The Archetypal D&D Campaign

The party should inherit a keep at some point (at the end of Heroic in 4E terms). This keep should later be attacked.

Early on in their adventuring career they should be entrusted to acquire some object for an NPC, who betrays them at the end of the adventure. If this NPC accompanies them on their quest, even better. Top marks if the NPC turns out to be a doppelganger or a dragon in disguise.
 

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I think Doug has the overall outline in one.

The first adventure always has the PC's in a tavern or inn. Historically, the PC's hear about some nearby place where alot of treasure is to be had, and despite the fact that there are many NPC's of higher level in the town, none of them have at any time in the past few centuries ever decided to go claim for themselves what a band of 1st level characters can do. Lately this trope is being replaced by the PC's are in the middle of a festival when monsters attack them. Frankly, I've done both.

The first adventure usually involves the PC's finding some clue that hints at a larger conspiracy. The second adventure usually starts with the need to rescue some innocents, who have been taken as slaves/sacrifices/food by the cultists who were behind the events in adventure #1. When the PC's catch up to these evil doers, they discover the tip of the larger conspiracy hinted at in the first adventure. At this point, campaigns tend to split into one of two molds. Either they become mega-dungeon modules centered around the exploration of some multilevel hodgepodge of every possible underground setting (caves, mines, dungeons, underground city, catacombs, etc.) or else they turn into adventure paths where the PC's are thereafter chasing down the boss of each adventures end boss.

Somewhere around the mid-levels, there will be a city adventure/political intruige revolving around a 'who done it mystery' where the murderer is the boss of the previous endboss. When well done, this is often a 'Scooby Doo' plot, where the person who did it turns out to be some seemingly unimportant NPC introduced in the first adventure.

After that, the PC's will learn that the evil cultists headquarters is in some exotic location surrounded by forbidding wilderness, so the PC's head off on some wilderness slog because if they don't do it now, they'll soon be sufficiently high of a level to render travel more or less irrelevant.

And after that Doug is absolutely spot on about the reveal of the extraplanar bad guy pulling the strings and the need for the lost MacGuffin of Many Parts and how the rest of the game plays out.

The thing that I think should be emphasised is exactly how well all of this works, how adaptable it is, how easily it can be reskinned, and how long it takes to get tired of the basic concept. To a novice DM, I'd absolutely suggest going with some paint-by-numbers plot like this as his starting campaign to learn the ropes before trying something more novel. Heck, I've been doing this for 25 years, and my latest campaign boiled down to its essentials looks alot like the above summary.
 
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How about my current campaign?

The party are in charge of guarding a dwarf noble. En route, their caravan is attacked by goblins on worgs. In the aftermath of the battle, the PCs discover the goblins have been gathering in force and realize the ambush must have had the help of an insider. A mysterious wizard approaches them and hires them to get to the bottom of things. They visit a wise but dangerous hag and discover they are up against one of the old, old bad things of the world. They identify the traitor, try to rescue a princess, and learn that the fate of the world hinges on recovering four magic orbs, guarded by servants of the big evil guy. The servants include a lich, a kraken, a humongous dragon, and an archdemon. They delve into old battlefields seeking lost magic, defeat powerful monsters at the had of besieging armies, accidentally destroy the world's most valuable diamond, go shopping, anger a druid by setting fire to a forest, assassinate an evil lord who is not what he appears, are implicated in treachery, find and lose several magic items, fight robots, get framed for murder and stand trial, gain custody of a half-fiend baby and have to decide what to do with it, leave their horses to be devoured by trolls, anger powerful NPC spellcasters by mouthing off, and scry on unmoving, endlessly patient undead. :) Eventually, they fight the four servants, recover the orb, and at last prepare to face their adversary.
 


Found long ago.

For it to be a true D&D campaign, you have ten commandments that must be respected.

  • At the first levels, kobolds and goblins you shall slaughter.
  • Orc barbarians with greataxes, you shall encounter.
  • Dungeons you shall plunder.
  • At least one Beholder you shall fight.
  • Your mind flayed by Illithids you shall experience.
  • Befriend Flumphs, you shall do.
  • Your campaign shall feature a fight with a dragon.
  • Your campaign shall feature a negotiation with a dragon.
  • A damsel in distress you shall save.
  • A severe paranoia with regard to traps you shall have.
When you've checked all ten boxes, congratulations, you've played in or run a true D&D campaign.
 

There'd be a light-fingered thief who steals from the party ....
The thief is supposedly killed by a trap at level six after everyone else tires of playing the absent player's character.

But around level 18 it is revealed that the thief has, in fact, been working for the BBEG all along! As an NPC, he is more than annoying: he knows many of the party's secrets and he exploits them to further the BBEG's evil ends.
 



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