adventure seeds

Malevolent Mysteries [The Vault #18]

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"The Horror" is upon you!  Most of you have it in your possession as I write. If not, it lurks, waiting to take you unawares! Of course this means some of you may be pricked with the peculiar madness to craft your own horror-themed quests. Yesterday's "Forge" entry should help with that, and we're not going to stop there. Provided below are 20 plot seeds for your Horrific protagonists:

  1. _Parasitic Peril_ (#Peril) During the greatest Feast Day in the kingdom, infected meats risk making many commoners hosts to larval horrors.

  2. _Predictable Prophets_ (#Prophets) A mad prophet wielding fell powers has enthralled and terrified a village.

  3. _Pharaonic Family of Ra_ (#Ra) A cult of inept dandies seeks to summon a divine being. They awake a Horror instead.

  4. _Sky Beast_ (#Sky) It lives, tentacled, in the clouds. Poisonous rains are the only warning and herald of its approach.

  5. _Minister of Madness_ (#Minister) All he wants to do is teach, and his students have grown to be many. Some are even old associates of the adventurers.

  6. _Dark Deals_ (#Deals) With the adventurers on the verge of death in battle, a horror rips them out of time and space to propose a way out. For a price.

  7. _The Ancient Door_ (#Door) Cyclopean and foreboding, it has stood unopened since the foundation of the city. Now, though, a crack has appeared in the door, terrible light spilling out. Most the light touches become dangerously homicidal. What will occur if it springs fully wide?

  8. _The Offer_ (#Offer) A strange, mighty, and unknown magus instructs the adventurers in the ways of power. The price of such power is sanity, forfeited one bit at a time.

  9. _Unhinged_ (#Unhinged) A riddle keeps driving sages and scholars insane, but leaving it unresolved could cost the kingdom everything.

  10. _Personality_ (#Personality) A pacifistic leader is impregnating his willing followers, with twins, but one of each pair may not be human.

  11. _Dark Waters_ (#Waters) Something from the depths keeps visiting, taking others back to the deep with them. Curiously, it always leaves its victims' left hands behind on the shore.

  12. _The Bower_ (#Bower) They want to make their home here, in the greatest Tower constructed by man. Closed doors seem incapable of keeping them in or out...

  13. _Terraforming_ (#Terra) "Invasive Species" threaten to overtake the area, one bulbous, mold encrusted tree at a time.

  14. _Communion_ (#Comm) The adventurers manifest strange powers, but with each use the fabric of reality frays.

  15. _Eaters of the Dead_ (#Eaters) The local cemeteries are being defiled, bits and pieces of the exhumed dead left behind. Their eaters are slowly becoming more human, with all the memories of the eaten. To what lengths will people go to be reunited with departed loved ones?

  16. _The Thousand Young_ (#Young) A cavern has been found that contains enormous eggs. No one knows the species, or what may come out if they hatch.

  17. _Trojan Tentacles_ (#Trojan) Judging by the custodian's remains and the shattered glass case, the ancient and foreboding statue in the museum may not have been a statue. That means all the companion statues in the excavated city being unearthed nearby may in fact be an army. What set the first loose? How can the others be contained?

  18. _The Legacy_ (#Legacy) The adventurers unearth evidence that the monarchs of most countries are not entirely human, and some may be in the service of more ancient, even less human masters.

  19. _Dreamstalker_ (#Dream) People are dying in their sleep, horrific marks appearing on their bodies from out of nowhere. Can the adventurers find the dreamstalker and stop them?

  20. _The Triangle_ (#Triangle) A shipping lane once vital to the commerce of many nations has been swallowing up all ships that brave its waters. Can the adventurers find the cause and stop it?

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