1001 adventure ideas [Archive] - Wizards Community

Post/Author/DateTimePost
Windspear

06-16-07, 11:02 AM
I nee a good idea for an adventure/campaign, so I decided to open this thread.

please number your ideas, so we know where we are at.

Since I opend the issue because I need an idea I can't really start.
Ebonarc

06-16-07, 12:32 PM
1. (from another thread) A group of orcs are using an abandoned mine between two towns as a staging area for raids against merchants traveling between the towns.

A wealthy merchant just lost one of his caravans in the attack. The cargo can be replaced, but there is a problem: The caravan was also carrying an object of great personal value to him. This could be a magic item or some kind, but it would probably be an art object. Probably a locket or jewelry with some sentimental value.

The merchant wants the PCs to get the item back, and is willing to pay them to do so.


Made up here:

2. A wizard was recently killed by bandits, and the authorities want the PCs to go to his tower outside town, defeat the animals and monsters that have taken residence there, and find enough clues to track the bandits to there hideout.

3. An evil enchanter and evil druid are using dominate animal to send dire wolves to destroy a village in the forest.

4. A group of kobolds or goblins has captured the apprentice of the town wizard and are holding him/her for ransom. The wizard wants the kobolds or goblins taken out, and will reward the PCs with one magic item each for doing so.
MageOfDancingDragons

06-16-07, 01:18 PM
5. Nature is rebelling against the growth of cities and suburbs. War ensues between civilization and wild uncontrolled nature (this is a campaign)

Adventure1: a forest to the south has started rapidly grwing and trees have started to pop up on local farmers' fields. find out what is causing this uncontrolled grwoth and defeat it (it's an elven king holding a staff of Natural growth, homebrew item that increases plant growth, all the PCs have to do is steal the staff)
Ebonarc

06-16-07, 05:06 PM
6. A dragon has enlisted the aid of a tribe of (insert name of savage humanoid race here) to recover a gem stolen from its hoard.

7. A cult has begun capturing commoners in order to sacrifice them to the monstrous spider they worship as a god.

8. An infestation of giant ants and ankhegs is ruining farmland.
Caeric

06-16-07, 05:35 PM
9. A Kobald wearing Wizard's robes was spotted just blowing up farmland with fireballs for fun. He retreated shortly after, and has a dungeon full of traps awaitin'.

And is fairly eccentric, so he actually gives you gifts if you get through to him. Rather than fighting, of course.

10. An artifact divided in such a way that it hasn't lost its power yet; it still has time before the magic drifts away. The other half of the item was stolen, clearly by dangeorus magic-users.
MasonMurdoc

06-16-07, 10:21 PM
11) A vampire has been kidnapping the daughters of farmers on the outskirts of town. The PCs have been hired by a local authority to kill the vamp, an rescue the women. They find it's crypt, but before they begin the fight, their employer turns up with a large amount of the kings soldiers.

ther employer kills the vamp, then explains why he can't let them live, and commands his men to kill them. After defeating the soldiers they can choose to chase after their employer(either on foot or carrage, your call), or can just rescue the women as planned.(If they're still alive.)
dengarbountyhunter

06-16-07, 10:29 PM
That's actually like three adventures in one:

12. Bat crap
WHAT THE PLAYERS KNOW
Let the following information get to the players through Gather Info checks, or whatever other means you normally use (random commoner asks them for help?).
The following events all arrive in the town of (INSERT VILLAGE NAME), at the foot of (INSERT MOUNTAIN NAME) mountain. They are in chronological order:
-A cult of an evil god was recently discovered in the town. Suspecting that they would be lynched would they come stay, they have fled in the mountain.
-(INSERT COMMONER NAME) is famous for the huge vegetable he brings and sells at the marketplace. He recently disappeared.
-A group of travelers recently reported a stone giant near the mountainous path leading to the precedent town. They fled before they could know what he wanted, but they tell people that he attacked them.


BRINGING IT ALL TOGETHER
Okay, this is where it gets interesting as a DM, because you know everything and you're going to play it.
-The evil cultists are hiding in a cave where huge flocks of bats live. A part of this cave is filled with bat guano, which is, for those of you who don't know, an excellent plant fertiziler.
-The disappeared commoner knew about the cave, and had a deal with the stone giant; he brought him regularly bat guano for his giant vegetable garden, and he would sell some of the produce of the garden at the market and bring back a part of the profit and/or manufactured goods for the giant. The giant was really timid in nature (even moreso than most stone giants), and almost afraid of approaching human communities
-Having not seen the commoner in a while, the stone giant tried to approach a lone group of travelers, whom he thought were less of a danger, for information about what happened to him.
-The commoner is dead; he was harvesting guano in the cave when the cultists attacked him. His body is discarded in a pile of junk along with remains of other sacrified victims of the cultists, in a corner of the cave.

ENCOUNTERS
STONE GIANT: The players may not try to investigate and simply try to destroy the stone giant. He will try to avoid combat, but will fight to death if attacked directly. He may try to escape in the mountains, only to start a rockslide onto the players. Roleplay him as timid as you wish, and add levels in whatever class (ranger?) if you need a tougher one.
CULTISTS: Any level of clerics you want, plus summoned demons, raised undead or whatever. The guano pit could act as quicksand, or the floor could be considered as slippery. Many sources of cover from stalactites, stalagmites, etc. are present. Swarms of bats can damage and distract.
STONE GIANT'S GARDEN: ankhegs, giant insects, anything big can live there. This hidden garden is pretty hard to find, though.

TREASURE
If the players find and kill the cultists, they may have a reward from the village, plus any valuables they may have. If they kill the stone giant, they can loot him and his garden ( giant pumpkins aren't worth much, but hey, PCs can have a good veggie lunch).
Ebonarc

06-16-07, 11:53 PM
11) A vampire has been kidnapping the daughters of farmers on the outskirts of town. The PCs have been hired by a local authority to kill the vamp, an rescue the women. They find it's crypt, but before they begin the fight, their employer turns up with a large amount of the kings soldiers.

ther employer kills the vamp, then explains why he can't let them live, and commands his men to kill them. After defeating the soldiers they can choose to chase after their employer(either on foot or carrage, your call), or can just rescue the women as planned.(If they're still alive.)

That twist has the potential to irritate the PCs, though it may be in a good or a bad way.

13. An assasins' guild that worships St. Cuthbert and emulates the Marut inevitables they have seen go about assassinating nobles and other powerful people who abuse their authority or break the law. They are going too far, however, and are assassinating innocent, though powerful, people. They may or may not be aware that they are going wrong. There may be someone manipulating them.
TheCrawlingSpleen

06-17-07, 02:11 AM
This idea may suck, but here it goes...

14.) "The Kidnappers": A group of slave traders has abducted children from a local village. The local law or distraught parents set the party on the trail. While tracking the kidnappers, astute party members may notice that the slavers are in fact picking up the pace, as though nervous or, perhaps, desperate (astute characters should also have wondered why the slavers took children instead of strong, easily sold adults). When the inevitable confrontation takes place, the PC's may kill the slave caravan's leader, or capture him for interrogation. Should they take the latter option, the captive reveals that his own child has been taken captive, and that in exchange for the life of his own flesh and blood, he was to abduct the village children, take them to a designated location, and execute them. Should the party members kill him, they may discover the note sent to our slave driver with the grisly ultimatum, thus revealing that they have defeated a pawn, and that the true villains remain in the shadows, their motives unknown.

This is actually the start of Oblivion, my current campaign, hence the blatantly open ending.

As you may have already inferred, the children were meant as sacrificial offerings (the innocent being desirable material for that sort of thing) and the designated location, an isolated lake in my campaign, is a site sacred to the dark organization in question. While the secretive cult could serve any demon lord or dark god at your discretion, in Oblivion they are out to pull off the ultimate jail break, and are getting dangerously close to releasing my favorite universe-destroying entity. :evillaugh
Grampa

06-17-07, 03:04 AM
15) A cemetery is warded against its (dead) residents being reanimated, and is patrolled by a warden (warrior1/cleric1 with a couple of wands). Nevertheless when the PCs pay a visit their to the grave of a recently fallen friend, they notice that the earth around the grave is oddly sunken. Investigation reveals that someone has tunneled underneath the wall and is opening graves and stealing corpses from underneath!
The warden begs the characters to handle the problem discretely, as it could cost him his position in the church.
Grampa

06-17-07, 03:12 AM
16) One of the PCs has a friend or contact who is apprenticed to an armorer. The apprentice overhears his master planning to sell a quantity of weapons and armor to a group of known bandits that operate near the village of the apprentice's family. The apprentice begs the PCs to keep the shipment of weapons from falling into the bandits' hands.
The apprentice is sure that he'll be killed if the master finds out about his (well-intentioned) treachery.

The PCs might:
*waylay the shipment of arms en route to the bandits
*get hired as guards to protect the shipment, but then lead it astray
*dress up as the bandits and "purchase" the arms with counterfeit gold
dengarbountyhunter

06-18-07, 12:29 PM
I like the idea of Cuthbertites being so blinded by their faith that they do not realize they're killing innocents.

A bit Order of the Stick-ish though, but if your players don't read the comic, they won't see the similarity.
Kimokeo

06-18-07, 04:28 PM
17) The town is restless as someone has made off with all the pillows last night. The characters must find the evil wizard that had everyone dreaming of eating giant marshmallows.

18) Some kids in town built snowmen, had a snowball fight, and went to bed. That night, the snowmen continued the snowball fight and they are waking the neighbors. The party needs to take on Frosty and gang and save the village.

19) The wenches and the drink are gone from all the taverns. The characters have to decide which is more important to rescue as the enemy went in two different directions. The choice will have interesting results in town.
Kimokeo

06-18-07, 04:31 PM
20) The local law enforcement is looking for someone to find a book. Any book. Someone stole all the books in town and until someone can find one - crime will run rampant. According to the judge, "We need a book if we intend to throw one at the criminal."
Kimokeo

06-18-07, 04:33 PM
21) The town's wells have all been vandalized. The only buckets left are in the garderobes. Can you help?
Ebonarc

06-18-07, 09:54 PM
I like the idea of Cuthbertites being so blinded by their faith that they do not realize they're killing innocents. My original idea was that they were simply being mislead by someone (a worshipper of Hextor or some such), but that works too.

A bit Order of the Stick-ish though, but if your players don't read the comic, they won't see the similarity.It actually had nothing to do with Order of the Stick. It was completely ripped off of Fire Emblem (7) and adapted to D&D.
BattleofEvermore

06-18-07, 10:41 PM
22. A call goes out for adventurers to help guard a sip delivering goods across a sea. While traveling they are attacked by a group of pirates. the attack damages the ship and thus forces the ship to go into a different port than they wanted to for repairs. While in the port guards check their ship. It turns out that the "goods" they were protecting were preserved dead bodies and other necromancy tools. The PC's are arrested and sent to jail (Necromancy of this level is illegal in my world). They must then find a way to escape.
LostMage

06-18-07, 11:04 PM
23) A local wizard hires PCs to raid a rival mage's library so that he can destroy the dark tomes he knows his enemy is hiding. The wizard's true motivations are up to you.
Zousha_Omenohu

06-19-07, 12:50 AM
This one's a bit odd, but then, I'm an odd person.:P

24. The PCs return to a prominent town that they've been to before, to discover that everyone in the town has suddenly become obese. Can the PCs discover the cause of this sudden weight gain before they plump up too?
Ebonarc

06-20-07, 05:22 PM
25. In an area on the edge of a desert wasteland, an evil druid is destroying crops and fields in the local villages in an effort to get rid of the locals.

26. A gold dragon knows an important secret, but her whereabouts are unknown.

27. From his cathedral in a major city, a high priest of Hextor is believed by the local authorities to be working with an assassin's guild to eliminate other power centers in the city, especially other churches.
whdr02

06-20-07, 07:01 PM
28. The group finds out that an white dragon has been raiding farmland in a temperate zone. When they track it down and attack it (after loading up on frost resistance items first) they discover that it is really an albino Red dragon.

29. I am always a fan of a former BBEG who got away hiring a revenge crew.

30. In a dungeon crawl or other adventure the group walks past a "Delayed Mirror of Opposition" one hour after the PC's walk past their clones arrive and head back to the PC's home town and begin ruining the PC's good reputation.
Orchomenos

06-20-07, 09:29 PM
31. A young noble got friendly with a mysterious young woman, and learned the hard way she was a thief. She left with many valuable things, including the family's Shield Guardian Amulet. After a few days of running into the forest, she activates the amulet, and the Shield Guardian begins his journey to meet his mistress. The PCs must track down the golem (which should be easy), locate the thief and secure the amulet. And since the young noble is really mad about her, he gives a bonus if you they bring her back alive...
TheCrawlingSpleen

06-21-07, 02:18 AM
Note: This is not a serious adventure idea; follow the link at the bottom to see what I mean.

32.) "The Lost Fishermen": Just as the title suggests, fishermen have been disappearing from a coastal town. All of them were last seen heading toward a barren, rocky island several miles off the coast. The island is known as a spot good for catching shellfish, but fishermen started vanishing in the area about a year ago. After losing several of the townsfolk, a small team of militia men were sent out to investigate. After they disappeared, the party members were called in. Upon arriving at the island, the PC's find derelict fishing boats anchored near a cave entrance on one side of the island. Should they enter the cave, the party members discover the horribly mangled, broken, skeletal bodies of perhaps a dozen humans, and something dark scuttles in the shadows, picking remaining bits of meat from the bones. Exploring further, the nervous adventurers may stumble across a lone member of the militia team, rocking back and forth in the dark, his armor in tatters, mumbling about the "cave demon" that slaughtered his comrades. Finally, after tense searching in the dripping darkness, they come face to face with the cave's inhabitant, the thing that arrived on the island's rocky shores one year past...a Small monstrous crab. Or, should I say, a paragon Small monstrous crab. :evillaugh

Crab Battle!!! (http://youtube.com/watch?v=8mHKHKR8x6A)
whdr02

09-28-07, 07:56 AM
33. Noble woman is hit with a poison that works the same a feign death spell. The PC's get a note after she has been burried for a number of days that she was still alive. They open up her tomb to find scratch marks on the underside of the lid. Her husband demands that they find who did this...take it where you will.