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Campaigns Ideas
- Clear out an evil infested area-i.e. a castle, dwarven hall,etc.
- Solve a murder before becoming the next victim
- Recover the bodies of fallen comrades on evil soil
- Save a damsel or gentleman
- Travel to a far island or land to stake a claim for a king
- An evil wizard punishes the group for trespassing by polymorphing them, or worse, claims one of the group's bodies for his own
- The group gets drafted to join a sports team- that's to the death!
- Track down an escaped convict who's escaped to evil lands
- A legendary beast has moved into the local shipping bay. Your job, kill it if you can!
- A university needs guards for it's botanical expedition, no problem. Wait... what swamp did you say?!
- Bloodless corpses are being found every day, the obvious work of a vampire, but that's a lot of corpses for only ONE vampire
- A dead wizard in his ruined lab, three murders last night. What, if any, is the connection. And who, or what, murdered that peasant family last night
- Your desperate, but there's a rumor of a big job. The big job? Bring back a lich to your employer- alive!
- A troll under a bridge, c'mon, it's an easy job- or is it?
Here are some more ideas for campaigns
- The adventurers are hired to create a highway through a mountain forest between two cities. The wood elves aren't happy at all. They get help from their cousins the drow!. Should the party succeed in completing the highway, then the dragons move in for the 'easy pickens' traveling merchants.
- A traveling circus arrives with one heck of a side show. The show includes lots of lower undead 'performers'. And the whole thing is run by a vampire!
- In a sea side town/city, a merchantman ship arrives with several unusual items in its cargo and its crew dead. It's cargo is several evil totems, and several spent iron flasks (magical creature holding flasks)open on the deck. The town then comes under assault from several never before seen, very EVIL creatures, and maybe even a new disease or two.
- An evil priest has opened a gate through which unholy ARMIES have been passing through. The heroes have to get the armies back through the gate and then close it!
- A prominent cheese merchant is suddenly having a heck of a time with constant giant rat raids. The answer is more than just the rats, its either the new bard in town or the local wizard. The bard got sick off the cheese and missed a performance, and he also owns a pipes of the sewers(magical item). The wizard, not knowing his cheeses, ordered to strong a cheese for his dinner party which turned everyone's stomach. The party guests were members of a mage guild which later refused the wizard's admittance. The wizard has blamed the cheese merchant(!) ever since!
- The four lords of the elements are irate. For to long, wizards have forced their elemental subjects to the prime material plane for servitude and slavery. Now all four elemental lords have joined forces to invaded the prime material plane!
- Sailors have discovered a temple under the ocean, now it's first come, first serve. Of course, the mermen, the sahuagin, and locatha are quite unhappy with all the sudden surface dwellers IN the ocean. Quell tempers, aid the benign, and vanquish the evil doers of the water underworld, and get some treasure along the way.
- A massive earthquake has up turned the land for over a hundred miles. Now, chaos rules as surface and underworld forces scramble to reform their land claims, rejoin their clans, and evade that damn rampaging purple worm. Oh yeah, I almost forgot, a tarrasque was woken up in the middle of a pleasant dream, and he A'INT happy!
- A boy prince (age 13), your liege, has inherited the throne from the king who has just passed away. God save the country as the PC's have to follow his orders - the orders of a brat. Sometimes being a loyal subject can really suck, but his word is law - after all, he is the king!
Ideas posted 1/17/98
- Towns people and travellers have been being turned to stone and the PC's are hired to find out why. In reality it is a tribe of kobolds using the head of a dead medusa to cause the problems and increase their own power. The medusa died of natural causes and the kobolds took the head.
- In some way, the adventers find themselves teleported to a massive castle. It is the castle of a cloud giant. It isn't about getting loot, the adventure is about escaping alive! Possible ways out of the castle: a roc(giant bird) who is the companion/steed of the giant, pegasi(winged horses)that are trapped in the castle, a permenant feather fall (mage spell) shaft, or a REALLY long rope.
- Githyanki(see Fiend Folio by TSR)rebels want to overthrow their lich queen. The weaker rebels have allied with daemons(see Fiend Folio)for support. The rebels raid the adventuring parties homelands for slaves to trade to the daemons for their support. The adventurers must save the humans, defeat the raiding githyanki, close the gateway to the daemons realm. Expansion of the adventure could include the defeat and slaying of the all-powerful, lich queen githyanki to throw that race into a disorganized power struggle with themselves that'll last for decades or longer!
- An evil cleric and it's cult capture and then sacrifice the adventurers in a way that won't damage the characters bodies to badly. The scheme of the evil doer's is to bring powerful demons to this world, give them bodies to inhabit, and to have the demons cause mass destruction in the name of evil! Meanwhile, the PC's spirits reform on the negative plane as low level undead! They sabotage and adventure their way back to a rival evil fortress that holds magic capable of transporting the players back to the prime materail plane(earth). As the group gets more experience, they go up in hit dice/levels as undead - start as ghouls, then to ghasts, then to wights, to wraiths, etc. When they arrive back on the prime materail plane, they have to inhabit(animate) dead bodies. The players have to locate and defeat the demons possessing the PC's bodies. The defeat will send the demons back to their own plane of evil and the resulting expenditure of power results in the party regaining and ressurecting their own bodies (keeping their earned experience for the adventure)
- A fabled elite elven guard has been secluded so long, they can remember only one 'stock' of elven kind - their own. They have become misguided/insane and search to stamp out all the 'false' races of elves: drow, high, wood, grey, valley, sea, and any other half elf races. The guards ride powerful unicorns and the elves wield massive power - very high level multi-classes and armed with fabled elven armor and weapons of extremely potent magic! It's up to the PC's to stop them!
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The local lord has died some months ago but his ghost has been seen several times. A good and generous man, it must mean he has been cursed! Before he became a wise and good man, he fathered a half orc son who he abandoned and disowned, but then could never locate again to repent for his sins. Now the son, an evil cleric, cursed his father to walk in limbo for eternity! The PC's job - locate and convince by some means (DM's option)the son to remove the curse. Of course, the PC's will have to deal with the son's cult followers!Removal of the curse will, of course, free the dead lord to journey to his proper resting place.
- White dragons are the wusses of all dragonkind and are easy pick'ens right? Well, not when this white dragon sets up shop in the frigid artic north with an UNDERWATER lair. The players have to stop it from attacking northern shipping lanes, locate it's lair, then try to find a way to survive not only the cold air, but the frigid northern waters!
- The PC's are hired/ordered by their king to expand the realm. The seemly unorganized evil creates of the surrounding woods are suddenly VERY organized. The local druid has seen the king's desires as unbalancing and has aligned himself with EVIL! The PC's have to negotiate peace or lead or war into the surrounding areas. DM's, please make peace a possible reality if BOTH sides agree to conditions, so that war isn't the only option.
- A cat has taken to tagging along with the party. The problem is, it's a familiar to a mage. Now three groups are after the cat: it's wizard owner, the wizard's arch nemesis (another wizard), and the local thieve's guild which is just drooling over the chance for using the cat as extortion on the wizard. The cat is a normal cat who wants attention seeing how it's owner was ignoring it while creating a magic item (a process which takes several weeks). The cat is loyal to it's wizard owner, but it is mad and hurt over being ignored over the past few weeks.
- The group gets lost in a huge mystical forest. They stumble across the mating ritual of the treants(see Monster Manual). The normaly good treants find this intrusion intolerable. The ritual MUST remain known only to the treants and the PC's must be eliminated in order to keep the ritual a secret. If the PC's escape the woodland forces and the forest, they will have a hard time convincing anyone of a bunch of treants mating - it is a ridiculous story afterall, trees mating.
- The party stumbles across a dying thief - a casaulty between warring thieve's guilds. In his pocket is a letter from a local taxidermy museum - a contract for the intact hide of some rare powerful creature. Gold, land, and some minor magic items are the payoff for the hide. The museum will honor the contract. The warring thieve's guild mistake the PC's for helping the opposing side and go after them after being seen over the thief's corpse.
- Work and adventure is slim, so the party takes a temporary job as bar bouncers. They realize their folly when they have to work the gladiators annual gala. There'll be gladiators and agents, plus strong alcohol and massive egos! Key ingredients for TROUBLE!
- A large city has a major problem. It cleans it sewers with a sphere of annihilation(see 1st edition DMG)but the mage who controlled it died from a heart attack while on the job. Now the sphere is lost in the sewers and creating new tunnels that'll threaten the city's foundation! Several groups are interested in gaining control of the rogue sphere. One is a dragon, who polymorphed himself into a 'legendary,all-powerful'wizard.
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