Easter Eggs

For some nice bonus appreciation, throw in Easter Eggs that allude to iconic, recognizable figures/events.

For example, in a Firefly session, the party could find a shipment of goods/supplies, which include a recommendation that Sergeant Malcolm Reynolds be promoted to the rank of lieutenant in recognition of his heroism during the Battle of Serenity Valley.

By doing this, this also avoids the potential problem of having the party meet iconic figures, and immediately try fight them or influence them so as to change history.

Unfortunately, the lack of extensive Dragonlance/Forgotten Realms knowledge limits this in our games to all but the most major of people, such as:

• Dragonlance - Lord Soth, Tasslehoff Burrfoot, Sturm Brightblade, Raistlin Majere
• Forgotten Realms - Elaith Craulnober
• Ravenloft - Strahd

Revised Shadow

As a normal shadow, except the shadow will try to grapple the character's shadow and merge with it. It will try to do this as an ambush, so that the character doesn't even notice.

A shadow that has successfully grappled a target can be dislodged by bright light (as of a daylight spell, or natural sunlight), a successful turn attempt, or by destroying it.

Strength Damage (Su): For each full hour a shadow is merged with a living creature's shadow, it deals 1d3 points of Strength damage to the living creature. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.

Each time the character suffers this strength damage, remark on some physical changes...hair darkening, shadows around eyes, grey pallor to skin, etc. to give them a clue.

The Legato

The obstacle/person that must be overcome before the party is able to confront the Big Bad. Usually the second in command, or at least the second greatest challenge to the party. In any case, the Dragon is LOYAL and is trusted enough by the Big Bad to be relied on as the last line of defence. (If they are not trustworthy, they are not the Legato, they are The Starscream).

Sometimes the Legato is actually smarter than the Big Bad, and/or stronger. But the Legato is willing to follow the Big Bad, who might have have political connections or leadership capabilities (the Legato is often a loner). The Legato might also be content as a second-in-command, and not dealing with the pressures of leadership.

The Big Bad might have some direct hold/power directly over the Legato, forcing him to obey and follow commands. In these cases, the hold had better be pretty good to use the Legato as a last line of defence, or else the Legato will find a way to go against his master in the end (often involving sacrificing himself to help the party and/or just to thwart the Big Bad.)

Will sometimes be the main opposition the party/hero will face during the adventure, while the true Big Bad works behind the scenes and only occasionally makes appearances. Hence, the Legato becomes more the primary villain than the real Big Bad (Legato is a prime example of this, as is Vader.)

Samples:
• Errtu is this to Akar Kessel.
• Legato (obviously) is this to Knives.
• Darth Vader is this to Emperor Palpatine.
• Transmetal Dinobot in Beast Wars is this to Megatron.
• Pasha Pook has TWO Legatos; Artemis Entreri and LaValle. Both are more powerful, but Pook is a better leader, has connections, and is willing to lead.

Groundhog Day

A plot in which the party is caught in a time loop, doomed to repeat a period of time (often exactly one day) over and over, until something is corrected. Only the party realizes what is going on -- everyone and everything else else remembers nothing, and if not interfered with will do the exact same things every time, right down to dialogue.

Think Groundhog Day and Majora's Mask.

Great potential in D&D...ensieged city, the party is trapped inside. State of war and chaos, disaster, with many people and events happening at once. They have to, through trial and error, piece together what exactly is causing this battle, what will solve it, who the major players/events are, etc. Also good because it will allow DEATHS but not really, since the dead PC's will be back the next morning (ie The Dream).

Death = Loss of Memory?
If they died, they don't remember anything they have learned during the ordeal. But this could be a pain, as too many deaths would start clashing with unconscious metagame knowledge. Maybe it's better to just have them remember everything regardless of being dead/alive at the end.
Answer = NO


The party is approached by a man to hunt down some magical item (referred to hereafter as an orb) that will protect his city/kingdom & ensure the safety of its citizens forever.
Pretty routine, in fact, almost too routine. The party might even be suspicious of such an easy quest. Might have to have a good reason why the party is being hired, ie it's an old man, the guardian is too fierce, etc.

The dungeon crawl is relatively short and routine. There's nothing TOO crazy or too dangerous, but a good "warmup" for the real adventure to come. The guardian is challenging, but has a weakness or two that their employer advises them about beforehand. There shouldn't be any deaths. There will also be some hints dropped at something strange going on...nothing too obvious, but a slight feeling of there being more going on than appears. Examples - the dungeon being not dungeonish but instead very well kept up (too obvious?) or a door being locked on the wrong side. The party should retrieve the orb with relative ease, but it should still take a bit of time.
The doors locked on the wrong side can even be passed off as a "Random dungeon generator said so" remark, which will make the players not think anything of it...until later. Other puzzling clues can be wall murals, or maybe a recurring symbol can be an infinity sign or OUROBOROS sign.

The party brings the orb to the kingdom.
Here is where the plot can go in a number of different paths:

a) The employer has no idea about the curse, and thinks he's honestly saving the city. There is no secrecy, the party returns, they are celebrated, maybe a feast and such, and they are honored guests and go to sleep in nice, nice rooms. The time loop now starts, either because the orb is cursed, or because there is a mishap when "installing" it.

b) The employer knows exactly what the orb does, and wants to trap the city in the time loop as revenge. He has also fooled the King, and there is no secrecy about the orb. The employer leaves town during the festivities to escape the curse, but otherwise it is exactly the same as above.

c) The employer knows exactly what the orb does, and wants to trap the city in the time loop WITH HIM INSIDE so he can enjoy everyone's misery forever. This path doesn't require a huge celebration, but it's a possible outcome - lied to the King, celebrate, go to sleep, curse starts. OR, he could get the orb, and immediately smash it on the ground, confusing the party, and he will start laughing wildly and insanely and then run off. The party should be somewhat disturbed, but they will have gotten paid, so they will either rest (it being late) or leave the city. If they rest, they are awoken as normal, but if they leave the city...not sure how that would work. Maybe they just appear in the city square? Or where the orb was smashed?
Problem with leaving the city - upon waking up they would realize something was wrong, since they are somewhere other than where they went to sleep. This idea is out.


WHAT ENDS THE CURSE?
- The death of someone, or maybe preventing the death of someone
- Some kind of personal resolution with the employer (kinda lame)
- Maybe the orb is shattered each day, which starts the time loop...it has to be protected


On the First Run Through (before the party knows what is happening)
• The morning starts off with one PC (or maybe all the PCs) waking up suddenly, inexplicably. Moments later, something loud and memorable (a bell tower crashing down, a fireball exploding nearby, etc.)
• Present at least one dilemma between two choices, and their choice ends up being wrong or at least unfortunate (so next time they can choose the other option). Example: Tanis in The Dream choosing between Laurana and Kitiara; he hesitates and they both end up dying.
• Seemingly random occurrences that, if the party remembers them, they can tailor to their purposes. IE, a lightning strike will always occur at a certain time at a specific spot, so the party can use that however they wish.
• Toss out some innocent details (names, directions, klatu verada nicto type stuff) that, if they knew the day was repeating, would be invaluabe...but since they don't suspect that, it will be a sudden challenge to try to remember. Should end up like Cam's "tell me the names of your party members." To be really blunt, along the lines of being led through a locked door and saying "it's a good thing the keyword is Apple or else I'd never remember it" and then never seeing that lock again that day. The party would likely just ignore it...until they need to open the door the next day by themselves. Like that, only more subtle and not so prominently brought to the party's attention.
• In a fight in a ballroom/dining hall, have a missed attack or shot cut a rope holding up a chandelier, which sways and tips and crashes to the floor. The party can remember this and use it next time.
• Preventable mishap - someone (like a gnome with a new device) tries to do something and horribly fails and explodes/dies/etc. The party can prevent this the next day...if they want to.
• Have a useful NPC be on the verge of doing something helpful (providing information, casting a triggering spell, etc.) but are slain before they can finish the act. Next time the party can save them (if they remember). A nice example would be an assassin death striking the NPC, and the party can intercept/sacrifice themselves to save them.
• With or without direct input from the party, events happen around them. During the first day they may find themselves acting as spectators more than once.
• At the end, everyone dies in a Major Disaster. Maybe the city explodes, maybe the big demon is summoned and kills everyone, maybe the moon crashes down upon the city, but it ends in a total death. And then they wake up at the beginning of the day...


On the Second Run Through
• The next morning, the party status is exactly the same as when the ordeal begins, ie no gained gear is kept. But they still have the knowledge of what happens. They will most likely be puzzled and try to discuss it and figure things out...BUT they are interrupted by the loud and memorable event. Or maybe the loud event is actually what wakes them up, like a guard yelling at them, a la the alarm clock in Groundhog Day.
• In any fights, the enemies take the same actions as before (in general - if they were wounded on Day 1 and stopped to heal, but don't get wounded on Day 2, then obviously they don't stop to heal...)
• Start chaining, ie on Day 1, Bob dies before he can lead them to the prison. On Day 2, they save Bob and he leads them to the prison, but is then eaten by a dragon before he can say the unlocking phrase to get into the prison basement. On Day 3, they save Bob, then avoid the Dragon, but then Bob is attacked & killed by an escaped insane prisoner, etc.

Bonus: Just to screw with the players, slightly bend the rules. For instance, on Day 3 or 4, an item they find during that day unexpectedly comes back with them the next morning. This should confuse them, and if it's a key item, all the better!

Bonus: Have multiple possible branching storylines. For example, they can go with Bob the guard, or with Phil the Wizard, or with Sue the princess, OR go fight the invaders...etc. Drawback: an AWFUL lot to keep track of to accurately repeat on subsequent days.

Bonus: Maybe they are not the only ones caught in this curse? They could find someone who is actually doing something different each day, for whatever reason. Or maybe their goal is to find a person trapped in the curse.

Bonus: Have an NPC named Connors - "Phil? Phil Connors??"

Bonus: Have a mystery woven into the day's events, that the party can slowly decipher piece-by-piece.

Bonus: (if death = loss of memory) When the ordeal starts, have one or more party members know what is going on already, but the others don't because they have died on a previous day's attempt. Problems = the party members who already know what's going on, WON'T actually know what's going on other than the premise. Bad idea, now that I think about it more.

Bonus: Have NPCs named the same as the characters in the movie. Phil, Rita, Ned...maybe just the first two. Or not.

Bonus: Work in the Sealab 2021 Doppelgangers quote! Something about Queen Doppelpopolos.
Murphy: "Nice try, doppelganger!"
Quinn: "What? No! We're not doppelgangers!"
Murphy: "Save it for Queen Doppelpopolous!"
Carlos: "Sweet dreams, doppelgangers!"



DM NOTE: Maybe have pre-set "results" for NPCs, like dice rolls except more generic, like success, success, failure, success, failure...then if the party interrupts the actions of a certain NPC, their destiny is still somewhat preordained.

DM NOTE: Why are the PCs the only ones unaffected? Maybe because they were the ones who handled the orb? If the employer smashes the orb as in c) below, they were exposed to its magic, which would explain things. Or maybe it's because they aren't native to the city?

DM NOTE: Have some method of tracking in-game time, because certain events can be scheduled to happen at specific times.

--------- ANOTHER OPTION -----------

The party is hired to investigate a cursed city, or a city that has suddenly ceased all communication, or fetch an item reputed to be in this legendary ghost city, WHATEVER. They enter the city & discover it's full of people (where does the time loop start?) and also get trapped in the curse.

But why is this happening? Maybe once the party figures out the solution/cure, the city and all the people fade away? This could be the result of a mission too, ie get rid of / investigate the cursed city, maybe to obtain some artifact. Then after the city fades, the artifact is the only thing left. Along similar lines, is the city real but in purgatory? Do they pass on once the party resolves the curse? Or are they not even real, and it's just a magical effect/curse?

Eviler Than Thou

When there is not one major villain, but TWO, and their plots often clash and intertwine. The two are usually drastically different, such as direct and violent vs clever schemer. They will also have vastly different moral/personal beliefs, which ensures that when they inevitably meet, they dislike each other. The heroes are caught in the middle and have to deal with the two different styles.

As the schemes begin to collide, the villains will look upon each other with disdain and disapproval, and even hatred. Despite t his, sometimes they will team up against the heroes, both intending to double-cross the other or turn the situation into their own benefit, or some other ulterior motive.

Sometimes one of them will begin a scheme so terrible that the other will be shocked and willingly work with the heroes to defeat the threat. If the threat is really, really bad (so bad that there's no way the terrible scheme villain could ever be considered anything BUT the major baddie after), either the scheming villain will die and the team-up villain becomes the primary antagonist, or the team-up villain becomes a good or neutral character and gives up his villainous ways, and the scheming guy remains the primary antagonist.

Samples:
• Magneto in X2, Stryker - after teaming up with the X-Men to defeat Stryker, Magneto seizes the opportunity to try to kill all the humans on earth using Stryker's plan. This is an example of a Terrible Scheme resulting in the team-up villain becoming the primary antagonist, at least for the remainder of the movie.
• In Beast Wars, Megatron and Tarantulas. Both have their own plots and distrust the other, but they do not outwardly fight, and they still fight together against the heroes. Megatron is more of a wiser, bigger-picture villain, while Tarantulas is more focused on personal gain/power.

Squad of Four

Refers to a plot specifically tailored to use each character's special strengths. Should be done rarely, as happening too often makes it look like the villains are idiots and designing their defenses to match the hero team's strengths. If one of the characters has a strange or lame power, it can result in an absurd obstacle that makes no sense except to "use" said character's power.

Samples:
• Chouji, Neji, Kiba, and Shikamaru in the Naruto Squad arc storyline.
• Happens a lot in One Piece as well.

Has a lot of potential in a D&D game, where most characters will have drastically different strengths.

For a twist, have the same setup, but force each character to take on a different character's tailored challenge.

Death Takes a Holiday

Something happens to the personification of Death which makes no one able to die. At first this seems like a great thing, but it quickly turns into disaster - people severely injured but unable to die and in great pain, overpopulation/lack of food, supplies, living space...or other disasters. The end result is that the mystery of what has happened to Death must be solved.

Often Death is captured or imprisoned in some fashion. Sometimes it's more silly, like he's just on holiday.

Could make for an interesting quest to free Death, probably from some Death Cult (meaning to pay tribute to Death, but unknowingly screwing him over), or some Good Cult (naively meaning to prevent Death, which they interpret as Evil). With the Good Cult, they might be taught the errors of their ways and free Death, or they might be fanatics and have to be killed. With the Evil Cult, they probably will be the fanatic route and end up facing a very annoyed Death god.

If the party tries to take advantage of the no-death clause for personal gain, they quickly learn that others, more powerful than them, are going to do the same thing TO them.

The Caper

A team of criminals get together to do something, most likely carry out some kind of crime. They are usually distinct, interesting characters each, and may be polar opposites of the good characters.

Possible uses: the players play this team of criminals fully, then later "discover" the crime(s) as their real characters. It provides a nice change of pace when roleplaying, as the players can play different personalities with different motivations and goals than their regular characters.

Has potential to flesh out and individualize NPCs/villains more dramatically than the DM doing so, as each player may lend their own unique touches to the villain they play. Also potentially drawback, as a character meant to be serious might end up being portrayed as a buffoon...

Broken Pedestal

A mentor figure who taught a main character everything they know, and is revered by said character, has some dark secrets and/or is revealed to not be as good as they seemed. Often the mentor will explain his actions as "for the greater good" or "for their/your own good" but the sense of betrayal is still strong.

In some cases, not only are they imperfect, but they're downright bad, maybe even using their status as mentor to further their evil ways. Creates a sense of betrayal, surprise, and probably anger and/or thirst for vengeance. It will always come down to a final confrontation between mentor and student, of course, if the mentor is actually evil.

Sample:
• Professor X seemed like a savior and perfect person, but then MUCH, much later you learn that he lied about Vulcan's team's death, AND ignored the sentient danger room's cries for help.
• Jade Empire, your mentor/sensei trains you and coaches you throughout the entire game, only to reveal it's all been one giant plot to conquer the universe, which you learn as he beats you down.

In D&D, this could be used with an NPC, but only one who is recurring and trusted. A great example of this was Terelas/Stelera, the priestess in the forest town within Undermountain, who worked with the party to supposedly solve the mystery of the imps, disappearing townsfolk, etc. In reality, it was actually her behind it all, and by working with the party she knew how to avoid detection, AND she managed to frame (and kill!) the town's championi, Baris, who was actually good and trying to ferret out the truth himself.

Becoming the Mask

A character takes on a fake identity for some reason, and as time progresses, finds themselves growing more and more comfortable in the fake identity and the way they are treated. A possible sole reason is that the character falls in love with someone who they're supposed to be taking advantage of. Either way, they end up wanting to remain in the fake identity.

A slight variation is when a hero is pretending to be a villain (likely a henchman or the like) and finds himself forced to commit some terrible act while in the persona, then later is forced to come to grips with what they have done.

Samples:
• Intertia pretending to be Impulse, finds himself liking the love and friendship he receives
• Hawkgirl in Justice League, who joined the team as a spy, but came to appreciate them. Fell in love with someone she was supposed to be duping, AND betrayed her people by staying with the League.

Another variation is when a character creates a fake personality to be able to act anonymously, but becomes so involved and committed to the personality that they eventually become the fake persona, and their real self becomes the mask. (Batman/Bruce Wayne, Walter Kovacs/Rorschach)