D&D General Steal this from my campaign!

Blue

Ravenous Bugblatter Beast of Traal
We all have cool things in the campaigns we run and play in. It could be a great quest idea, a feature of the world, how the party started, or an NPC we all love - or love to hate.

So, what do you have that you want to share with the hope someone will steal it for their campaign?

I've made this a Question thread - feel free to suggest as many things as you want put please put them all in their own comment. People can upvote to comments and the most beloved will float to the top.

Regardless if you have something to post, please upvote responses you'd like to steal.
 

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Oofta

Legend
After discussing basic campaign themes and ideas during our session 0, I started my current campaign with the PCs reporting for a levy. The starting area is quite dangerous and every family is expected to help in defense of the city or pay a tax to hire mercenaries. Because the group happened to be caught up in a bit more danger than normal (and used several "emergency use only" healing potions in the process) they got a reputation as people that could be called on in times of need.
 


Blue

Ravenous Bugblatter Beast of Traal
A twist on the usual "you start in a tavern" is to have everyone in a tavern with a noble looking for Adventurers! for Big Rewards!. Everyone crowds around the table, and the noble is condescending and jerky, and then picks the people there who aren't the PCs with disparaging remarks about them and leaves.

At which point it turns out that the treasure map had fallen out of his pack and the PCs have a chance to form a party and beat them to it...
 

Tallifer

Hero
Gnomes in colorful caravans with inscrutable gnomish tarot decks which plant seeds of hope, suspicion or fear in the players' minds. I just scrawl down the briefest of descriptions for weird new cards: sometimes the players are even affected or can draw on some insight or advantage. I liked the idea of Eberron's draconic prophecy but wanted something more whimsical and Oz-like.

05 Overfed Boy scripted edited resized grayscale.jpg


(See more from my webcomic which is a record of my campaigns Tales from the Gnomish Tarot )
 

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So when there is a need for a very knowledgeable exposition character to be consulted by the PCs, or when they need the help of a high level spellcaster, my players will often find that, performing in town that week, is a high level NPC Changeling Glamour Bard named "Magic Tom", who is very blatantly just David Bowie. I don't consider it a particularly brilliant or original idea, but it is one I would most like to see adopted by a few more random DMs in the world. It seems much more on brand for the Starman to be gigging around a fantastical multiverse wielding high level magic through music than just another dead person here on Earth, and the more people whose campaign settings he weirdly shows up in the better.
 

Blue

Ravenous Bugblatter Beast of Traal
In one of the campaigns I run, the players are agents of the Child-Empress. This makes them important before they are powerful. The first few levels weren't killing rats or fetch quests, it was helping to work out problems in a new colony. Also since they could requisition mundane gear, horses and the like they were not nearly as loot-needy as normal starting adventurers, allowing whole different types of low-level play.
 

iserith

Magic Wordsmith
In my D&D/street level heroes mashup, I have a stable of five pre-made B-list heroes using the sidekick rules in TGtE:
  • Boticelli, a tortle warrior
  • Hawk Guy, a human expert
  • Hightide, a water genasi spellcaster
  • Lockpick, a warforged expert
  • The Visage, a changeling spellcaster
  • Smokeshow, a fire genasi warrior
The expectation is that the PCs will regularly split up to do superhero stuff because they can't, for example, deal with Spiderpig rampaging through the orphanage by the docks and Doctor Lobotomy mesmerizing the nobles at a masquerade ball at the same time. So when the party splits up, we focus on one team at a time which gets augmented by the sidekicks that the players with characters in the other scene play. Once resolved it flips to the other scene where some play PCs and others play sidekicks.

This creates a meaningful choice for the players: Given two bad things happening, do we split up and effectively weaken the party to deal with two threats at the same time or do we focus all our strength on one problem and deal with the aftermath of ignoring the other? It's also fun for the players to portray a quirky NPC from time to time and drive them like a stolen car since they don't care as much if they die or not.
 

Bird Of Play

Explorer
- Drows aren't evil or twisted; their society is harsh but it's not that much harsher than, say, certain human societies. Drows are simply the only elvenkind that wanted to stand up against human expansion and still, to this day, refuse to commerce with them. Their xenophobia towards humans is definitely a negative trait, but at least it has a reason.... and even if they have nightvision and do worship darkness like humans might worship sunlight, turns out that liking darkness because you see in the dark and grow food in the dark, does not mean you're evil.
This is a good idea in my opinion: play on the usual trope, pick a race (i.e. drow) or a category(i.e necromancer) that the players expect for sure will have certain negative connotations, and make them discover it was all a mixture of political propaganda and social misunderstandings. It really gives food for thought.

- Duergars are all mentally unstable..... by breed. When I read that duergar were a certain way because of how the illithid kept them, my first thought was..... pugs. They're supposed to be wolflike creatures, but we bred them into those deformed things full of congenital health problems. Surely the illithid did the same with those dwarves, especially with their brains. In fact, I think they pretty much imply this in the official manuals, but often the whole thing is not played as mental illness but only as them being "like dwarves except evil". Instead, my duergar npcs all have some form of schizophrenia. But in most of them it's not all that obvious. This is double fun when you find out drows are actually kinda good people, and then you expect duergars being evil is just another stereotype.... well, they aren't evil per se, that much is true.

- Beholders! Ok, ok, when you hear about my idea for beholders, you'll find out it's nothing particularly unusual. But then you wonder why nobody designs beholder like that. Much like the illithid, beholders are alienlike creatures who probably come from another planet or dimension. Ok, that much is a given. But for the one beholder I created so far (the patron of a warlock p.c. I have), I simply imagined a superior intelligence who sees us like we see some simple animals, and treats us like we treat simple animals. That is already absolutely horrifying. Even some of the most goodhearted people who love their cat/dog and spoil them, end up neutering them like it's no biggie. But we never imagine us in their place. "It's only an animal, it doesn't realize it's been neutered, or it's kept alone when I'm away all day.....". And that's the kindest example I can think of. As a side note, my idea of beholders is more like undescripted masses of flesh who reproduce by spores. I took inspiration by unicellular organisms. Except they're smart!
 

toucanbuzz

No rule is inviolate
In my fey heavy Kingmaker 5E reboot, I utilize fairy tales come to life by foreshadowing them through tavern tales, childhood rhymes, creepy children, and so on (attached). Most will eventually come into play in some way, as legends that cannot be overcome by combat. For example, recently they put a rusulka to rest after finding out (1) her name (located on a gravestone found during exploration a few sessions earlier), (2) how to use that name to remind her she was alive (paid research), (3) punishing her killer (by beating a broom woven of her hair on his grave at midnight to summon his soul, requiring paid research and finding that grave) and (4) restoring to her what was denied to her in life by her killer so she could finally rest (roleplayed).
 

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I have one campaign that starts off with:
  • The PCs RP with the lead NPC guard, who is pivotal to the story. She has gathered all of them there, and they do not know each other.
  • They immediately need to leave if they "want the job."
  • They get outside the city and have an encounter
  • They find their campsite for the night and then sitting around the fire, introduce themselves.

I've run that beginning (or one similar) a few times, and it seems to work well. If there is any awkwardness, it is gone by the time they reach camp. If there is any notable ideas or backstories the player had in mind, it is sometimes fleshed out during the RP or encounter. And if there are restless players that require action, it satiates their desire.
 

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