1001 FR Campaign/Adventure Ideas [Archive] - Wizards Community

Post/Author/DateTimePost
emereck

07-18-05, 03:09 AM
1. A well-traveled campaign in which the PCs provide an advanced caravan guard escorting Sembian merchants through the more dangerous trade routes of the Western Heartlands.

2. A campaign of political intrigue in which the PCs find out why Waterdhavian nobles are mysteriously disappearing or dying of "accidental" causes and stop it before the City of Splendors is torn apart at the seams.

3. An epic campaign in which the PCs assume the roles of sailers, traversing the Faerun's vast oceans, battling ruthless pirates, stormy seas, and the fearsome dangers that may lurk in the deep.

Finish this list with awesome ideas!
Koofoo95

07-18-05, 05:52 PM
4. A bard's tale tells of a lost cormyian noble being held prisoner in the the Great Wastes waiting for rescue.
5. The heros hear about the famed Undermountain, and that there now is a dragons horde in the middle.
6.The PCs intercept a message detailing an attack on their home town

More to come :)
Storm Silverhand

07-20-05, 09:42 AM
7. A lone Witch of Rashemen traveling through the Yuirwood is ambushed by a band of human-hating elves (the Eldreth Veluuthra). The Witch puts up a courageous struggle, but is forced to flee from them. In desperation, she attempts to cast a spell to summon extraplanar aid, but reeling from blood loss and fatigue, her spell goes awry and summons the PCs instead.
Nowak

07-21-05, 12:36 AM
8. An aboleth has taken up residence in the sewers below the city and has managed to dominate the local ruler's chief senschal, along with many other common citizens.

9. A wizard ally of the PCs needs a rare spell component, a plant that only grows in the hot climate of the Firepeaks.

10. The Moonwood is known to be heavily populated with lycanthropes and The People Of The Black Blood. Some say that a gnoll werewolf has been granted the mantle of Malar's Chosen, and has united the previously divided tribes of shapeshifters into a deadly and savage army.

11. A forward-thinking wemic leader in the Shaar has sent a tribal emissary to the PCs hometown to do some trading and to learn of other cutures. He has traveled very far, and not knowing the local customs has caused some misunderstandings and has gotten him into some trouble - anything from a barfight to being framed for murder.

12. A Spot check determines if a PC notices a barely-dressed man slinking out of a second-story window of a corner house across the street. As the man climbs down a rope of knotted bedsheets, the street-level front door bursts open and a wild-eyed, bearded, crazed bear of a man appears, screaming threats of murder and vengeance.

13. The charming minstrel in the PCs favorite tavern is actually a song dragon, and a Harper to boot. She has been watching the PCs for some time, and thinks they would be well suited for helping her confirm her suspicions that the proprieter of the festhall across town is actually a malaugrym. Ladies of the festhall have been disappearing...
Babo

07-23-05, 05:35 PM
(My players are not permitted to read this... rocks will fall, guys.)
14. The Tunland River Valley. A rising human nation annexes a forest on one of its borders (I used Cormyr and the Tunland) after a heroic party defeats some terrible evil lurking in its center. The ruler grants land and title to a new noble (a powerful paladin), who journeys there and starts building his castle. Unknown to the humans, the forest has been populated by benevolent Forest Gnomes for millenia. The Forest Gnomes know nothing of the outside world and believed that the ancient evil in the center of their forest was a cursed place where the souls of wicked folk go. They also believe that written words are dead and have no meaning. The PCs can play either Forest Gnomes and deal with the humans, humans hired by the noble for various purposes, or explorers. Making both the noble and the Forest Gnomes strongly good in alignment channels energy into cultural role-playing instead of a simple smite evil game.
15. Cowled Wizard Intrigue. This is an Athkatla plot, but a variant could work in other Amn locations or Calimport depending on your focus, with sub-plots radiating throughout southwestern Faerun. It's purge season in the ranks of the Cowled Wizards as Shoon makes an attempt to draw out a member of the Twisted Rune. He aids one of the Cowled Wizards achieve a meteoric rise to power. A high-ranking Cowled Wizard in league with the Twisted Rune (perhaps himself a member) sends him or his followers on suicide missions to eliminate the threat. The Cult of the Dragon sends a spy to the new force, and the Kraken Society frames him of a heinous crime or reveals his identity to one of his enemies (perhaps the PC gets wind of it this way). The Twisted Rune (unaware of Shoon's threat thus far) is meanwhile attempting to have their own agents in other power groups (such as the Red Wizards, Shadow Thieves, and Council of Six) successfully interpenetrate each other with spies as it eyes Maztican gold. After all, epic spell research requires millions and practically every senior Rune member can cast those spells... Should the wizard Shoon is aiding become powerful enough to challenge for leadership of one of the Spellholds, the Rune may have to intervene directly to protect its control of them.
16. The Business of Piracy. The siege of Murann has enriched local pirates to the point where a single admiral has enough wealth to force other pirates under his thumb, establishing a monopoly on piracy and then fixing his prices. Small-scale merchants can no longer afford them, and a large number of unemployed pirates floods the waterfront districts of Amn. The Shadow Thieves recruit them and send them to Waterdeep, and the business of piracy undergoes dramatic shifts as pirates acquire the skill and capital required for full-scale Maztican plundering. PCs of any alignment with economic or moral interest in the region of Amn will find relationships changing and opportunities everywhere.
17. A brief epic adventure. During the Time of Troubles, the PCs get to play the celestial paragons or beings of similar power in the Upper Planes. Without their ruling deities around, the PCs are responsible for billions of souls. Perhaps some other PCs get to play archfiends, if that's your style. Alternatively, the PCs could play such creatures at the dawn of time and take part in the epic struggle for existence between Selune and Shar, conquering (or losing dominion over) entire newly-created planes. I thought of this when I wondered what these celestial paragons actually do all the time. I'm still not sure so I thought I'd ask my players to come up with something.
Muddman

07-24-05, 11:04 AM
18. A series of brutal murders plagues Waterdeep's Dock Ward by night. Sad thing is that no one finds the subject "palatable" since the victims are merely prostitutes.

19. The master of time is dieing, and his failing health is effecting the time stream. Epic villians and monsters thought long dead are appearing all over the realms along with rips and currents in the natural flow of the time stream. If a replacement is not found soon, the time current may tear itself apart.

20. The chosen of the Nine hells of Baator are in a desperate struggle. In fighting has caused turmoil within the circle of thorns, and their leader (A fallen paragon Solar) seeks the ring of winter to overthirw his master, Asmodious. His divine nature allows for him to have limited control over the epic item, perhaps enough to destroy all the world

21. The PCs take a voyage by sea to the Moonshae Islands in response to an invitation to compete in a tournament. Along the way, they encounter an old ship with a flag indicating distress up. They find a ship full of ripped and torn corpses, only to be attacked by a crew of trained killers with seemingly one goal, the murder of the aged and prestigous captain. After their target is dead, they run and disappear. That night a storm attempts to sink the ship and all the evidence.
Belissaire

07-25-05, 10:08 AM
22. The PCs are contacted by sage who wants to retrieve some lost lore about Netheril. However, he needs adventurers to take care of the guardians of the vault, iron golems enhanced with the ability to cast spells. The Shades are planning the get their hands on the golems and the books inside the vault.
Muddman

07-26-05, 08:21 PM
23. The players need information from a rebellious monk in the land of Thay. The red wizards have outlawed the study of monk arts (good touch ac, high saves, evasion and Imp evasion, SR, etc), so he has trained an army of unwanted slaves to rebel against them. They arrive to find that the red wizards did not kill him, instead they imprisoned him into a pocket dimension which takes the form of their worst nightmare. Time passes even more slowly there, allowing for the maximum amount of torture over the course of a life time. They must negotiate with the red wizards to allow them use of the prisoner, and they will for a very high price
Volcom Shortblade

07-31-05, 02:19 PM
24. A self-exiled Half dragon (Shadow/Drow) Rogue from house Jaezred Chaulssin is desperate to leave the underdark because he failed to complete a mission and knows that death awaits him back in Chaulssin. He heads to the lowerdark, Knowing that an Old Deep dragon has access to a portal that leads to the surface. He finds a young Adult Deep Dragon as he nears the Old’s Lair. The dragon is bound to the tunnel by great chains and is missing a wing. He is the guardian of his “Father’s” lair and will only allow you an audience with the Old if you retrieve his spell book that was stolen from him by Deep Dwarves that have their sights on the Old’s hoard and rich mineral that line his lair. Do you help retrieve the book or do you help kill the lair’s occupants and reap the rewards?

25. You discover that your sister, who has been missing for 3 years, is a slave girl in Thay. After the harrowing journey to the red wizard’s country, you begin bargaining for her life.

26. It's Gone!!!! IT'S GONE!!!!! Nobody will believe that I didn't take it!! But who else had access to it. I must find it, or be banished from the guild.
Muddman

07-31-05, 08:01 PM
27. A treasure map leads into the dark forest of Cormanthor. Despite rumors of dark elves, they're travel is dangerous, but blissfully drow-free. They reach the abandoned grove where the shadows of four oaks opens the hidden portal for a total of 15 minutes. Within is a treasure trove of elvin artifacts and gold. When they exit the portal, they are confronted by two teams of drow who couldn't figure out how the portal opens. They are offered their lives for the treasure within.
Milo_Shishkabibble

08-01-05, 03:55 PM
None of my players read these:

28. Laeral Silverhand actually had 2 daughters while wearing the Crown of Horns. One was Maura who went on to live in Evermeet. The other was the unknown one named Cassie that Mystra never told her about. She was taken by a ranger who took care of Laeral during her comatose pregnancy, a coma induced by the battle between Mystra and Myrkul. Determined to not lose the baby to Myrkul, Mystra gave her spellfire to blast away his grasp. Only able to gasp the baby's name out in a fever induced haze, Laeral was quickly teleported away by Myrkul. However, upon maturity, the ranger's adopted daughter who now serves as a barmaid in aglarond, discovers her life is going to change upon the revelation that she's actually a warlock with spellfire, as she accidently melts a group of orcs attempting to manhandle her in a full bar. Many witnesses ensure that many important and powerful people will find out about her spellfire, thus, she needs all the protection she can get, until she can unravel the mystery of her origins.

29. The party gets tired of the political strife in Chessenta and decides to unite it.

30. Who's afraid of the big bad werewolf? Even if he is a druid of Malar who is inciting raids on the eastern cities of Luiren?