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| #1kjwMay 06, 2008 20:19:46 | This thread is for fantasy adventure ideas that GMs can mine for their campaigns. This is not for campaign ideas or detailed adventures just seeds for GMs to take and use for their own campaigns. I will try to maintain an index for these ideas, but if this becomes like similar threads I have seen on other sites it will be fascinating reading from start to finish with tons of great ideas. |
| #2kjwMay 06, 2008 20:22:14 | Here are three ideas from some of my campaigns: 1. Wedding Blues The party is hired to protect a noble bride of an upcoming wedding from a jilted lover. Unfortunately, the jilted lover has made a pact with a demon to get his revenge and is now quite dangerous. Weddings in this part of the kingdom take five days with a celebration on each day. On each day there will be an attack on the wedding party. The wedding is incredibly important to the two families as their futures require the alliance, but each attack threatens one side ending the wedding and the alliance. Even if the party finds the jilted lover and stops him the attacks continue…because the whole situation is being orchestrated by a rival family which wishes the alliance stopped. 2. The Drowning Caves of Ouna The party is hired by the widow of a sea captain to journey to the Drowning Caves of Ouna to see if the body of her missing husband has washed up there. These sacred caves draw in the faithful dead lost at sea to be cared for by clerics of the God of the Dead who drowned at sea and arose as ghosts to serve at the Drowning Caves of Ouna. The party will have to navigate the dangerous wilderness to reach the caves, travel through the caves and its dangers, and reach the sacred caverns. There they must convince the ghosts to let them take the body of the sea captain home – but the ghosts have a price. The party must clear our undead that have infested a part of the drowning caves. If the party does this they will be allowed to take the sea captain and will be given gifts from the priests. 3. The Silent Prophetess The party comes across a town getting ready to burn a young girl as a witch. They claim that she summoned an attack upon the community (the attack can be anything). A few townsfolk say though that the girl actually warned the town. The problem is that the girl is mute. Now she did indeed warn the town by ringing the warning bell and the reason she knew is that she has the gift of prophecy, but the price for this gift is her voice. The problem is complicated by the fact that she knows an even greater threat is coming to the town. If the party accepts her warning they may be able to save the town, but then they will have to decide what to do with her. |