Tag Archives: plot hooks

Plot Hooks 4

I’ve broken from my usual formula this week, instead of grouping hooks by genre, I’ve grouped them by a person/societal group of interest. As ever, of course, these plot hooks can be used as writing prompts (there is a good deal of crossover between role-playing and writing), one-shots or as a seed for a whole campaign.

Enjoy!


Person of Authority (PoA)

Something has been stolen from a local PoA, but when the player characters find it, it isn’t what they expect.

The local PoA has been missing for a few days; they were last seen on the outskirts of town during a charitable parade.

The local PoA has sent bounty hunters after the player characters for a crime they do not remember committing.

A recent power struggle has left the player characters in the enviable position of choosing the next PoA.

A family member of one of the player characters has recently been courted by a local PoA, but said PoA seems too good to be true.

 

Those Shunned By Society

A local beggar has asked the player characters to help them find a friend the player characters found on a recent adventure. When they visit, the friend has disappeared leaving behind a single white feather.

An orphan claims to know a secret that could destroy one of the player characters.

A local street gang has been making hostile advances towards someone the player characters like; at first glance they appear to have been paid off.

A disease is spreading through the local homeless population and affecting no-one else.

When a known thief is found inside the house one of the player characters, they claim to have no memory of how they got there.

 

A Passing Stranger

One of the player characters finds a body which disappears when it is reported.

Someone has been following the player characters and tidying up their loose ends.

The player characters run into someone who knows them all, but who they have no memory of.

An ex-lover of one of the player characters is being threatened by persons unknown. The threats are intensely personal and seem to be escalating.

When the player characters find someone on their adventures, they don’t realise how much trouble their new associate is in.

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Hiatus + Plot Hooks 3

Hi everyone,

I’m going to take a few weeks off of regular updates to try and get onto a more even keel. I’m not afraid or ashamed to talk about mental health on here, so it should come as no surprise to some of you that every now and then, a bad spot occurs in my own mental health.

I’ve been struggling with content recently and I’m hoping this time off will help. All being well, I should return with an update on the 19th of August.

In the meantime, I hope you fare well and enjoy these plot hooks!

-Bubbles


Fantasy Plot Hooks

After the sky burned last month, no-one has heard from the nearby village of Pyre’s Well.

Is it orcs pillaging merchant caravans crossing the Redwyne Ford, or something else?

The local tavern is full of rumours about a mysterious song carried on the wind from the ruins of Elm Hall.

All the children in the school have been dreaming of a sunken house, burning eternally with an emerald fire.

Passenger ferries have been reporting sightings of some large, unknown creature as they cross the Mirror Lake.

Horror Plot Hooks

Something has been sighted on Main Street every night for the past two weeks, leaving only evaporating footprints behind.

Three members of the school football team reported dizziness and migraines shortly before disappearing entirely.

The local alt-fashion shop has been forced to close permanently after a parent blamed it for her son’s suicide. The owners maintain he left their shop alive, but was followed by a cloaked figure.

All the members of last night’s combat patrol have started mutating after encountering a shepherd.

A bizarre epidemic has swamped the local hospital. Whatever it is, is asymptomatic and presents as vivid hallucinations and nightmares followed by death.

Steampunk Plot Hooks

The remnants of the Crooked Fleet have been driven to ground in the ruins of Versailles. There are whispers they are building something there.

A new alloy has been discovered in the Americas, one that could revolutionise boiler production. There are sure to be many interested parties.

The legendary Captain Raul is hiring new crew members, he is sure to put new recruits through gruelling tests.

Venusian gas-hounds recently escaped from Lord Hawthorn’s manor and are causing havoc.

Brassen’s Finest Imports are looking for a courier willing to make a run into the jungles of Brazil. Such a journey would be dangerous, but profitable.

Atlas Inspirare: Marcher’s Vale

Marcher’s Vale is a large, flat grassland. Claimed hundred years ago by the family of a long forgotten Lord, it takes its name from its use as a regular staging post for military forces during the long years of the Emerald War.

Situated on the borders of the Gravewyld Forest and the human kingdom of Ravanosk, Marcher’s Vale is roughly fifty square miles of arable pasture land. Situated within its borders are many farms, hamlets and villages, comprised mostly of human and elven settlers from the surrounding countryside.

Unlike other areas of the land, there are almost no racial tensions among the people of the Vale. This is due, in part, to the necessities of life here. With almost no resources other than fresh water and arable land, everyone must tend to their own craft in order to survive. As a result, the inhabitants of the Vale depend upon each other for survival and there is a remarkably low crime rate.

What crime there is, is dealt with the by Reeve. Appointed by the monarch in the far away city of Rusthold, the Reeve holds office from a fortified mansion in the largest settlement of the Vale, the city of Marcher’s Keep.

An ancient motte and bailey castle, Marcher’s Keep remained the only permanent structure in the Vale for centuries. Situated atop the lone hill, known to all as Giant’s Seat, Marcher’s Keep was built to guard the Vale during the Emerald War and was converted into a market town after the end of that conflict. Now, it functions as the trading centre of the Vale, as well as housing the few officials deemed necessary to keep the Vale a functioning region of Ravanosk.

Home to the Reeve, the Tithe-counter and the High Confessor, Marcher’s Keep is a thriving urban centre and plays host to a regular calendar of festivals, feast days and celebrations. During one of the many events, anyone is entitled to join the official parades and many use the occasion to catch up with old friends and learn new stories.

For their part, the three representatives of the King’s court tolerate the local’s predilection for partying with amused condescension. They view it as an easy way of keeping the peace and use every opportunity they can to seed the crowds with their agents to ensure they remain in touch with popular thought and opinion.

Outside of Marcher’s Keep, the towns of Springsough and High Pasture are the largest centres of civilisation.

Springsough is sited at the north tip of the Vale, a large town built in the foothills that rise to meet the White Peaks. With its intimidating walls, twisting streets and well-trained militia, the old city has guarded the source of the life-giving Iallen river for as long as the Vale has been inhabited. Traditionally used to guard the entrances of the Vale against the tribes that call the White Peaks home, Springsough has recently seen an influx of refugees from the nearby Gravewyld.

High Pasture, roughly halfway along the eastern border of the Vale, is almost the opposite of Springsough. The town itself began as a permanent livestock market some two hundred years ago and grew rapidly. Originally a cluster of small stone buildings, High Pasture now counts some fifteen hundred people as its residents with an ever increasing transient population. Situated well away from any traditional threats, High Pasture is a market town without equal in Ravanosk.

Plot Hooks

An unknown illness is sweeping through the stock of High Pasture. No mundane treatments have any effect.

The sounds of conflict can be heard echoing through the tunnels that honeycomb the hills around Springsough, but no bodies have been found.

The Gravewyld burns in the light of the full moon, and dread noises fill the air. Something is happening among those twisted trunks.

Marcher’s Keep has long stood for civilisation and the royalty, but recently there have been whispers of dissent. Parties unknown seem to be attempting to overthrow the royal presence.

Armies of the past have begun appearing as spectral images roving the grasslands around the tiny hamlet of Rulfstead. No official authority has deemed the matter worthy of investigation.

Atlas Inspirare: Mara’s Wake

Hello,

Welcome to this, the first of a (yet another) new series of posts. The purpose of this series to provide inspiration for cities with which to populate your fantastical worlds, as well as supply some suggested plot hooks.

Feel free to take as much or as little content as you wish to use in your own games.

Enjoy!

Bubbles/Ryan


Deep in the middle of the Emerald Bog lies the city of Mara’s Wake. Named for the saint who raised the first walls and led the efforts to drain the bog, Mara’s Wake is a trading hub, and the gateway to the North, for the entirety of the Southlands. Protected by thick walls of stone and miles of mist-covered, bottomless peat, it has resisted invasions, plagues and disasters for five hundred years.

To gain access to Mara’s Wake, one must buy the services of an Emerald-guide, a select handful of people authorised to escort travellers, traders and pilgrims across the Emerald Bog, using the few safe paths that exist. After three days of travel in a permanent, green twilight, clothes damp from the ever present mist, visitors will come upon either the Star Gate or the Tower Gate.

The former is a solid construction of preserved timber, metal and stone that straddles the road leading directly into the marketplace. It is manned at all time by no less than ten guards and is the most used method of entry and exit for visitors.

The Tower Gate is situated at the base of a three storey tower built by master masons and guards the temple quarter where the Saint’s bones may be found. The tower itself serves as a barracks and armoury and only distinguished guests are permitted to use this gate.

The natives of Mara’s Wake themselves know of a number of smaller gates and paths out into the Bog, many leading to popular fishing spots or the few hills capable of supporting farming that exist within it. Whilst they are welcoming to outsiders, the people who live in Mara’s Wake treat themselves as a people apart, unwilling to share the secrets of their city but happy to share its bounties.

Due to its position as the nearest city to Great Eagle’s Pass, Mara’s Wake sees visitors from both the Southlands and the more populous folk from the North. Common traveller’s tales tell of chance meetings between the Kings of the North and the Emperor of the South taking place in Mara’s Wake and many within the city can claim descent from travellers of both nations who met there and never left.

Governed by a council of five, Mara’s Wake holds an election every three years with only one post being hereditary. The Speaker is always a member of the Saint’s family, responsible for maintaining the temple district and directing the people of the city in matters of faith. The other four posts are open to any master-craftsman who wishes to stand for election.

Only three times in the history of the city has a council proved so unpopular that it has been dissolved by the Speaker. For the most part, its decisions are viewed as fair and just, with many people regularly visiting the council chambers to discuss matters or listen to hearings and council sessions.

In addition the temple district, where many travellers and pilgrims have set up their own shrines, and the marketplace, Mara’s Wake has a thriving Artisans Quarter and a large fishing and farming district pressed against one of the city walls where the Bog has been turned into farmland for crops and animals, as well as large pools of deep, clear water. No-one knows for certain how the fish get into the pools, but there have never been any signs of shortage or over-fishing.

Plot Hooks

The council has been killed, and the Speaker kidnapped. No-one knows who did it or how it happened.

Fishermen have reported strange lights from the bottom of one of the pools each night.

A spate of deaths in the temple quarter has caused great concern among the city Watch, but there are no clues to be found.

A recent outbreak of plague in the marketplace has forced everyone inside for safety and the city is suffering. Can a cure be found?

The Speaker has not been seen for weeks, her house is empty and the Saint’s bones have been stolen. The city Watch is not trained or equipped to deal with situations like this.