Mega-Module Ideas

d20fool

First Post
OK, I'm looking for a few good ideas. If you had the time, talent and inclination to write a big, 100-page adventure, what would you write? What would the concept be? What sort of adventures would you include? Give as much detail as you like
 

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Think I would go with a large city that just died. There are enough real life events that could cause it, a quick illness like flu or ebola, or gas being released from a lake or volcano. In a fantasy game it could be a portal being opened to the wrong place, plane of ice, a gas world, or just the breath of evil god.

Dead would be the most common foe but would build up; zombie, skeleton, ghoul, lich. Then you would have your plants, shambling mounds, assassian vines and such, then small creatures move in, kobolds, carrion crawlers, banbits, orcs. Last it would be your adventures and cults. :)

The city would have to be know for something, trade route, mines, art, something and would just be over hill and dale from somewhere else (basicly it is not too far out of the way, just far enough).

Keeping it a ruin? That is a trick, I normally do cities as targets - you have the city as the center, the next ring is villas, noble homes, ranches, a couple of small farming towns, people could take a day trip to the city, patrolled weekly but safe, rural stuff mostly. The next ring larger farms, timber mills and logger towns, only trips to the city would be holiday and special events, borderlands to wilderness, patrols are seen maybe once a month. The out ring would be the only one left and it would become more wilderness, that ring would setup the warnings and have the fear of the event because family still talk about it.
 

Hand of Evil said:
Think I would go with a large city that just died. .

I really like that Hand. It is elegant in it's simplicity, yet dozens of adventure ideas jump right out at you. I've been kind of stalled in my fantasy campaign, But I think you've just given me a jump-start.

Thanks, Chris
 

I would have to go with a many-part adventure, in which there would be a cult of some sort with ~5 mage/clerics looking to revive a god on the material plane or some such evil that the PCs have to learn about, find out which evil guys are where, what they are doing and why, and they can see how the BBEGs build up in power just as they have. Have the PCs mess up their plans in the beginning levels, as they start to learn of the cult and what types of vile creatures may be involved, say Rakshasa. And have them learn of one of the BBEGs just before cornering him, and if they are lucky/good they kill him. If not, he lives on to pass his info/piece of artifact/whatever on to the next guy instead of allowing the PCs to get it while he starts tracking the PCs down to kill them. With 5 personalities and NPC baddies to build around, you can have definite fun with it through 20 levels, with a climatic resurrection of a demon lord of some type that the PCs have to give the beat down while the last BBEG alive escapes to face off with them later in a second epic battle - only this time the BBEG is hunting them again. For some epic tie-ins, have a god/demon/devil or two take notice and throw their collective weight against them somehow.
Seems overly simplified for 20 levels, but with plenty of battles, deceit and plot twists as to who these ~5 BBEGs are it would fill out most of the levels nicely.
Throw in some 1-session side adventures between big fights so the players won't get bored/burned out with the mega-adventure and provide plenty of intrigue wrapped around some good old hack-n-slash.
 

I've had this idea that I've yet to use. It consists of the capitol city in a standard medieval fantasy setting, except the whole world is dying. In order to escape, all the priests of the kingdom come together to teleport the whole city to another world. The city ends up smack in the middle of an Amazon-like jungle complete with hoards of "primitive" and not-so-friendly, species of animals and humanoids. The whole campaign would take place shortly after the teleportation. Everything would be new! New plants, animals, languages, magic and even new gods. The city would have to deal with finding new rescources, keeping the divergent peoples who banded together to transport the city here together, and guarding against all of the jungle's inhabitants, who are quite curious. I see this as a REAL wilderness campaign, where plants, disease, quicksand, animals, weather, and just finding food and water would be just as deadly as, and far more likely to be encountered than a lot of MM baddies. The other fun part is that EVERYTHING is new. I plan on having some fun when my players first find out that these lizardmen regenerate, and that those pigmies have huge damage resistance when they are wearing their warpaint, and that zombies only die when you burn them, and that those red orcs are all innate spellcasters, and.... well I'd better stop now, but you get the idea.

Jwan
 

I'll create a planar adventure which focuses on a single outer plane. A plane is much like a campagin setting: it has a definite theme, but at the same time it has great variety. It's a pity that, even in Planescape, the PCs rarely spend enough time on any given plane to fully understand its feeling and to explore all its themes. It is an infinite place after all.
The adventure would lead the PCs through all of the most important locations on the plane, have them meet and deal with the political powers there, present the planes' philosophy and themes very strongly in all the events of the story, and include additional rules designed to better fit the setting.

...actually, I am doing it. ;)
 

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