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D&D 5E 101 campaign premises

13. The PCs wake up when someone removes the old arrows that were pinning them to trees. Where are they? Who are they? Who is this mysterious lady who is helping them?

They are half-brothers? The legendary children of Iggwilv and various demon princes!? They do not look like half-demons or legendary men. In a battle with an avatar they they were pinned to trees who drained them of their evil and power over a century. They have a new chance to save their souls... or make the same mistakes again.
 

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14. I rolled this one up using the tables in the DMG, and just elaborated a little. It's a campaign, as opposed to an adventure.

The extinction of the dinosaurs is recent memory. With the exception of the last few dragons, all reptiles were wiped out in a single generation by a virulent fungal disease that killed their eggs. Birds were not affected because their hard shells block the fungal spores.

The ecological niches formerly filled by the dinosaurs and other reptiles are slowly being filled by mammals and birds, In the meantime the vegetation that they would have grazed is growing unchecked turning fertile plains into jungle and driving the human inhabitants, who had previously hunted the dinosaurs there, to abandon their hunter-gatherer existence and take up agriculture. These are the barbarians.

The last remaining dragons have a last few precious eggs that they are protecting from infection in hidden, isolated places that they guard fiercely. They hope that with the extinction of all other reptiles the disease will eventually die out in the wild and they will be able to hatch their eggs and breed again safely.

The part of the world where the campaign begins is in imminent danger of being overrun by hordes of starving goblins who can no longer hunt dinosaurs but are incapable of switching to agriculture for large-scale food production.

The human population is struggling to defend against the goblins at the same time as having to develop an economy based on meat farming. The farmers and the military have competing demands for manpower and resources and governments are not lasting long. At the periphery, local warlords hold power and farmers are subservient whereas In the more civilised areas, where the risk of imminent invasion is less, the leaders of farming collectives hold the reins of power.

The irony is, that the goblins do not want to slaughter the farmers. They want the farming economy to be strong enough to produce enough food for them too. They are trying to defeat the human armies, not so much because they are constantly attacking the goblins but because they are a drain on the farmers' production. The warlords can only retain power while the goblin threat is real, so they arrange for the war to continue. If they packed up and went home, it would solve the problem.

Gods exist and are worshipped individually and collectively as a pantheon. They co-operate and compete with each other for reasons of their own and are liable to intervene in mortal affairs if it suits them. At the time when the campaign is set, some gods are working to promote a peaceful agricultural society, whilst others are stirring up war between humans and goblins. To them, it doesn't matter who wins but how people conduct themselves in the struggle,

At the end of the campaign, the gods will sit in judgement. If the humans have conducted themselves worthily, the goblins will be swept away to another plane leaving the humans masters of their own world. If, on the other hand, human society is found wanting, their armies will themselves be annihilated and the remaining human population will become slaves of the goblins and, in some cases, meat for their table.
 

When the PCs frontier home province is assaulted by an invading force, the PCs must organize and lead the refugees the 1000 miles back to the home nation, outrunning and staving of the pursuers but also negotiating pass age through other hostile territories and trying to convince unfriendly rulers to recognize the threat that is following them, all while trying to keep their friends, family and countrymen alive to see their homeland.
 

16. After a series of devastating wars, old nations and newly emerged powers are pushing out to claim land. A unlikely group of heroes representing different interests are thrown together after a summit of nations. Taking on token "cooperative" missions, the heroes begin to uncover a threat that transcends simple border politics. But can the leaders of the disparate nations really look beyond their squabbles to face what is coming?
 


12. Couple of street girls that pc's used as tables for snorting blow are now murdered. Pc's need to find out who took their stash and find new tables to snort blow from.

1. Hookers? Check.
2. Blow? Check.
3. Snorting #2 off of #1? Yep, seems to have all the requisite components.
 

The a Dark Lord has been defeated and the Free People are no longer under his yoke. Now what? The leaders of the Last Alliance begin to squabble while mercenary commanders decide to carve out nations of their own. Suddenly unemployed soldiers turn to banditry while dispossessed masses, their lands forever wrecked by the Great War, take lands as their own. Old animosities briefly forgotten in the heat of battle reemerge and elf, dwarf, man and Orc struggle for dominance in the post war world. All the while, the PCs, veterans of the Last Alliance, must decide how to make there way in this new world. Then, they are presented with evidence that perhaps the a Dark Lord is not quite gone forever...
 

In the aftermath of a dwarven/orc war, an adventuring party of dwarves is discovering that the history of their world isn't what they were taught. As they try to determine why there are no elves in this setting, they frequently butt heads with a cult dedicated to the eradication of undeath, who they discover stealing ancient dwarven artifacts.
 
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13. The PCs wake up when someone removes the old arrows that were pinning them to trees. Where are they? Who are they? Who is this mysterious lady who is helping them?

They are half-brothers? The legendary children of Iggwilv and various demon princes!? They do not look like half-demons or legendary men. In a battle with an avatar they they were pinned to trees who drained them of their evil and power over a century. They have a new chance to save their souls... or make the same mistakes again.

Like!
 

Several hundred years ago, the Mists came and the world changed. Most who were touched by it sickened and died, or were transformed into insane monstrosities. A rare few, however, became endowed with gifts and talents that set them apart. These individuals became known as Mist Walkers.

The PCs are Mist Walkers from a valley high in the mountains, above the Mist. It has been their duty, as it was for their predecessors, to protect the valley by walking the Mists and facing the monsters that lurk within them. Never has anyone ventured far from the valley, but now the water levels have dropped dangerously. They must travel into the Mist and find the cause, or a new source of fresh water.

What will they find? The remnants of human civilization populated by monsters? Are there other survivors somewhere?

What is the Mist, and where did it come from? Was it a magical catastrophe caused by an empire in decline trying to restore its former glory? The result of toying with forces that none should dare?
 

Into the Woods

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