Campaigns in a nutshell. Adventures in a sentence.

Fallen Sun - The sun has fallen from the sky, plungimg much of the world into darkness and setting the area where it landed on fire. (Based very very loosely on a fear I had when I was a tiny child wherein i imagined the sun as a disc that might roll through our house)

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Moon Rocks - There's a new drug on the street: Moon Rocks! People smoke them and they turn into werewolves.
 
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Demon Dad - A middle aged dad is possessed and he's got a knife. He's taking everyone's noses for real this time

Destination Divorce - Toon. A character in a failing marriage must take their wedding ring back to the site of their destination wedding in Hawaii and throw it into a volcano
 

The Chosen Ones - not a specific adventure but a concept for modifying an existing adventure. The PCs are thrown into an adventure that they would usually be woefully underleveled for, however as luck would have it they are the chosen ones destined to resolve this particular problem. As a result of this, in any encounter directly related to the problem at hand the PCs (and only the PCs) deal double damage and take half damage, and save as if they were twice their level, while conversely enemies save as if those enemies' levels were halved. The PCs also treat all their skills as if they had double ranks when dealing with relevant tasks. Essentially for the purpose of this one specific situation the PCs act as if they had double the levels and/or the enemy had half the levels. But they'll still get their asses handed to them if they make trouble unrelated to their destined quest because they don;t get the buff there; I got the idea from a discussion I was in about why the city would need the PCs to handle these problems if the guard were strong enough to keep the PCs in line. Also, you shoukd include some characters who would otherwise be tougher than the PCs in some battles with the villains to hammer it home how the PCs have special power over the villains
 

The Brass Dragon Circus & Traveling Sideshow - Mercenaries and Thieves use a traveling circus as cover for their real jobs in three sessions with three crews.

The Yuan-Ti invasion continues to hamper efforts for all to get a dishonest days work done, but two crew manage so far, while a third goes to war...
 

The Sewer Heist There's an old Italian saying, "Money is the devil's s**t". What if that were literally true? In this adventure the characters will do a heist/raid of a combination sewage-treatment-plant/smelting-facility/coin-mint in Hell, where the poop of devils is refined into gold coins.

Bureaucratic Complication As an unrelated side complication of the above suggestion or of another adventure done in D&D/Planescape they may doing what they;re doing in one layer of baator on the behalf of the government of another layer of Baator, and have limited time to pull the heist before some kind of official notice that was filed to make the job technically legal gets processed and relayed to the government of whatever layer they're heisting on, thereby alerting the guards

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He Played Nick Nack - Puzzle for adventure set in modern, turn of the century, or late 20th century. Room contains a piano, a book of children's songs, and a large poster of Herve Villechaize as Nick Nack in the movie The Man With The Golden Gun. If "This Old Man" is played on the piano a secret door opens
 
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The Festival - Toon spoof of HPL's "The Festival" where instead of being made of thousands of worms the big reveal at the end is that everybody is three kids in a trenchcoat

Cenozoic Park modern adventure in non-fantastical setting. It's exactly the plot of Jurassic Park except that the animals thay escape from the badly designed zoo are regular non-extinct animals instead of dinosaurs, and there's no mention of genetic engineering.
 
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