D500 adventure ideas!

228. A city is lit by a network of continual flame streetlights. Just after sunset on a moonless night, all the lights go out.

229. The heroes are called upon to help the spouses and children of opponents they killed in a past adventure.
 

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230. Once there was a great fortress built on an island in a major bay. But now undead have suddenly made it their home and they are preying on the shipping going through the bay. Ships full of undead seek to stop all from reaching the island and the nearby city is in a state of panic, its source of trade cut off.
 
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231. The antidote for lycanthropy does not exist or the tree from which the antidote is extracted does not exist!

(Consider the implications of such a thing, particularly, the consequences for the campaign, presuming the antidote never existed in the country/world where your game takes place. Would everyone eventually become a lycanthrope? How would the society deal with newly inflicted citizens? Perhaps there is a segment who relish their new-found power to change at will?)
 

232. The players are hired to break out a vile criminal from prison. The reason for this is up to you (but it is for the greater good). The prison is such that it makes it difficult. Its underground, floating, invisible, on another plane or something like that
 

(btw, I absolutely LOVE this thread!)


233. In the misdt of a random encounter with X (goblins, hobgoblins, even orcs I guess) the attacking group stops what they are doing and offers the PC's King-ship over their tribe. Only come to find out, they are being slaughtered by a greater power and want to use the party to defend them.

234. Without explanation, even to higher level mages, wild magic zones begin moving across the world like invisible weather fronts.

235. Magic items begin to go dormant, but the casting of Detect Magic/Identify shows that they are leaking their power to other objects. Belt Buckle of Good (+3), anyone?

236. The cry for help in the distance always seems to stay the same distance and direction away, no matter how fast the PC's move.

237. In a town that's in the process of building a Large bridge spanning the river nearby, right before they get to the halfway point, a mirror image town springs up on the other side of the river. If the PC's go to investigate, have a party of people moving across the bridge to meet them at the same pace, and mention that the people look REALLY familiar.
 
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238. After the players have finsihed raiding a dungeon and are counting their loot, one of the items that the players find is intelligent, and is the trapped essence of a (insert type of person/creature/etc here). The being wants to be freed and asks the players to help. What the trapped creatures true motives are are up to you.
 

239: The sage An'Thar has called a band of mercenaries to his tower, he is hiring them to destroy all the texts written by his arch rival Nevaris
 

240: The party encounters a group of peaceful goblins, that were converted by a paladin many years ago and changed their customs, and lived in the wilderness. But now civilization is approaching and the settlers don't want goblins living nearby. Can the party make the settlers understand that the goblins are good. Or will the party slaughter the goblins without a second thought.
 

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