Sometimes song seeds are not about the songs or the music but about the titles. This idea originated in thinking of a true “orphan soul,” which I decided could be stuck in a jar. Then other ideas came to mind. This is why I love using music and song titles when brainstorming. The song, itself, has no relevance to the seed that follows, but I’m going to share it anyway!
While traveling through a darkened area, the characters see a glowing light on the ground up ahead. Upon inspection, they find the source of the light is a sealed jar containing something glowing inside.
Germinate
Next, we are going to germinate the seed with secrets. Some of these secrets might contradict each other. They do not all have to be used. Rather, they are to give a GM some ideas to work with. Anything highlighted in brackets is fair game to change…then again, it’s all fair game to change because you’re the GM.
- The jar contains the soul of someone who died many years prior. Freeing the soul allows it to [rest; attack; possess a new host].
- A fairy was trapped in the jar by a [mage; alchemist; sadistic elf; hag] just a few days ago. She is weak and needs to get out.
- The jar is impossible to open. What will breaking it do to whatever is inside?
- Not only is there something glowing in the jar, but the jar is also very warm to the touch. While handling it, it seems to be getting warmer by the minute.
- The jar has a label attached to it with something written in a language that none of the characters can read or comprehend.
- A [humming noise; heartbeat; high-pitched sound; soothing tune] begins to sound as the party gets closer to the jar.
- The light [changes colors; dims suddenly; flickers repeatedly in a set pattern].
- Any attempt to detect magic fails to indicate a magic source. There is something natural about this light.
- The contents of the jar can be used for a type of forgotten magic. Someone who knows how to use it or can figure it out would have a powerful weapon at their disposal.
- If the party keeps the jar for more than [an hour; a day; a week], then [it ends up being empty despite the seal; the ball of light is now just a ball].
Grow
The seed is an encounter, itself. Characters find the jar and interact with the jar, or they interact with whatever is inside the jar. Perhaps they open it, break it, keep it sealed, tuck it away for safekeeping, or leave it where they found it. The direction the encounter goes would obviously depend upon the secrets of the glowing jar. A jar with a fairy inside is likely to lead to a different type of encounter than one with a shiny ball of light.
The encounter could be converted into a side-quest or one-shot, depending on what is inside the jar. For example, the fairy quest is an obvious one. The party could escort the fairy to get revenge or to rescue others. Maybe the jar is actually a key of some sort, and the party needs it to get into a dungeon room for a classic dungeon crawl.
A GM could turn this into a longer adventure by making the jar more mysterious. That would make it a good plot point. The characters would need to return the jar safely and find someone who could help them figure out what it contains. After figure out what is inside, the rest of the adventure could focus on the contents or something adjacent to the contents.
For a campaign, we are going to focus on the glowing jar containing lost magic. Once the jar is opened, the energy inside spreads causing further chaos in an already chaotic world. Perhaps magic does not work like it used to or a new school of magic develops. The jar was sealed for a reason, and the characters were never supposed to find it. Now, they have to stop what they started or learn to live in this new world.