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DMs: Name your homebrew adventures?
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<blockquote data-quote="Richards" data-source="post: 5691675" data-attributes="member: 508"><p>I definitely give each of my adventures a name; if nothing else, it's a good file name to save it on my computer so I can go find it again later, as needed. Here are a few of the ones I've made for my D&D 3.5 campaign (I use both homemade adventures and those from the pages of <em>Dungeon</em>):</p><p></p><ul> <li data-xf-list-type="ul"><em><strong>The Butterflies of Doom</strong></em> - An eccentric wizard's explorations into the field of wild magic cause untold effects in his mansion and the surrounding environs, and the PCs are sent in to investigate.<br /> <br /> </li> <li data-xf-list-type="ul"><em><strong>Cannibal in the Clouds</strong></em> - After a floating castle (from <em>Dungeon</em>'s "Prism Keep") crashes into a cloud island, the PCs explore it and discover a bound prisoner and the journal of a once-good dragon who has discovered the pleasures of eating the flesh of intelligent beings.<br /> <br /> </li> <li data-xf-list-type="ul"><em><strong>The Soundgarden</strong></em> - Elsewhere on the same cloud island, two fallen lillends are creating an enormous musical instrument out of the bones of various adventurers. (This and the preceding were two mini-adventures taking advantage of the PCs being on a cloud island.)<br /> <br /> </li> <li data-xf-list-type="ul"><em><strong>Kazmira's Revenge</strong></em> - A high-profile thief the PCs captured is freed by one of their fellow PCs (actually, Gareth was a former PC abandoned into NPC status), and the two leave a deadly "surprise" for the rest of the adventuring group.<br /> <br /> </li> <li data-xf-list-type="ul"><em><strong>Kazmira's Safehouse</strong></em> - The PCs track the freed thief Kazmira and the traitorous Gareth to one of the many safehouses she's set up throughout the city.<br /> <br /> </li> <li data-xf-list-type="ul"><em><strong>Balama's Treasure Hunt</strong></em> - An NPC from a previous <em>Dungeon</em> adventure ("Rana Mor") teleports the PCs who adventured with her to her ship, which is currently under attack by sahuagin just off the shore of an island halfway around the globe; after saving her crew, they have little option but to help her follow a map to a lizardfolk pyramid and the treasures kept there.<br /> <br /> </li> <li data-xf-list-type="ul"><em><strong>A Message from Gareth</strong></em> - Gareth hires a quartet of assassins to kill the PCs after Kazmira is publicly hanged for her crimes.<br /> <br /> </li> <li data-xf-list-type="ul"><em><strong>Chalkan's Quest</strong></em> - A PC, Chalkan, is sent a vision in a dream of the location of a slain arcane archer's remains, including his magical longbow - which is now guarded by the spirit of the dire bear who slew him.<br /> <br /> </li> <li data-xf-list-type="ul"><em><strong>Death-Beast of the Deep</strong></em> - Returning home from the island (a journey of several months), the other set of PCs is captured by desperate merfolk, who must provide sacrifices to a sahuagin necromancer intent upon creating an undead "superweapon."<br /> <br /> </li> <li data-xf-list-type="ul"><em><strong>My Greatest Treasure</strong></em> - The PCs follow a recently unearthed map showing the location of a tomb containing a robber baron's "greatest treasure," rumored to be his magical shortsword.<br /> <br /> </li> <li data-xf-list-type="ul"><em><strong>Cult of the Far Realm</strong></em> - The PCs unearth a group of arcanists intent upon opening a rift to the Far Realm, allowing its otherworldly emanations to alter the city.<br /> <br /> </li> <li data-xf-list-type="ul"><em><strong>The Negabomb </strong></em>- A lich opens a portal to a magic shop, and the entire shop - with the PCs in it - are shunted to the Negative Energy Plane, where he plans to loot the shop of magic items to power an extraplanar craft he's constructing.<br /> <br /> </li> <li data-xf-list-type="ul"><em><strong>Crypt of the Avenger </strong></em>- The PCs explore the crypt of a paladin, recently connected (via purple worm tunnel) to the lair of a pair of drider sorceresses.<br /> <br /> </li> <li data-xf-list-type="ul"><em><strong>The Kidnapping of Edmont Stanwyck </strong></em>- A nobleman's 6-year-old son is kidnapped and instead of paying the ransom, Lord Stanwyck hires the PCs to wipe out everyone responsible for the act (and save his son, if possible).<br /> <br /> </li> <li data-xf-list-type="ul"><em><strong>Tribe of the Bloody Hand</strong></em> - While en route to a <em>Dungeon</em> adventure, the PCs - including Galrich, a half-orc barbarian - encounter a hunting party of the orc tribe he was born into and escaped from many years ago. The hunting party is led by his chief tormentor growing up, now an orc wereboar, and they're none too pleased at the thought of letting Galrich escape from them twice.<br /> <br /> </li> <li data-xf-list-type="ul"><em><strong>Revenge of the Bloody Hand</strong></em> - While returning from the <em>Dungeon</em> adventure mentioned above, the PCs face the leaders of the Bloody Hand Tribe, intent on revenge for those who slew their hunting party. (These last two were just "bookend" mini-adventures adding some background to Galrich's history.)<br /> <br /> </li> <li data-xf-list-type="ul"><em><strong>The Stick Palace </strong></em>- Delphyne, a PC wizard raised by her grandmother (a "hedge wizard" or "wisewoman"), visits said grandmother to find her replaced by a greenhag.<br /> <br /> </li> <li data-xf-list-type="ul"><em><strong>The Swamp King</strong></em> - Visiting the fishing village of one of the PCs' hirelings, they investigate a recent string of disappearances, following bullywug kidnappers back to the lair of a black dragon.<br /> <br /> </li> <li data-xf-list-type="ul"><em><strong>Dead and Buried</strong></em> - The PCs track a group of ambushed field clerics to the lair of an undead wizard interested in the creation of both undead and constructs.<br /> <br /> </li> <li data-xf-list-type="ul"><em><strong>Ballyhoo's Traveling Circus</strong></em> - En route to a fabled dwarven testing facility, the PCs encounter an entire traveling circus transformed into zombies.<br /> <br /> </li> <li data-xf-list-type="ul"><em><strong>Moradin's Forge </strong></em>- The dwarven testing facility mentioned above. A series of challenges that must be overcome, each providing a valuable lesson on what it means to be a dwarf.</li> </ul><p>Johnathan</p></blockquote><p></p>
[QUOTE="Richards, post: 5691675, member: 508"] I definitely give each of my adventures a name; if nothing else, it's a good file name to save it on my computer so I can go find it again later, as needed. Here are a few of the ones I've made for my D&D 3.5 campaign (I use both homemade adventures and those from the pages of [i]Dungeon[/i]): [LIST] [*][I][B]The Butterflies of Doom[/B][/I] - An eccentric wizard's explorations into the field of wild magic cause untold effects in his mansion and the surrounding environs, and the PCs are sent in to investigate. [*][I][B]Cannibal in the Clouds[/B][/I] - After a floating castle (from [I]Dungeon[/I]'s "Prism Keep") crashes into a cloud island, the PCs explore it and discover a bound prisoner and the journal of a once-good dragon who has discovered the pleasures of eating the flesh of intelligent beings. [*][I][B]The Soundgarden[/B][/I] - Elsewhere on the same cloud island, two fallen lillends are creating an enormous musical instrument out of the bones of various adventurers. (This and the preceding were two mini-adventures taking advantage of the PCs being on a cloud island.) [*][I][B]Kazmira's Revenge[/B][/I] - A high-profile thief the PCs captured is freed by one of their fellow PCs (actually, Gareth was a former PC abandoned into NPC status), and the two leave a deadly "surprise" for the rest of the adventuring group. [*][I][B]Kazmira's Safehouse[/B][/I] - The PCs track the freed thief Kazmira and the traitorous Gareth to one of the many safehouses she's set up throughout the city. [*][I][B]Balama's Treasure Hunt[/B][/I] - An NPC from a previous [i]Dungeon[/i] adventure ("Rana Mor") teleports the PCs who adventured with her to her ship, which is currently under attack by sahuagin just off the shore of an island halfway around the globe; after saving her crew, they have little option but to help her follow a map to a lizardfolk pyramid and the treasures kept there. [*][I][B]A Message from Gareth[/B][/I] - Gareth hires a quartet of assassins to kill the PCs after Kazmira is publicly hanged for her crimes. [*][I][B]Chalkan's Quest[/B][/I] - A PC, Chalkan, is sent a vision in a dream of the location of a slain arcane archer's remains, including his magical longbow - which is now guarded by the spirit of the dire bear who slew him. [*][I][B]Death-Beast of the Deep[/B][/I] - Returning home from the island (a journey of several months), the other set of PCs is captured by desperate merfolk, who must provide sacrifices to a sahuagin necromancer intent upon creating an undead "superweapon." [*][I][B]My Greatest Treasure[/B][/I] - The PCs follow a recently unearthed map showing the location of a tomb containing a robber baron's "greatest treasure," rumored to be his magical shortsword. [*][I][B]Cult of the Far Realm[/B][/I] - The PCs unearth a group of arcanists intent upon opening a rift to the Far Realm, allowing its otherworldly emanations to alter the city. [*][I][B]The Negabomb [/B][/I]- A lich opens a portal to a magic shop, and the entire shop - with the PCs in it - are shunted to the Negative Energy Plane, where he plans to loot the shop of magic items to power an extraplanar craft he's constructing. [*][I][B]Crypt of the Avenger [/B][/I]- The PCs explore the crypt of a paladin, recently connected (via purple worm tunnel) to the lair of a pair of drider sorceresses. [*][I][B]The Kidnapping of Edmont Stanwyck [/B][/I]- A nobleman's 6-year-old son is kidnapped and instead of paying the ransom, Lord Stanwyck hires the PCs to wipe out everyone responsible for the act (and save his son, if possible). [*][I][B]Tribe of the Bloody Hand[/B][/I] - While en route to a [I]Dungeon[/i] adventure, the PCs - including Galrich, a half-orc barbarian - encounter a hunting party of the orc tribe he was born into and escaped from many years ago. The hunting party is led by his chief tormentor growing up, now an orc wereboar, and they're none too pleased at the thought of letting Galrich escape from them twice. [*][I][B]Revenge of the Bloody Hand[/B][/I] - While returning from the [I]Dungeon[/i] adventure mentioned above, the PCs face the leaders of the Bloody Hand Tribe, intent on revenge for those who slew their hunting party. (These last two were just "bookend" mini-adventures adding some background to Galrich's history.) [*][I][B]The Stick Palace [/B][/I]- Delphyne, a PC wizard raised by her grandmother (a "hedge wizard" or "wisewoman"), visits said grandmother to find her replaced by a greenhag. [*][I][B]The Swamp King[/B][/I] - Visiting the fishing village of one of the PCs' hirelings, they investigate a recent string of disappearances, following bullywug kidnappers back to the lair of a black dragon. [*][I][B]Dead and Buried[/B][/I] - The PCs track a group of ambushed field clerics to the lair of an undead wizard interested in the creation of both undead and constructs. [*][I][B]Ballyhoo's Traveling Circus[/B][/I] - En route to a fabled dwarven testing facility, the PCs encounter an entire traveling circus transformed into zombies. [*][I][B]Moradin's Forge [/B][/I]- The dwarven testing facility mentioned above. A series of challenges that must be overcome, each providing a valuable lesson on what it means to be a dwarf. [/LIST]Johnathan [/QUOTE]
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