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- Dungeonomics Ideas:
- Unspoken God: All knowledge is sacred and must be hoarded, paladins who hunt down bards who blab.
- Lolth of the Web: Information must be shared for survival, Drow as survivalists rather than villains, a designed underdark for keeping adventurers away?
- Tontine: 'Investment' (bet) which pays out on deaths
- PCs are given a share as a 'reward', now a target
- Grail War
- Demon power shared amongst survivors of a battle, shared out again each member death
- Tontine bets on Adventuring Groups
- Tontine bets on Kings
- Tontine bets on monsters, dragons, gods, destruction of artifacts
- Tontine are thieves guild, Super Monsters Guild, Kings/Chancellors, Wizards Guild, Gods.
- To be forgiven Debt, king sends knights and adventurers to Distant Land to fight (monster city which generates pirate bands)
- - Knights are useless
- - Monsters have orc mercaneries
- Fighting Pirates: Pirate Kings, Pirate War, what product is the thing making piracy worth it?
- Shares in a fake country: Jungle adventure
- - Alternative: 'One Box' Expedition
- - Treasure in a sunken ship
- Lich and Vampire Kings
- - Secret or Open ("The King is Eternal", King with actual name forgotten)
- - Cleric Resistance
- Wanted: 'Alchemist' con-man
- Visitors from the Old Empire: "Its still there guys."
- Harsh Settings:
- The Night's Watch/Keep on the BOrderlands: Frozen north, Frozen dead, werewolves, Regular Crazy Wolves, Giants, Wendigo, Mammoths, Bandits.
- Pilgrims/Outcasts: Forced into a new land, Religious/Racial minority?, Colonies?, pursuit?, Savage outsiders and welcoming pagans
- CLassical: Greek with Gods as villains, Rome grows corrupt
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