Adventure Ideas???? [Archive] - Wizards Community

Post/Author/DateTimePost
Legolas Greenleaf

10-16-04, 04:25 PM
I was wondering if any of you could help me come up with a few adventure ideas. I'm just wanting something different, rather than running the same old dungeon crawl. Something that will have a good story to it. This is going to take place in a city with 70,000 people, so I know there are many things a person could do. I'm just not good at coming up with good story type adventures.

Thanks for the help.
Legolas Greenleaf
The Morninglord

10-16-04, 04:32 PM
You should try the D&D Adventures board (http://boards1.wizards.com/forumdisplay.php?f=26). There are some threads there giving ideas (like this one (http://boards1.wizards.com/showthread.php?t=299402)).
Seeker95

10-16-04, 06:29 PM
RPG Archive (http://www.rpgarchive.com/) : Free from Fans
Monte's Newest 101 Ideas (http://www.montecook.com/stuff.html) : These are Planar
ENWorld Freebies (http://enworld.cyberstreet.com/hosted/csp/page5.html) Google's Many Happy Returns (http://www.google.com/search?num=100&hl=en&lr=&newwindow=1&safe=off&q=free+d20+adventures&btnG=Search)
And of course: WotC Free Adventures (http://www.wizards.com/default.asp?x=dnd/oa/20030530b)
Mister Mayhem

10-17-04, 04:26 AM
Here are a hoarde of plot outlines I assembled for my alternate world rennaisance venice campaign:

The "Guild" Introductions.

9 non-conflicting plots, one for each "guild", which give the PCs an introductoion to the 9 main guilds of the city. (Note - there are plenty of smaller guilds as well, but these 9 currently control the fate of the city - see later post)

The idea is that once a PC has completed one of these tasks, they will be offered other work by that guild - work which will bring them into conflict with other guilds.

The Church
Head: Sallusto Brandolini
Underling 1: Sabatino Alamanni
Underling 2: Galileo Zerini

A daring thief has been stealing from the church, but has eluded capture. Most recently he has stolen a valuable reliquary from the church - probably for the gold and jewels in the casket. But the holy relic within is beyond price, and the PCs must retrieve it, no matter what.

The Council of Trade
Head: Pedone Delcaffa
Underling 1: Anfrione Rustichelli
Underling 2: Elenora Benizzi (f)

A vicious gang of criminals has been assaulting street traders and shop-keepers and stealing their takings. Hiring mercenaries simply results in the attackers finding alternative, unprotected - find out who it is and bring them to justice.

The Artisans
Head: Valore Calandrini
Underling 1: Lazzaro Uguccioni
Underling 2: Marea Domenichi (f)

Guiseppe de la Tores has invented an advanced new mechanism that would vastly improve fire-arm effiency (the wheel-lock). But somebody has stolen the prototype...

Seafarers
Head: Pacchio Masini
Underling 1: Bertoldo Salvi
Underling 2: Averardo Banchini

A simple seaman (Falco Panuzzi) has been "dallying" with the daughter (Ricadonna) of an influential sea captain (M. Banchini), but has now run off, leaving her with child. Find him and bring him back alive for the wedding...

Union of Outdoorsmen
Head: Griso Albertinell
Underling 1: Vittorio Dandi
Underling 2: Mazzuolo Manovelli

A pack of wolves has begun preying on livestock in the countryside around the city. Hunt them down and erradicate them.

Innkeepers and Victualers
Head: Aldobrando Davanzati
Underling 1: Maruccio Cavalcanti
Underling 2: Cennino Bombeni

Cennino Bombeni has a problem. He upset the mercenaries guild a while back, and whilst there is no malice on either side, they won’t provide bouncers for his establshment.

The local low-lifes have come to know this, and take advantage, turning his tavern into a war-zone. If the PCs are willing to act as bouncers, they will find Bombeni a valuable ally, and the tavern will prove a useful "base of operations".

Artistes and Performers
Head: Oriana Gianotti (f)
Underling 1: Testa Villani
Underling 2: Filippo Delsaracino

Luciano Marascotti, a local noble, believs he has been insulted by Filippo Delsaracino's recent satirical play, and has demanded satisfaction (to first blood) upon the field of honour. Unfortunately, Fillipo, who is no swordsman, and would almost certainly lose. He is no coward, but he is currently playing the lead role in a critically acclaimed (and financially rewarding) performance of a well known play.

Since takings would fall if he were to be unable to play the part, the guild has threatened to expell him if he fights the duel. But if he refuses the duel, he must retract his play-script, which would cause him equal loss of income and face.

One of the PCs, however, is an almost perfect physical match... If (with the help of the theatre's expert make-up artists, one of the PCs represents him in the duel, both the guild and Fillipo will reward them.

Mercenaries
Head: Manieri Leonardi
Underling 1: Catelano Sernichi
Underling 2: Giunta Nelli

Giammoro Gianni is a mid-level member of the Mercenary's guild, and, unfortunately, in difficulty. He had a brief affair with a noblewoman. She is being blackmailed by a 3rd party, and has decided not to pay. She is going to throw herself on the mercy of her husband.

Unfortunately, whilst said husband will forgive his wife anything, he is also a very powerful member of the Mercenary's guild, and will not take kindly to his underlings behaviour...

Giammoro Gianni wants the PCs to sneak into the blackmailer's apartments and recover the lstolen ove-letters that are being used as the blackmailer's evidence.

Collegeium Scientifica
Head: Petraccolo Delbianco
Underling 1: Solosmeo Manovelozzi
Underling 2: Branca Berlinghier

Piatro de Mantuni was on the verge of discovering the true secret of alchemy (turning lead into gold using chemicals, not magic) when he mysteriously disappeared. Find him, or at the very least, his formulae.

In truth, Piatro's success was purely fraudulent - he used rumours of a potential breakthrough to obtain money, which he spent on wine and women.

He is currently holed up in an apartment belonging to the a Coutesan, preparing to flee the city with her.
Mister Mayhem

10-17-04, 04:29 AM
The Advanced plots.

Plots in which conflicts between the Guilds occur:

The Church vs The Council of Trade

The council want to be able to have ships unloaded and re-loaded as soon as they arrive in port. This is sometimes on a holy day.

A cargo of fine cheeses has just arrived. They must be unloaded pronto. The Traders will ask the pcs to secretly gather enough labourers to do it. This may not be easy... Challenges, bribes, favours.

This would set a dangerous precedent. The church will want the PCs to cause the loading to be delayed, without direct intervention, so that it looks like "illness" and "accidents" have been caused as judgements of God - without anyone getting seriously hurt, "of course".

Artisans vs. Seafarers

The Artisans believe that the city's chandlers should, as craftsmen, belong to the Artisans Guild. This would mean paying guild fees, but there are some advantages to be had.

The seafarers know full well that any guild fees levied by the Artisans would simply be passed on to them.

The Chandlers are undecided. They have two completely unrelated tasks they want completed, one known to the Artisans, one to the Seafarers. Whoever gains their favour first will likely influence their decision.

Mercenaries vs. Innkeepers and Victualers

The mercenaries drink beer. The innkeepers sell beer. Everyone should be happy, right?

But the mercs believe that they could save their men money by buying direct from the breweries and selling in the barracks mess halls.

One brewer has agreed, and has begun selling direct to the mercenaries. Technically, this is illegal, but even so, both sides would benefit greatly. The mercs must get the law changed - to do this they must do something for three of the judges.

Meanwhile, the I&V want to shut down the brewery, as is their legal right, but their bailiffs are all members of the mercs! Thus they must hire other muscle - enter the PCs.

Artisans vs. Union of Outdoorsmen

Outdoorsmen are independent types, and many are as dab a hand at smith-craft or carpentry as they are at farming or mining. As long as they trade such goods within their own guild, they are not breaking any of the cities labyrinthine trade laws.

This trade is harmless to the Artisans. However, the Artisans rely heavily on raw materials supplied by the Outdoorsmen. If they could get evidence of the at least three different Outdoorsmen selling crafted goods to persons outside of the Outdoorsmen's guild, they would be able to blackmail the outdoorsmen into lowering their prices.

Meanwhile, outlaws have been raiding farms and mines. The cost of Mercenaries is too high for permanent guard duty, and the mercs aren’t much on investigation. If the PCs can glean enough clues by visiting a number of the victims, they can locate the bandits and lead a group of Mercenaries to apprehend them. This snooping about is the ideal opportunity to gather evidence for the Artisans, but if they do so, they (whilst still getting paid) will earn the animosity of the Outdoorsmen, and shift the balance of power.

Innkeepers and Victualers vs Artistes and Performers

The one of the high ranking members of the I&V is having an illicit affair with,an actress from the Artistes. This gives the A+P a certain amount of influence over their rival guild.

The I&V will ask the PCs to somehow break up the affair. They will not actually *suggest* murder or kidnap, but the implication is there.

The Actress wants to move from being mistress to wife, which means disposing of the current wife. Again, nobody will actually *suggest* murder or kidnap, but the implication is there.

(Seducing either of these women and deliberately getting caught "in flagrante" by the man in question would work just as well as murder. The Actress is also open to bribery.)

The Church vs Collegeium Scientifica

A private collector is rumoured to possess a copy of a scientific treatise that contains an experiment proving that the earth is not the centre of the universe. The collegium want it, the church wants it destroyed. The collecter isn't selling. Both group feel that as long as he still has the book, there is the chance that the other side getting hold of it.

The Council of Trade vs Collegeium Scientifica

Weights and measures?
New discovery?
Proof that something produced is dangerous? Or that something could be made cheaper?
Easier means of making something?

(Sorry, never got around to this one)

Mercenaries vs Artistes and Performers

A mercenary is on trial for raping a leading dancer. He claims it was consensual, even though both were a bit drunk, and that she tried to blackmail him after the event.

There is literally no real evidence either way. But if the players investigate, they will find clues pointing in both directions. Depending on what they find, or what they turn over to the court, one of these people faces ruin.

The PCs must make their own moral judgement, there literally is no "right" answer.

Seafarers vs Union of Outdoorsmen

The bargemen are currently affiliated with neither guild. As they operate in the countryside, the Outdoorsmen say they should join them. But the seafarers, pointing out the waterbourne nature of the trade, disagree.

The bargemen are currently having trouble with bandits. Both groups have offered protection. Both would be happy to see the other group fail to provide protection.
Mister Mayhem

10-17-04, 04:35 AM
And finally: If your players are seriously into political/intigue type stuff:

The guilds mentioned above are divided into three factions. You will have noted, I'm sure, that with the plots being in contention, you cannot please all of the guilds. It is arranged so that each guild has one plot conflicting with a guild from each of the two other factions.

The idea is that the PCs must pick and choose which guild - and thus, which faction - to work for. Every time they help a guild, it becomes a little more powerful. When the council next meets, the faction that has the most power will be able to gain control - and this will have a noticable effect on the city.

If the militaristic faction gains control, the city will go to war with the neighbouring city states. If the Trading faction gains control, foreign merchants will pour into the city, as will wealth. If the development faction gains control, new initiatives to support the performing arts, improve quality of life for all ciizens, provide cleaner water and better sanitation, will be created.

(Each of these options should have pros and cons, of course. For example, more trade may result in more wealth - but only amongst the upper and middle classes, prices will rise but the lower classes, who have not gained the extra wealth, will suffer).

If the PCs don't do their "social research", they won't know about the factions, and will not realise the repercussions of their actions. Without knowing it, they are the deciding factor as to whether a war starts, or not.

**********

That should keep any band of players busy for a while. And remember, you can give them several different offers of work at once, allowing them to pick and choose who to work for so that they plot does not feel linear.

By subtley altering the rewards, you can also have your players realise some things are more valuable than money. One guild might offer gold, but another might offer a discount, or social rank, or a network of contacts.
Escef

10-17-04, 07:38 AM
100 Adventure Ideas, DMG 3.5, pgs. 44-45. Roll randomly or choose what you like. Feel free to mix and match them. After 10 minutes of working with an idea and permutations thereof you'll have something that probably doesn't even resemble the original concept.

Example:
Rolling d% twice we get 31 and 49. An enchanter compelling others to steal for him and a druid needing help defending her grove against goblins. So based on this we can say that the enchanter has taken control of a tribe of goblins (probably by charming their leader) and wants something the druid has. But why? What does the druid have that the enchanter wants? A powerful magic item? A scroll with a rare spell? A peice of an artifact? And why does the druid have it? Was it entrusted to her? Does she guard it? Or is it a peice of her personal treasure? Does she even know that anyone might be after what she has?

All this from a single chart in the DMG and a couple die rolls.