D500 adventure ideas!

164. A powerful and influential wizard advisor to the king has never ventured outside of her menacing tower on the edge of the capital city, and communicates to the king through a falcon avatar. When the PCs get wagered money to enter the palace, they discover the prestigious wizardess is a 10-year-old girl.
 

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Steverooo

First Post
DonaldRumsfeldsTofu said:
I move that we replace that one with a more serious one, no offense, but considering the notion of "Christ" and any sort of holiday patronizing him doesn't exist in most campaign worlds, and that it doesn't really set up any sort of adventure hook other than "the characters are celebrating Christmas", it's kind of a stupid facetious entry.

Blog!

I leave it up to the keeper of the list to decide if the idea presented is an adventure, or not (but I have played it).

If Christ bothers you so much, you can always call it Yuletide, or Winter Solstice, or whatever.
 

What do you mean by "blog"?

And it's not that I'm "bothered by Christ", I actually like the concept of using elements from real-world religions in campaign worlds, it's just that the concept of a fictional world with completely alien pantheons and theology arbitrarily celebrates the birth of a religious figure who technically doesn't exist just for the sake of novelty. Certain campaign worlds have very strict and thorough histories and backgrounds *caughForgottenRealmscough* and I think this list should be general purpose and not include historical figures that may or may not exist. It’s like contributing “Napoleon Bonaparte’s zombie starts reeking havoc on a local village” to this topic.

But I don't feel like arguing anymore.
 


Gundark

Explorer
How dare this thread go to the second page :mad: okay I'm being silly.

163. (we missed it) A gnome artificer creates a new invention that will change life as we know it.

166. One of the PCs has an annoying family member that comes to the PCs for help.

BTW we have 2 160s
 


pogre

Legend
DonaldRumsfeldsTofu said:
I skipped 163 because we have two 160s.

So now the next number is 168.

I skipped 160, because your 160 was labelled 200 and I assumed by your complaining about an earlier post that it was labelled 200 to indicate Elven bagpipes were a joke.

I'll go back and edit my entries numbering as you have corrected yours.
 

Gundark

Explorer
168. A bard/assasin has invented a spell in the form of a joke. When he tells the joke those who hear laugh themselves to death.

169. Two waring countries are preparing to sign a peace agreement. Someone is planning to sabotage the treaty signing, thus keeping the two countries at war. Who and would want this and why? And can the PCs stop this from taking place?
 
Last edited:


Ferox4

First Post
The Compilation:

1: All the clocks in the Gnomish kingdom are running backwards.

2. A stone golem claims to have become sentient, causing an uproar among the magic community (wizards, sorcerers, etc.)

3. A group of adventurers gather at a local tavern in a small village to seek employment.....
However, the tavern, a local landmark in this village has burned down, much to the consternation of the locals who employ the group to find out who or what did this deed.

4. A signet ring, used by the port authority of a coastal town, has been stolen. Presumably smugglers will use it to falsely mark documents indicating proper taxes on stolen goods have been paid.

5. The statue of the old General in the middle of town has just gotten up and walked away.

6. At the funeral of a great hero, the hero's spouse says the body doesn't look right. It turns out to be a clone.

7. In defiance of the winds, dark clouds have begun to gather around the peak of a nearby mountain; at night, flashes of light can be seen within them.

8. A PC´s sister is pregnant. But she( still) is virgin. She swears a "angel" did it to her in her dreams.

9. A city's ruler instates random Detect Evil spells to find criminals. Various theives and even some 'upstanding citizens' want to put a stop to these random checks.

10. Wooly Mammoths keep randomly appearing 333.33 ft above the city.

11. A group of adventurers gather at a local tavern in a small village to seek employment.....However, another adventuring party has already been hired for the job. But someone rushes in and begs our heroes to find the McGuffin first, lest it fall into the wrong hands.

12. In the middle of the night, whole buildings have started moving around. They rearrange themselves into what is (when seen from the air) starting to look like some sort of runic pattern.

13. You awake in the morning to find that the entire city seems to have been enveloped by an immense jungle.

14. Random people begin to spontaneously combust.

15. All of the rats have disappeared from a big city. The next day, all of the cats disappear. Then all the dogs...

16. Suddenly, everyone the PCs meet starts being overwhelmingly and unexplainedly nice to them. Even their enemies.

17. The cows start producing beer instead of milk. The town now has to worry about packs of dwarves stealing their livestock in the night.

18. Strange-looking footprints have started appearing around the village at night. No-one has managed to see what creatures are making them, but a few people have ideas.

19. A town bake-off goes horribly wrong, when a detect evil spell reveals all the cakes have evil intent.

20. The party wakes up and there is no one left, except them. Where did the other people go and why.

21. A murder of crows is following PCs around. Hundreds of birds flying above them, roosting in trees or on buildings PCs enter.

22. Strange flying ships begin appearing overhead. Who and what are they up to.

23. All the buskers have been pickled overnight and stand on the last street corner they were seen on, in big glass jars.

24. All the butchers have been butchered and laid out in their butcher shops overnight

25. The PC's wake up in town, only to find that humans can't speak and behave like they have the intelligence and passivity of sheep. Meanwhile, all domestic animals (horses, cats, chickens...) speak common and have average human intelligence. They have no past memories from before they woke up that morning.

26) The PC's wake up and realise... they are living the same things that happened yesterday!! they are trapped in time!!

27. Last night, a fog passed through the town, and everybody who was caught outdoors during it was turned to stone.

28. In a local cathedral, the PCs view a fresco of a party of adventurers who lived long ago, and are surprised to find that the resemblence between themselves and the long-dead heroes is so precise its almost like looking in a mirror.

29. The pond that was in the middle of town is now a hundred feet further north from where it was. If you watch it, it seems to slowly moving northward, getting faster and faster...

30. All of the dogs in town turn into equally large frogs, and the frogs turn into equally small dogs.

31. A (good aligned) carnival comes to town and rumor has it they have a dragon on display. Trouble is that it is gold and it wants help.

32. A black asteroid crashes to earth, and now monstrous creatures are attacking the countryside.

33. A Beholder cult has moved into town and now threatens the peace.

34. A Orge Mage has replacedthe town ruler. What does he want and why?

35. Recently a bill of indentured servitude has passed in the council, practically introducing slavery to a once democratic town

36. PC's go to sleep, and wake up dead! Just how did they get turned into zombies with their wits still about them?

37. A crackpot mage has invented a magical bread box which given ingredients bakes bread within 4 hours, putting all bakers in town out of work

38. An old battleaxe hanging over the fireplace of the local inn has suddenly begun to speak. This sentient weapon claims to contain the spirit of a great dwarf warrior, and tells tales of adventures it had in life to anyone who will listen.

39. The local inn is haunted by the ghost of a halfling man, who appears every night at midnight and rolls imaginary dice on the ground, oblivious to anyone around him.

40. A horse without a rider limps into town, with a strange rune marked arrow sticking from it's saddle and spots of blood on its back.

41. A bunch of goblins has made a request for political asylum after orcs took over their territory and enslaved them.

42: There is steam rising from the sewers (cuz all medieval cities have sewers) and the cities rat population is now out an about in the streets.

43 - The moon is getting smaller. Only astrologers have noticed as yet, but it will soon be obvious to everyone. (This is something I plan to use for an Epic adventure).

44 - recently strange underground passageways have been found beneath a farmer's fields. The farmer and his family have dissappeared. Reports of other strange dissapearences are also spreading and then someone discovers that the passageways are heading towards the town/city center...

45 - The slums of a large city have mysteriously dissapeared, leaving only a large crater as if a giant hand scooped it up and took it away. Animals won't approach the crater and winged 'creatures' were seen two nights before.

46- Something apparently cast Hold City, freezing everyone (except the party, though maybe one member is held) in their tracks.

47- Two NPC's come chasing after each other and begin fighting (Matrix style) in the town square. Any detections show that they are BOTH good.

48- Boxes with what seems to be spare parts show up mysteriously on doorsteps all over town. The PC's box contains a sheet of blueprints and instructions.

49- Crop circles.

50. A mysterious pyramid has materialised in the center of a village. It is covered with strange glowing runic symbols. Large doors on each face are slowly opening.

51. An area of forest has developed its own weather patterns. It's winter there, but summer everywhere else. The area is slowly growing.

52. The freshwater river flowing down from the mountains is becoming more and more salinated. Fish are dying, animals are leaving the area to find freshwater, and now some of the private wells in town have been contaminated.

53. Suddenly every meal in town has mushrooms in it. Livestock manure, compost and any other organic medium are worth their weight in gold as many farmers abandon their vegetable fields and orchards to raise mushrooms.

54. The PCs wake to find that no one in town remembers them, and history has changed. (a la It's a Wonderful Life)

55: All of the swords (mundane or magical) in the kingdom become sentient beings.

56: A young girl claims to be a prophet from the future, some people are starting to believe her.

57. All the cold iron in town, from horseshoes to nails to weapons, has suddenly gone missing.

58: Anyone who drinks from the town's well has their sex changed.

59. The dead have risen from the local graveyard. However, these skeletons and zombies have no interest in slaughtering the living... they're just trying to carry on with their old lives.

60. The locals are buring one of their own and while digging the grave up
they unearth a figure frozen in stone. (any race)

61. In a small town all of the children have begun to act "funny". They have taken over the school house keeping the school teacher hostage within. They demand free passage to the nearby forest's edge or they will kill one of their own each hour and make the teacher into a paper mache statue.

62. All of the books and written material in town have become invisible (and thus unreadable). This includes spell books.

63. An old pirate who snores loudly starts mumbling the directions to his "hidden treasure" when the PC's attempt to wake him.

64. An animal representing each of the PC's is found dead in the middle of a rarely used road. The PC's can note that all of the animals ferociously killed each other. Is it a sign?

65. On the longest night of the year, the stars in the heavens slowly turn red.

66. A particularly dumb and pudgy 1/2 orc named Gunk starts following the party - "the pretty people". Over time, the PC's should realize he knows quite a bit about the kingdom they are travelling in. In actuality, the Queen of the country (whom they might be looking for) was kidnapped and had her soul extracted for torture. For their own dark humor, the kidnappers have polymorphed the Queens still living body into a 1/2 orc named Gunk and let him wander about the city.

67. One of the notable priests in town asks the PCs for assistance in rescuing his son, who has been kidnapped. The son actually isn't kidnapped, but has instead joined a cult.

68. Access to the divine has been cut off. Priests and Clerics can no longer receive spells. This can be regional or all-encompassing.

69:An Illithid amassador comes to the human kingdom with offerings of peace and truce.

70. Governments are toppling overnight, without bloodshed, turmoil, or coups. The people under the new leadership accept the change as normal, as if it has always been that way. This can be both baneful and beneficial. (Dictator becomes benevolent monarch, republic becomes a theocracy to an eveil deity, etc.)

71. All animals are suddenly hostile towards the PC's

72: a gold dragon whos hoard consists of dangerous evil magical items has died, and now they are being distributed throughout the land.

73. Normal looking fog banks are portals to other realms. This can lead to Plane hopping, alternate dimensions, or random teleports. No one can get back to where they came from, using the fog.

74. A shadow dragon (monster's of faerun) and his army of shades attempt to block the sun and bring eternal night to the world.

75. All the children in the town turn to stone and a mysterious figure comes demanding retribution for a crime that the town commited against him, only then will he release the children from their state.

76. PCs are seated around a campfire when they notice their shadows slowly seeping into the ground and vanishing.

77. The PCs pass through a portal into a 'mirror universe', where evil and good are reversed. (e.g., Iuz is a beloved, benevolent ruler; Pelor is the depraved god of darkness; the Harpers are ruthless killers who are opposed by the Thayvian freedom-fighters...)

78. A seemingly perfectly healthy NPC walks up to the PCs, speaks a cryptic warning (e.g., "The end times will come when the serpent swallows the lake of fire."), and then dies. No one knows who the NPC was, but his prophecy starts coming true.

79. A group of dopplegangers in the likeness of the PC's have stolen a magic staff from the treasure hoard of a bronze dragon. The dragon sees the PC's and attacks them on sight. If he's close to death, he will stop attacking and beg for them to return his magic staff.

80. Dreams are being invaded, causing nightmares and sleep depravation. There seems to be no intelligence behind the disruptions, but if it continues much longer, many people will go insane and/or die from the constant reoccurances.

81. The PC's meet a man who claims he cannot die. He proves it by stabbing himself, and healing. He claims he is over 500 years old, cannot explain how he got that way, and has one problem: He wants you to help him die.

82. Two rival merchant houses seek champions to compete in an elaborate cross-country race; the winner receives a healthy sum of money, or a small land grant (or even their own business).

83. In the Inn room where the PC's stay, on one bed, the is a nice elongated mahogany box. On it a scroll says "A gift from an admirer...". Inside is a githyanki silver sword. Of course, the PCs might not know about githyanki, and just think "Great !".

84: all the townsfolk are barefoot because their shoes started going where they wanted to go

85. Animals that normally don't migrate decide to do so. Horses, pigs, cattle, sheep, etc. They either migrate out of or into the region the PCs are located. This behavior may not neccesarily be tied to the PCs, although if they don't stay in one place very long, this can lead to some sticky situations.

86. Leather items (shoes, belts, backpacks, armor) return to life, and everyone becomes suddenly very healthy. (Positive Energy Infusion)

87. A forest on the outskirts of a city seems a bit closer than it was yesterday...

88. A pit fiend comes up to the party's cleric and tells him that it has seen the light and wants to be converted to a good member of the PC's church.

89. When the PCs try to walk out of town, they find themselves walking back in on the other side.

90. Someone or something is stealing all of the nails and bolts it can find, both free and in objects.

91. A con man at an an inn gets up early, disguises himself as one of the PCs, and sells the party's horses to other travelers.

92. A woodsman claims that his house has been overrun by leprechauns.

93. A wildfire is overtaking the plains and forests, leveling everything in its way-- except for one small glade, and a single farming community, where the flames simply parted. Now a local evil wizard is interested in these two locations...

94. The PCs get hired to explore a newly discovered continent

95. A local hero; an entomologist has gone missing while exploring a mountain sized Giant Ant colony on the outskirts of town.

96. While adventuring, the PCs are attacked and subdued by a Hill Giant, who apparently has an infatuation with humans and is keeping them captive as pets.

97. The town drunk/old crone turns out to be the author of an influential philosophical/political/magical work.

98. A small town is about to be demolished by a volcano, and the sage is having trouble convincing people.

99. An intelligent weapon in the party begins to take on the personality of another party member, and soon plots to kill them and (ludicrously enough) take their place.

100. The king just signed a new law: killing another humanoid is illegal. Penalty is death, and it applies to executioners as well. Executioners are chosen randomly in the population. At the first one getting killed, the chain starts..

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

101. An person in the insane asylum begins babbling about times forgotten and an ancient prophecy, and he speaks in a strange tongue. Local sages say that there isn't any way he would have knowledge of those things that he speaks of.

102. Once an hour, every hour, the local language changes. PCs may or may not be affected.

103. The PCs (or maybe everyone) begin aging rapidly: one year for every week or day (depending upon how mean you want to be).

104: Everyone mysteriously starts growing facial hair, even the animals. The local dwarves celebrate with wild abandon.

105. In the middle of the summer, there is a great snowstorm.

106: The local inn is shrinking by about one inch every hour.

107. The elves of the nearby forest are demanding that the villagers pay them tribute for the privilage of living near such a "wise and fair" race.

108: A high level wizard has decided to see how man capital cities he can meteor storm before getting caught.

109. An additional sun, moon or both appear in the sky. Its color is different than the original(s).

110. The PCs die. Despite this minor incovenience, they may be able to escape the afterlife and return to the world of the living.

111: The Kobolds march to war.

112. A recently diseased wealthy baron's will states that his 10,000,000 gp estate will be given to whomever retrieves all of his body parts, scattered across and hidden in different parts of the world

113). The Priests of Mormo, those black-robed buggers who holler "Bring out yer dead!" are really intelligent ghouls...

114). Zoogeographical Survey of the Burned Forest - Prince Valadar wants to know whether a certain species (Pseudodragons, for instance) still inhabit the forest which was recently burned... He is funding an expedition, and seeking woodsrunners with Knowledge (Nature) to study the area.

115: A barbarian nation under new rulership swears a noviolence oath

116). Ambushed! - An NPC that the PCs have previously foiled (and left alive) hires some Mercs and sets up an encounter, using his knowledge of the PCs' previous tactics and abilities... He may want them dead, or just a "stolen" item back.

117. A call for the extermination of [insert monster/creature/humanoid race] goes out across the land. However, the survival of another vital species depends on the existance of the threatened species. Wiping out one will cause the other to go extinct.

118). A thief in the market steals an unknown item from a PC, and runs for his life. The item was just gained in the last adventure, and hasn't been identified, yet. A chase ensues.

119. Influx of wealth in the area causes prices for even the most basic of staples (i.e. bread) to become phenominally high, which in turn causes more people to go hungry and homeless. It's up to the PCs to try and turn the situation around, whether convincing the local government to assist, or arrange for aid/food/etc to be brought in.

120. A recent landslide has revealed the ruins of what appears to be an ancient temple under a hill. Witnesses report that at night, strange noises and flickering lights eminate from within.

121. A beggar hands a PC his tin/wood cup, then runs away. Later, thieves try to steal the item. If attempts are made to return it, the beggar refuses, claiming to never have seen it before. The cup is not special in any dicernable way.

122. Simple animals suddenly gain the ability to talk. They seek out the PCs to tell their troubles to. They will not leave until the PCs hear the entire complaint.

123: A new song about an ancient hero has swept the nation...but know one knows who wrote it, the king has summoned him, and the search is on.

124. The Smugglers' Blues - The caravan which the PCs are escorting is also smuggling goods deemed illegal by the authorities at their destination. The authorities discover this, and arrest all involved while they sort out who is responsible.

125. An alternate version of a powerful NPC, friendly to the PCs -- ideally a patron -- appears and tells them that he is from the one true timeline, whereas the PCs exist in an alternate timeline in which evil will eventually triumph. For the safety of all, the PCs' world must be destroyed.

126). The PCs stumble across a new, sentient race, previously unknown!

127). Trailblazing - Good King Zander, of Iblis, and Prince Valance of Izrador, want to make a trail through the Tanglewoods, in order to connect their two kingdoms, so that a road can be built. Adventurers wanted, to find a passable route...

128). Murtzhod's Legacy - Murtzhod, the Master Thief, once ripped off the magnificent Temple of Votishal. The legendary haul was lost, however, when the great earthquake struck! Now, the PCs have discovered an inlet to the ancient well where, legend has it, the wily old thief dumped the loot, in order to escape his pursuers!

129). Race - A sponsored athletic competition, with a prize to the winner. Can anyone beat the Monks?

130. All fruit bearing trees in the region begin to bear solid gold versions of thier fruit, local vilagers riot as they fight over rights to the golden fruit.

131). Curse of the Taxmen! - A new tax on swords is announced. The Taxmen begin scurrying about, taxing every sword in sight. Because of this, swordsmiths verge on bankruptcy, and have to cut their prices sharply, in order to generate enough revenue to pay for their inventory. Of course, all new sword buyers must pay their tax, as well!


132). Bandits! - Bandits attack the caravan which the PCs guard.

133). Smuggling for PCs - Due to a recent tax on swords, they have generally become unavailable... The Captain of the Guard hires the PCs to go to a neighboring Kingdom and get him some. Since the tax cannot be paid, the PCs must smuggle them in, illegally.

134). Feud - The Hautefields and Mackeys, two artisan families, have been feuding for so long that no one even remembers WHY! Now, a son and daughter of opposing families has fallen in love, and been forbidden to see each other. Can the PCs prevent the inevitable tragedy?

135) A local bard has recently started a new act that is getting rave reviews. Apparently it's one of the funniest things the townspeople have seen in recent memory. The problem is, the bard's entire act is a drawn-out roast of the PCs, and when the old jokes get old, the Bard starts to set up the PCs and even spread vicious rumors about them that he can later use in his act.

136). Assaulted Ship - The vessel that the PCs are on is attacked, with the intention of destroying the ship.

137). Burn'em Alive! - Someone sets fire to the inn in which the PCs are sleeping. When they wake, they must get out, hopefully with their gear, and possibly aid the inn's other occupants. After that, they may or may not find the firebug(s).

138). When Urchins Attack - The PCs have ticked off the local street urchins, who launch a vandalism campaign against them... Anything left out is vandalized, as are any rooms they rent!

139). Revenge on the Taxmen - The local version of the Infernal Revenue System has been abolished, and residents who have lived there six months or more are entitled to a refund! Suddenly, citizenship becomes popular!

140). We're Deputies! - Good help is SO hard to find! Especially somone with your level of abilities, and skills! We're so glad we've volunteered you to help us with our little problem!

141). Love Interest - One of the PCs meets and falls in love with the male/female of their dreams!

142). Taxed, Again! - Needing to build a guild, laboratories, library, etc., the local Wizards, Bards, and Sorcerers convince the powers that be to implement a tax on "magic". The mundanes enforcing it, however, seem a bit confused on the definition...

143. A druid is going around spoiling crops and gardens of the local townspeople

144. A spy is captured by the enemy and sentenced to death. she/he holds valuable information. with time running out until the execution can the PCs save him/her

145). Tax Refund - Who ever heard of such a thing? Good King Zander, after defeating the forces invading him, has filled his coffers, and is now sharing his excess with the peasants he taxes! Once again, citizenship is suddenly popular, and people born elsewhere are trying to claim it!

146). Xenomorph - The PCs discover an exotic new, non-sentient lifeform of unusual and interesting sort. As discoverers, they also get to name it.

147). Ambush! - In order to stop the bandit raids on his country's caravans, the Prince hires the PCs to "escort" a caravan full of soldiers, in order to ambush the attacking bandits!

148). Hijacked! - The coach in which the PCs are riding is hijacked...

149). Whodunnit, Afloat? - While aboard a ship bound for Tarsis, one of the passengers is murdered. How, why, and by whom?

150). Christmas! Perhaps the best way to celebrate it is to give the PCs a great deal of treasure, and then snow them in for the winter... That way, they have time to plan for it, shop, etc.

151: A new type of demon has been appearing recently. They posess many Monk-like abilities (instead of spell-like). They have been hunting down any and every Monk within the lands and several monostaries have already been razed thanks to them. The martial artists are fighting back as best they can, but the demons' levels of power are higher than all but the most powerful Monks (and other classes, for that matter).

152: A sect of Man-hunters (see the Quintessential Elf) have been gaining significant political influence in the local Elven Kingdoom...

153: The PCs encounter a skeletal bard whose haunting melodies seem to have the opposite effect of regular Bardic Music (except for 'Fascinate'). However, the creature is not neccessarily evil. More of a tormented soul type.

154: The church of Pelor has begun a holy crusade to convert all the 'heathen' to Pelorianism.

155: In a hash bar in the center of town lives an old impoverished bard who, for a gold piece, will tell you the story of the band of PCs he belongs to, and the legacy of their gold, which was buried in the chambers of a dormant volcano, surrounded by jungle

156. Illithids invade a large city the PCs are currently in, with amazing magical technology, and begin racial purification. Think a Mind Flayer Hitler.

157. A famous detective must be coaxed out of retirement to solve an unsolvable case

158. A venerable ninja inquires the PCs to assist him in stealing a diamond ring from a Roy, one that he stole from the ninja's sister before he assumed power, when he was still an infantryman in an army, after he raped and killed her.

159. A coffee manufacturer and a beer manufacturer in town start feuding, and form crime syndicates. Java houses and bars are constantly becoming mutual victims of arson, and members of the various businesses get flamboyantly assassinated, and there are always plenty of civilian casualties. The local government is, of course, powerless

160. A famous Elvan scop's bagpipes, "the jazz bag", is known to have magical powers, and was stolen by Drow zealots who are opposed to the Elvan arts and taken to a subterranean base.

61. The PCs start a campfire with some nearby dead wood. As the wood begins to burn the firewood speaks to them and gives the PCs a long tale. The flames coming off the wood form different shapes helping to illustrate the sad story.

162. A young woman from the village found a detached hand with a magical ring on one finger in the well. The hand was not decomposed or even bloated.

163. The PCs arrive at a village enjoying a feast celebrating an equinox holiday. A visit to the local shrine finds no priest and no one will tell them what that meat was they ate...

164. A powerful and influential wizard advisor to the king has never ventured outside of her menacing tower on the edge of the capital city, and communicates to the king through a falcon avatar. When the PCs get wagered money to enter the palace, they discover the prestigious wizardess is a 10-year-old girl.

165. The PCs, while out traveling, encounter a mysterious old hermit. He invites them in for dinner.

166. One of the PCs has an annoying family member that comes to the PCs for help.

167. (we missed it) A gnome artificer creates a new invention that will change life as we know it.

168. A bard/assasin has invented a spell in the form of a joke. When he tells the joke those who hear laugh themselves to death.

169. Two waring countries are preparing to sign a peace agreement. Someone is planning to sabotage the treaty signing, thus keeping the two countries at war. Who and would want this and why? And can the PCs stop this from taking place?

170. Two kids, 5 and 7 years old, have been lost in the wilderness. Will they make it? Will they be found?

171. The local village gathers together for a wedding that represents an alliance between two families. The groom/bride ducks out on the wedding and hooks up with the PCs. The Groom/bride has always wanted to be an adventurer and does not love the person that they had to marry. Over time the bride/groom falls in love with one of the players.

172. or another twist of the above, bride/groom ducks out of marriage and ask the PCs to escourt him/her and the person that he/she really loves to a neighbouring city so they can be married. The bride/groom's family is angry because they have lost an alliance with the other powerful family and send agents to capture bride/groom to bring him/her back and force them to marry the person that the family wants them to (They agents maybe instructed to kill the bride/grooms true love). The other family may send assasins to kill the bride/groom for the embaressment they have suffered.

173.The king and his son have died (and cannot be brought back to life). The king's evil cousin stands to take the crown as he is the next in line. It was discovered that the king fathered a child from one of the servants in the castle. The players are hired to find the child so he/she may ascend to the throne and prevent the king's cousin from taking the throne.

174. A cobbler makes a magical pair of shoes for the king. These shoes are cursed.

175. Zombie pirates are raiding the coastal villages. The travel on the bottom of the ocean instead of a boat, and keep their lair underwater as well.

176. A rich merchant hires the PCs to rescue his son who dissapeared with his expedition in the frozen north lands.

177. an arcane spellcasting school has accepted the groups wizards as a student

178) Shapechangers have slowly been taking over an isolated, medium-sized town. They've replaced all the town's rulers, spellcasters, the mightiest warriors and the richest merchants with their own kin. By the time the PCs arrive at the scene the shapechangers are already defeated by the town militia, aided by a high-level paladin. Half the population is dead, either assassinated during the initial shapechanger invasion or killed in the battle to get rid of the shapeshifters.

179. A series of tunnels hsa been found under the baron's castle. The players are hired to investigate

180. In the middle of a famers field a stairway appeared overnight. The stairs appear to go to nowhere and are endless.

181. While traveling in a small kingdom, the PCs happen upon a (peaceful) hunting party led by the king himself... who looks exactly like one of the PCs! The king asks the PC to impersonate him so he can shirk his kingly duties.

182. The god/ess of agriculture has gone missing. Everyone will starve unless the PCs do something.

183. A BBEG has recovered an artifact that enables him to Change Self but not even True Seeing will reveal his real identity. The PCs must acquire *another* artifact to see through his disguise in order to root him out. ....if only we knew where that artifact was...

184. People travelling from city A to city B are coming up missing. It's only a days travel away. Perhaps the wayward Inn's innskeeper knows something?

185. A crazed wizard applies the Hypermitotic (see Book of Templates) to a mouse. This template means that the cells divide in the mouse at a rapid pace, and every week, every mouse splits in two. The town has become overrun with mice. Can the PCs find a way to eradicate all the mice before they envelop the planet?

186. The PCs *conveniently* find a map to a dungeon where "great treasures" await. Unbeknownst to the PCs, they will release a canny Djinni from his prison should they pilfer it.

187. The PCs are asked to stop a necromancer who has a tower in the swamps outside town. The village elders fear that she is becoming too powerful. The PCs thwart her tower, defeat her undead minions, and then find her - 8 months pregnant! Can they bring themselves to kill her and her unborn child?

188. A legendary artifact, the fabled Sword of Life, has fallen into the hands of a kindly paladin, who has figured out how to use it. Death is angry at the sleight(the Sword works by killing the servitors he sends to collect the souls of the dead) but dares not risk attacking the paladin himself, for fear of the consequences if he is slain by the pretty but naive young woman. Can the PCs convince her to give up the sword to restore the natural order?

189. In a city with a strong following to the Temple of Aphrodite(or other appropriate god or goddess of love), a killer is on the loose, apparently immune to the effects of divine magic and killing any that he finds in the acts of lovemaking, or even scantily clad. None are claiming responsibility, but the priestesses of Artemis claim that it is a punishment for the Aphroditeses' wild sexuality. Is it an undead? a golem? a demon? Or simply a crazed cult? Whoever it is, they seem to have the uncanny ability to track down any who are aroused; the pleasurehouses have all but closed, and none dare walk at night.

190) A farmer has discovered a deck of many things, and has started charging the local townspeople to try a hand at the quintissential game of chance. Horror, hilarity and a pile of dead commoners ensues.

191) A previously unknown island is discovered, and is the home of a sprawling necropolis with surprisingly advanced technology- and they don't like us.

192) A nearby volcano erupts, and the PCs must evacuate the townspeople.

193) A wizard is rumored to have started harvesting body parts for something known only as "The Big One"

194) Awakened kung-fu monkeys have been stealing children and sacrificing them to heathen gods!

195) A gigantic whale moves into the mouth of the harbor, and decides it quite likes it there. No ship can get in or out.

196) The city is was in the middle of a forest yesterday, but now it's at the center of a vast desert.

197) Ever wonder why there are so many 'crazed/mad wizards' running around causing all kinds of magical mayhem for apparently no reason? Well, it turns out that arcane magic is as much a disease as a system of mystic lore. Many of those who practice magic eventually become mentally unstable for some reason. No one knows how or why magic has such an effect, but it's results have been witnissed enough times for people to start asking questions. In addition to the obvious danger to any Arcane spell-casting PCs in the group, the call has gone out to discover not only the nature of this enigma, but any possible cure to it as well (if a cure even exists). Of course, this news will probably cause all manner of magical bans to spring up across the lands in addition to any number of other interesting changes...

198) The Tarrasque's most bitter and formidable foes are the world's dominant family of Red Dragons. In one of their innumerous conflicts, they have entered the territory of a major population center of your choice. Their struggles have already destroyed several villages and now they threaten to trample the capitol in thier next skirmish. Both sides will ask the PCs party to aid them in defeating the other. The fate of the capitol city and innumerous lives are hanging in the balance. The PCs choice; whether to take sides, try and find a way to neutralize both, or just ignore it, could potentially save or ruin the nation and end or inflame a centuries-old conflict. Not to mention the moral dilema of which is the lesser of two evils.

199) One of the PC's longtime friends and allies is in possession of a curious talisman that they've had since childhood. As long as they can remember, they've never been able to get rid of it. If they leave it on a table, it will appear in their pocket, if they give it to someone, it is around their neck when they wake the next morn. Recently, said friend, along with several other people, encountered a Necromancer of diabolical intent. However, when the Necromancer summoned some undead, they not only ignored his orders, but bowed at your friend's feet. Terrified, the Necromancer fled. Now your friend is in the constant company of these undead...

200) All wooden contructions of any kind in the local town have begun to revert to their origional form, growing branches, roots, leaves, etc...

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

201. The party enters a small hamlet that has been repeatedly raided by barbarians. The strange thing is that when thr PCs enter the local inn they find that along one wall is a large pile of dead bodies (deceased members of the hamlet) - some are on benches, others on tables, most on the floor, but all of them are covered in lime! Despite the horrific stench the locals do not seem to pay any attention to the dead.

202. The PCs' prime material plane becomes completely severed from both the Astral and Ethereal planes. (Check the Manual of the Planes for the full ramifications of this.) How did this happen, and is it reversable?

203. A famed explorer, who hadn't been heard from in a hundred years, shows up and claims to have discovered a fountain of youth.

204. A powerful creature is killing dragons and taking their heads. All types of dragons have been targeted thus far. The Good dragons appeal to adventurers for help

205. A mad wizard entrenches himself with an artifact of massive destructive power atop mountain tower. The only way to get there is to fly. He has however surrounded the mountain top with a huge null magic zone. Do the PC's dare trust that crazy gnomish inventor with the air ship, or do they attempt to cut a deal with large creature that can get them there naturally.

206. The city that the PC's call home or have many friends/family in is about to be annhilated. 3 Solars show up and for a little Sodom and Gomorah stylin. Can the PC's even hope to stop one of these ultra powerful beings let alone 3. Or perhaps brute force cannot overcome the will of a deity.

207. War has broken out. The players are hired as diplomats to rally other nations to supply trrops to their cause.

208. There have been attacks along the border by foreign troops. The whole nation is mobilizing for war. The Foreign power that is responsible for these attacks comes to the players and claims that they have had nothing to do with these attacks and claim that they're innocent. They have come to the players as the offended country will likely believe the players word once they find out who is really responsoble

209: A small farming community has recently given up farming and has started to obsessively begin construction on what looks like it will be an emmense stone tower.

210) When on one of their innumerous journeys, the PCs encounter someone trudging destitutely along the road. At first the person seems little more than a beggar; garbed in rags, dejected posture, features barely discernable under a mask of dirt and grime. Then the PCs see that it's actually insert name here, one of the world's most renowned and beloved heroes. His/her eyes gaze in hopeless horror at nothing as they weep ceaslessly. . .

211) The PCs have been in the service of the Kingdom of _____ recently, aiding in their decades-long border wars with the savage Orc tribes of the North. One of the PCs long-time rivals (who they've oft suspected of treachery) was recently knighted by the Kingdom. Now the PCs have been placed under their rival's direct command. (Note that insubordination is punishible by death in this kingdom. . .)

212) The cheif druid of a nearby Centaur tribe has recently fallen in love with one of the PCs. Her infatuation was such that she left her villiage to follow the Player. In her absence a Bugbear cete devestated the tribe which, without the druid's aid, was virtually slaughtered. The scattered survivors have blamed the ruin they suffored on the PCs and are actively seeking vengeance.

213) The PCs are saved from certain death by a lone Beholder. The creature claims that it has fled the cruel and depraved pit that bred it. It says it's seeking redemption and wants to learn healing arts and then offer its services to those who need them. The benevolent beholder then beseeches the players to aid it in it's quest.

214) The PCs hear of an Elven Kingdom not too far away that is in some kind of crises. Apparantly there's some mysterious renegade roaming their lands slaughtering everything in his path. He's already skirmished with entire troupes of the kingdoms warriors and rangers, beating them soundly every time. What few survivors there are describe him as a lithe human who weilds a katana with near-blinding speed. The royalty are in a panic and no one can figure out what's driving him.

215) The players learn of a dense archipeligo to the south that is reputedly where the tomb of the only god ever slain (and by a mortal, at that!) is hidden. The whole island chain is a vast puzzle that leads to the site. Riddling gargoyles give clues as to the next steps and all manner of hazard lie in wait, as tests of the worthieness of those who would dare to venture there. Not to mention all the dire sharks that infest the decievingliy clear and placid waterways.

216: A local tavern just put up an outrageous sign "First one to finish the 'Big One' wins a magic sword!" curious?

217. A cloud of *Silence* covers the land. No one can speak, no one can sing, or laugh, or cry. Worse, spellcasters and healers can't cast their magic. All is completely, and utterly silent.

218. Harsh snows come to the kingdom where the players live. These snows have come in the summer and threaten to destroy crops and cause a food shortage or even starvation (not enough clerics in the kingdom) over the winter months. What is behind the strange weather.

219. A brewery has open in town and becomes very popular for the many fine brews that it puts forth. People begin acting strangely, doing things that they would not normally do. The players are called in to investigate the strange happenings (at the time the brewery and the behavours are not linked)

220. The River Styx begins flooding into a major river in the world. How did this happen, and how can it be fixed?

221. Enormous factories begin showing up around the world. They produce a drink called 'soda' said to be extremely addictive and possess' disturbing magical properties. Can the PC's stop the addiction before it goes too far and get to the bottom of this?

222.wererats are spreading the curse of lycanthropy through-out a city. Can the PCs stop the wererats before the entire town is turned over.

223. A Devourer has the traped essence of a sage that once had great knowledge. The Devourer must be slain so that the knowledge form the sage can be obtained.

224 - An old abandoned temple outside the town, dedicated to one of the old gods has fallen into ruin. People have been seeing dark shapes traveling outside it in the dark. Attacks are happening to people travelling near the temple. Occasionally people are attacked now in the city. Who can help save this village?

225. Someone the players hold dear(or one or more the the players themselves) is poisoned and cannot be cured by magical means. The person(s) in question have only a short amount of time before the poison takes effct. Can the players find a cure before it's too late?

226. The PCs are approached by an envoy of Death(or any major Death God in your campaign). A naive paladin has aquired the fabled Sword of Life, an artifact capable of slaying Death's servants when they come to claim the souls of the Dead(effectively casting a Resurrection spell). Death dares not confront the Paladin, as she's seen what her blade can do, and fears the repercussions should Death die, so she enlists the PCs to wrest the blade away from the Paladin and destroy it.

227. A messenger carrying an important message has been lost in the wilderness, bullettes ( or another big scary monster) calls that area home.

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.

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.

231. The antidote for lycanthropy does not exist or the tree from which the antidote is extracted does not exist!

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.

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.

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.

241. A local circus has always had a reputation for being evil. An appearance that the circus has always tried to maintain (it draws crowds). Lately circus goers have been dissapearing from the circus (one here, one there). The families are worried and impore the players for help.

242: A local merchant hires you to rid his haunted mansion of all aparations. This merchant has also hired a local wizard to craft for you a magical box that traps the ghosts, as well as light emitting magical rods that shoot a beam that stuns the ghost.

243. A powerful guild of wizards that has much influence in the world includes both evil and good wizards. The current ruler was a good wizard that has recently passed away. A good and an evil wizard contest for his postion. Who will the players side with?

244. PC have picked up a magical weapon that apears to be a normal +X weapon, but is actually a holy relic, worth a kingdom in gold. A group of merciless treasure hunters discover that the PCs have it and go to great lengths to obtain it - killing PCs friends, burning down their homes, kidnapping, et cetera.

245. The heroes' oldest enemy comes to them, claiming an earnest wish to reform.

246. The heroes find a lost city in the mountains where no one has ever heard a note of music.

247. A single demon says that it wants "redemption", and begs a PC paladin to convert him/her. (stolen from Sep's story hour)

248. A duke affiliated with the PCs becomes king after the entire royal family disappears. The only hitch is that everyone thinks that the duke killed the king and his family, so the duke hires the PCs to find out what happened to the king so he can clear his name.

249. The drow males rise up, reduce the females to third-class citizens, and start to conquer the underdark.

250. The PCs wake up to find time has stopped for everyone else. Problem is, time hasn't really stopped. It's that the party has been left behind by the stream of time. Can they get back in sync with the world?

251. Children in several local villages are being born with bright green eyes, a feature that none of their parents possess.

252) Someone has recently opened a shop selling a device promised to correct any and all vision problems when worn. They recieve great word of mouth from everyone who goes in, even though many who have gone in have never reported any sort of vision issues before. Those who go in seem to exhibit strange behavior- leaving late at night, a slow errosion of their personalities, megalomaniacle tendencies (is that even a term?), etc... Further, one of the first customers is physically morphing as well now- their teeth are sharpening, and small bulbous growths are slowly emerging from the circumfrence of their scalp.

 
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