| Count Coltello |
| 1 person marked this as a favorite. |
137: You inherit a summons to the fey court. Apparently it was served nearly 200 years ago for a crime your ancestor committed (though it is not detailed, or alternatively it is excruciatingly detailed), and the court date is scheduled for one week from today.
137b the hearing was a week from yesterday due to lack of attendance was found guilty now must (redeem/outrun/kill/bribe) your way out of this
| TheAntiElite |
| 1 person marked this as a favorite. |
Artistic tendency and eccentricity have always been regular bedfellows, but never quite so literally as in the case of an unexpected acquisition by means of the passing of a particularly prudish aunt who, apparently, had far more prurient interests than advertised.
In her will was left the contents of a room that she had filled with a number of excruciatingly inappropriate magical items of entertainment and indulgence. Chief among them are a series of entirely-too-anatomically-correct replicas of the venerative organs of male demi-human, humanoid, and monstrous humanoid beings; a set of numerous straps of leather that can be arranged to make a set of unexpectedly effective, if not obscenely revealing, leather armor akin to a torturer's raiment; and, most notably, an excruciatingly disturbing profane painting of a certain beloved moral figure of the community, engaging in debauchery straight out of a Lammashtan Revelry.
Examining the painting will eventually locate a hidden compartment, and a ring stashed away within. If worn, and something is framed with the fingers as if being assessed for a portrait, and the activation word of 'Magnificent!' is spoken, the picture portrayed in the frame changes to whatever is being imagined by the wearer of the ring, with the observed as the subject of said imaginings in the painting. The quality is always intensely realistic.
| DungeonmasterCal |
136. Your very male self and your three brothers receive the key to a safe which your mother's note states that can only be opened by her daughter.
You are also presented with a belt which will let one of you deal with that detail.
Would removing the belt cause the wearer to revert back to his male form or would he be stuck as the new "daughter"? That would be kick awesome.
| Dabbler |
138. You receive a key, inherited from your great-grandfather/mother who was a member of a powerful adventuring party, along with a place and date. Going to the place at the required time, you meet several others, all descendants of the original company, outside a large vault with a number of keys and a note on the door: "Open when the time of the prophecy is nigh." That would be now...
Silent Saturn
|
140. You've inherited a large iron box from your father, chained and locked. There was also a letter, instructing the executor to release the key to you after 10 years, unless...
You didn't pay attention to that last part, because you figured you'd just break into the box. The local locksmith spent hours trying to pick the lock and failed. Your safecracker friend didn't even try to pick it, but he did try to buy the box off you. You took it to a tavern and bet a barbarian 10gp he couldn't break the chains, but his +1 greataxe wasn't enough to cut it. (Hey, you won 10gp.)
Now, rumors of you and the box are starting to spread. Unpleasant thuggish types have started showing up at your door to bet you they can break the chains. Other unsavory folks keep pulling you aside on the street to strongly suggest that you sell them the box. An old friend of your father's came by to beg you to throw the box in the river. A Kuthonite cleric left you his calling card and politely requested that you notify him when you get it open. What did the executor say about they key again?
| Lathiira |
| 1 person marked this as a favorite. |
141. You've inherited your great-grandmother. How? Turns out great-grandpa was a masterful conjurer. Not the wisest, but cunning and powerful. He took an erinyes as a companion and lived happily with her for many years. Your grandparents passed away years ago, they were adventurers. Your mother died of a plague. Your father just passed. The contract now comes to you. Great-grandma must serve the eldest male of the family (or female, at need) until her obligations are met. The obligation? One century of service. When the time is up, she claims the soul of whomever that person is. It's year 99....
| Wheldrake |
| 2 people marked this as a favorite. |
142. You go to see your impoverished leatherworker father, clutching his last toole on his deathbed. You think back guiltily, wondering if you couldn't have helped him more, so that he wouldn't have had to sell his tools off, one by one, until he didn't really have enough left to make a living through his chosen trade. If only you had followed in his footsteps, instead of becoming an adventurer!
As you bend closer to hear his dying words, you wonder if that might not still be possible. between labored breaths, he gasps out:
"Soon, my boy, soon. Soon, this awl will be yours."
| Mykrox43 |
The outlaw Bandl and his men waylaid a caravan filled with a bounty from a distant kingdom.This treasure was to finance an evil baron and his plot to overthrow the ruler of this land.
Bandl was captured along with his minister and master-at-arms.He left a
strange stone inscribed with a riddle that was recently found. Given to
his long,lost heir; it remains a mystery.
"That which guards the way is the door, That which is the key
fits no lock"
The punchline is the treasure was taken to a cave and an Earth Elemental
was summoned to block the tunnel. The stone controls it.
| Aku-Arkaine |
| 2 people marked this as a favorite. |
144: A bump on your road - Early in your adventuring career (before you reached level 1) you helped your master save a tribe of wild elves from some minor menace. You didn't speak a word of their language at the time, and spent an evening with a very grateful lass that night after dancing with her. The next morning you leave, never to see her again.
It has been a few years since then, and her face has faded to a vague memory. That is, until a little girl shows up at your door baring a message that her mother died of fever. A letter letting you know you have inherited the job of raising your daughter comes with her.
| SquirmWyrm |
146: Sheet Music of the Beyond: A family member of yours left you the sheet music to his pipe organ. While seemingly normal on the surface, the notation is odd and reveals a code to an extremely complex musical piece that unnerves all who hear it. Among the deceased's notes is a single scrap of paper used as a bookmark which reads: "Never on a blood moon."
| Alex G St-Amand |
144: A bump on your road - Early in your adventuring career (before you reached level 1) you helped your master save a tribe of wild elves from some minor menace. You didn't speak a word of their language at the time, and spent an evening with a very grateful lass that night after dancing with her. The next morning you leave, never to see her again.
It has been a few years since then, and her face has faded to a vague memory. That is, until a little girl shows up at your door baring a message that her mother died of fever. A letter letting you know you have inherited the job of raising your daughter comes with her.
I had a male character idea who have this as a 'running gag', the list of kids including: Half-Fiends, Half-Celestials, Harpies, Medusas, Feys, etc...
Ms. Pleiades
|
| 1 person marked this as a favorite. |
148. You inherit a unicorn horn and a scroll of "True Resurrection" from your grandmother. As it turns out she spent several years as the travelling companion of a unicorn and left the unicorn on good terms after meeting your grandfather. The unicorn was killed by a lich years later and your grandmother had spent the last few decades hunting down the lich and retrieving the unicorn's horn. She was not powerful enough to cast "True Resurrection" herself, and now needs you to find someone who can bring back her dearly departed friend.
149. You inherit one of your father's younger concubines, well into her sixth month of pregnancy. The child is your father's, making them your half-sibling. They are to be raised until the age of majority in your culture, but are not legally entitled to anything else of the estate.
150. You inherit the ancient taint of your family bloodline as you begin developing the traits of a tiefling.
151. You inherit the ancient blessing of your family bloodline as you begin developing the traits of an aasimar.
152. You inherit the blood oath of your grandfather, who swore that nobody of his family line would enter Heaven/Nirvana/Elysium so long as the dreaded lich [insert name here] still lived.
153. You inherit a boon favour from a black dragon extracted by Lamashtu-worshipping grandfather. The black dragon arrives with a "Demon Mother's Mask" and a contract binding the black dragon to grant "One half-draconic offspring" to your grandfather's first adult female descendant.
154. You inherit your distant Qadiran ancestor's undine harem, located at the bottom of the Arcadian ocean.
| Aku-Arkaine |
Aku-Arkaine wrote:I had a male character idea who have this as a 'running gag', the list of kids including: Half-Fiends, Half-Celestials, Harpies, Medusas, Feys, etc...144: A bump on your road - Early in your adventuring career (before you reached level 1) you helped your master save a tribe of wild elves from some minor menace. You didn't speak a word of their language at the time, and spent an evening with a very grateful lass that night after dancing with her. The next morning you leave, never to see her again.
It has been a few years since then, and her face has faded to a vague memory. That is, until a little girl shows up at your door baring a message that her mother died of fever. A letter letting you know you have inherited the job of raising your daughter comes with her.
We totally nailed a PC similarly to this in a campaign a couple years ago. They saved a village of marsh elves from a black dragon. He ended up spending the night with the chieftain's daughter and now has a half-elf/quarter-orc/quarter-human kid. He was a total whore throughout the campaign up to that point, having a farmer's daughter in every village. The rest of the party saw what the GM was doing and helped to railroad him into it. Needless t say, his character is no longer so promiscuous.
| Alex G St-Amand |
Alex G St-Amand wrote:We totally nailed a PC similarly to this in a campaign a couple years ago. They saved a village of marsh elves from a black dragon. He ended up spending the night with the chieftain's daughter and now has a half-elf/quarter-orc/quarter-human kid. He was a total whore throughout the campaign up to that point, having a farmer's daughter in every village. The rest of the party saw what the GM was doing and helped to railroad him into it. Needless t say, his character is no longer so promiscuous.Aku-Arkaine wrote:I had a male character idea who have this as a 'running gag', the list of kids including: Half-Fiends, Half-Celestials, Harpies, Medusas, Feys, etc...144: A bump on your road - Early in your adventuring career (before you reached level 1) you helped your master save a tribe of wild elves from some minor menace. You didn't speak a word of their language at the time, and spent an evening with a very grateful lass that night after dancing with her. The next morning you leave, never to see her again.
It has been a few years since then, and her face has faded to a vague memory. That is, until a little girl shows up at your door baring a message that her mother died of fever. A letter letting you know you have inherited the job of raising your daughter comes with her.
My idea was a bit 'darkier', basically, the guy is so damn cute, that before he can say yes or no, he is naked with a female on top of him... every so often, a girl/woman show up at his door with (at least) a baby. the guy is kinda rich with a big property, so...
Ms. Pleiades
|
| 2 people marked this as a favorite. |
155. You inherit your father's pet lizard, the one he never let you near and was almost religiously protective of. When you receive the pet in its literally gilded cage, it is accompanied by a letter from your father. It reads "Please take care of Barnaby, the witch's curse on him should wear off in a year at this point."
156. You inherit an inkpot of devil's blood from your uncle. Any contracts written in it will be upheld and enforced by the legions of Hell itself, but all signatories to any of its contracts will be damned to dwell in Asmodeus' Pit upon their deaths.
157. You inherit your estranged aunt's three-legged, blind, toothless cat named "Lucky". You begin noticing that you a lot of surprise attacks miss you for some reason.
158. You inherit the duty of guarding a gate to a dimensional portal that leads to an unspeakable evil bent on destroying all of living creation, along with command of the entire [insert slightly-different alignment here] guardian corps.
159. You inherit your father's belt. You remember him often saying he was only able to marry your mother because of the enchantment on that belt.
160. You inherit a frog that dances and sings whenever you are alone with it.
161. You inherit a "Bag of Tricks", but every animal you pull from it becomes progressively larger. First it was a mouse, then a guinea pig, then a cat and now a fox...
| Alex G St-Amand |
158. You inherit the duty of guarding a gate to a dimensional portal that leads to an unspeakable evil bent on destroying all of living creation, along with command of the entire [insert slightly-different alignment here] guardian corps.
158.a) your job is to make sure no goody two shoes get in, and that the bleeding carpet is rolled out when the Masters show up.
Ms. Pleiades
|
Ms. Pleiades wrote:158. You inherit the duty of guarding a gate to a dimensional portal that leads to an unspeakable evil bent on destroying all of living creation, along with command of the entire [insert slightly-different alignment here] guardian corps.158.a) your job is to make sure no goody two shoes get in, and that the bleeding carpet is rolled out when the Masters show up.
You didn't get the reference. Clearly you do not know of all the versatile functions of a lead sheet.
| Ventnor |
| 1 person marked this as a favorite. |
160a. "Hello my baby, hello my honey, hello my ragtime gal..."
162.) You have spent quite a while honing your sorcerous powers, inherited from some dragon ancestor. Then, one night, you receive a magical message. It seems that your draconic great-something-grandparent has finally passed away of old age. He decided to pass his vast hoard of treasure to the first of his descendants who can discover where he hid it. Of course, this is a dragon who has lived a VERY long time. As such, there are hundreds of claimants to the hoard now.
| Alex G St-Amand |
Alex G St-Amand wrote:You didn't get the reference. Clearly you do not know of all the versatile functions of a lead sheet.Ms. Pleiades wrote:158. You inherit the duty of guarding a gate to a dimensional portal that leads to an unspeakable evil bent on destroying all of living creation, along with command of the entire [insert slightly-different alignment here] guardian corps.158.a) your job is to make sure no goody two shoes get in, and that the bleeding carpet is rolled out when the Masters show up.
I'm not sure for the reference, tempted to say Green Lanterns. and doing inversion/twisting can be fun.
| Atarlost |
163) You inherit a major artifact magic longsword sword. If you do not have a caster level it counters any hostile magic targeting you or any allies who also don't have caster levels as if it were a level 20 wizard casting dispel magic. If you are not normally proficient with longswords you are treated as proficient with it and treat your level as your BAB for attacks made with it. It provides fast healing 1.
Unfortunately it comes with a geas to help women in danger and doesn't distinguish between a woman being yelled at by her husband, a woman being sacrificed to demons, and an eyrines being menaced by a paladin.
| Alex G St-Amand |
163) You inherit a major artifact magic longsword sword. If you do not have a caster level it counters any hostile magic targeting you or any allies who also don't have caster levels as if it were a level 20 wizard casting dispel magic. If you are not normally proficient with longswords you are treated as proficient with it and treat your level as your BAB for attacks made with it. It provides fast healing 1.
Unfortunately it comes with a geas to help women in danger and doesn't distinguish between a woman being yelled at by her husband, a woman being sacrificed to demons, and an eyrines being menaced by a paladin.
what about fights between women?
Ms. Pleiades
|
| 1 person marked this as a favorite. |
Ms. Pleiades wrote:I'm not sure for the reference, tempted to say Green Lanterns. and doing inversion/twisting can be fun.Alex G St-Amand wrote:You didn't get the reference. Clearly you do not know of all the versatile functions of a lead sheet.Ms. Pleiades wrote:158. You inherit the duty of guarding a gate to a dimensional portal that leads to an unspeakable evil bent on destroying all of living creation, along with command of the entire [insert slightly-different alignment here] guardian corps.158.a) your job is to make sure no goody two shoes get in, and that the bleeding carpet is rolled out when the Masters show up.
Wrong again. Order of the Stick. Specifically, Lord Shojo.
164. You inherit a Wayfinder that doesn't point north, casts a "Silent Image" of a dashing looking pirate instead of "Light".
165. You inherit a tankard of ale from your uncle. Whenever you drink from it and then look away, it mysteriously fills up with more ale.
| SilvercatMoonpaw |
| 1 person marked this as a favorite. |
12.You learn that not only are you a direct descendent of Nex but you also the key to finding him, Geb learned this before you did...i hope you enjoy zombies.
But it's okay! Geb just wants you to find Nex so they can start up their feud again. He'll need you alive for that.
You might have been better off dead.....
22. An adventuring party arrives on your doorstep and informs you that a powerful revenant has been roaming the countryside, murdering people. It turns out a creature of dire power and dark magics was slain by one of your ancestors and with its dying breath, it swore that even in death it would kill every living thing that shared his blood. They think the only way to stop it is if it dies by your hand, with your ancestor's sword.
Even more dire your ancestor had a reputation for getting around......
49) Extraplanar Love Triangle. You've spent your whole life loving a girl whom you've known all your life. You finally work up the courage to take your relationship to the next stage when your family informs you that you've been betrothed to a powerful outsider since birth, and she's coming to visit. She isn't a bad person, but she's been looking forward to meeting you for a long time, and will not brook opposition.
What do you do?
Collect more. It's not a harem with just two!
84: You receive the deed to an honest to goodness mountain, but none of the gold within, as that belongs to the clan of dwarven miners that made an agreement with your family ages ago. The deed is something of a joke in the family, as it is essentially worthless, but it keeps relations with the dwarven clan amicable, which is something the local lord appreciates. However, by the time you have inherited the mountain, there is an issue- the elven forests, which the mountain marks the beginning of, have grown over time to encompass a goodly portion of the mountain in moss and stunted trees. The elves believe this means that the time has come to negotiate with said local lord to redraw lines on the map, but the dwarves do not wish to become vassals of the elves, even in name only. Both sides have offered you a comely maid as a wife if you would but acquiesce, but you have heard tell that the disappointed party will offer their comely maid to the local lord in response to your decision, which could lead to something of a civil war if you aren't careful.
See if anyone else will offer you a comely maid and then insist you all live in the same house while you decide.
115. For reasons both opaque and inexplicable, you have come into the ownership of a House of Ill Repute...only, in this case, the Repute in question is far from Ill. Specifically, the prior owner - a charming woman of crimson locks, mildly inebriated Taldan affect, and renowned desirability - appears not to have died, but opted to pass her establishment on to what the legal documents describe as 'one with the acumen, insight, and wherewithal to handle the joys and responsibilities of keeping my House a Home.' There are a few working girls (and gentlemen, surprisingly) of varied ages and ethnicities, who lament the Lady's departure, but emphatically insist that she has not joined the Choir Invisible. The place is inordinately profitable (easily enough to change one's standards of living, even if one just chose to live in the apartments above the establishment), somehow managing to be affordable to both the bourgeois and the nobility. Interestingly enough, there is a surprising tendency for the place to attract clergy of pleasure, fertility, and nature deities, and like-minded worshipers, but the brothel is a secular establishment, with a rule against excessive proselytization.
The bigger problem, to call it that, about the place is that it attracts VERY unusual clientele. Mostly adventurers, of course, but then there's the truly esoteric cases that show up; barbarians nearing the end of their quests to achieve majority, wizards requiring components for spells that might be frowned upon in more polite society that the employees are happy to supply, an exceptionally erudite ogre who pays alternatingly in gold and performing bouncer service, a unicorn that shows up every new moon with a satchel of coin and (after paying at the front) takes a random girl to a room and simply rests his head in her lap overnight, and a talking hunting dog who claims to be a rejected familiar who became a halfling's mount for a time, before the two had to go their separate ways due to differing philosophies - he speaks with a slight accent, but mostly comes by to buy alcohol, rather than to seek female companionship. If he doesn't bring his own funds, someone is usually willing to buy his drinks, because a talking dog is always good for business.
I need to use this place sometime. :)
Ms. Pleiades
|
167. You inherit a burned, grease-stained, stinking towel from a family friend you recall having a smile that was much too wide for your comfort. (Cookies if you get the reference.)
168. You inherit a manor in the middle of the countryside. After sleeping in one of the rooms for one night, you leave to find that all the walls of the hallway have the words "Get out" written in some red substance.
| Freehold DM |
171. You inherit a magical lamp, with a genie inside. The genie grants no wishes, and can only leave the lamp a few hours each day due to the wishes made by your ancestor. The genie hates the situation, but seems to be taking a shine to you, as they share one part of your alignment(something they did not with your ancestor). They are something of a pariah in their community for allowing themselves to be bound in this way, and their kinfolk often seek out the genie to slay it and free it from its situation.
| Freehold DM |
172. You inherit a magical ring, with strict rules to never put it on- it is very slowly regenerating the person you inherited it from. If you put it on, that person would be forever lost, but the ring's regeneration trait would pass on to you. The decedent will be fully regenerated in about a year or so, and will regrow slowly from the digit the ring sat upon.
| Goth Guru |
173. You inherit, a warehouse! Unfortunately, it's full to the ceiling with crates. You can pull crates out one at a time out through the door. Roll on the random crate chart topic for each crate. Various businessman, your party's sponsors, and other interested parties will gather. You can probably sell most crates, I am going to say 2 thousand till someone volunteers a more accurate estimate. One of them is the crate of crates, the previous owner overused that one.
| SilvercatMoonpaw |
174) You inherit a halfway house....for people who have just reincarnated from another world! It's up to you to train them in the idiosyncrasies of this world and how to use their cheat powers responsibly.
Fortunately you do have staff on hand to help you. Unfortunately, they tend to fall in love quite easily.
Also, every Big Bad in the world knows your house is near a certain big city, and so the place is endlessly targeted by everything from demonic armies to international thieves' guilds. It's at least good practice for your students.....
| Lord of Conflict |
| 2 people marked this as a favorite. |
I am not sure if this counts, but I will put it up anyway.
175
You inherited an arch nemesis! Some random bbeg thinks you are the reincarnation of his old heroic rival who died a mundane death. The bbeg is determined to finish things once and for, so naturally he kidnapped someone close to you and declares "we will finish this where it all began!" Then disappears. Now you have to find him and put an end to this once and for all.
| Reksew_Trebla |
5. The old witch Ulizmila left you a shrunken head (Soulspeaker), not much of an inheritance, but you were smart enough not to torment her growing up, and even brought her some small game. You never realized she'd taken a liking to you.
The Soulspeaker tells you (and ONLY you) "Look in the bole of the blasted tree, bright boy" before shutting its eyes. You know well where the charred old darkwood tree stump is, and inside you find ...a sack with a broken jar of beans. Some treasure. Thanks Ulizmila.
BUT...the shards of broken pottery have an unusual design on them. A Mending spell will repair the jar, revealing a treasure map, and WHAT a treasure map! It seems Ulizmila was indeed the great great granddaughter of Baba Yaga, and she left her legacy to YOU,... if said dungeon can be conquered, you stand to change the face of Golarion forever.
The Treasure: The very thing that drew Baba Yaga to this plane.
Hoo boy, this didn’t age well. For anyone curious, Baba Yaga actually appears in an Adventure Path. She originates from the Material Plane. In fact, from Earth. Yes, real world Earth.
| Mark Hoover 330 |
176. You inherit an extremely bizarre menagerie. The cages contain 1 of every type of mundane creature avail, under all templates, through the Summon Monster spells. You only have creatures with the Animal type. The cages are a unique magic item that contains the animals' essence, but they are as spirit-stuff; insubstantial unless they leave the cage. Every so often one of the creatures disappears, only to reform anywhere from 1 to several combat rounds later, seemingly deceased from some incredibly awful fate. Your job, as the caretaker, is to manually use a function of the cages that revives the creature to its normal, if incorporeal form. If you fail at your job this particular selection should be permanently removed from the choices under Summon Monster with no replacement.
| Goth Guru |
177. You inherit a chest and the key. Inside are 7 black suits and mirrorshades. The suit, even if worn under demon armor, casts a powerful illusion so observers only see the suit and a normal native being(DC20 will save) and receive the telepathic suggestion that "You do not want to get involved". The mirror shades suspend any detection powers that would discourage participation in an adventure, like detect evil in Baba Yaga's house if the wearer is a paladin. These magic items reform to fit the wearer.
Your ancestor was an MIB and possibly also a monster. A GM can also present this item if the characters have to venture into a devil worshipping country to fight Rovagug cultists.
| SilvercatMoonpaw |
179) You inherit a dungeon.
See, in the far-off country of [insert name here] you're required to stake a claim to old ruins before go in, kill what/whoever's living there, and take any treasure. And it just so happens that the "obscure relative who was too eccentric for anyone but you" named you the beneficiary of the stake should they die. You assume via dungeon hazards.
Except.....when you get to [insert name here] you find out said obscure relative died under mysterious, non-dungeon-related circumstances. Also, several other "adventuring" groups of various suspiciousness are trying to jump your claim. Clearly there's more to this dungeon than just monsters and treasure......