Thomas Kinkade |
d4 Plot Hooks of Ynn (some adapted from the rumor table)
- A Dream of Metal and Gears is attempting to overrun Ynn. After depth 8, roll a d4 for encounters. Rolls of 1 are infected by the Dream, rolls of 2 are fearful servants of the dream, rolls of 3 or 4 are independent or servants of an enemy dream (possibly including the Idea of Thorns.) The Dream itself resides in a clockwork tower around depth 14. People who know its location have a 50% of finding it at that depth.
- A Sidhe is attempting to escape through an open door, and is willing to work with the PCs.As they travel together, it becomes clear what a disaster the Sidhe's arrival in their world would be. A band of croquet-mercenaries serving a Shepherd of Trees hunt the Sidhe and any allies armed with Hamartia, a poison that can afflict the ancient creature.
- A high-ranking rose maiden hires the party to guard her as she travels to a meeting of the Dandelions, the directing council of her kind. Flower politics are subtle, and even nonmagical plants encountered on the way to the Filigree Orchid-house in depth 8 have their own agenda.
- The king of a chess set is newly advised by a Ferret-Servant wizard. With his aid, they stand a reasonable chance of taming part of the Garden, with stable doorways to the outside. A kingdom-building campaign ensues.
I've before mentioned my dissatisfaction with the Ynnian Changeling as a class. Instead, I offer versions of several creatures found in Ynn suitable for PCs. As I usually run races, each will have a primary attribute they can reroll, an advantage, and a disadvantage.
Ynn Natives
- Myconid Composter: reroll constitution. You can create another Myconid by donating d4 HP, and merge with any other myconids. However, halve your sense of self.
- Young Salamandar: reroll strength. You are immune to fire and can breathe flame (d6 damage,) however apologizing or interacting with ugliness deals 1 damage to you.
- Rose-Maiden: reroll intelligence. You can speak with or command plants twice a day. However, you cannot harm a plant.
- Pawn: reroll any. Gain an extra skill. However, get disadvantage versus possession or peer pressure.
- Ferret-Servant: reroll charisma. Once per day, cast charm, sleep, or invisibility. However, you are forever doomed to command 4d4 frog- and fish-servants who are incapable of being helpful.
- Floral Spider: reroll dexterity. You can climb walls. however, you always act last in combat.
- Candle-Golem: If the players encounter one naturally, let a player run it as-is. Doesn't heal naturally or speak. Charmingly foolish.
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