Scenery - Four Intoxicating Locations

PCs love to get drunk.  Why not make it a plot point?

The Legendary Scotch Bog
Perhaps it’s a result of some powerful enchantment, or perhaps it’s just a naturally occurring (albeit singular) effect of the underlying hot springs and the ongoing decay of the peat moss – but the pools in this bog are continuously fermenting the best scotch ever tasted. The fermentation and distillation processes take time, of course, so some pools are at various stages of “ripeness.”

Considered a myth by most everyone, the bog could be found by accident, or could require a whole quest in itself.

The bog can be a dangerous place. The fumes alone are potent enough to put an inexperienced man into a stuporous sleep, dreaming festive dreams until he’s naught but a pile o’ bones – not to mention the Will O’ The Wisps, bog-dwelling spirits who guard their territory like bees guard honey.

Mount Rastafar
According to legend, Mt. Rastafar is home to a Guru named Marley, who will teach the secrets of “the good life” to pilgrims dedicated enough to find him.

The peak is shrouded in cloud, but is surprisingly warm and lush as the PCs go up. When they arrive at the top, they realize the thick brownish “moss” they’ve been climbing over the last mile or so is actually the guru’s dredlocks, and the “cloud cover” they’ve climbed into is a permanent fog of sweet-smelling marijuana smoke. He invites them to sit and chill for a while.

Marley is the center of an entire eco-system (read, it grows in his dreds) like some kind of hippie god; it’s likely that he has transcended the powers of a mere mortal pothead. His traits of extreme chillness and extremely earthy hygeine should definitely be played up for comic effect.

The PCs may have been sent to him because only he can answer a riddle they’ve been given. Or they may need to seek answers in some kind of prophetic vision – the kind only Marley could guide them through.

Stoner Troll Island
...I feel the need to explain that this one’s from a campaign run by a 15 year old friend.

The humor is all in the delivery. The party lands on an island to look for some plot point. They may have heard all kinds of rumored dangers, both physical and mental, that they will face.

When the party lands, the only notable feature is that this island is shrouded in a hazy fog (yup.) As the party heads inland, they hear a loud thudding. As they get closer, it’s obviously the footfalls of something BIG. As it gets even closer, it’s obviously multiple somethings. Then trolls emerge from the haze, charging right at the party. When my friend ran this, we felt outmatched and prepared for a tough fight.

But then the trolls barrel right past the party. In fact it seems they are actually skipping – just so awkwardly that they at first looked threatening. The only danger here is getting crushed by the thunderously frolicking trolls, who are everywhere, leaping, laughing, and harvesting large armfuls of some plant to throw into a big smoky bonfire at the center of the island.

The smoke’s effect on the PCs is up to you. It may constitute the “mental” dangers they heard about. The other features of the island are also up to you: maybe there’s a legitimate adventure here, or maybe it’s just a comedic location where they collect an item or piece of info before moving on. The humor is derived from the player’s false expectations of danger; this makes it a good tack-on or insert for sessions that also contain more serious questing.

Liquid Technology (from my ill-fated Australia game)

 Deep in a lost city, the PCs drink from a water pool that causes them to have immediate awareness-expanding experiences. They have at clear sense of the shapes of nearby rooms, and at least a dim awareness of every room in the city. They find they have a new sense of direction in that they are awawre of the city’s orientation relative to the stars. For those who have drunk, the runes that line the floors and walls of this city suddenly flare with light and emit a peculiar music – and the mysterious language even becomes vaguely understandable. PCs who drink may even gain some control over internal mechanisms in the city (doors, etc.)

If you describe the experience in a trippy way, the players may at first think the water is a useless gimmick. However, as you reveal that the “water” enables them to psychically interact with the physical elements of the city, they’ll start getting curious.

Your big reveal is that this “city” is actually an ancient spacecraft that has either crashed or gone dormant (and if so, the crew must be sleeping somewhere around…). The craft is discoid, with tower-like projections from the top and bottom. From the PCs’ perspective, these appear to be high towers and deep dungeons or mines.

The water is a liquid technology that interfaces the user with the ship, required for operating any of the controls (note this should probably require the addition of specific, Alien Technology skills). The fountain itself converts normal water into tech-water, so it never runs out. The purpose of the ship: up to you.

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