100 Adventure Ideas (DnD Other)

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[edit] 301+ Adventure Ideas

Remember as you add ideas that you are writing a story. Things that make both quests and novels interesting are falsities, Imagery, and most importantly options. Players can't just play along to what you say they should do. If they don't want to go explore the castle they don't have to. make them decide what encounters they do. Allow them to choose weither to whip off their disguises and battle the unguarded baron or to leave with the information they have gathered. As a DM you have to be vigilant of what the party might do. Problem solving makes for a good quest. Also, make sure that you do not have too many crazy people in your campaign.Also also,be sure to kill your characters whenever they reach 20th level or make a major mistake. Remember: all of the characters are expendable.

  1. Vistaru, Lord of the Mountain, is attacking small towns surrounded by his kingdom in hopes of expanding his army before his assault on the capital.
  2. Your party is sent to kill an evil Duke/King/Emperor etc.
  3. Your party is pursued by a murder of deadly crows with needle sharp beaks.
  4. Drugged and put on boat in middle of Ocean
  5. Trapped on island with monsters and little food or water
  6. Maze or obstacle course
  7. Soldiers in an army marching into unholy land.
  8. Spies for an army
  9. Part of an exploration team
  10. Plain old surviving (who knows? bandits, highwaymen, monsters, women, etc.)
  11. Portal from one plane has been opened, and elemental monsters are invading a peaceful land
  12. Priest is kidnapped by opposing clerics
  13. Cult becomes angry with rival gang and attacks them
  14. Mysterious mound threatens military base
  15. Rival country threatens war, peace must be obtained
  16. Wizard hires you to retrieve magical artifacts from ruins of ancient city
  17. Locals hear chants in nearby ruins
  18. Undead threaten cities across the nation
  19. Queer lightning storm wipes out an entire city - king orders you to investigate
  20. Encrypted stone tablet is discovered during an archaeological expedition
  21. Several major politicians have been assassinated
  22. Large gang/terrorist organization wages war against a local city
  23. Barbaric humanoid tribes threaten supply post which boast majority of country's natural resources
  24. Players come across a gladiator stadium and are offered money to battle.
  25. Dragon blood is needed to cure a plague, and your group is sent to collect some
  26. A powerful bard hires your party to retrieve a fabled magical instrument from a dead wizard's coffin
  27. A huge drought arises, and you must travel to the Water Plane and battle elementals in order to direct a flow into the drying world
  28. Breaking into a dungeon/room/fortress etc to rescue or capture a person or artifact
  29. Characters must escort a dignitary
  30. A nation's enemies have a secret base that must be found
  31. Characters are imprisoned and must escape
  32. Ship PCs are riding in is hijacked
  33. Safari: PCs must hunt down a creature
  34. Mysteriously, an entire city has lost its inhabitants overnight
  35. PCs must be counterspies and seek enemy agents
  36. Players compete in a sport/competition/game
  37. PCs must chase escaping bandits through the countryside
  38. A discovery of a portal to another plane leads to an exploration party
  39. A group of Doppelgangers have assassinated the town council, and have assumed their identities.
  40. A beholder is constructing a garden of statues using townsfolk.
  41. Statues in a large cemetery come to life at night.
  42. A Lich is raising a massive undead army.
  43. A group of Yuan-Ti have been sacrificing to Merrshaulk.
  44. A wizard has been kidnapped and his book of immortality is hidden in his tower, and wanted by rival guilds
  45. A group of warriors has challenged the party to a match, to prove which team is more "Heroic".
  46. A thief has stolen one of the player's main piece of equipment (spell book, sword, divine focus, etc.).
  47. Demons are appearing all over the kingdom. Why?
  48. A Giant believes that all humans exist for his dining pleasure.
  49. A half-dragon is found lying in the road, nearly dead.
  50. A man with one eye is being hanged for "looking sinister."
  51. A wizard has declared himself ruler of all he surveys (most of everywhere).
  52. The well has turned black.
  53. A party member picks up the sands of time
  54. Party members find a chained and punished god in an ancient, forgotten temple.
  55. Catacombs have opened beneath the city, and are guarded by ancient undead who let no one pass .
  56. The sacred spear of Lesh has gone missing.
  57. There is a black cloaked man in a tavern, though he is dead. Everybody says they saw him walk in just fine.
  58. An ogre regards a female party member as "The perfect mate."
  59. A corrupt noble attempts to open an adventurer's union to keep an eye on all the adventurers in the world.
  60. Lances (without horses) have become the new preferred fighting style of the king, and thus the nobles. What caused this sudden change in the king's attitude?
  61. A wandering rogue believes that a PC is his long lost brother.
  62. An angel begs for help from an evil party member
  63. A god's weapon has fallen to earth, now there is a race to obtain it.
  64. Suddenly an entire country turns blue.
  65. A party member discovers a Great sword made of red metal that has the properties of adamantine, mithril, silver, and cold iron, but can be wielded in one hand as if it were a longsword. What is it?
  66. A party member's armor comes to life and tries to leave.
  67. A tribe of trolls is trying to make peace with a nearby village.
  68. The devil overlord of a justly ruled town is looking for a mate.
  69. The PCs meet several groups of travelers all headed in the same direction, claiming to be going to something called "The Games."
  70. An earthquake that leaves magical glowing fissures in the ground shakes directly beneath a kingdom's capital.
  71. A previously righteous and good god suddenly calls genocide on all that are not his followers.
  72. A paladin is after a party member because of a case of mistaken identity
  73. An area has an uprising of half-dragon animals. Where are they coming from?
  74. A human craftsman has invented something called a gun, using black powder from the dwarves (Mage's for Forgotten Realms) as a propulsion system. how will this affect the campaign?
  75. Everybody who buys a charm from a certain vendor begins experiencing the effects of an odd curse that causes a physical aspect to change (Blue skin, longer legs, hair turning green, etc.). So far, no REALLY bad effects have happened, but how long will that keep up?
  76. Red and gold half-Dragons are killing everything from paladins to assassins. Whose side are they on?
  77. A shady character asks you to smuggle some barrels of moonshine into a city.
  78. We need the Demon-Slaying Sword if we are to overcome the oncoming siege. Travel to that indifferent neighboring country and negotiate with their Shogun for a loan of the sword.
  79. A member of a party of adventurers is on the run from the law but the Duke has asked to see the party. The adventurer is welcome but the guards do not know this and the character must be sneaked in to the city.
  80. An organization is attempting to capture demons and use their power for more evil than the demons already posess
  81. A hero of destiny fulfills prophecy and is fated to save the world with miraculous deeds, but dies abruptly and prematurely- the characters (and the rest of the world) have to buckle down and face dark days on their own merits.
  82. Facing a pack of werewolves becomes a grueling all-nighter (game time) as they use hit-and-run tactics trying to lure characters away from the group to gang up on them (perhaps the party is 'hold up' in a remote cabin or makeshift fort in some ruins)- add helpless NPC's to protect for added flavor.
  83. Book passage on a ghost ship; at night the crew turn into ghouls and kill each other (and anyone else unfortunate enough to be aboard)- below decks, it gets worse..
  84. A ring of regeneration is a great find!, until the character realizes what it is turning him/her into.. one hp at a time.. can the party do what it takes to remove the curse in time?
  85. The party has gone through a time portal sending them to the 21st century with all the creatures from their time somewhat evolved in some way. How do they adapt?
  86. All who come in contact with the waters of a holy water fountain rot and eventually become zombies.
  87. A mysterious goblin raids town at night, striking and seemingly vanishing without a trace. Is it a ghost or goblin?
  88. A druid is accused of killing other druids.
  89. You find a new race and the king orders you to capture a being.
  90. A hidden pathway in an abandoned house leads to a lair of a terrible demon. The demon keeps "slave girls" where a friend of the party is, but the "slave girls" are secretly demons in disguise.
  91. Barbarian is offered a slave girl as a reward for a quest well done. Paladin finds this morally reprehensible and demands to let her go. FUNTIME!
  92. Your party finds a dog that can smell treasure.
  93. Your party finds themselves in the setting of a popular movie or TV show (For example: Pirates of the Caribbean, Xena, etc). The DM's job is to try to cleverly disguise the setting and see how long it takes for the party members to figure it out. Introduce them to main characters without revealing their names at first and leave clues in the form of references to the movie or show.
  94. Your party and some others are raiding a city they are captured and forced to entertain the king in the gladiator arena.
  95. A close friend of the party has been kidnapped.
  96. A large tribe of orcs are planning a raid on the Elven capital.
  97. A wizard summons a demon but it back fires and possesses him.
  98. The world is hit by an asteroid that mutates anyone that touches it.
  99. A large egg of some sort is discovered and the orcs are coming for it. Will the players try to hatch it?
  100. A thick plague inducing fog is slowly covering the countryside.
  101. A paladin goes mad, turning evil while still thinking he's good.
  102. All the players are shrunk by an evil wizard and have to find a way to reverse the spell.
  103. An illusion of peace and tranquility is projected over a town. The players must escape the illusion and see what's really happening.
  104. The God of Time punishes a town/city/village for disgraceful worship, making everything happen out of sequence.
  105. All the local wild life is killing people, are the druid societies to blame?
  106. NPC clones of players are appearing in strange places doing bad things. Later on they meet and battle to the death!
  107. Everyone is turned into monsters by an evil wizard and the players are run out of town.
  108. The players are framed for a genocide they didn't cause.
  109. While crossing a sea, the boat is sank by a monster of some variety. The players are saved by merfolk but trapped on an deserted island miles from other useful people.
  110. A dragon takes the players to feed her wyrmling on a tall mountain.
  111. The players are sucked into a war filled alternate universe by a crappy portal spell.
  112. The players complete a mission but their employer doesn't want to pay them.
  113. players are captured and thrown into a portal, where they find ancient plane traveling devices, and they can explore plane after plane and world after world. Fighting evils that you throw at them and getting themselves stuck in political and magical situations.
  114. Monsters are attacking the castle! Kill all the monsters to prevent them from destroying the castle.You lose when a monster reaches the castle.
  115. A large rock worm is attacking a large city, the PC must kill the rock worm before the city goes under
  116. A time warp descends upon an isolated village, setting everyone and everything back a century into the past.
  117. Several of the king’s tax collectors have disappeared after traveling to a particularly dangerous area.
  118. A good cleric tries to establish a temple to his god in a hostile city, hoping to gradually convert the populace.
  119. Suspicion arises that the inhabitants of a town are gradually being replaced by doppelgangers.
  120. A powerful wizard has created a castle filled with monsters, traps and treasure, as a way to test the skills of brave adventurers.
  121. The animals in a particular area are becoming monstrous mutations.
  122. Ships are disappearing within a five-mile radius of ocean.
  123. A phantom river barge sails past a small town once per month, leaving malevolent, supernatural occurrences in its wake.
  124. A local ruler is suspected of making a pact with a powerful devil or demon.
  125. The Assassin’s Guild is planning to kill the mayor.
  126. A witch’s curse is causing farmers’ crops and livestock to die.
  127. A mysterious curse is settling on town after town, making all good magic ineffective, while doubling the power of evil magic.
  128. A diabolical band of clerics is robbing graves at a large cemetery, and creating an army of undead creatures.
  129. A secret vigilante society is inflicting barbaric punishments on “evil-doers.”
  130. A wealthy merchant hires adventurers to capture a young Pegasus from a nest atop a towering mountain spire, so that he can train the animal as a flying mount.
  131. The daughter of a good nobleman has run off with a seedy, disreputable commoner.
  132. A small community of neutrally-aligned orcs tries to convince inhabitants of a nearby town that they mean them no harm.
  133. A once-good cleric is suspected of secretly worshiping an evil god.
  134. A powerful bandit leader, about to be hanged for his crimes, is sprung from jail by his cohorts.
  135. Kobolds occupy an abandoned diamond mine, using it as a base from which to launch raids on human settlements.
  136. A sorceress has lost her unique familiar, and all efforts so far to reveal the creature’s whereabouts have been fruitless.
  137. Adventurers are sent to deliver the ransom for a noblewoman, who is being held by a gang of brigands.
  138. The king’s ambassador has disappeared while en route to a hostile country, and is suspected of being a traitor.
  139. A megalomaniacal duke has sent his minions in search of a weapon that would make him nearly invincible.
  140. Hellwasp swarms have been appearing on the outskirts of town, stinging people to death.
  141. In the Hunger Games
  142. The king, a just, good ruler, is somehow being manipulated by his new adviser.
  143. A series of murders are being committed with the MO of an executed killer.
  144. Clerics are stymied as to how to remove a bizarre desecration that has fallen on a good temple.
  145. Strange, glowing runes appear on the door of the town hall, forming a riddle.
  146. Townsfolk are somehow being shrunk to six inches in height, and authorities can’t figure out why.
  147. A local farmer is suspected of breeding hell hounds, after several of the beasts were spotted killing cattle of other farmers.
  148. A kraken is destroying ships trying to enter or leave a city’s port.
  149. Weep softly to yourself in the corner.
  150. Someone has uncorked a decanter of endless water, and has placed the item somewhere in the hills above a small valley, where it is flooding a small town.
  151. An undersea city, covered by a huge dome, is discovered.
  152. A huge maelstrom near a rocky coast sucks ships into another plane of existence.
  153. Adventurers are hired as marshals to escort a powerful, evil fighter back to the city, where he is to stand trial.
  154. Magical droughts are descending upon an increasing number of communities.
  155. A basilisk is wandering out of a nearby forest, turning people and livestock to stone.
  156. The king sends a group of adventurers to parlay with an adjacent kingdom contemplating war.
  157. Villagers are fed up with the mischief being caused by a band of sprites.
  158. Dryads fight to preserve their forest against an encroaching human settlement.
  159. Messengers must travel through a haunted swamp to deliver a timely warning to the queen.
  160. Members of a coven have infiltrated the city’s populace, and are working their black magic.
  161. A rakshasa is loose in the city, and even the most powerful divination spells are unable to reveal his identity.
  162. A dire bear, possessed of unnatural intelligence, is devouring inhabitants of a rural village.
  163. Strange lights flickering over a marsh at night may be will-o’-wisps.
  164. Something is endowing area livestock with both human intelligence and the power of speech.
  165. A magical fire in town resists all efforts to extinguish it.
  166. An ancient artifact must be retrieved from the bottom of the sea.
  167. A druid is framing a werewolf by committing crimes while wildshaped as a wolf.
  168. A group of gypsies curse a man, who attacks the gypsies as revenge.
  169. A silver mine appears haunted by ghosts- objects seem to move themselves. It turns out it's a lycanthrope priest using animate objects to destroy the silver mine.
  170. One PC is being hunted by a ruthless killer that destroyed everyone else in their home village and sees the PC as unfinished business.
  171. Local bandits are far too well informed about trade caravans. A trade post keeper is suspected of being an informant.
  172. A small town is being raided every few weeks by an unusually well organized group of goblins and hobgoblins. Turns out that a group of Blue's (Psionic goblins from Expanded Psionics Handbook) are ordering these raids to draw out and eliminate the best soldiers and adventurer's in the land before unleashing a massive army of goblins, hobgoblins, bugbears, ogres and trolls.
  173. A Merchant comes to the PCs wanting them to retrieve a chest that was stolen by bandits allied with a dragon. when the PCs find the dragon, he tells them that the Merchant had been trading baby dragon skin. The PCs can then chose between the Dragon and the Merchant.
  174. The PCs are assisted by a vampire-slaying organization, and are led to a tavern to track down a suspected vampire. However, little do they know that every single person in the tavern is a vampire!
  175. Strange lights appear on a local river at night. Are they will'o'wisps? No, they're just big fireflies. The PCs, though, have no idea. Good for installing humor or realism into a campaign.
  176. Adventurers come across a metal cave with strange artifacts. This is actually an alien ship, crashed here. How will the strange technology affect the world?
  177. A popular adventuring site turns out to be a humble, peaceful civilization of Drow and goblins, cultivating giant rats. It's up to the PCs to stop reckless adventurers from destroying the civilization.
  178. A cursed wand of awakening has an inverted affect- reducing intelligent life into feral states.
  179. A present to the King/High Priest/Grand Archmage/etc. is actually an explosive trap, which must be stopped before it is opened.
  180. An insane wizard is using baleful polymorph to change everyone into chickens.
  181. A Horizon Walker has seen all of the world that he wishes to see, and is going to commit suicide.
  182. The local bard's lyrics hint at his family being held hostage.
  183. An evil spell removes Common from public speak, forcing everyone to speak indigenous tongues.
  184. Suddenly, everyone is arbitrarily divided into two groups- plainly identifiable, thanks to magic, but physically indistinct.
  185. A wizard's magic staff is lost in a magnetic cave. No metal equipment can be worn within.
  186. An evil adventuring party decides to loot villages and castles, killing livestock, dwarves, and many law-abiding citizens. Their only goal is to gain money and treasure.
  187. you come into a cave that warps you to a past time.
  188. A merchant sells and incomplete artifact to the adventurers. Upon completion of the artifact a NPC is released from imprisonment and becomes an arch enemy to the players.
  189. while traveling by boat you are shipwrecked in a strange land on the coast of a capital city that was recently destroyed. A nearly completed museum gives clues about the history and culture of the city but are there any clues as to what transpired recently and destroyed the city? (fresh haunts occur often in places of recent tragedy)
  190. while exploring your party finds a statue with a cloth sack tied over one hand. removing the cloth exposes a magic arm guard/ring/scepter/symbol. the item may be cursed or exert its will on someone in order to further its own ends.
  191. a young gnome/pixie/sprite/imp/satyr/halfling must prank the adventurers to be accepted by or meet the dare of a peer group and the adventurers may not realize it is classic scenario of peer pressure
  192. a magic ring is found that offers complete immunity to an element, but any party member within a certain range experiences temporary random alterations in there own magic items
  193. a naga asks for help returning a burdensome but powerful magical dagger to its rightful place so he/she can continue to guard it
  194. a philosophically reflective Kou-Toa (actually a absentminded, polymorphed alchemist who miss-mixed a potion) discusses the importance of identity with a treant and a djinn because he must convince them to relinquish a reagent he needs to regain his natural shape. The treant does not relate well and is even suspicious that he may have been insulted, and the djinn thinks it would be best if he turned the alchemist insubstantial like himself so he could more readily change shape since he seems to go through so much trouble and time collecting reagents anyway. The alchemist just wants to be "normal" again, for good grief...
  195. an animated object (candelabra/mop/dancing fire poker/hall tree/shovel/rope) has been secretly stowing away in the parties supplies or following the party. It can scratch out words in common. Who knows what the objects agenda is. It may be friendly, lonely, and/or just hitching a ride. Or it could be a spy or assassin...
  196. A large treant and mummy walk hand in hand under the moonlight. "Uuuuugh." "There, there. Go back to bed." The treat will explain that the mummy guards a nearby tomb, but has become more senile as the years have past. Part of the tomb collapsed so the mummy could not make his rounds to check the back entrance of the tomb without coming out of the tomb. But he loses his way a lot of the time. Will the party investigate this tomb?
  197. A house in the middle of the woods features a welcome mat that closes the door behind the adventurers. A magical carpet traps people and uses them as participants in a horrid game show to entertain other evil sentient magic items. He likes to suffocate contestants that lose (using the bones to make furniture) and enjoys saying "And that's a wrap!" when he does it. "I walked all over that one." (He usually asks questions about monsters that require a knowledge check)
  198. A metallic dragon and chromatic dragon collide overhead and fall to the ground by the party while they are traveling in the wilderness. The metallic dragon and chromatic dragon ignore the party for two rounds and then one dragon tries to bribe the party to her side, then the other dragon counter bribes. Who will you fight for?
  199. A kobold throws a rock at a party member (improvised weapon) and tries to lure the party into an ambush where lots of kobolds have rocks (improvised weapons). These hungry kobolds might continue to harass and stalk the party.
  200. A party member trips over a small metal figurine of a halfling soldier. This magic item causes an illusionary phantom battalion of 1000 halfling soldiers to appear in the world wherever they put the metal figure on a map. These phantom soldiers can do no harm but will charge into battle if commanded to by the possessor of the figuring. This can be used to intimidate cities or armies in upper level campaigns. This power should be a daily power and destroys the map. (Maps could be hard to come by and/or expensive, too.)
  201. A water elemental demands you drop a gold coin in the creek or river in order to be allowed to cross a bridge
  202. A prideful half-orc is challenged by his friends to arm wrestle your strongest party member. From the looks of things they aren't giving you a choice, and they are forcing a wager. Hope you win.
  203. A traveling monk wishes to camp with your party for the night trusting in safety in numbers, in exchange he has offered to cook for your party. He brings news from the place(s) you are heading to. (He can cure some diseases and ailments, a helping hand if the PCs party is getting ragged and drug down by afflictions.)
  204. Your party has once been the elite task force for the king only to find out from a duke who you were sent to kill that the king is working with the forces of the underdark to gather shards of an crystal that the kings former dark master was trapped in. Now you must run as outlaws and try to stop the greater evil from rising again.
  205. A gang of monks attempts to knock the party out and tie them up.
  206. A wyvern has made the city gatehouse its home. A siege is on the horizon, and the gatehouse must be made operational as soon as possible!
  207. A skilled warrior teams up with the party, but a recurring memory disorder leads her to wake up one day believing she has been captured.
  208. Distinct armor recently looted by the party turns out to have once belonged to the father of a local hero, who identifies it and confronts the party.
  209. A Powerful Arachnomancer attempts to conquer the land with spider minions; the party is sent to kill him.
  210. A cabal of powerful golem-builders has sent a messenger that if the kingdom does not submit to their demands, they will unleash powerful collosi upon the kingdom.
  211. A Centaur stampede! Run for your life!
  212. Commoners dissapear and reappear naked in a nearby field, with a weird tattoo on ther backs, and no memories of what happened. At night, tattooed people turn into aggressive dire animals.
  213. House animals and small critters seem to be suffering mistaken identity. Dogs chase mice, pidgeons swim, snakes bark.
  214. A strange man in a dark cloak spawns around the city at different times of the day, sacrificing people as his only way of gaining experience. He sets traps, enslaves minions and scars the world with fear.
  215. You are walking down a road when a man in a fine carriage stops you and asks for your aid in the retrieving of scandalous information about a local noble.
  216. Wake up inside a dark cave, in a lil´boat that floats over a pool of acid. On one side of the kayak or whatever, a good cleric. On the other, an evil cleric. Boat be rockin soon.
  217. A magic ring is given to the PCs by an evil wizard to fight a dragon. When combat starts, the ring fires random offensive spells on the players, and healing spells on the dragon. The players don't know where they spells are coming from, and the ring is stuck anyway.
  218. The players are randomly lit on fire in a massive spirits cellar, they are trapped and need a way out. (Recommended: a stupid character throws liquor on the others to put out the flames.)
  219. Players start falling down a bottomless pit and need to stop falling and climb back up.
  220. Multiple hydras attack the group. All players are given vorpal weapons. Feeding Frenzy!
  221. A pregnant celestial needs to be returned to Celestia to give birth. Oh yeah, demons don't like celestials OR pregnant people.
  222. The players are locked in a room with no doors, windows, food, water, or equipment. Lets see how long they last...
  223. Your party has to travel the globe searching for the pieces of an ancient set of armour.
  224. The mage (or magical being) of your group meets someone from his past - will he be a friend or a foe?
  225. A strange alien race has recently landed in massive airships just outside of a country's capital. Will the PCs come bearing an olive branch or a full quiver?
  226. A village in the outskirts of a nearby fief has disappeared without a clue and the PCs are commissioned to discover the nature of the incident.
  227. One of the PCs is kidnapped by a roc. Can the others mount a rescue in time?
  228. After looking into an enchanted mirror, the PCs meet shadowy copies of themselves.
  229. One of the PCs loses their shadow. What could this mean?
  230. A mishap with a love potion results in a being who is half-infernal, half celestial, and completely at a loss as to where they belong in the world.
  231. The PCs meet a fallen god (who may or may not be aware of this status).
  232. A dissident religious group begins worshiping a darker aspect of their normally peaceful god. They may or may not have a very good reason to do this.
  233. The party meets a well-to-do, respectable merchant - who is also a monstrous creature.
  234. The PCs are invited to visit a nearby monastery, finding out only when they reach it that the monks happen to be owlbears.
  235. The PCs are enslaved by tiefling pirates and must find a way to escape.
  236. A manor is taken over by undead - the PCs must find out why, and put a stop to it.
  237. The person the PCs were sent to meet has been replaced by a doppelganger.
  238. People are dancing in the streets. They can't stop.
  239. The PCs' shadows attack them.
  240. Requires Player Assistance A PC is replaced by a doppelganger. The others must discover the switch and find their comrade.
  241. A reclusive blacksmith, famed for quality craftsmanship, turns out to be a kobold. (If there is a gnome in the party, problems may arise.)
  242. The PCs are stranded on an island with hostile inhabitants.
  243. In the center of a city there is a magical castle and guild headquarters. The king of this country (not in the city) goes to war with another nation despite public opinion. the further half of the country breaks away in civil war. two alternative governments are set up. the larger is a monarch and the lesser is a republic. the border of all 3 nations lie on this city. all of them lay claim to the castle but the headmaster remains neutral and doesn't say what country will have the castle. All of the players are lesser members of this guild not very high in rank. they are restricted from parts of the very large and elaborite castle. All players may choose to which country their loyalties lie. Inside the castle there is a secret sosiety comparitive to the illuminati within the free masons. the loyalties of this sosiety lie in the country that the player's country has gone to war with. They must defeat this secret sosiety while also not being caught for the assasinations and exploring the restricted parts of the castle. restrict the races to humans mainly and human-like races.
  244. Play a quest on a magic the gathering plane. I'm doing one for Kamigawa and it's really fun
  245. A Princess of a ruling nation gets lost in her room? The Guards report that she went in and never came back out. The truth is that she ran away with a noble of another nation, and on the way in a caravan to the boat that will take them to their private island, their caravan is ravaged and orcs capture the princess and throw the noble out in the cold snow. All the loot is taken. After you fight through all the orcs you find a pack of wolves approaching the princess who has bite, scorch and scratch marks all over her skin. Her clothes is ripped in...almost everywhere and she is wide-eyed in terror.
  246. You wake up to a morning with two moons
  247. The only living member of the royal line left is a Young queen who the noble consider very pretty but extremely stupid, is suggested to take a husband to become the King. She is walking by one day and notices one of the party members and runs over to them and insists on them becoming the king.
  248. A Princess loves the players and escapes after them, and the king thinks it is kidnapping.
  249. The Prince needs a wife, and is holding a contest to find the most beautiful female in the land, winner becomes a princess and later a queen.
  250. Food is falling from the sky for no reasons at all, priests think it's a curse
  251. The Kingdom has suffered a series of foolish and insane rulers and the current young king has decided the best solution is to find the most intelligent being in the kingdom and make them his new queen, gender and race can in his words be fixed if need be. The party has to decide whether to support him or join the swelling rebellion.
  252. Painter Bard traps people in his painting
  253. A flying temple-in-the-sky is used to deliver rain to those below, but the mechanisms inside have been broken. The party is commissioned to ascend and repair the temple, and remove the evil that caused the damage in the first place.
  254. mysterious symbols appear all over the capital of a country they match the emblem of a fallen civilization.
  255. Plants are attacking farmers a group of druids are blamed and they ask party to prove their innocence.
  256. One Pc discovers he is the rightful heir to a kingdom, but his\her evil brother has taken over
  257. A group of people are trapped in a city because they have somehow managed to offend the entire city. You are asked to rescue them.
  258. Dragon-like creatures are killing farmer's herds.
  259. Undead/Ghost Campaign The party wakes up in a castle dungeon or graveyard, and unknown to them, they have already been executed. They were wrongly accused and must quest to regain mortal form.
  260. Requires either a large group of players or each player to run two characters The party is transported to a darker, mirror realm of their own. Due to the transportation method, they trade places with creatures of that realm, sending those beings into the normal world. Despite being a dimension away, the party must work with their traded counterparts to get home.
  261. The party comes across a strange creature which claims to be from the floating island kingdom of Atlantis, hidden behind a wall of clouds. Later on, the party is confronted by a Demon who demands they help him find and destroy the floating kingdom as part of an ancient on-going war. Which side do they take?
  262. After a mysterious purple lightning storm the party wakes up to find they are in a strange area and have been transformed (race, gender, class). A starting game requiring amenable players where after character creation they randomly switch characters playing their orginal personality/history with the new stats.
  263. A very powerful ancient wizard has disapeared and several countries are gearing up for war over his tower and the artifacts therein (a large number of epic level equipment, unique items and powerful spells). The party are hired to prevent the war by locating and returning the wizard to his home. Depending on DM nature the wizard will be either finally dead of old age or taking a vacation at a popular beachside resort, possibly in another dimension.
  264. Paintings throughout the kingdom are suddenly coming alive. That is if you look at them you'll see streams flowing, tree's moving in the wind, people walking around occasionally stopping to chat with the person watching, feel the heat from a sunny day or the chill of a winter one. Problem is no one know's what's causing it and several darker painting e.g. a drawing of a werewolf have shown signs of trying to break through into the "real world".
  265. Suddenly nothing in the world can die humans, animals, plants are all immortal and unkillable, chop up and cook a cow the head will still be mooing mournfally at you, hack apart an opposing warrior and he'll still be alive in his cripppled body unable to die.
  266. An old one but suddenly a number of gods are transformed into mortals and approach the party to protect them from the enemies they've made.
  267. The gods of good and evil put aside their differences and start working together to stop "the advesary" but don't explain things to their worhsipers.
  268. (Requires roleplayers who can work without stats) The party awaken to find themselves in a strange land stripped of everything skills, feats, spells, all they have is their equipment and their knowledge which includes the information that they are competing for the right to become a god but there's only one opening.
  269. Strange symbols start appearing on buildings, as evidence of a new cult / religion coming into the area.
  270. PC loses memory during an encounter with a sorceress who supposedly died (x number) of years ago.
  271. Players come upon a town protected by a Grey Render.
  272. a powerful succubus falls in love with a pc (its true love but what will the pc's thoughts be?)
  273. A cadaver collector has happened upon a young human girl and they've made friends by playing with rag dolls, but by the end of the day, the collector takes her back to his 'home', a gigantic necropolis.
  274. The entire party contracts a strange curse that causes serious effects whenever they role straight 1's in anything. Effects can include damaging the player, reducing skills for a set number of turns, etc. They must find the cure to this disease hidden somewhere in another dimension.
  275. In a futuristic, post-apocalyptic world, the party find themselves as some of the only living beings left, forced to look for scraps and fight off other smaller scavenger groups. This is a very different way to play dungeons and dragons, as it is in a futuristic, steam-punk setting, but I have used it before, and it does work quite well. Be creative with what the party has to overcome, and watch the movie '9' for inspiration.
  276. A deadly disease breaks out, mutating all plant life into living monsters. The party must avoid these dangers and figure out how to reverse the effects.
  277. PC are transformed into fluids and are sucked into a character/creature body. They must escape.
  278. The PC come across an enchanted sword lodged in a stone block. It calls out to them to take it up and wield it. But is it a blessing or a curse? (An oldie, but a goodie.)
  279. A maze-like enchanted forest rearranges itself even as the PCs travel through it.
  280. A character with an enchanted sword is knocked out after cutting down a wizard. He/she wakes up with the blade permanently grafted to his/her arm. The unnatural melding causes the character increasing damage at the start of every day. How is the blade to be removed?
  281. Two mirrors crack when a PC looks at them. When they are put side by side, the cracks form a map
  282. One of the PCs is a rebelious prince/princess who ran away to become an adventurer. The King has posted a reward for his/her capture. The party is frequenty confronted by castle guards and bounty hunters.
  283. A curse is causing a local woods to rot.
  284. Tainted Rye is causing villagers to have horrid hallucinations and sleep paralysis. The village thinks a curse is to blame. A witch hunt ensues.
  285. One of the PC's relatives dies and the player is called home for the reading of the will.
  286. The head of a dwarf clan falls into a deep depression and, as a result, has quit drinking.
  287. A deadbeat pays the party to smuggle him out of the country.
  288. A powerful demon offers each of the party members their greatest wish. This is to good to be true...
  289. The King's favourite pet goes missing. He offers a large reward for it's return. The pet can be exoitic/dangerous/rare (a lion, a dragon wyrm, etc.)
  290. All humans mysteriously vanish from the realm causing a power vacuum in the kingdom of men. The remaining races are left either speculating the cause of this curse or waring over the now empty human lands.
  291. A flesh golem wanders the countryside, laying waste to villages in search of its alchemist creator. The golem demands that its creator's promise of a mate be met. Do the PCs help it?
  292. The PCs stumble upon a foreboding mountain cave from which a ghostly voice beckons. Deep inside the trap and obstacle-laden cavern resides a cursed warrior, imprisoned within a nigh invulnerable body of crystal, rock, and stone. He longs for the arrival of a warrior with the strength and skill to set him free and end his cursed life- in battle!
  293. While dungeon-crawling, the PCs find a massive wall mirror. The mirror has the power to create evil versions of the PCs when touched, and the deadly "mirror images" can only be vanquished by the destruction of their original source: the mirror!
  294. In the shadow of a rotting castle, the populace of an entire village is abducted and turned into mindless, violent, zombie-like drones. All signs point to the sociopathic castellan of the long dead royal family and his links to a horrifying, ancient parasite-worshipping cult.
  295. A village is invaded by an evil mage, who has shapshifted into the form of another villager. The players must ask questions around the village to find out which villager is the fake. This is very similar to other puzzles, in which you must ask questions and find the liar of the group.
  296. The party find themselves in a pitch dark cave system. The DM will have 2 versions of the map. One that is filled out, and one that is blank. The players must fill out the map as they go, in order to solve the complicated maze.
  297. a warfoged ask for the help of the PCs to destroy a mindflayer that killed its creator
  298. The PCs are sent to recover the Lost Relics of the Green Knight (or any other famous hero). They go on a quest to find all the relics of the green knight each a perilous quest fraught with danger. When combined all relics require the blood of a pure heart. With the hero restored, the knight goes to destroy the evil of the Shadow Lords.
  299. An evil cult has one of its members kill and then impersonate the archbishop of the (main god). The PCs must discover the strange activities of the "new church".
  300. An evil wizard seeks to uncover a massive ancient construct with world breaking power. The PCs are sent by the King to stop the wizard. At the end the PCs either choose to destroy the construction or hand it over to the King.
  301. A snake charmer was turned upon and now lies dead outside the local tavern. Where has the cobra gone?
  302. The local group of (creatures) has lost many of its kind to death by (in-fighting/plague/invaders), and is about to start raiding the (humanoids) to (wed then/transform them/raise them as their own). (This could be interesting a few years in the future, when those captured become loyal members of their captors' group...)
  303. Due to a flux in spacetime, one guy and everyone in his (team/village/fiefdom) have been cloned. Even his house & stuff has been duplicated. Are the clones robots? Are they robots? Is there something besides robots they could be? Either way, explain it to them fast because they may want to kill each other.
  304. The Ragin' Contagion has hit town! Everyone who's exposed goes into Rage as many times a day as a Barbarian, starting the round they're exposed. They will break everything.
  305. The Chosen Queen of (name a race or subtype) has arrived! She has few powers to speak of (save for some amazing protection and mind-control spells, if you count those), but she has more followers than you can shake a staff at. All her kin gather to serve her and reclaim their rightful place in the world. And of course some of the Free World wants to see her slain.
  306. A (cartographer/storyteller/government guy/businessman/historian/tourist) wants to send you on an adventure - and come with you. Provided this well-funded but very-sheltered person is kept relatively safe, he'll reward you handsomely if you get into trouble and get on out again. It's all good fun to them.
  307. The local (rich guy/superbeing) has lost their lover, and will offer his powerful services to anyone who can find her. (But to make things more interesting - maybe she wasn't kidnapped at all... she may have (fallen for another/taken advantages of his powers herself). This could lean to whole other story arc...)
  308. There's a monkey tribe in the forest. Yep. Tiny, sword-wielding tailed people. Rangers, druids and all, with a few apes leading them. Take it as you will.
  309. A powerful Good and a powerful Evil creature (angels and nightcrawlers, Draconomicon dragons, etc) have waged war on one another, and on anyone in their blast radius. If things get dogmatic enough, they wage war on each other's alignments. It's your job to minimize casualties in this Holy War, or redirect them.
  310. The players are hired to help clear out an infestation of deadly creatures threatening livestock on a specialized farm. This farm harvests the silk of phase spiders and uses it to make a robe that grants the wearer the planeshifting ability of the phase spider, which they offer as a reward for the PCs, so long as they can eliminate the threat to their phase spider livestock without injuring or killing any of the phase spiders.
  311. A mad ice wizard has decided to block the sun in the middle of a summer festival, "so everyone can enjoy the weather."
  312. Ogres have kidnapped the mayors daughter!
  313. The characters must work together to reassemble an ancient magical dwarven machine (while under constant monster attack) in order to drill to a hidden treasure.
  314. This is a long one but it can be fun if played right: A large tower is run by a kind old wizard. As long as you have magic, you can join. Both rich students and poor castaways call this tower home. However, the powerful wizard uses the towers magic to support two cities, one floating and one underground. One day, he disappears. If your party can't find him in time, the two cities will go to war over who gets the magic and control of the tower. Other story elements and the wizards location are the DMs choice.
  315. The Party walks into a city where they are assaulted by the local townsfolk. Turns out, they have look-a-likes on wanted posters.
  316. A witch has turned the village childern into scarecrows.
  317. While exploring an old rundown castle, your group accidentally releases an ancient evil and, in the process, each member is possesed by a demon. While trying desperately to find a way to stop the evil they released from destroying all they know, they must each wage their own personal and internal war with the demon whom possessed them to prevent losing their soul.
  318. A man in a business suit appears before you. He claims to be the god of business and dealmaking. He has a proposition for you....

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