Creating that Adventure [Archive] - Wizards Community

Post/Author/DateTimePost
yellowdingo

09-10-07, 06:19 AM
BUILD YOUR OWN D&D ADVENTURE

STEP ONE: THE SCENARIO
This is going o be an idea of what the adventure is about. It might be the delivery of a parcel, or the theft of an object.

SCENARIO................................ ...D20
EXPLORE THE UNKNOWN.....................1
INVESTIGATE ENEMY OUTPOST...........2
RECOVER RUINS................................3
DESTROY ANCIENT EVIL.....................4
VISIT LOST SHRINE...........................5
FULFILL A QUEST..............................6
ESCAPE ENEMIES..............................7
RESCUE PRISONERS...........................8
USE MAGIC PORTAL...........................9
FIND A LOST RACE...........................10
CLEAR NAME...................................1 1
ENCOUNTER OLD VILLAIN..................12
GAIN MONEY..................................1 3
GAIN POWER..................................1 4
PROTECT NPC................................15
RECOVER ITEM...............................16
SETTLE DEBT.................................17
SURVIVE ENVIRONMENT...................18
THWART MONSTROUS PLAN..............19
WIN WAR..................................... .20

STEP TWO: THE SETTING
Next you want to create your setting. This is where the action is going to happen. It might be a dirigible or a shanty town.

SETTING................................. .D20
CASTLE.................................. ......1
TOWER................................... ......2
CAVES................................... .......3
CAVERN.................................. ......4
ABANDONED MINE...........................5
CRYPT................................... .......6
TOMB.................................... .......7
ANCIENT TEMPLE............................8
STRONGHOLD.............................. ...9
TOWN.................................... ......10
SHIP.................................... ........11
BRIDGE.................................. .......12
INN..................................... .........13
QUARRY.................................. ......14
LOGGING CAMP...............................15
ON THE ROAD................................16
WOOD GROVE................................17
FARM.................................... .......18
GREAT FAIR...................................1 9
RIVERBOAT............................... .....20
yellowdingo

09-12-07, 09:16 AM
DEVELOP YOUR ADVENTURE IDEAS

1. THE BIRTHING

Franz looked at the eggs that lay before him in the vast cavern. They were a sea that went on forever.
A tremor shook the closest egg. Its leathery form pulsed with a heartbeat as its treasure awoke with life. Then another and another. The great hatchery echoed the sound of a million beating hearts.
"By all that is holy! Flee!" Franz's Companions turned from their suffering at being dumped down a gravel ridge and drove weapons into potential footholds looking for an escape.

BRIEFING: Mixing the Discovery of a New Race and Caverns, the PCs encounter a hatchery of a million dragon Eggs while exploring a network of Caves. The Eggs sense the bodyheat of the PCs and begin to Hatch from their period of Hibernation. A Million baby dragons hunting the PCs and each other through the network of caves (and possibly discover a way to the surface). They are the beginning of the end for a world that has not known Dragons for a million years.
Remmer

09-12-07, 06:22 PM
Okay, I get it. With just a quick skim, I didn't see "D20", and I thought the numbers were the suggested party level. It would give some interesting adventures (and level) such as finding a lost race that has been hanging out in town (11), surviving the dangerous environment of the farm (18), and winning a war on a riverboat (20).

Anyway, nice work.
yellowdingo

09-13-07, 06:37 AM
2. THE RED TIDE

Durn turned the ships wheel to port.
“Brace for collision. Boarding teams at the ready.” His call resounded across the men labouring on the main deck.
“Remind me never to put you in charge of a working ship…” Anders shook his head in disgust.
“What do you mean?” Durn was feeling put out when the old man walked on deck.
“What’s going on?” Durn passed the stranger off as one of the Labourers.
“Just taking criticism of my Captaincy…” The old man stared at the labourers pulling up the rotting deck.
“I mean, what are you doing with my ship?”

DM BRIEFING: Combining the Recover Ruins Scenario and the Ship Setting, we have the wreck of the RED TIDE. An old pirate ship long since beached and within a half a day’s walk of the Port where the PCs are living. Unfortunately there is an old man living in the wreck he considers a home. Normally they would just evict the resident but this one is a Wizard of considerable power.


3. THE CAGE

“Help a fellow out.” The voice out of the darkness ran like a chill down the spines of Algaern the Magist and Fina the Sworder. They pulled their weapons and readied for the onslaught of pain that they knew would follow. It didn’t.
“Oh…It’s you two.” Hadden the Vile relaxed back in the hanging Cage.
“Well! Well! How the undesirable have fallen.” Algaern the Magist laughed at the sight
“Going to Haukford are you my dear Fina?” Hadden relaxed back into the shadow of his Cage.
“Yes actually…” Fina smiled at the Cage and put her sword away.
“See you soon then Algaern…” Hadden the vile kicked at the empty cage next to him and laughed.

DM BRIEFING: Combining the Encounter Old Villain Scenario and the On the Road and Town settings and we have <INSERT VILLAIN WIZARD NAME HERE> in a Cage that has been recently erected outside the Town the PCs are about to visit. The Cage hangs from a pole supporting several other such cages. Each is crafted from a metal that prevents magic-use. This should concern PC Wizards. The Town is under new Leadership…and they have outlawed non-cleric spell-casters.


4. HEXEN

“So great the suffering unleashed upon we who have been dwelt amongst by these Witches.” Lord Jon Deadeye rambled on as their families cried and despaired.
“Woe unto the victims of their dark machinations.” The fires grew slowly in the wood piled about them.
Sula walked into the town square with her companions.
“It must be a local custom...” Frills whispered it to her with a smile…he knew exactly what she thought of local customs.

Sula the Mad pulled her Great-axe and advanced on the crowd from behind.

DM BRIEFING: A number of women have been rounded up by the local lord and are being burned at the stake when the PCS visit Town. If they rescue the old women without killing too many locals and take them to safety, their families will be secretly grateful. This is a combination of the Rescue Prisoners Scenario and Town Setting.


5. THE FRUIT TRADE

“Hoyuk! Hoyuk! Apricota!” The old Goblin cried out amongst the market sellers. His fruit cart teemed with beautiful, fresh fruit, certainly a far cry from the withered and spotted fruits that filled the small containers of regular sellers.
“Hoyuk! Hoyuk! Apricota!” The Cart pushed through the crowd. A few stopped him to purchase his cheap yet quality wares
Gregor looked it over.
“That is a rather nice fruit selection.” The old Goblin smiled at the compliment.
“YesYes! You buy!”
“Well they are very nice…”
“Ah…You wish buy Shatu.” The Goblin nodded and pulled a Bottle of the Goblin made Liquer…
“Only ten gold coin.” The exchange was made.

DM BRIEFING: The Goblins have come to town to sell a vast crop of fruits, nuts, both dried and fresh, as well as a rather fruity alcoholic beverage called Shatu. After considerable negotiation with the leaders of the town (and an agreement to pay the Mayor half their profits), the Goblins are allowed to sell their wares in the Market Place. The Fruit causes the Populace to transform permanently into Goblins at the next new Moon. This is a Combination of Thwart Monstrous Plan Scenario and Town Setting. The PCS are in a position to cure everyone and prevent the take-over. The Shatu is in-fact a cure to the effect, although it must be drunk regularly to prevent future transformation.
yellowdingo

09-13-07, 06:52 AM
Okay, I get it. With just a quick skim, I didn't see "D20", and I thought the numbers were the suggested party level. It would give some interesting adventures (and level) such as finding a lost race that has been hanging out in town (11), surviving the dangerous environment of the farm (18), and winning a war on a riverboat (20).

Anyway, nice work.


They work perfectly...Despite the fact that you selected Both Setting and Scenario with the same D20 roll.

FIGHT A WAR & RIVERBOAT: A War in which the enemy must cross the river...The more that get across, the greater their chances of winning. The PCS fight their part of the War from a riverboat-smuggling operatives, equipment, messages.

SURVIVING A DANGEROUS ENVIRONMENT & FARM: A Crop fire that threatens to engulf the farmhouse...they must save as much of the harvest as they can and the Farmhouse at all cost.

DISCOVER LOST RACE & TOWN: So you discover infiltration of a town by an unheard of race called the OARD (A D&D race who have time traveled from an obscure future into the past-they prefer infiltration, disguise, manipulation).

In all cases, it is about the abilities and knowlege of the DM.
yellowdingo

09-17-07, 06:57 AM
6. A COMING OF AGE CEREMONY

The Matriarch threw dead leaves on the young female elves.

"Yat Ho'sot!" The matriarch proceeded to hand each a shortspear.
"The Ho'sot awaits you in the caves above the village...Your future in this tribe depends on you killing one and returning it in time for the feast."
The youngsters looked at each other. Only one would remain in the tribe. The others would be driven out into the wilderness.
"It Begins!" Many of the tribe turned their back on the children as guards advanced forward to take them to the cave entrance.

DM BRIEFING: All the female children of a certain age are given nothing but a shortspear and they are taken to caves near their village. They must hunt and slay the Carrion crawler that dwells within. The one who returns it to the Village will be granted the right to remain in the elf clan. All others will be driven off as outcasts.
yellowdingo

09-17-07, 07:05 AM
7. SOMETHING IS DRINKING MY ALE

Jano the Taverner looked at the tap on his Tun of Ale...it was full on and dripping empty.
"KEIRA! Did you forget to..." He felt the dirt floor...no it hadn't run out.
"...Never mind!" Someone stole his Ale. He looked around...there were a lot of footprints. A lot of foot prints...they went to the dark under the cellar stairs.

Jano hurried out.

The taproom contained a slow crowd...
"A firkin of ale for the man willing to dispose of the thief in my cellar. He's under the stairs."

DM BRIEFING: The Goblin under the Cellar Stairs is the tip of the Iceberg. Behind him is a tunnel (crawlspace) that goes through the Town Wall and exits under a hovel in the shanty town outside the walls. There are two goblins there. They have been excavating the dirt from the tunnel since it collapsed and trapped their friend in the Cellar.
yellowdingo

09-17-07, 07:10 AM
8. A SHORTCUT THROUGH CROOKED WOOD

"I’m a little concerned..." Hugh scratched at his beard and hurried a little faster to keep pace with Franz.
"How so?"
"Just thought I saw something moving out of the corner of my eye..."
Moisture sprayed across his neck from the nearby tree foliage and Franz wiped at it.
"Like what?" Franz waited for a reply yet nothing came.
"Hugh?" Franz turned to find something standing in the chest cavity of his friend's corpse. It was eating an organ.
Franz stepped back. The second elf took him from the side and he didn't even have a chance to scream...

DM BRIEFING: A shortcut through Crooked Wood results in an inevitable encounter with its Guardians. The Party is picked off by two elves (All Crooked Wood Elves are Monks/Shadowdancers, They get around naked, kill with a ceramic Knife, and eat what they kill).
yellowdingo

09-17-07, 07:12 AM
9. A CLOSE ENCOUNTER OF THE GOBLINKIND

The Citadel of light hovered over them for a while until it turned and little more than a large dark discus was above them. Now the discus lowered slightly until its centre sat above the ground.

"BUA! BA! BA! BA! BU!" The Incredible sound echoed across the landscape.

"BUA! BA! BA! BA! BU!" The Sound came again from the great Citadel in the Sky.

Now a small light appeared at the heart of it...and spread becoming a large opening from which small children emerged.

"This isn’t happening....Kord tells us we are alone in the Universe!" Jethero the Paladin up and fled.

The Ugly little children in silver clothes emerged and surrounded Silvarn the Wizard.
"Help...I'm being abducted!" They walked him back into the light.

DM BRIEFING: A major incursion occurs as the Goblin Citadel-ship ENCOUNTER is revealed to the planetary populace. The evening is filled with sightings of strange lights in the sky, the abduction of ten thousand head of livestock, mass-crop vandalism (crop circles). They proceed to abduct numerous Wizards capable of understanding BLACKLORE. All the Goblins wear silver clothing.
yellowdingo

09-17-07, 08:17 AM
If you feel realy confident, you can begin working on that adventure Path...

10. THE UPRISING (PART 1)

Scarpa the Locksmith had been travelling for many days when he reached the Village of Asher Dane...
A member of the village Militia waved him down.
" My good man, I have travelled far with important business...Where might I find a place to spend the night? and then your Blacksmith."

DM BRIEFING: Scarpa has been brainwashed by an OARD operative in control of his Guild. He is here to teach the local Blacksmith how to construct a Steam Cannon (Range: 1 mile, Damage: 20d6). Scarpa is one of many victims of OARD Brainwashing. As such he is immune to Interrogation.
The PCs can get involved simply by being recruited by the Village Militia to resist the Local Baron's Bailiffs when an attempt to collect Taxes is made. The Militia will resist using the nifty Steam Cannon built by the Village Blacksmith.
Alternatively the PCs can be amongst the small army of Bailiffs sent to collect.

11. THE UPRISING (PART 2)

"All you have to do is take this sack of ergot and dump it in the Baron's well..." Scarpa smiled at the angry young peasant farmers who had finally been given their first taste of freedom.

"Won't there be deaths?" Harold was having doubts about this direction the Village was going.

DM BRIEFING: Guildsman Scarpa orders the gathering of Ergot from the RYE harvest (CRAFT-POISON and ENGINEERING-STEAM ARTILLERY are amongst many of his OARD programmed Skills). The Poison will cause terrible hallucinations, pregnancy failures, and very nasty deaths. Good PCs will find this inappropriate and the Villagers will find others with less of a problem if they refuse.
yellowdingo

09-17-07, 08:33 AM
An adventure involving the presence of an Artefact is always fun...

12. THE SPRAWLING

"Its got to be magic...the Village is surrounded by a city." Dinis Hool scratched at his beard.
"Of course its magic, Dinis. The town built it self in a single night. I've just never heard of anything like this." Tevin shook his head.
"But it streaches out to a two mile radius in ever direction." Dinis stared in horror at the newly erected ghost town.

"Gentlemen...youre not going to believe this..." It was Keogh the Sapper...The companions waited for their sometimes drinking buddy to catch his breath.
"The Silvermine Played out over night."
"What?"
"Every ounce of Silver, even the trace Copper, Gold, and Platinum, gone. The Rock is crumbly and all the trace seams have simply vanished." He was nodding with a smile of amazement on his face.

A scream that would soon be followed by others...
"Help...I've been robbed."

Tevin looked back at the town outside the wall...everything about this was insane.

DM BRIEFING: A Priest of Enthropy selects a small village in the hills to be the heart of a new town built entirely by the Power of PANDORAS BOX. In the Middle of the night, She conceals it at the bottom of the Village Well (behind some brickwork) By morning it has absorbed every valuable mineral in a four mile radius and put up a town in payment.
yellowdingo

09-17-07, 09:25 AM
A Cataclysm is always fun...

13. THY LAND WILL SINK INTO THE SEA

"Urgar, you know this fruit should cost coppers. Why the price hike?" Denwyn was astonished at the cost increase.
"Dont Know. There has been a shortage this last harvest. My farmers are telling me we are...THyLandShaLLsinKintOThEsea... slipping into famine and the aristocracy ain’t listening." Urgar didn’t even notice what he had said. Denwyn stared in astonishment at his grocer.
Unwyn waved an apple in Denwyn's face.
"Hullo? You want the fruit or not?" Urgar waited. He could Wait.

DM BRIEFING: Ordinary folk begin spouting Prophecy. This is soon followed up by riots, panic, unrest, and a short sharp drop as the Kingdom slips by ten feet putting the kingdom at the low tide mark. They begin loosing precious farmland as the one foot deep sea spreads overland. The King Orders the building of a sea wall.
yellowdingo

09-23-07, 07:56 PM
14. THE TRACTOR OF DEATH

"What is that?" Bevin the Watch pointed from the Village watchtower at the iron thing coming out of the woods. It billowed a foul black smoke as it pushed aside the treeline and turned the sod with a great iron shield at the front.
"I know not but it is bound for our village." Shaan sounded the alarm bell.

The Villagers were on the wooden pallisade wall with their spears when the great tractor impacted with the timbers and pushed them aside.
The wall exploded and villagers were thrown as their own spears collided with the iron.

"Soldiers in the treeline." Bevin screamed pointing at the large number of troops now pushing across the field along a ploughed and compacted road. The watchtower fell.

DM BRIEFING: A small group of evil priests create a new machine (THE TRACTOR OF DEATH) which runs by burning a black oil manufactured from the corpses of the dead.
The Tractor of Death can get 8 mile to the Hecatomb (100 sacrificed dead).
Celas Evriamytholin

09-23-07, 11:12 PM
Okay, I get it. With just a quick skim, I didn't see "D20", and I thought the numbers were the suggested party level. It would give some interesting adventures (and level) such as finding a lost race that has been hanging out in town (11), surviving the dangerous environment of the farm (18), and winning a war on a riverboat (20).

*Laughs wholeheartedly*
I thought the same thing. :P
Crash169

09-24-07, 04:05 AM
Awesome. This is definitely going to help with my campaign and adventure building. I might even expand the lists..

Thanks!
yellowdingo

09-25-07, 09:50 AM
15. BARON BROTHE'S STEAM CHAMBER

"We must escape. We must let others know what is going on here." Huur Talltrees whispered as best he could.
Jan Longrunner shook her head. Their emaciated forms could barely stand anymore.
"How? The Boundary is patrolled with hounds. I cant outrun a hound. Not now."
"If ony we had something to feed them." Jan looked up at Huur. She shook her head at the horrid idea.
"It may be our only chance."

DM BRIEFING: This nasty racial purist has a nifty steam chamber that allows him to cook half Elves and elves captured in his Region. His current campaign is to sieze an adjacent Forest and cleanse it of tree hugging elves and their bastard halfbreeds. More importantly, he has the blessing of the church who unofficially condone his policies. The Steam Chamber is located at a recently constructed Death camp on the Edge of the Forest and has a 5' x 40' room into which steam is sprayed.
Basicly detainees are forced to dig a mass grave then they are cleaned in the steamer before being buried.

16. COSIMO'S STEAM CANNON

The Small Iron Shot hurled the one mile distance and pounded into the side of the castle shattering brickwork.

"As you can see, the steam cannon has an established range of one mile." Cosimo waved a signal flag and the Cannon's small group of specialists lifted the weapon off the ground and walked fifty yards along the forest edge.
Then they set up the weapon, loaded water to its combustion mechanism, and new hotcoals from the well-alight fire cart and after a single ranging shot which had struck the same tower from the far side and fired a second into the tower.
"And it takes very little time to re-establish at a new position and they can fire almost immediatly."
Baron Sigurd knodded with interest as each fact was pointed out to him.

DM BRIEFING: Cosimo's Steam Cannon has a one mile range and can inflict 20d6 damage to any target. The weapon is a good siege artillery weapon. It doesnt depend on Gunpowder rather charcoal to boil water.

17. BLAKE & FRILLS CLOCKWERK REPEATER

Hugh unpacked the firearm from its leather scabbard and placed the hardwood stock against his boot. From his backpack, a small silver cylinder with twenty holes was pulled and unwrapped from the oiled cloth that protected it.
Hugh slipped the Cylinder into place on the end of the weapon.

A large handcrank was then placed over a fitted key protruding from the end and wound anti-clockwise twenty times.
He aimed and fired, then again and again until all twenty silver spikes had been fired from the mechanism in a window of twenty seconds. The target was riddled with heavy silver nails.

DM BRIEFING: A Blake and Frills Clockwerk Repeater costs upward of 1,000gp, Ammunition: 50gp. It has a range of a heavy crossbow and can be fired at one a second for a 1d6 damage.
The Weapon must be loaded, then wound a precise twenty turns anticlockwise so that the clockwerk spring mechanism winds down fully.

18. BARON BROTHE'S MOBILE ARMOURED CAMERA OBSCURER

The huge iron machine was pulled across the hill overlooking the battlefield at a terribly slow pace. Baron Borothe alighted from his horse as servants fixed it from rolling about.

"The Mechanism is ready my Baron." Franz saluted the Baron as he stepped down onto the strong back of a Servant.
"Good! Welome Gentlemen. If you would care to join me inside?" The Baron didnt wait for his guest observers from the mother church to follow.

As the last entered the perfectly dark iron chamber, the door was sealed. and then after a moment's nervous wait, a second mechanism was activated.
Light poured from a Lens Mechanism in the Roof and displayed the entire battlefield with perfect clarity on the polished and smoothed plaster surface of a circular table.

"As you can see the Camera Obscurer provides us with an uncomprimising view of the entire battlefield." A lens was moved and the image focused in on the Generals gathered on the far hill. A Servant opposite the gathered guests of Baron Brothe looked up from reading the lips of the distant generals.
"They are sending a unit of cavalry through the west wood to out flank us my Baron."
"Very well. Signal Blake's Foresters to prepare for guests."

DM BRIEFING: The Camera Obscurer is a simple machine of lenses and mirrors encased in a simple room. It costs about 50,000gp to build and can be located in a mobile structure for use on the battlefield or in the top of a castle tower.
yellowdingo

10-07-07, 12:16 AM
19. A TOMATO WASH

They could see the people coming and going by the gates.
Guardsmen on the watch, the city beyond announced itself in a cloud of smoke and smells emanating from every corner.

"So this town we are headed to...do they sell beer?" Gaen scratched at his itchy scalp.
"Oh Aye! they do a fine range of beers, ales, spirits, and wines." Franja nodded. He had drunk many of their beverages.

The two companions stepped off the road to let a cart of locals pass. Gaen scratched at his scalp and the act immediately drew looks of disgust and horror from the cart.

Weird People...

DM BRIEFING: The local community has a few rules regarding personal hygiene. People scratching themselves in public will be arrested and publicly bathed in tomato. It stems from an experience with the plague a few centuries back-the cure was to wash everyone in tomatoes- then they washed anyone who refused to clean themselves so it became the penalty for hygiene crimes.


20. NUDE GAMES

Devor crawled through the sewer pipe until he reached the grate that looked in on the Arena. The smells foul beyond belief.

Out on the field of the Arena, women, naked and in all their oiled glory ran, threw javelins and wrestled with all the brutality of one of the Black Taverns illicit cage fights.

Two fine womanly figures threw themselves against the stone edge of the arena and pulled the grate loose. They looked straight at Devor and Screamed.
"Man!" A pair of hands grabbed him by the ears and pulled Devor from the pipe.
"Kill! Kill! Kill!" came the cry from the all woman crowd.

A warrior-woman charged in with a Javelin and impaled him.

The Crowd roared at his death.

DM BRIEFING: A WOMEN-ONLY arena event forces men indoors for three days. Any male caught out of their homes during the event might be beaten or killed by the mobs of drunken women wandering the streets in celebration. Any man sneaking into the arena where the nude events are taking place certainly will be killed if discovered.


21. EYES IN THE TREELINE

"Was there a reason we are north of the Rhine?"
"What? What do you mean we are north of the Rhine? Quickly, someone build a bridge..."
Decurion Alestro pointed at the yellow feral eyes in the tree line...
"This is gonna hurt...WEAPONS!"

DM BRIEFING: A new unit of Legionaries are out on patrol when they are cut off from their Fort by being on the wrong side of a river. They are soon set upon by Barbarians.
yellowdingo

10-12-07, 08:45 AM
So lets look at an idea for your Points of Light Campaign...

22. ANOTHER BRICK IN THE WALL

"So, the idea is to build up this wall of mudbrick until it is ten feed thick and fifteen feet high." Turik the Brickmaker smiled at the prospect of his comming achievement. A wall of mudbricks to turn this village into a city-state.
"Around the Village and its fields?" Dango the ditchdigger was full of new questions since Turik's Arrival.
"Yes, and a large portion of Forest as well. We need the firewood growing on the inside."
"We could wall in Greyrider Wood." The idea popped into Dango's head.
"But the River?"

"We'll keep it running in a canal outside the west wall, and a large wheel will bucket water over the wall into the resevoir to supply irrigation."


DM BRIEFING: An OARD operative selects an isolated village and begins turning it into a walled city-state free of hostile incursions. They begin work on a mudbrick wall ten feet thick and fifteen feet high that will circle a square mile of land.