D&D General [Forum Game] What's in a title?

I would like to propose a forum game. The first poster posts the title of (a real) D&D adventure and campaign, and the next poster describes what they think the adventure is about, based on the title alone. They then post a title themselves for the next player, and so on.

To start, the title of my current homebrew adventure is The Mirkmire Horror.
 

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steeldragons

Steeliest of the dragons
Epic
Shady Grove is on edge.

The adventurers come to the idyllic farming hamlet of Shady Grove seeking some respite and looking forward to the autumnal equinox festival, with the wonderful apples, cider, baked goods, and rustic products the hilly orchard region is known. The equinox is in only three days and where the party expects to find a jovial, hospitable, fun atmosphere of the hamlet's repute, they find a community under a shroud of dread. Preparations are occurring, but there is no joy. The decor and enthusiasm for the festivities of years past is sorely and obviously lacking.

It began about a month ago with Ole Tappy's livestock. A sheep. Then two goats. Then two sheep. Then his milking cow, Daisy, taken straight from the barn! Then, Tappy's neighbor, Janon Redstock, went missing. He was out late, watching over his own animals (according to his distraught wife, Sanni). Two Shady Grove youths who were part of Sheriff Crumbol's search party that went out looking for Janon, never returned to the village. And, according to the Widow Harcore, a half dozen of her best laying-hens were taken, her coop left in splinters the same night.

The only lead for all of these mishaps are the drag marks from the scenes of these disappearances, all leading east, and a couple of huge indistinct prints left in mud. Not goblin or booted men, the Sheriff is sure (but not much beyond that). Not a bear or any animal the villagers have ever scene. All head in the direction of the only thing that lies east of the villager's farms: a small stretch of undeveloped forest the villagers call the Olenwood, and just under a day's trek beyond, the expanse of swamp called Mirkmire.

Shady Grove is on edge. The people are gripped with terror. The sheriff is trying to raise a posse, but since the Goodpress brothers went missing, he's not getting any takers. The local priest of <insert campaign's agriculture/harvest deity here> is worried they would have to cancel the festival - for the safety of t he community and festival visitors (which would be financial disaster for the village in the coming winter).

Can the party put an end to the mysterious abductions and bring an end to the horror gripping the hamlet in time for the equinox celebration?

An adventure for 2-6 characters, level 1-3. (at least one ranger or druid recommended)

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The Hidden Hold of the Witch-Queen
 

Quickleaf

Legend
The Hidden Hold of the Witch-Queen

A riveting mystery aboard a storm-lashed trading galleon called the Witch-Queen, the adventure begins with the party accepting a simple job to safeguard the ship as it departs Scalabar bound for the Emerald Isles. However, the Witch-Queen has been plagued of late by inexplicable thefts mid-transit, costing trading costers 10s of thousands of gold. It's up to the party to discover who or what has been stealing the merchants' coin out from under their noses.

This adventure for 3-6 characters, levels 4-6, features a seafaring mystery in an environment of increasing claustrophobia and suspicion. Dead sailors stuffed in pickling jars might tell their secrets, if one can convince the half-ogre chef to unseal the vintage pickle barrels. A malign mocking seagull might have seen smugglers creeping about the deck under the new moon. Not to mention the captain's closely guarded secret of a split personality. Somewhere below decks is an extradimensional hold once used for smuggling, but now adapted for robbing those self-same merchant who washed their hands of the smuggling trade.

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The Lost Island of Castanamir
 

Mad_Jack

Legend
The Lost Island of Castanamir

Fortuitously situated in the middle of an important trade route, Faryn's Island was a favorite refuge of pirates and smugglers for centuries before the wizard Castanamir turned it into a vital port dedicated to the resupply and repair of trade ships a hundred years ago. Recently, however, Castanamir has gone missing.

And apparently taken his island with him.


During an enormous storm not long ago, a huge fog bank rolled in and engulfed Faryn's Island. When the fog blew away, the island and all the ships and people on it were simply...gone. The party of level 6th-8th adventurers has been hired to discover what happened and reverse it if possible. A not-so-Deep Old One, an angry minor sea goddess and a rather chatty kraken all hold possible clues to the island's disappearance, if the adventurers can persuade them to tell tales.

I have a homebrewed adventure that starts in a place called... End Of The Line
 
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Ancalagon

Dusty Dragon
The party has been hired by a local crime lord to watch over an important shipment to End of the Line, a small town where a trail track ends. But bandits have removed the signage, causing the train to crash! What will our heroes do?

(after this the heroes are now stuck in the middle of a fight between the local bandits, the local sheriff, and the crimelord who hired them and blames them for the whole thing.)

(yes, I railroaded a derailment. What are you going to do about it? :D )

_____________________

The Emperor's Golem.
 

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