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1001 Campaign Seeds


Suggestions/House Rules/Homebrew

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64. There are rumors of a mad cult spreading throughout the southern lands. Sightings of Aboleth, Illithid, and other alien aberrations are increasing throughout the world. A large, black spot on the night sky, devoid of stars, flies in the face of scholars attempting to study it. Some have claimed to see long tendrils, like tentacles, sprouting off of the thing to block out more stars. All attempts to divine it have met with failure.

Stories tell of a man who burst into the throne room of the most powerful nation in your game world, raving of beasts from beyond the stars. He left a dire warning, of tentacles, slime, insanity, and alien creatures seeking to corrupt the world for incomprehensible reasons. They say this man, a poor beggar who lost everything, was beheaded for spreading mass panic... And yet, two weeks later, he was foretelling the end times once more halfway across the continent.

The Arch Wizard of (your game world's strongest nation) has put out word, seeking to hire adventurers to investigate these strange occurrences. Hundreds have answered the call, few return... And every night, the strange void of black seems to grow....

Osirion

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65. You've heard of an interesting adventuring opportunity only a few days march from here, but its too big for you to take on alone. So, seeking possible partners in this venture, you enter the likely-looking tavern and sit down. You gaze across the tavern-goers, and while it is obvious that most are just the simple townsfolk there for a meal or to have a flagon of ale, there are a handful of people in the crowd who, like you, were meant for greater things.

One by one, you all gather at the same table. These others, too, have heard of the opportunity for adventure...

(It suddenly occurred to me that the cliche'd "You all meet in a tavern" campaign start wasn't on the list, and I couldn't resist.

66. Movie Rip-Off #1: Just this morning, you were chained to a wall in the king's dungeon. Your crime didn't matter, really, because there was only one punishment: death. You were merely waiting your appointment with the headsman.

But then, something unexpected: several guards came into your cell, unchained you, and dragged you into the king's throne room, along with several others you recognize as fellow prisoners.. The king, it seemed, needed you and your "compatriots" to perfom a secret mission that had every chance of being a suicide mission. Those who survived and made it safe home would be pardoned of their crimes and be rewarded handsomely.

Some hoodoo priest said some words over you, telling you that a curse would descend upon you if you tried to run. And the Captain of the King's guard would accompany you, just to make sure...


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67. A technologically advanced civilization invades. Descending through the clouds, airship juggernauts rain bombs upon the city, reducing its walls to rubble and killing many. An ambassador arrives in the city, escorted by a battalion of mechanical soldiers and strange, techno-magi. In wake of the devastation, control of the city is handed over to these outsiders, who begin a tyrannical rule. Soot and smog cloud the streets as the invaders' airships loom over the city, a constant reminder to the people of their defeat.

Despite the odds against them, a group of rebels have begun to meet in secret, plotting against their oppressors.


68. Goblins, ogres, giants, and other malicious monstrous humanoids come spilling out of the mountains to the south. Wave after wave they descend upon your city. Some are half crazed and lash out at anything they see, others only seek to run as far away as possible while others still demand entry in to the city and protection from the foul creatures that have taken up residence in their mountains.

I liked this thread... thought I'd bring it back.


69 (Yay!). Upon defeating the evil cult preying on the young women of the city, the party realises they were using the sacrifices to hold a fair more powerful and malignant entity at bay...


70. A comet streaks across the sky and makes landfall. The players who are from all walks of life are sent in various groups from their assorted town to find this comet. When they arrive at the impact zone (with all the other groups) the area looks to be infected with some dark cosmic matter. The groups began to ward off and fight whatever menace the comet is causing to the area. One by one people fall until all that remain are the players who obviously survive. When they get back to the nearest town they find that the effects of the comet are more widespread than they thought…

71. An event such as an earthquake shakes a town sending buildings toppling and creating a deem chasm. The players could be from all walks of life and awaken as the only survivors that are currently at the bottom of the aforementioned chasm. They must find a way back to the surface and encounter some creatures on the way and maybe find out that the earthquake was not as natural as they thought.

72. Players could be from any and all walks of life. They could be from any region and pretty much any race. When a young wizard uses an ancient scroll to summon monsters to aid in his battle the group members find themselves “summoned” and for a brief moment are under the effects of a summon spell. (The monsters have to come from someplace right?) However for some reason the players remained even after the duration. Why? Maybe the gods have plans…

73. A traveler comes into town and does a “show and tell” of some artifacts he found in ancient dungeon. One of the artifacts drop and there is a flash of light everyone is dazed for a moment. Not much is thought at the time bit everyone in the bar begins seeing odd things. Soon it’s reported that a person died, then another. Players discover that the people who were in the bar and saw that flash of light are the ones mysteriously dying. The players characters are the last remaining survivors from that ill fated night. Can they solve the mystery before they are next?

74. All the players have an odd tattoo that they have little recollection of how they got it. They don’t even know when they got it. This is not kind of tattoo you get after a night of drinking. It’s odd and incomplete and on their shoulder. For years it’s been a mystery. Then one summer at a festival that bring in people from all over the realm the players make spot checks and find other people with this same tattoo (the other players). Together the tattoo creates a rune or a map or something that gives the players a quest or mystery.

75. The burial grounds of a cemetery have been dug up and various bodies are missing and they happen to the deceased friends or family of the PC’s. When the city is too busy and tells the concerned citizens that they have no leads and will not be able to help the players band together to avenge their dead anncestors. This leads them to a Necromancer with his possie of walking dead who happen be the PC's recently dead loved ones.

These are not my ideas but taken from a similar thread... credit goes to MuadDib


76. High Atop a Craggy Cliff, Guarded by an army of fierce warriors, lies the imposing fortress of the evil warlord Akuma...

77. For the first time in Centuries, A great warlord has risen and united the Orc and goblin clans in the steppes beyond the frontier. Using magic, strategy, and technology previously unutilized by the Orcs, and a new trademarked brand of psychological warfare, refugees from all along the frontier and beyond have been streaming over the border for years now -- but never before in these numbers, and never before causing this much trouble. The heroes must find a way to rally, direct, or outright stem the tide of the desperate displaced peoples, knowing full well will only be preparing them for the ultimate task of stopping, or preparing somehow for the arrival, of the Black Hordes.

78. Some called it fascism, some called it a new world order, but it was terrifying for anyone not caught up in it. It seemed almost overnight the governments of the realm had locked up, walled off, or otherwise dispensed with all Spellcasters not in employ by state, and pushed all divinely-powered clergy not of the state religions into hiding, or indefinitely behind the walls of their cloisters and temples, where they feared not press further lest they finally enrage the gods. The players must keep their and other casters hidden or move them into the underground, avoiding the liberal and free use of magic by casters sanctioned by the state. The regime, with magic on lock, becomes a terror globally - using it's might against neighboring countries and steamrolling the continent. Something must be done -- either to finally turn the tide once this new world order finally overextends itself, or perhaps their mysterious inner circle can be penetrated, or their charismatic leader(s) can be assassinated?

79. A day comes, which rapidly spreads hushed concerns among scholars and whispered terror in the common populace -- that scrying and Esp reaching the farthest extent into the future no longer works... and the sphere into which the future can be seen is shrinking. An increasing number of people in the know believe that this can only mean (by a means so far imperceptible) that the world... perhaps even existence for those involved... is going to end. The party has a set period of time not only for the as yet unperceived event, but before knowledge of the catastrophe spreads like wildfire, dooming to bring a new dark age even if the phenomenon can be stopped. And the mission at hand may require the party to travel to the very beginning of life on this planet, to preserve, or carve anew -- the cresh for civilized races that some hideous entity seeks to un-make...


80. Somewhere, lost to the ages in the long buried and thrice-vieled temple of time -- lies the ancient libram containing the "Spell of Mastery"... an enchantment so powerful the gods themselves aligned to hide it as best they could from the eyes of mortals. But a traitorous entity, or perhaps the death of one of the great gods, has allowed, if only for a moment, a peek behind the veils -- and a powerful few privy to capitalize on such currents in the tides of power have already begun to seek the unthinkable. The spell of mastery would harness all the magic of the world -- every speck -- to the hand of one being. Perhaps the party seeks this power, for themselves or for their King or God. Perhaps they seek to prevent the agents of other Gods or those that would profess to make themselves ones. Each of the gods themselves and some of the most powerful creatures in the planes crafted the vaults containing the various keys and seals needed to further lock or finally unbar the temple of time -- and the ultimate fate of the multiverse may rest on who can secure or accumulate the most...

81. A new or reawakened interest in global trade has hit the heroes with new and great incentives to find better or as-yet undiscovered trade routes with foreign nations, or to re-open trade with far flung trade partners long since closed by war or catastrophe. Prestige, wealth, and fame will be gained by those coming out on top of this new age of trade and commerce -- and competitions between trading companies (some old and powerful and many just ambitious parties like yourselves) run fast and furious, constantly racing to beat the others to blaze the path, misdirect or stop competition, and repeatedly acquire the most exotic and valuable trade-routes every year. Perhaps the party will find itself attempting to secure unheard of and forgotten spices from unreliable and predatory tribes of darklands ghouls, perhaps instead exclusive trade rights to the finest crafts-wares of the most distant and xenophobic dwarven under-cities. Delightful Fungus chews popular until recently only to the children of the Drow? Or perhaps they seek a monopoly on the newest and rarest fad-item in the secret bourdoirs of elven royalty -- the Abyssal "love pump"? If nothing else the players will find themselves in the strangest of places, putting all their languages to use, and opening diplomacy with creatures and entities they never before had cause to... all in the goal of becoming purveyors of the finest goods in the country, lands beyond, and even the planes!


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82. A quiet town by the lake sees little of the supernatural or the outside world into an exhausted nixie walks out of the water and on to the shore. She explains that the lake is an entrance to a vast underwater labyrinth of caves forming the kingdoms of the gillmen. They are being overrun by their enemies and have begged the nixies to bring back any surface dwellers who would be willing to help. the gillmen will reward their saviors.

83. A powerful sorceress invades the center of town hurling destruction in every direction. Her magical flames murder hundreds before powerful guardians arrive to dispatch her. The party is among those hundreds who awake on shore of the river styx awaiting a boatsman for the afterlife or a divine herald to take them to their god. The waiting seems to go on forever as a few boatmen arrive to ferry a handful of souls away, and the heralds seem to have other priorities. Then, the sorceress responsible for so many deaths materializes among her victims. Instantly, a powerful demon arrives to declare the sorceress' soul must pay its price for her power, but the dead sorceress is not so harmless. She unleashes her magic to destroy the demon then rips open a gate to another plane and steps through. The gate stands empty for long moments after the sorceress steps through granting those brave, stupid, or bored enough a means to escape the endless waiting of the dead.


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84. A paladin famous for his Lower Plane crusade returns home as a great hero. What the cityfolks don't know is that the defeated fiends possessed every piece of equipment he had during that time, and that they slowly starting to turn him into an anti-paladin loyal to their malevolent schemes. Furthermore, the paladin is also possessed himself not by one, but several dormant fiends as well. Should the paladin be slain, the fiends will reawaken and wreak havok across the land.

85. A travelling menagerie goes from town to town, amusing children and adults alike. However, one day, the staff is found slaughtered and the cages broken and torn apart. When the party arrive to investigate or check out the commotion, they find out people who "witnessed" the scene. What they do not know is that these witnesses are actually the animals which were in fact lycanthropes in disguise.

86. All the animals in a region or continent, whether be wild or domesticated, mysteriously disappear. However, these disappearances all lead to these creatures actually rejoining a mixed pack of creatures in a recluse section of the region. The animals have all been dominated by Baphomet, the bull-headed demon king of beasts, and he's turning them all into loyal disciples to conquer the land. Druids and clerics will have to work together in order to this wild invasion.

I don't know if these qualify as "campaign" seeds, but they do work for "adventure" seeds.


87. The party all receive letters from a mutual acquaintance asking them to meet him at a tavern when they arrive they don't their friend waiting, just each other. Later they find their friend was murdered but left behind odd instructions to seek "the Flame of Life and the knowledge it will impart."


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88. You have been sentenced to life imprisonment on the isle of Zartacla, the realms harshest prison. On your way there however the ship is caught in a fierce storm and blown off course. With the ship grounded you find yourself on a small uncharted island with unfriendly natives, horrible monsters, and surrounded by thieves, murderers, and worse.


89. A gemcutter has made a cubic gate and has hired the adventurers to retrieve their daughter. The cube leads them to the land of the dead and the daughter is now a noble vampire. The cube also leads to ethos, a city with gates to all the afterlife and elemental urban centers. Visions have been telling clerics that "the cube holder will shape the wealth of nations."


90. An ancient tyrant is plotting from beyond the grave, setting in motion plans to secure his reign once more, his foul spirit seducing and fooling many in the land.


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91. While looking for spell/magic item components in the woods, a character finds a pony sized pegasus. It talks! "Hi, I think I hit my head. I flew into a dimensional storm, and I came out near this cloud castle full of giants. They were talking about bringing some surprise party to your king, how nice!" She cannot remember her name, or if she was always cross eyed. She will need a rider to fly straight.


92. A thousand years ago this land was green and good. Then the crystal cracked and strife began.

93. A man was found tonight; his decapitated body laying on the floor, next to his own severed head. A head which, at this time, has no name.

94. In the night a child wakes screaming, clutching at her eyes.

95. The Ruins of Ravensbane Abbey have loomed for hundreds of years on the edge of civilization. Though rumors abound of its doom none know its true history, save that one night a young girl went mad there.


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96. As individuals, you all have stopped in a local tavern you have heard rumors about. The ale isn't watered down, the food isn't half bad, it's a great place to find work and lastly the pie is to die for. Sitting near one another, because the space is so limited, you all spot a figure in the corner glaring in your direction. The glaring individual sets you a little on edge. So on edge, in fact, that you are caught by surprise when the barmaid delivers a warm pie to your table. She states it is compliments of the man in the corner and then leaves. When you turn to look in his direction he is not there. As strange as this might seem to you, there is still the matter of this pie. Turning you attention to the table you find the pie is also missing! You ask around and no one has seen a thing. You put in an order for another only to find they currently have no more, or ingredients to make more. Then you spot it...crumbs! And they lead out the door! Outside you find the crumbs mingle with footprints. That settles it for all of you. You have to track him down. He took the pie!


97. The heroes encounter a young evil dragon that has odd proportions (wings are too big, body too small, etc.) During their adventures, they find out that the dragon was actually an incredibly powerful ancient wyrm who was turned into a wyrmling by a powerful wizard. The dragon seeks to restore his powers through the use of powerful magic and then take revenge upon the wizard and/or his/her descendants.

This is the campaign I'm about to start. Wish me luck! :)


98. In a wilderness between rival kingdoms, a courier stumbles upon the players. He hands them a sealed wooden box, mumbles something about the king and then collapses into a pile of black dust.

Qadira

99. The PCs have a run in with a dozen Dwerg: Dire Dwarves who are 8 feet tall ancestors of the Dwarves with a love of technology and human meat. They are building an entropy bubble field generator designed to trap the region in a dimensional bubble.


Not nearly to 1001 here folks...

100. Recent flooding and heavy rainfall have worn away the face of an earthen mound; beneath it lies the face of a dead god, carved in the living stone.

101. You are approached by a whispering old crone. Despite her haggard appearance and her sparse volume, her words drip like honey. "Won't you take one of my apples dearie?" she smiles through paper thin lips stretched across a crooked jaw.


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102. A series of adventures reveals a string of coincidences: some mysterious figure has been everywhere the adventurers have been, sometimes by only a matter of days.

This mysterious figure is eventually revealed to be one "Rhanloo", a white necromancer who is attempting to discover the whereabouts of a trans-world ship in orbit around Golarion. This derelict ship was left behind at the culmination of a series of events that took place some 60 years ago. Only some aged, retired adventurers are aware of it, or its importance.

Why is it important? Rhanloo knows. Is he good or evil? No one can say for sure, but one thing is certain: he's willing to topple any kingdom, or breach any seal in order to achieve his ends. And those retired adventurers? Some of them aren't too willing to talk about what went down so long ago. "Some things belong in the past".

Qadira

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Pathfinder Adventure Path Subscriber

103. Young boy digging under the crawl space of his orphanage finds a ancient but servicable toy. Fun times! This toy, unfortunately, is a lich's phylactery. Having been in hibernation for a while, partly to let his name fade into oblivion (bad PR, you know) and the other was he just needed a break. And what a lovely opportunity now exists to re-experience his life through the eye of this youngster, recapture long ago innocence, just lay low and watch the fun begin.
The child is a bit of a magical prodigy who listens to voices in his head. A couple of wizards are arguing over who will apprentice him. A recruiter has even visited from the distant big city to test him for early admittance.


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ReckNBall wrote:

103. Young boy digging under the crawl space of his orphanage finds a ancient but servicable toy. Fun times! This toy, unfortunately, is a lich's phylactery. Having been in hibernation for a while, partly to let his name fade into oblivion (bad PR, you know) and the other was he just needed a break. And what a lovely opportunity now exists to re-experience his life through the eye of this youngster, recapture long ago innocence, just lay low and watch the fun begin.

The child is a bit of a magical prodigy who listens to voices in his head. A couple of wizards are arguing over who will apprentice him. A recruiter has even visited from the distant big city to test him for early admittance.

Is his name Tom Riddle? :)

104. Legend tells of an age of humans. In a final battle, the living dead won. The world now consists of farms that produce living animals that they send to cities shrouded in magical darkness. Your parents awakened, and revolted, creating a free village. Now, you beastmen, are ready to start taking the battle to your dead former masters using the tools from the subterranean tombs of men.


105. There is great big hole in the middle of the world. Legend says that where the hole now stands there was once a Castle made of Gold. Now however there is only a very large square hole. It appears to be an interdimensional space akin to create pit. People travel from all over the realms to vacation in the towns that border the hole. Over the years the hole has been used for multiple purposes, prisoner disposal, garbage pit, wishing well. Thousands have tried to descend to the bottom but none have ever returned... Until today. Wild eyed and speaking an ancient Elven dialect a woman has emerged. She says the spell is about the expire.


106: Seven brides for seven samurai.


cattoy wrote:
106: Seven brides for seven samurai.

107: One Bride for seven samurai.

108: The campaign opens when the capital city falls to a fiendish invasion. A campaign in three parts:
Part I) Escape from the doomed city
Part II) Quest for allies/artifact. Limit the fiends' ability to bring over more fiends
Part III) Raise and army and liberate the kingdom


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109: Hundreds of years ago the world turned upside down, the deep places of the world vomited forth their monsters and horrors as those living in the sun-kissed realms were forced underground. Now the races of good lurk and hide in the dark places as the former creatures of the night live above, mysteriously re-adapted to the light but still as villainous and wicked as ever. Now a lone craftsman has created a box of mirrors that he says can capture the light of the sun and in so doing, bring hope to the darkness.

110: Superior numbers and an unnaturally-powerful king have united the Sahuagin tribes and allowed them to wipe out or enslave their oceanborn competitors. They now prepare a rite which will raise the oceans above the tallest mountains.

111: The Devourer has awakened in his cosmic prison, and once again his agents act to free him.

112: In the nearby kingdom of X, the old monarchy was cast down and the slave armies rose up to stand as free men. The military Junta that rose up in its place is preparing to invade your homeland.

113: The village of Y enjoys the benevolent rule and protection of a powerful wizard. Yesterday a terribly-scarred old man appeared in town, wearing the wizard's diadem and hurling black magic around and making a scene, screaming, "We can't let it happen again! We have to fix it before it happens again!!" The old man was defeated, but he whispered something to the lord before dying.

114: The mother of the future savior of mankind is being hunted by twisted and abberant facsimile of a Kolyarut Inevitable from the future, a man was sent back in time to stop it.


115. the party arrives at a cabin in the woods and finds a book in the cellar, as well as a journal detailing how an incantation was read from the book and it released an evil that slays the living and possesses them and the dead alike. Its then that they realize they're trapped in the cabin, surrounded by the forces of this evil.

116. An evil empire has control of all the lands, though there is a tiny rebellion. In centuries past there was a religion whose clerics wielded fell powers but this was stamped out by the empire. Now one of the characters is a practitioner of the banned religion and is helping a rag-tag team of scoundrels and a princess fight on the side of the rebellion. Oh, and one of the key baddies is that character's father, only he doesn't know it.

117. Snakes. Snakes in the king's beautiful cities. SNAKES! And now his daughter has taken up with this cult. "there comes a time, THIEF, when gems cease to sparkle, and gold LOOSES it's luster; the throne room becomes a prison, and all a man has is his love for his child." So the party has to rescue the princess, shatter the cult and slay its leader. Oh, and the cult leader killed one of the PC's family.

118. 2 centuries ago a noble made a deal with a wicked fey queen and usurped the throne. He knew it was folly and that he'd pay so he found a way to petrify the queen and save himself. In time these rulers became so evil a crusade was led against them and in the ensuing siege the queen's statue was shattered. The queen's impotent rage manifested as terrible storms, blights and curses, destroying the castle and surrounding town. Now a hundred years later several factions search for the lost pieces of the statue either to control the queen's power for themselves or to free her and end this horror once and for all.

Silver Crusade

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Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

119. Batteryworld: The campaign setting is a massive demiplane powered by the endless cycle of reincarnation created by a circle of 9th level spellcasters, PCs are aasimars, tieflings or elemental touched races. An increase in undead activity is threatening the integrity of the world and it's up to the PCs to save it or end the reincarnation cycle forever.

120. Inquisition: the party all work for the same church, they must defend their religion and its faithful from outside threats and more alarmingly heretics within!

121. Watchmen: the party are all members of the city watch, solving mysteries and raiding illegal dungeons beneath the city. They might even come across a conspiracy that will rock Campaign City to its core.

Qadira

Pathfinder Adventure Path Subscriber

122. A medium size city seeks immediate help to return a its river back to its channel. The countryside is flooding, crops and livestock lost, and the riverbed is now just a fast drying muddy trench.
In actuality, generations ago, the LG city had entered into a treaty with some underground denizens (Druegar) a while back that worked to everyone benefit (MAD: Mutually Assured Destruction) and an uneasy peace. As a result, the city did have a higher than average population of underdwellers. The most recent gov't, "reclaim our heritage platform" have rebuffed these emissaries and kicked them out, no longer believing threats or exaggerated fears of a few senile biddies. The druegar, not idle for these generations, had built several underground channel(s) to divert the river. Hithertofore which only recently used to control flooding and target human troublemakers. These are diffuse throughout the countryside and some specifically aimed at certain farms and estates. If they are going to starve, they will make sure the surface dwellers suffer.


123.All you wanted was a ride. So you hitched a ride in this carriage headed to the next city. Startled awake by the sound of screaming horses and battle,you scream as the carriage lurched violently and flips over. You,your belongings,and fellow passengers tumble about before everything goes to a world-stopping crash. You black out....and reawakened to find yourself far from a road in the shattered remains of a carriage with scattered luggage and dead horses....Now what?


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124. Your characters work at a local general store. On your day off, the entire staff is slain by a rampaging owlbear, and you're asked to cover their shift. Various antics occur (such as your girlfriend revealing to you how many goblins she's slain, to a wandering cleric turning all your patrons into noxious smokestick-hating zombies), each of which further expounds to you that you weren't even supposed to be there that day. Oh, and not to mention, you drank heavily the night before and could only see in black-and-white (a curious side effect to Ole Smith's cheap elixers).


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Detect Magic wrote:
124. Your characters work at a local general store. On your day off, the entire staff is slain by a rampaging owlbear, and you're asked to cover their shift. Various antics occur (such as your girlfriend revealing to you how many goblins she's slain, to a wandering cleric turning all your patrons into noxious smokestick-hating zombies), each of which further expounds to you that you weren't even supposed to be there that day. Oh, and not to mention, you drank heavily the night before and could only see in black-and-white (a curious side effect to Ole Smith's cheap elixers).

And your rogue friend working in the shop next door likes to come over and add to the antics, at one point conning you into closing up for a while, putting him on the back of your horse, and going to the funeral of one of the townsfolk where he knocks over the coffin?


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125. A man stands accused of murder in the next town; a caravan is leaving with the wood to build his gallows. You tag along since you were headed that way anyway; a brewer in the next town has information about the night your parents died. On the way to town you ask about the condemned man. "I don't know," the old teamster grumbles, "some crazy old brewer..."

126. The Hexbane Inquisition has arrived in town, hunting a witch. When they pound at your door, asking for your mother, you realize she's been out in the forest for hours.

127. Two children snuck off into the woods last night; a trail of breadcrumbs is visible. That area of the forest has been verboten since the hag named Auntie Mig used to have a cottage there. But that was a century ago...


128. "Not the bees!" Giant killer bees are attacking the rural folk. To dispose of the threat means finding the nest, but to do that you will have to enter ancient forests guarded by evil druids and their murderous ranger, plant and fey protectors.


129: "Timber" A local wood cutter comes running into the village claiming to have killed a giant. And not just any giant but "Elitref" the matron of a very large and viscous clan known to live in the crags to the south. You are sent to investigate and find that something large and bloody has indeed been dragged off to the south.


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140. (Since these are campaign seeds.) The smallish village you all live in hasn't seen a guardsman from the kingdom in century, and no tax collectors in a generation. For the past few decades, the kingdom has slowly been losing its influence and power, with surrounding nations annexing territories abandoned by your kings. Unwilling to be ruled by outsiders who couldn't care less, the PCs, as the first generation without any direct loyalty to their nation, decide to become independent, including clearing out the bandits and monsters that have started living nearby with the lack of any protection.


141. Last night a comet passed overhead. It just so happened that you and the other PC's survived some kind of effect that slew half the populace and turned the other half into ghouls.


142. A group of Angels have decided that mortals in golarion (or another world) are corrupted and are the cause of much evil in the multiverse. The angels are ghatering a celestial army to march to war agains the golarion.


Chris Coen wrote:
140. (Since these are campaign seeds.) The smallish village you all live in hasn't seen a guardsman from the kingdom in century, and no tax collectors in a generation. For the past few decades, the kingdom has slowly been losing its influence and power, with surrounding nations annexing territories abandoned by your kings. Unwilling to be ruled by outsiders who couldn't care less, the PCs, as the first generation without any direct loyalty to their nation, decide to become independent, including clearing out the bandits and monsters that have started living nearby with the lack of any protection.

I really liked this. Very free peoples and a bit like mount and blade.


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143) You and the rest of the party members are all members of the same natural werewolf pack that lives in relative peace in the darkest corners of a very big forest, only taking one or two livestock when hunting the wild animals of the forest becomes difficult. The village near the edge of your forest was attacked by a random afflicted werewolf and the town has called for aid of the nearby kingdom's Paladins to deal with "the werewolf menace"...

144) Deep beneath the city of Kaer Maga, in the apply named Shrine of the Seal lay the Great Seal beneath Oriat. For countless generations, the Brothers of the Seal have protected this seal from those who would recklessly open the incredibly powerful arcane bonds that keep it shut. Recently, one of the Brothers of the Seal did what none of them had thought to do in their entire lives: knock on it. Three massive shockwaves strike Kaerm Maga an instantly later. Whatever is on the other side is knocking back...


145) In a world where people live on floating islands above an impenetrable sea of clouds, and flit through the skies on steam- and magic-powered airships, an empire of Elves devoted to technological and military supremacy have been slowly conquering the world. However, their leader is not satisfied with world domination. Rather, he seeks out a way to pierce the barrier surrounding the Skytower, to which all leylines in the entire world are connected to. If he is successful, he would ascend to the status of the legendary God-Mages of old, and he would truly rule over all of existence.


Elves are boring.

143, that has a lot of potential for social checks and non-violent encounters as well. Could swap out werewolves with something else as well.


In 145, I would have gnomes living in the skytower, having come from a surface that is a battlefield between land, lava, and sea. The forests were sent above the clouds to protect them from the lava. The villain being dead wrong is a joy forever. :)


Harrison wrote:

143) You and the rest of the party members are all members of the same natural werewolf pack that lives in relative peace in the darkest corners of a very big forest, only taking one or two livestock when hunting the wild animals of the forest becomes difficult. The village near the edge of your forest was attacked by a random afflicted werewolf and the town has called for aid of the nearby kingdom's Paladins to deal with "the werewolf menace"...

144) Deep beneath the city of Kaer Maga, in the apply named Shrine of the Seal lay the Great Seal beneath Oriat. For countless generations, the Brothers of the Seal have protected this seal from those who would recklessly open the incredibly powerful arcane bonds that keep it shut. Recently, one of the Brothers of the Seal did what none of them had thought to do in their entire lives: knock on it. Three massive shockwaves strike Kaerm Maga an instantly later. Whatever is on the other side is knocking back...

Going to use 143. Cheers.


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I'd forgotten about this thread. Did we skip 130-139?

145. You have been summoned to appear in front of the local constable. Maybe they finally found the thief who stole your wallet. Sitting in the waiting room you begin talking to the 4 others who have been summoned. None of you seem to know what this is about. When the constable emerges from his office into the waiting room he looks at you and says: "I am very happy that you all decided to turn yourselves in. These are some very serious charges you all face."


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Just made these up. Seeing as I don't usually DM, if you use these you might want to add the effect on the world and dangers were you deem necessary.

146. As you and your companions are about to open an intricately designed metal chest, a light blue circle surrounds the room at bottom edges of the walls. The treasure the king awarded apparently was a trap. Color fades from the world around you as you look about the room. A man that was not in the room with you before stands behind you, arms hugging his knees, rocking back and forth, murmuring something crazily to himself. You are now stuck in a dimension of stopped time.

147. You awaken from a peaceful and restful sleep; opening the drapes of the room you had rented at an INN. Something is wrong. Last time you checked, goblins did not rule this world and yet, there they are out in the streets accepting groveling and worship from orcs, elves and humans as if they were royalty and could kill them with but a thought. You are yet unsure if you like this new world.

148. You've been charged by the queen to hunt down a serial killer who takes his victims faces using them as masks effectively for disguises and burns the bodies remains. Finding him will be difficult, especially since you've been told he's hired the help of mercenaries and has been known to blackmail and threaten nobles into doing what he wants. For all you know, the queen might be the killer.

149. You have been charged by an elven sorceress to maintain the safety of a very important, but very annoying and troublesome pixie. If this pixie finds out that you are to take her to an ogre chieftain as sacrificial dinner, she will most assuredly run. It is important that you get this particular pixie to the ogre chieftain, for as the elf tells you, the pixie is enchanted to put anyone who eats it into a 100 year long sleep. Not presenting the pixie will also start a war between the ogres and the elves, as the ogre chieftain will not have received his expected peace gift.


Azaryth wrote:

I'd forgotten about this thread. Did we skip 130-139?

145. You have been summoned to appear in front of the local constable. Maybe they finally found the thief who stole your wallet. Sitting in the waiting room you begin talking to the 4 others who have been summoned. None of you seem to know what this is about. When the constable emerges from his office into the waiting room he looks at you and says: "I am very happy that you all decided to turn yourselves in. These are some very serious charges you all face."

Shout to the constable in a comically friendly manner "someone's getting a promotion!"

I sure hope the character took run.


Third Mind wrote:

Just made these up. Seeing as I don't usually DM, if you use these you might want to add the effect on the world and dangers were you deem necessary.

146. As you and your companions are about to open an intricately designed metal chest, a light blue circle surrounds the room at bottom edges of the walls. The treasure the king awarded apparently was a trap. Color fades from the world around you as you look about the room. A man that was not in the room with you before stands behind you, arms hugging his knees, rocking back and forth, murmuring something crazily to himself. You are now stuck in a dimension of stopped time.

147. You awaken from a peaceful and restful sleep; opening the drapes of the room you had rented at an INN. Something is wrong. Last time you checked, goblins did not rule this world and yet, there they are out in the streets accepting groveling and worship from orcs, elves and humans as if they were royalty and could kill them with but a thought. You are yet unsure if you like this new world.

148. You've been charged by the queen to hunt down a serial killer who takes his victims faces using them as masks effectively for disguises and burns the bodies remains. Finding him will be difficult, especially since you've been told he's hired the help of mercenaries and has been known to blackmail and threaten nobles into doing what he wants. For all you know, the queen might be the killer.

149. You have been charged by an elven sorceress to maintain the safety of a very important, but very annoying and troublesome pixie. If this pixie finds out that you are to take her to an ogre chieftain as sacrificial dinner, she will most assuredly run. It is important that you get this particular pixie to the ogre chieftain, for as the elf tells you, the pixie is enchanted to put anyone who eats it into a 100 year long sleep. Not presenting the pixie will also start a war between the ogres and the elves, as the ogre chieftain will not have received his expected peace gift.

To 147, I for one support our goblin overlords. Time to become the goblins' favourite adventurer!

To 149, a lot of subdual, and then prepare the pixie pastry.

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