possessed corpses in the Korcari Wilds.
- A Blood Mage cult hunts rare creatures to obtain strange arcane powers.
- Rumors arise of a corrupt gryphon in the Brecilian forest.
- The politics of the Circle Tower spill out into the most recent Landsmeet. Circle Mages demand appropriate representation.
- A follower of Andraste begins to whip up fervor against all magic, calling for an Exalted March to destroy the Circle Tower and more.
- An ancient dwarven golem is accidentally awakened.
- A region of the kingdom is struck by plague. The cure lies in distant lands.
- A young mage begins having visions of the future, which to date have always come true!
- The Orlesians plan another invasion of Ferelden.
- Foreign agents kidnap a noble's child to force cooperation.
- A seemingly idyllic village is a front for a potent Blood Mage, who enforces peace and justice through magic.
- The barbarian and tribal peoples of Ferelden contemplate war.
- Relics are stolen from a chantry.
- A Blood Mage or Apostate uses magic to grant unearthly beauty to any willing to pay for it.
- Mabari kennels are plagued by attacks from horrible creatures normally found in the Deep Roads.
- The son or daughter of a visiting foreign dignitary falls in love with a young knight in Denerim.
- The heirs of two feuding noble families wish to marry despite their families' wishes.
- A noble is poisoned in an assassination attempt, and the heroes must rush to find a cure in time.
- The heroes must enter the Fade to overcome a powerful demon's curse.
- Mages throughout the realm dream of someone calling for help from a distant land.
- A town suffering a blight claims they were cursed by the Dalish.
- A fire tears through a forest sacred to the Dalish (or other tribal community).
- A young city elf runs off to join the Dalish, but her parents insist she returns.
- The heroes awaken the morning after a seasonal festival with no memory of the previous three days.
- A mysterious performer, the toast of the theater, may be an Orlesian or Tevinter spy.
- A rejected squire seeks to prove himself worthy of knighthood.
- A contact claims to have information, then turns up dead.
- All of the children of a small community are altered or disappeared by darkspawn magic.
- A fiery Fereldan Noble agitates for a preemptive war against the Orlesian Empire to overthrow the usurper and liberate the people.
- A scholar asks for aid in exploring ancient ruins.
- A noblewoman's journal or love letters fall into the wrong hands.
- The heroes are asked to help break off an adulterous affair without the wronged spouse finding out.
- A few chantries in Ferelden have fallen under the sway of the Orlesian Chantry, attracting radical power-seekers.
- Avvar or Chasind raiders attack Fereldan settlers who inadvertently trespassed onto sacred ground.
- An intelligent darkspawn offers to establish a non-agression treaty on behalf of the Archdemon.
- A noble attempts a coup to become king of Ferelden.
- A girl in Orlais can perform miracles without magic, and receives visions from Andraste, or so it seems.
- A group of city elves want a settlement entirely in their hands.
- A group of werewolves claim they want to settle peacefully in a Fereldan forest.
- A ghost ship, captained by a shade, preys on vessels in the Amaranthine Ocean. (This could be changed to a pirate ship.)
- A noble widow receives advice from the shade of her dead consort. Is it a trick or threat?
- A radical noble appears to have the blessing of the Landsmeet to replace the current king.