D&D 5E Absurdist adventures (Idea me!)

A few years back I ran an adventure where the PCs had to stop a sect of evil Smurfs from sacrificing their fellow non-corrupted Smurfs in a demonic ritual.
Sacrificed Smurfs would return a round later as giant ZODIAC Smurfs (they make toys for these - wich was the inspiration....)

The final battle involved evil Smurfs, giant fiendish Zodiac Smurfs, Papa Smurf summoning chainsaw wielding Barneys & a herd of giraffes that would stampede randomly through the scene every few rounds....
 

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One thing I've wanted to try for a while is, in a time-travel plot, introduce a group of heroes from an alternate timeline trying to 'correct' history to something other than what the PCs recognize.
 

Here's one:

Build a dungeon based entirely around the Demiplane spell.

The creators cast the spells, populate each demiplane in turn with nasties, cast another demiplane spell, and move on to the next demiplane. Rinse and repeat. They cast the spells with 5 minutes or less to spare on the timer. No real ability to go backwards once you get a few rooms in.

If you don't get out of the whole chain fast enough, you're trapped in one of the demiplanes.


OR It's more of a "standing" setup of demiplanes, with clues in the rooms so you can decode how to cast demiplane to get to the next room (scavenger hunt-esque). But you're still trapped if you can't make it to the end, which has clues on how to exit to the prime material. This is more like the "Cube 2" movie. Kinda.
 

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