Seed 10 is A blackguard is organising monsters in the area
Well I like this one a lot. There’s just something about total villains that really resonates with me.
Who’s the blackguard? What manner of evil motivates them? What are these monsters they’re unifying and to what end? Why were they disorganised to start with? Lots of good questions.
Version 1: The prospectors of the salt plains gambled everything to come here in search of wealth. Instead they found hell: portals to the abyss, long-buried, at least one for every meagre seam of gold. When Galinar of the White Shield came with shining armour and noble countenance the terrified locals thought their troubles ended. But when Galinar emerged from the earth he was not the same. The pcs might be approached by a grim-faced priest, or a one-time friend of Galinar. Can they find out if Galinar has truly fallen? What is his purpose in gathering the demons of the plains ? Can he be redeemed? Find out and report back. Of course when they get there, they may find that matters are too urgent for that, and if they want to stop the Horde of the Broken Shield from breaking open the Black Chasm they will have to act themselves.
Version 2: border forts along the wild north marches are being burned and collapsed. Survivors’ accounts are confused and contradictory: some claim savage orcs were to blame, others shadow-cloaked drow assassins, while yet others swear deep dwarf infantry and tunnelling kobolds took the towers. Never mind that all these threats are well known to despise each other and that none have approached the border for decades.
The pcs are sent to find the truth of the matter: inspect the ruined forts and track the enemy to their base. This path leads to the fallen temple of dead Koldor. It’s lone remaining priest Ilana, grief crazed, has been busy gathering new acolytes from the disenfranchised of many peoples, and now they are set on punishing the world that failed them. When the raiders are deployed the giant temple is poorly defended, but there are dangers in the winding corridors and chambers of Koldor beyond even Ilana’s mad creations.
Version 3: the pcs are invited to meet a druid, or circle of druids in the Eternity Wood as a matter of some urgency, and are provided a magical map to do so. The map secures safe passage through the vast shadowy forest, but when they reach the druids, they find devestation and bloody carnage. A lone survivor, heavily wounded, tells them of the Black Bear, a rogue druid of unspeakable cruelty. She is corrupting the great predators of the wood, binding them into a Grievous Pack with her as their alpha. If the balance of the wood is to survive she and her creations must be destroyed. Even if the PCs balk at this task they must find their way back out of the predator haunted forest on their own: the map was only one way.
Version 4: Ten years ago, the twin cities through down their tyrant and formed a people’s council to rule. The path has been hard but many of the old injustices are being slowly laid to rest. The PCs might be hired by the guard to resolve just such an injustice: stop a dockside child-fighting ring, find proof of a merchant’s corruption, or evidence that a wealthy man is hoarding desperately needed food. Whatever the case, the pcs will soon find that they face unexpected, violent opposition. The guard who hired them disappears, scummy street thugs object to the investigation of the wealthy or elite assassins protect back-alley gang leaders. The only common factor is a small goats head tattoo hidden on the body of each reprobate. A cheerful, larger-than-life minstrel who works at the player’s tavern of choice may be able to offer helpful tips for their investigation. How many traps will they have to survive before they realise that true evil can come with a smile and a song?