The previous thread is: http://www.garycon.com/forums/viewtopic.php?f=3&t=421 Here are the 4 ideas. Feel free to vote and comment as necessary. 1) Kraken Time Submitted by Dale: How about a scenario in which the characters are on a boat and get sucked into a magical whirlpool (rift in the physical plane?) and gets dumped into another area (same plane to account for the water displacement) and has been receiving ships for the past couple hundred years. Have the area magically imbued (a la Journey to the Center of the Earth & Behind the Looking Glass). Maybe an evil temple in the area opened the rift and that is the source to close the rift- however, the players are trapped. How do they get back? 2) Statue of Limitations Submitted by lucailario: PC awaken in the middle of a dead temple, little investigation let them know that they have been frozen (or turned into stone cariatids, into undead creatures or some other servant creature) from a dark god/goddess. The trip back to normality is filled with riddles, even magical ones, about how their new world point of view and their new ecology. The PC are going to flee from those linked to the dark god/goddess, faithful and mercenaries alike. The PC also have to fight against their old nature: they are seen as a threat to those they belonged to and they have to react in a new way in order to survive (like a vampire who do not know that has to hide from the sun). The Idea of an elven (a normal high elf) PC turned into a drider is the first one I fought. He is an abominion even to other driders. The second is a flesh golem. This has been already seen even if I do not remember this in D&D. Another interesting situation I think is the freed self-aware spell, maybe an illusion like those created from a sort of Mirror images that create not the exact cornucopia but a group of adventurers, and now the illusions escaped from the control of an evil wizard and are stalked by paladins and commoners alike but also from the previous followers of the evil wizard, especially those that caused his death betraying him. 3) Forest of Spears Submitted by bloodymage: The party is on foot, travelling to a nearby village, half a day's march away, but they need to traverse a forest to get there. They've done it before and they know that the usual encounters and impediments are always present. What they don't know is that a few nights before, the fey held one of their rites, dancing around a faerie ring, but they were rudely interrupted at the climax and had to flee. This caused an invisible and normally undetectable vortex to form, whirling about the site. Whatever disrupted the faeries is caught in it, as will any that approach the meadow, directly in the party's path. However, being relatively familiar with the area, they know it's "bad luck" to enter the holy site. The effect is that whomsoever enters the vortex circles the meadow continuously, not necessarily in the same path, one might go to the left of a tree on the first pass, to the right on the second. One may stop at anytime to rest, eat or take care of personal business, but that could very well result in another trapped in the vortex to catch up with them. This sets up any encounter one might find in a forest at one convenient location. Eventually, if they don't realize it, give them clues as to the situation. To break the vortex, one need only speak a fey language, stop, face the meadow and verbally apologize for the disruption of the energies in the site. Treasure can be had from their encounters, but they could also be rewarded by a fey waiting to return, but unable to enter the vortex because he/she was thrown out of it. 4) Frozen Entry Submitted by Rhuvein: I'm thinking cold, snow and mountains . . less of the inside of Glacial Rift of the Frost Giant Jarle - and more of the outside and or surrounding areas. Frostburn, Frost and Fur . . Vikings, sea voyages to frozen islands, - but with some lava/volcano twists (a la Iceland), gold, Star Wars on the ice world of Hoth(?) Norse Mythology, etc., etc!