1,000 Adventure Ideas


Dungeon Magazine General Discussion

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It seems to me that everyone needs a little spur of the moment adventure sometimes, or simly a catchy beginning to a new campaign, so I propose to post here every day at least one new adventure hook for anyone to use, anytime they need one.

1. A strange illness has taken members of the town watch, now with few guards left in reserve you and your party are drafted into the townships defense. You must discover who or what is behind this epidemic, as it is spreading to many in the old districts. Where the main entrance to the sewers can be found.


When passing through a small farming comminity in a thick forested land, that you inquire where an inn may be found for the night, visibly shaken one commoner tells you there is no place for travellers to stay in these parts. Advising you strongly to turn back the way you came. Within the hour you push onward looking for a place to set up camp as night draws near. Time passes as you find a clearing to make camp, it is then that you see the lofty spires of a castle keep some distance ahead, while you approach a storm is brewing overhead.

(Could be a deathtrap to PC's, Vampires perhaps? Or a madman who invites guests into his home and they are never seen again, as your room is trapped and the dungeon stocked with trolls or perhaps a demonic sibling (struck by a curse) who stalks the labrynth beneath the keep.)

Paizo Employee Creative Director

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This is an awesome idea for a thread, King Ghidorah! Can I play?

2. Local villagers look forward to the first Sunday of every month, when Grandma Tashti brings in a fresh basket of her home-made blueberry pastries to sell at the local tavern. Yet this month, Grandma Tashti didn't show up. Some of the villagers have tried to call on her at her farm house 15 minutes out of town, but they were all chased off by a particularly raucous and antagonistic flock of unusually plump crows that seem to have taken to her rooftop and blueberry garden as a nesting ground.


James Jacobs wrote:

This is an awesome idea for a thread, King Ghidorah! Can I play?

I would be honored. As this helps all of us fight the ho-hum of yet another start in a tavern for the PC's.

...By the way, that was very clever, and direct. Keep up the good work.


A noble in town has been murdered, his body torn to pieces in his castle. His newborn son and wife are nowhere to be found and everyone assumes them kidnapped. In reality, the father was shocked to find his newborn son turn into a mewling wolf baby on the first full moon, his mother a true lycanthrope. Upon turning herself, she tore him to pieces and fled into the wilderness with her son.

The players at the exact time the body is found are in a barroom brawl and one of them goes ass over teakettle down the stairs and breaks open a secret passage. The secret passage leads to a wolf cult that involves many of the town folk perhaps headed by a barghest.


One night you are awakened by a woman's scream, quickly equipping yourself you leave the comfort of your room at the inn to witness a mob of people gathering around one of your companions and a woman laying face down in a pool of blood.

(Really put a PC in a tight spot, tell them they remember having a drink with the lass and then they were here.)


The local scroll dealer has begun to add useless text and illustrations to his scrolls. This additional text does not decreased the potency of the scrolls, yet often leaves his longtime patrons suffering from 'Confusion' as per the spell. However when questioned about the addition, the dealer refuses to give any reason for the additional text.

Something strange is obviously going on because there are people who now claim to buy the scrolls purely for the additional useless text and illustrations. These villagers spend large amounts of time around the scroll seller's shop and hassle those who see the useless text for what it is. Tensions rise, accusations fly, tempers flair, and the scroll vender just watches and smiles.

Could this lead to civil unrest?

Perhaps the additional text when compiled from several scrolls leads to a nefarious plot.

Why do those that like the additional text all hang out at the same tavern, "Blog's Brewery"?

ASEO out


Leaving your homeland was not as hard as returning to it. In your absence many things have changed, enemies you made in your travels have come here and extracted revenge by enslaving the people, who hold you responsible.

(Hit a PC where it hurts, use this adventure hook.)


The PCs reach a city/village/what have you just in time to experience said community's harvest festival. While they're partaking in revilry and contests of strength/archery skill/illusory showmanship/etc, a selection of valuable items are stolen from their rooms in the inn. For added flavor, a patron in a neighboring room is also missing items, but saw one of the PCs leaving his room. A doppleganger, one of the traveling actors here for the celebration, or one of the many skilled illusionists visiting? Or maybe the PC did make off with a few items from the inn. That's up to the PCs to discover.


Behold another lycanthrope adventure hook....

The Village of Stillvale is the best your heroes can do for lodging before sunset, Not many of the townsfolk take kindly to strangers, but that is to be expected in the life of an adventurer. They seem to be in preparation for some kind of festival, harvest moon or something as such you suppose. Still the dying traveller on the side of the road who looked to be mauled by a wild beast spoke in his last breath of men who were not as they seemed. With the sun setting you are rather unsettled by the howl of a wolf....

(It's not just one villager is a lycanthrope, they all are. Have fun.)


The players are travelling in the northern wilderness, perhaps Damara in the FR, when they strike upon the ruins of a town destroyed by the armies of The Lich King. Upon making camp during the night in the ruins to escape a blizzard, the paladin is kidnapped during the night by succubi who charm him and lead him into a forgotten temple. The players awake during the night to find their buddy missing and go searching. Upon discovering the fallen temple, they enter to find the frozen bodies and bones of good priests whose bones have been left burned with acid. The succubi are serving a Death Knight locked in the temple whose plan is to incubate the party with disease to spread to Bloodstone City. The Paladin is the bait. The priests have been eaten by a giant ice ooze that freezes everything it touches.


Adventure Path Charter Subscriber

I liked ASEO's hook, which was full of thinly veiled social commentary. I'll add one in the same spirit.

The town council is dominated by a political movement intent on the annihilation of the lizardfolk who live in the nearby marshland. Their militant anger is based on fear of unprovoked attack by the nearest tribe (The Black Water People), which appears to be undergoing a poulation explosion and is encroaching on traditionally human farmland. The lone voice of peace on the council is the sister of a local hermit druid who insists that the lizardfolk are no threat, and diplomacy is the answer.

Tension increases when an outlying farmhouse is destroyed by a massive fireball. The lone eyewitness insists it was lizardfolk. Where could they have gotten such powerful magic of mass destruction? Who's farm will be next? Someone must brave the trackless marshland and find the answers.


The PCs are loafing on a pier, chit-chatting, eating peanuts and watching a half-dozen townfolk dig-up clams from the muddy shoreline. The PCs particularly notice the pretty brown-haired girl who had served them beers the night before.

Then the pretty brown-haired girl starts screaming, "No! No! Please! NOOOO!" A moment later, she runs into the water and starts swimming straight-out towards the middle of the lake!

An older man, perhaps the girl's grandfather, looks to the PCs and says, "Do something!"

* * * * *
Tony M

Sovereign Court

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The PCs manage to get an invitation to a feast in a dwarven fortress to celebrate the first knotting of a young dwarf noble's beard. The Ale stops flowing and the pig stops roasting when the stench from the castle's cesspit grows so strong with sulphur that not even the dwarves can stomach it. Guests begin leaving and a wretched digger sent into the pit to investigate doesn't return. Other guests begin disappearing and screams can be heard in the town beyond the fortress walls.


Oooo...I can play this game:

The powerful winds of the Elemental Plane of Air rush across planar portals creating haunting melodies that captivate listeners, slowly driving them into the depths of insanity. High in the tower of the Archmage Jynan, an unstable portal begins to howl in the night and drives the nearby villages from their homes and into the streets. Some flee into the night, but many others decend into gibbering madness.
Now the village is a haven of Harpies and Mad Bards that believe that the music is the echos of the multiverse, able to tell them all that has transpired and all that will.
The mage Jynan is the only person in the area able to close his own portal, but since the disaster none have seen him and it is rumoured that he fell to the madness within his own tower.
A cult has sprung up in the area, and many bards have been kidnapped to be brought before the Howling God's Altar, to hear the words of creation and become one with the multiverse.


In jungle clime.

Five paladins are found crucified at the point of a bloody pentagram painted on the floor of a local abbey. A monk, also belonging to the abbey, is found barely alive and warns of an evil monk with glowing eyes.

The local thieve's guild was recently taken over by a rakshasa who runs a network of dopplegangers, yuan-ti and has a medusa lieutenent. The monk with the glowing eyes is his head assassin, a vampire monk. The paladins were getting too close in their investigations of the guild so he killed them and shifted the blame to a local demon worshipping cult. The party could investigate the cult or/and...

The party is approached by an ogre magi in polymorph form who has an outstanding grudge with the rakshasa and joins the party to take revenge and informs them of the culprit. If and when the party disposes of the rakshasa, he turns on them at an opportune time with his mage slaying katana.


"The local scroll dealer has begun to add useless text and illustrations to his scrolls. This additional text does not decreased the potency of the scrolls, yet often leaves his longtime patrons suffering from 'Confusion' as per the spell. However when questioned about the addition, the dealer refuses to give any reason for the additional text."

OUCH!!!


* A character wakes up to discover that her shadow is missing. Who has stolen it, and are there others who have suffered the same misfortune?

* The town's urchins are acting strangely, and the symbol of a nine-pointed star has appeared over certain doors across town. What does the symbol mean, and what has sparked this spate of activity?

* A merchant is doing a booming business in masterwork equipment in a city's market, undercutting his competitors' prices. Where are his wares coming from, and what is the significance of the claw that seems to be their maker's mark? Why has the local crafter's guild not responded with their usual intimidation tactics?


Days after a terrible earthquake has torn through a small community southwest of Dyvers, unearthing what appears to be an entrance into what the local scholar claims to be the sealed dwarven city of Thundalin. According to his research the dwarves lost many kinsmen in the depths of thier old home when journeying too deep and thus according to legend, awakened an ancient evil that sealed thier fates. Few survivors of this place gave warning for many years to come through thier descendants, never to return. But talk of great wealth and abandoned dwarven artifacts has lured many adventurers from the surrounding lands, hoping to try thier hand in finding wealth and glory.
Or perhaps the PC's are the first to explore the ruins, hired by the Sage of this small community to learn what they can of the fate of this legendary dwarven city.


*A priest of the God of Knowlege asks the PCs to find and kill a thief who has stolen forbidden tomes which may destroy the balance of power in the country (a spellthief has learned to make black powder, and it going to sell the secret to the highest bidding country).

*An alchemist has mastered a new magical technique, creating potions with new and original effects. While he is making money hand-over-fist, he has stopped paying "magic taxes" to the local Wizardry Guild. Find his secret, or force him to pay his back taxes! (The local Wizardry Guild requires that its members craft specific magic items from an approved list with a percentage of their profits, with wealthy crafters crafting the most powerful items on the list. The alchemist can't craft those certain items because he has created a small Wild Magic zone in his workshop, and he is selling off the beneficial random results from his crafting. He simply doesn't have the necessary power to create the desired items to pay his "magic taxes," but he does have enough money to hire a rival band of adventurers to keep the Wizardry Guild and the PCs off his back!)

*Someone has cast powerful magicks on the poorest "house of ill-repute" on the Street of Red Lanterns, making it appear as a fabulously wealthy palace that is larger on the inside than the outside appearance would suggest. Several noblemen have disappeared inside the palace, and their families are offering a bounty for their return. (Perhaps an illusionist Rakshasa is Charming them to get to their wealth.)

*A mad red dragon has decided to burn down the world! A small band of druids appoaches the PCs, telling them that an unnatural forest fire is threatening to consume the countryside. The dragon will not stop to fight, but will continue to set fire to anything it sees unless it is stopped. What the PCs don't know is that this is the first strike from a group of powerful outsiders from the Plane of Ash who are trying to create an ashy homeland for themselves on the Prime.


A city of black marble, hidden in the depths of a mountain range, houses a cult that has long beeen a plague of a nearby city. Folks are kidnapped by black robed thieves and priests and never seen again. No one knows how to get to the city, but recently a tip from an old acquaitance leads you to a scarred dwarf hell bent on revenge. He escaped from the dungeons of the kidnappers by escaping through a series of tunnels through the core of the mountains.

The cult is vampiric and uses it's prisoners in a gladiatorial arena as well as ritual sacrifice. The dead bodies are disposed of to a large pack of ghouls that lie beneath the castle in the tunnels from which the dwarf escaped. Many other horrors lurk in these tunnels but the dwarf is willing to brave the tunnels again and lead the party through if he can have the chance for revenge.


A new species of dragon has been seen in the outlying lands. It has not yet attacked anyone and no-one knows where its lair is. A local sage who has a strong interest in dragons (perhaps the PC's have used his services before) has asked the party to gather as much info on the creature as possible without actually harming it.

What colour is it ? (purple/ebony)
Where is it's lair ? (mountain/swamp/tower)
hat age catagory is it ? (young/old)
What does it eat ? (plants/cattle/humans....)


A strange malady has taken all who stay at a wayside inn. Those affected lie comatose. Only the innkeepers youngest daughter, julia is unaffected. She cares for all who have fallen ill.
A large piece of cloth covers a mirror in the common room. Julia is terrified of the mirror, and begs the characters not to touch it. Removing the cloth reveals an ordinary, albeit ornately carved mirror.

In truth, it is not the mirror itself that is the cause of the malady, but an image eithin it. specificallty, Julia's. Her image murders the immage of all who look into the mirror.


While travelling through a known area of wilderness, the PCs stumble into a town that wasn't there the year before, complete with a number of worked fields, and the beginnings of a couple orchards. The town itself is small, and the buildings were obviously thrown up in a hurry yet were clearly the work of master craftsmen. Two or three of the houses are nicer than the rest, and the furniture inside is particularly fine -- fit more for a royal palace than for a small house in a village. There is no-one about, but the area was obviously inhabited very recently, as there are no signs of dust settling on any of the surfaces.

Who built this town? Where did they come from? And where are they now?


otter wrote:

While travelling through a known area of wilderness, the PCs stumble into a town that wasn't there the year before, complete with a number of worked fields, and the beginnings of a couple orchards. The town itself is small, and the buildings were obviously thrown up in a hurry yet were clearly the work of master craftsmen. Two or three of the houses are nicer than the rest, and the furniture inside is particularly fine -- fit more for a royal palace than for a small house in a village. There is no-one about, but the area was obviously inhabited very recently, as there are no signs of dust settling on any of the surfaces.

Who built this town? Where did they come from? And where are they now?

Reminds me of the house sized mimics that were in a side-trek at one time. Called the vanishing village or something like that. All the houses in the deserted town are gigantic mimics.

ASEO out


ASEO wrote:


Reminds me of the house sized mimics that were in a side-trek at one time. Called the vanishing village or something like that. All the houses in the deserted town are gigantic mimics.

ASEO out

The Vanishing Village, by Marcus Rowland, Dungeon #19

Frog God Games

A powerful being has created a master rin...uh, horseshoe that can rule the world. The forces of Good have recovered it and must destroy it at all costs. But Sau...uh, the powerful being is expecting them to make some sort of move. Who can accomplish the mission but the unlikeliest of heroes...gnomes...that don't wear shoes...

Darn you, writer's block!!!!

Frog God Games

Skarn wrote:

A new species of dragon has been seen in the outlying lands. It has not yet attacked anyone and no-one knows where its lair is. A local sage who has a strong interest in dragons (perhaps the PC's have used his services before) has asked the party to gather as much info on the creature as possible without actually harming it.

What colour is it ? (purple/ebony)
Where is it's lair ? (mountain/swamp/tower)
hat age catagory is it ? (young/old)
What does it eat ? (plants/cattle/humans....)

That sounds like "Ailamere's Lair" in issue 51, Skarn...or is your real name Steve Fetsch?!?!


Shades of gray.

The party learns that a priest is about to conduct a secret ritual that will cure all disease in the kingdom. The ritual just requires the sacrafice of an innocent child. Maybe this child is the King's daughter.

ASEO out


Shades of gray II

The heroes have an opportunity to kill the evil king who has been over taxing the population and requiring that families give up their first born children to him. The surrendered children are never seen again. But killing the king will throw the kingdom into a bloody civil war where thousands will die, because several factions have rightful claims for the throne.

ASEO out


The PCs are hired/asked/conjoled into escorting a "security wagon" full of dangerous magic to a location for appropriate storage. One of the items (or multiple items for maximum chaos) is intelligent, with a special purpose to corrupt all good. It begins with one of the PCs, telepathically of course. Can the PC withstand the item's call, and if not, will the PC turn against the entire party to free the item, or can the PC convince the other party members to grab some of the loot and make a run for it?


King Ghidorah wrote:


1. A strange illness has taken members of the town watch, now with few guards left in reserve you and your party are drafted into the townships defense. You must discover who or what is behind this epidemic, as it is spreading to many in the old districts. Where the main entrance to the sewers can be found.

Excellent idea !!!

What if the culprits are spies of a nearby kingdom who try to destabilize the town by poisoning the guards ? The main agent of this kingdom owns the local dye-works which supplies the town Watch in freshly dyed and cleaned uniforms. The employees are not aware of the plot but some foremen are. Those latter are well paid to keep quiet and are therefore accomplices of their master. The poisoning occurs at night in the basement. The dyeing-master could be a skilled alchemist with arcane and stealth talents(wiz/rog ?). The story should begin with the murder of a worker who has seen too much...

PS : excuse my English as it is not my mother tongue. I'm from Paris,France. Hope I made myself clear.


Invited to a friend's estate to celebrate her engagement, the PC's instead discover mayhem underway. Their friend is dead, and her fiance is being pulled, kicking and screaming, through a magic portal by hulking humanoids. Delayed by a rearguard, the group has just enough time to follow before the portal closes. If they do, they exit at a lake over 20 leagues away, only to see the abductors aboard a boat already underway. Then the portal, the only way home, winks out of existence.


Hey - good idea. I just discovered this posting. I want to play too:

Mericrus Delistrad rides into town on a jet black horse, blowing a silver trumpet. An evil bard in black studded leather, he claims that he is there to hearald the coming of the Iron Lord, who will, "dip the world in molten metal, and forge it in his own image." Mericrus is subdued by the town guard and placed in the stocks.

A few days later, as the PCs have questioned him and figured him to be pretty insane, the ragged Bard starts to chant in a strange tongue, drawing a jeering crowd. Suddenly, a red glow is seen on the horizon, and outrider guards are seen galloping toward the gates in terror. . .


The next time the rogue picks a wizard's pocket, slip him a key. The key has a version of 'teleport' and 'knock' on it, and he'll soon learn that it will cask 'knock' if he manages a Use Magic Device check on it (it's actual activation method should be rather obtuse, like only working when the user wears a white silk glove or something, so that the rogue has to keep activating blindly).

When he fails miserably and ends up with a misfire, he'll be a tad confused to find that the door opens up into the wizard's home away from home (the key's other use, but one normally keyed to the wizard himself and usually requiring a drop of his blood), a tower built in a small pocket demiplane, where all of his 'inventions' are quite hungry, since he hasn't come round to feed them since the key was stolen...

Surviving is one thing, getting home is another.


Aurielia Manfeld is a member of the Peacecasters, avocal opposition to a Coliseum being built in a large city. She is also a dissentng member of the small council who made the decision, she beleives that there are better ways to raise income and cull the growing prison populaton.

Several Explosive Runes have been set off at the construction site. Then, two days ago, two members of the small council were killed. Both are claimed by the Peacecasters, though no arrests were made. Aurielia was taken into custody, and the PCs hired to investigate. . .

Liberty's Edge

Cool idea! A lot of great hooks/ideas!!!

So I'll give it a try , too:

The PCs need to attend a party were something important will happen (anything you like, for example: Someone is trying to kill the king).
But only an official invitation will get the PCs into the building (which is heavly guarded - also magically, because of the important guests there).
It's easy for the PCs to get a short list of some invited guests, and because the name of the guests is not mentioned on the invitation, they might try to steal them from the owners...

No here comes the problem. One of the invited guests is actually a vampire and lives in a great villa. The Pcs don't know this of course and will learn it the hard way while searching his villa, which they will probably do during the night...

A next one could be a member of the group who is trying to kill the king. The PCs might know this, if they know which group is making the murder-attempt on the king.

Another invited guest might be a secret slave-trader and while the PCs break into his house to find the invitation, they find clues about a shipment of children, which have been kidnapped weeks ago... a local rumor! The slave-trader might be some high-ranking official or the brother of the king himself (maybe he's even the one behind the murder-attempt...)

You can come up with lots of more ideas for people with an invitation. But be sure to have at least as many as you have players ;)

This is good for some short adventures (one invitation per session)... and it brought a lot of fun in my campaign!


A gang of laborers from a small city are digging a water ditch outside of town. They uncover the entrance to an ancient ruin, with ornate doors guilded in pure Gold.

The Mayor immediately annexes the land, and claims it for the city. However, the Merchant's Guild also claims it, since it was their labor gang that found it. Political debate ensues, and several opposing parties of adventurers are hired to investigate. . .


The party comes upon an isolated Gnome village, population ~800. 25 years ago, most of the female children of the village were carried away in a Bugbear raid. Today, the loveliest of the survivors has reached marriagable age, and the courtship (34 different guys competing for her hand) is turning ugly, threatening to throw the whole village into chaos and potential ruin.

Meanwhile, outside of town, a tribe of Goblin bandits is lurking, ready and willing to take advantage of the chaos.


The players are visiting a small village that angered a goddess of the home and hearth or fertility in the past (perhaps a human village where a caravan of halflings were driven off or killed thoughtlessly or out of racist malice, and one of those killed was a pregnant halfling maiden). Since the event, every mother in the village has died in childbirth, though the infants survive. The population may already be showing signs of decline, or it could be a relatively new curse and effect. Either way, travelling women tend to go missing, kidnapped to the noble's castle to sire a child and heir. Between the frightened villagers (who are so ashamed of the event and the curse it led to that they tend not to speak about it at all) and the oppressive priests and aristocrats (who seek an easier way to break the curse, even though the goddess so offended was clear that good acts and sacrifice would do it just fine) want the PCs to get lost. Except, of course, for the father of the latest missing daughter... who barely explains his daughter's kidnapping (but not why) prior to his assassination.


*The PCs are approached by a member of a rival party. The rival party failed to prevent a Fiend from opening a doorway to the Abyss! Now a mountain town has been warped by the planar energies into a fiendish perversion of itself with odd planar effects like houses with more space inside than out and demonic architecture and landmarks. Luckily, the rival party got off a Limited Wish that slowed the progress of the demons and has made them incapable of killing the town's true residents. Get to the twisted town and close the portal before the magic fails and the demons are released!

*A Were-crocodile is building an army in the bayou and infecting anyone who wants to join. They raid nearby towns and then retreat into the bayou where they cannot be followed by the horsemen and infantry of the milita.

The local towns are going bankrupt trying to buy silver weapons to deal with the Damage Resistant(DR) foes, and the raids are becoming more aggressive. Stop the were-crocs before they build enough strength to assault the Senate and depose the king, and then turn your entire country into a land of lycanthropes!

*A local dealer in "previously-owned goods"(ie a fence) has been selling powerful magic items at bargain prices. However, each of the new owners becomes cruel and violent, and very powerful. Find the dealer, stop the flow of items, destroy or lock away the items, and stop the cruel owners(the items come from an ancient necropolis, and house Ghosts who possess the living and have advanced PC classes/PrCs). Hilarity ensues as the PCs are forced to destroy all the owners' magic items in an attempt to get the ghosts.


In a fallen temple, a recently awakened long dead cleric weresnake has arisen an ancient cult dedicated to Malar. The weresnake cleric was to be awakened when his army, after years of building, was strong enough to assault a city. His plan: to inflict lycanthropy in the sewers of the nearby city by his his weresnake followers. His general: a werewolf druid in a nearby forest who has beasts of Malar and hordes of werewolves, werebears, weretigers and werebats as his army.

The general starts an assault on a nearby military outpost of the city, drawing the troops out thus weakening the police force inside the city so the weresnakes can run amok. The weresnake cleric also has ties to the thieves' guild who also have a host of dangerous assassins at their disposal. The heroes must first stop the spread of the plague in the sewers by assaulting the werebeasts in their labyrinthe, and tracking down the head cleric. Then arrive to fight and win the war outside the city, hopefully by infiltrating the werebeast camps and assassinating the druid.


K! I love the Were-Croc in the bayou... maybe it likes to put the half eaten remains of elves, gnomes, and halfings together in a big pot for some Demihuman Gumbo.

Here's a hook:

The coastal town of Seldsbar has a history as far back as anyone can remember. One day, a haggard man with mortal wounds is found in a receding tide pool. He has seen battle, and is wearing strange, ancient armor and weapons that resemble those only found in the museum/library.

He bears several, swollen bite marks, and he clutches a silver seashell in his hand. Before his death, his eyes flash open and he softly whispers the words, "Silver 22."


Meryn Peller, a thin and kindly old man, was the most respected Dollmaker in the city. Children loved his work, and orders from acrss the continent kept him busy. His recent death was mourned, and everyone had kind words for the gentle man who had brought so much joy.

His loving niece, Tabby Peller, had the duty of cleaning out his basement storeroom. Among the staring dollheads and minature body parts, she head a strange scuttling noise. She found a secret doorway, leading to a seemingly vast set of catacombs beneath the city. Curious, she started inside, saw something horrifying, and fled in terror, screaming "It has legs, it has legs!"

Tabby has not yet revealed the location of the door, and her broken mind is being healed at a local temple. . .


A master weaponsmith Spellsword known for making amazing magical blades was defeated by a dark necromancer a few generations ago, who used a wish to "bind you in your own blade, to amuse me for as long as I exist!" He basically turned into an intelligent sword, except he cannot see or hear anything unless he is held by someone, at which point, he can "ride" their senses and see/hear/smell/etc what they experience. The necromancer toyed with him often, using the blade/spellsword to kill innocents, power dark rituals, etc, and then one day things were dark for a very long time. The sword dips in and out of legend, and the bearer always seems to be assaulted by undead or other minions fitting a necromancer, and the blade is often lost again. It is eventually picked up by one of the party...

...is the necromancer still around? (he has to be, as the wish was until the fellow didn't exist, but the fellow is now a lich, and the lich always tries to get the blade back, as it was his favourite torture toy)

...can the fellow in the sword be freed? (yep, just kill the lich, and he'll appear again, outside his blade, a little worse for wear for being unbodied for a few generations).


An evil and unscupulous green dragon whose face resembles a huge sahuagin's has been scrying on a gathering of storytellers and bards with the intent of stealing their tales and selling them as his own to a local loremaster who lives in a dungeon. The loremaster promises the dragon 6cp a word for each tale except the one about the all-powerful magic horseshoe which he doesn't think will sell.

GGG


Great Green God wrote:

An evil and unscupulous green dragon whose face resembles a huge sahuagin's has been scrying on a gathering of storytellers and bards with the intent of stealing their tales and selling them as his own to a local loremaster who lives in a dungeon. The loremaster promises the dragon 6cp a word for each tale except the one about the all-powerful magic horseshoe which he doesn't think will sell.

GGG

Good hook, mind if I continue the campaign arc you started, Gee-cubed?

The Loremaster uses the knowledge for his own universe, contained safely within the confines of a crystal ball. He grins cruelly as he transfers heroic individuals into the ball, watching them squirm for his petty amusements. He then sets them up with tricks and traps, mutating the environment and the population for maximum danger...

Interestingly enought, there is the Manga Zeen, an artifact staff that's required to power his Crystal Ball Universe. It is very effective, but energy is constantly bled away as it gives power to the Crystal Ball.

This energy takes the form of particle "seeds", and for every single idea stolen by the Green Dragon, these small "seeds" are transmitted by the Magna Seen staff to all known universes and to every consciousness. And now, as a consequence, every single storyteller and bard retain some piece of all that shared knowledge...

Oh yeah, one more thing... There's a power-mad Half-Drow Half-Githyanki Vampric Were-wolf Blackguard Sorcerer named Cliche' van Ultima, and he, I dunno... somehow gets into a fight with the PCs... and they have to kill him and his army of undead. Not quite sure where he'll end up in the Campaign exactly, or what his motivations are, but uh... he's really tough to kill. And he laughs alot... Bwah ha ha!


Mmmm, 6,000 words at 6cp a word, that's like 360 gp. Poor dragon. That wouldn't even cover my monthly Potion/Lager of Cure Light Wounds budget.


K wrote:
Mmmm, 6,000 words at 6cp a word, that's like 360 gp. Poor dragon. That wouldn't even cover my monthly Potion/Lager of Cure Light Wounds budget.

Actually it's for matress stuffing.

You pile some gold on top, it looks fine for the guests and drives adventurers nuts when they find out. ;)

The frugal dragon,
GGG


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The filthy town crier Jastin Chubwaist used to be a halfing on the wrong track. He spends his pitiful wage on cheap drink, and usually end up yeling the local news a day late.

Recently however, things have changed for Jastin. He is still a smelly, useless drunk, but now instead of reporting news a day late, he is reporting it a day early - accurately. The few who listen to him, have begun to follow him around, and his presence is starting to cause a stir in the local churches...

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