1001 Campaign Seeds


Homebrew and House Rules

401 to 450 of 467 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

480. The cosmic junkyard Ever wonder what happens to Demi planes that their creators let fall apart? Or permanent ones that's creator died long ago? Welcome to the cosmic junkyard, where demiplanes go to die! Warning, any number of strange creatures, items, or magic might be encountered here. Cosmic junkyard tours inc. holds no responsibility for accidents resulting in injury, death, mutation, disease, poisoning, curses, or getting sucked into some other random plane.


1 person marked this as a favorite.

481. An epic battle between a god of good and evil. After a final blow the evil deity rips the good deity out from the outer planes and they fall to the mortal plane as an infant. Find and save this good deity to their formal glory and reset the cosmic balance.


1 person marked this as a favorite.

482. You each had died nobly in battle, stopping an invading horde and protecting the city. Your efforts lead to victory and decades of peace. You have watched your loved ones as spirits, sharing their happiness, content for what you had accomplished. However, a new enemy, darker and more vile than before has emerged and they target your city. Your loved ones. They are not ready for this. Not like you were. Somehow, someway, you must protect them despite your limitations. Find a way.


483. A Humble Home: The smells of apple pie and fresh laundry waft from the small cabin nestled in the woods. Two small children sit on the porch. When they see the heroes they both run indoors closing the sky blue door behind them. Seconds later you hear a child scream and a blood curdling howl. Entering the house you quickly realize your mistake. The house is a shrine to your exploits.

484. Gnome's Tilted Tower Someone has taken up residence in the old gnomish alchemy tower. The furnaces are at full blast and thick billowing smoke wafts up into the sky resulting in multi-colored storm clouds raining volatile chemical concoctions down on the local populace.


485. A group of goblins took over a haunted house in a village because they thought it looked nice. Decided to make it more "homely" (scarier).Because nobody wanted to visit their beautiful house any more they abducted children.


1 person marked this as a favorite.

It... is... ALIVE! (*thunder cracks*)

486. Captured Dragon

An ambitious Baron has found a way to capture and control a greater dragon and has been using it to great effect in supplementing his army and expanding his territory. Now all his rivals, kings and relatively minor nobles alike, are all scrambling to find ways to add dragons to their arsenals as well.

Of course the dragons aren’t exactly sitting idly by and tolerating this. Some have taken to slaughtering all humans and humanoids within easy reach in a “best defense is a good offense” approach to the problem.

Fearing a second War of Men and Dragons (the first had significant consequences on both sides), a greater dragon hires the party (probably not revealing who it is at first). Their mission is to infiltrate the Barony, discover the secret used to control the dragon, and free it. Once free, the formerly enslaved dragon will no doubt exact a terrible vengeance on the Baron and thus put a damper on the ambitions of others… IF the party can find a way to accomplish their goal.


487. Heaven's Fall: Last night a great light was seen in the sky, a falling star streaking down toward the east. An angel, they say, fallen from heaven, landing somewhere in Sunless Lands to the east. If you could gather an expedition to find it, you could gain all manner of power and discover the true nature of divinity. What would you do with the power of the gods? Of course, you're not the only one with an interest.

488. The Hero of Old: 200 years ago, your kingdom's greatest hero defeated a powerful evil, saving the world from destruction. Now that evil has resurfaced, and the hero is needed again. Join an expedition travelling across dangerous and strange lands in search of the hero's fabled tomb, where the will of your gods will return the hero to life, to save the world once again.


2 people marked this as a favorite.

489. Frost Giant’s Daughter The frost giants were the only family Ylada had ever known. Perhaps they found her abandoned on the steppes or stole her in a village raid, her bright red hair reminding them of one of their own. At any rate, she has grown to her (human) adulthood among them, adopted daughter of a powerful chieftain.

Now she contributes to her family’s stores by visiting the sites of battles and charming wounded soldiers – a practice that feeds her ego as well as her belly. With a combination of magic and her natural attractiveness and agility, she entices the poor souls to chase her on a several hours’ trek to where her brothers wait in ambush. Fully exhausted from their efforts, the soldiers make for easy capture, to be consumed at the giants’ leisure.

This time, however, Ylada may have gone too far. Either unknowingly or simply in contempt of regular human doings, Ylada has taken a prince - third in line to the throne. Unable to rapidly send sufficient troops to guarantee overcoming the giants by force, the king has opted to send the party, along with one of the more powerful court wizards, on a mission to extricate the prince, presumably more by stealth (or possibly negotiation) than direct force of arms.

Naturally, folks across the kingdom have heard rumors of the prince’s capture – and there are those that find it an opportune circumstance and would seek to ensure that the mission fails…


Provenance wrote:

489. Frost Giant’s Daughter The frost giants were the only family Ylada had ever known. Perhaps they found her abandoned on the steppes or stole her in a village raid, her bright red hair reminding them of one of their own. At any rate, she has grown to her (human) adulthood among them, adopted daughter of a powerful chieftain.

Now she contributes to her family’s stores by visiting the sites of battles and charming wounded soldiers – a practice that feeds her ego as well as her belly. With a combination of magic and her natural attractiveness and agility, she entices the poor souls to chase her on a several hours’ trek to where her brothers wait in ambush. Fully exhausted from their efforts, the soldiers make for easy capture, to be consumed at the giants’ leisure.

This time, however, Ylada may have gone too far. Either unknowingly or simply in contempt of regular human doings, Ylada has taken a prince - third in line to the throne. Unable to rapidly send sufficient troops to guarantee overcoming the giants by force, the king has opted to send the party, along with one of the more powerful court wizards, on a mission to extricate the prince, presumably more by stealth (or possibly negotiation) than direct force of arms.

Naturally, folks across the kingdom have heard rumors of the prince’s capture – and there are those that find it an opportune circumstance and would seek to ensure that the mission fails…

Wow, what a cool story line idea. Very vivid imagery in my head with this one.


Thanks for the complement. I must confess the idea is not wholly original - the basic idea is from an old Conan pulp fiction short story. (I'm a fan of those as well as some of the other early sci-fi/fantasy.) However, I embellished it/added some details to make it more of a campaign idea (the original story just ends with Conan killing everybody, I believe :-) ).

Will post a few more in a similar vein when I get a chance...


490. Corn.


1 person marked this as a favorite.

491. Blackout Drunk After a night of heavy drinking and all round revelry, the party wakes up to find there's no longer anyone else in the town and they cannot recall anyone leaving. In fact, they can hardly recall much of the night at all. The very next day the entire town's population is back, but none of them remember not being there and they dismiss the PCs as being crazy or comment on how much they must have drunk last night, the town believes it is just the day after the day the PCs were drinking heavily.


Cacarrot wrote:
491. Blackout Drunk After a night of heavy drinking and all round revelry, the party wakes up to find there's no longer anyone else in the town and they cannot recall anyone leaving. In fact, they can hardly recall much of the night at all. The very next day the entire town's population is back, but none of them remember not being there and they dismiss the PCs as being crazy or comment on how much they must have drunk last night, the town believes it is just the day after the day the PCs were drinking heavily.

Maybe a trapper who lives outside of town saw a spaceship made of light and feathered serpents doing something. Also, everyone outside the town isn't missing a day. As they investigate further maybe everyone native to the town has the feathered serpent bloodline and their space bros. picked them up for a battle with evil creatures on another planet.

This isn't a spoiler because it could be a hoax by some Llamia. Maybe all the townsfolk are constructs and the toys of a super ancient copper dragon. Maybe the townsfolk are all timelords and they skipped forward to avoid the Dalek mothership looking for them.


492. The Serpent Crown Legends speak of the Serpent Crown – a lost artifact said to magnify the powers of the wearer’s mind 1000-fold, granting them telepathy, telekinesis, and the ability to dominate other’s wills and control their memories, among other powers. Carved in the form of a gem-inlaid striking cobra, it was created in antiquity by a now-lost culture, rich in magical lore.

Recently a map surfaced, purporting to show the location of the hidden sanctuary that holds the Crown. It gives the location as a remote island, known to some, but so far from the normal trade routes as to rarely appear on most nautical charts. Now three ships skim the glittering southern waves, each seeking the artifact:

A powerful dark wizard, recently disgraced and outcast from his peers, seeks the Crown’s powers to rectify the situation and exact some well-planned vengeance in the process.

An ambitious noble seeks the Crown to further his own ends – most likely a substantial increase in his influence and power.

A ruthless pirate plans to claim it simply to sell to the highest bidder (it is said to made of lapis lazuli and inset with numerous opals).

What dangers await those who would undertake such a risky voyage? When will the unscrupulous parties become aware of each other, and their rivalry explode into deadly conflict? And what of the mysterious guardians and deadly traps hinted at in the map?


Provenance wrote:

492. The Serpent Crown Legends speak of the Serpent Crown – a lost artifact said to magnify the powers of the wearer’s mind 1000-fold, granting them telepathy, telekinesis, and the ability to dominate other’s wills and control their memories, among other powers. Carved in the form of a gem-inlaid striking cobra, it was created in antiquity by a now-lost culture, rich in magical lore.

Recently a map surfaced, purporting to show the location of the hidden sanctuary that holds the Crown. It gives the location as a remote island, known to some, but so far from the normal trade routes as to rarely appear on most nautical charts. Now three ships skim the glittering southern waves, each seeking the artifact:

A powerful dark wizard, recently disgraced and outcast from his peers, seeks the Crown’s powers to rectify the situation and exact some well-planned vengeance in the process.

An ambitious noble seeks the Crown to further his own ends – most likely a substantial increase in his influence and power.

A ruthless pirate plans to claim it simply to sell to the highest bidder (it is said to made of lapis lazuli and inset with numerous opals).

What dangers await those who would undertake such a risky voyage? When will the unscrupulous parties become aware of each other, and their rivalry explode into deadly conflict? And what of the mysterious guardians and deadly traps hinted at in the map?

This would be perfect for the GM who has to deal with 2 players just escaping from prison. Alternately, a bonded celestial on guard would necessitate good characters be brought along.


493. Blue Moon The city you all grew up in wasn't a very nice place. Crimes both petty and grandiose were rampant, and only the most wealthy could afford the private security necessary to live a peaceful life. Of course, none of your families were anywhere near the level of wealth needed to be afford that kind of protection, but they did get you into the apprenticeship most directly related to your character class as a way to stay off the streets. It worked to the surprise of many, but not to Officer Reynis. He was the only constable you knew that wasn't on the take, and any of the less scrupulous watchmen sharing his shift that tried to get him in the pocket of one of the local gangs ended up sorely disappointed- or sometimes just sore. He was teetotal, drinking only water or milk during a shift, and refused the company of anyone on an intimate level since his wife passed a few years back. He was a truly iconic figure in all your lives, making sure that you kept up with your studies, giving you encouagement when you felt alone, and introduced you to each other over the years as acquaintences. Simply mentioning his name was enough to get drunkards moving and small time crooks looking for marks elsewhere. Things in your neighborhood were starting to look up.

But this morning, the town crier bellows a tale of woe- Officer Reynis is wanted for murder of a number of youths that strangely, match your descriptions. You contact each other secretly, and while you are eager to clear the name of a good friend, you know that all the corrupt city guard, numerous local gangs, and a lord mayor that make the latter two look like innocent babes need to make sure he hangs is your dead bodies...


A Dream of Forgotten Children
Hidden in a creek deep in an ancient forest, lies a portal that leads to a stange, somewhat dreamy land.
It is the land of a kingdom inhabited only by children. Not your usual children, though. Some of them are knights, some are mages, some are priests, and they show a strange mixture of childish and adult traits in their behavior, as if they had all the curiosity, enthusiasm, and fears of children, but also the seriousness and disenchant of weary adults, at times.
They fight, they wield magic and use magic items, although their powers are overall relatively low, and they defend their kingdom from odd, childish versions of various monsters. They fight them with courage and merry excitement, but also with scared tears and tenacious rage.
But what truly frightens them is what they call the Devil, or the Great Dragon, a being of real darkness who casts its shadow over them all, never really reaching to crush them, but always imposing despair on them, when they become too happy and almost forget fear.
The strangest thing of all is that anyone who crosses the portal and reaches the Child Realm, not only is himself trapped there, unable to leave through any means short of Miracle, Wish, or divine intervention, but is also turned into a child version of himself.
The children in the realm have lived there for so long, never growing or dying of old age, that they can't remember much of the past and how it all began. For them it's entirely natural to live the way they do; the realm is overall a nice place, when the Devil's presence isn't felt, and the Devil itself is seen as an eternal and insurmountable sword on their head that cannot be removed.
The truth, though, is that this is all a neverending dream. In the real world, an enormous cluster of strange capsules holds the bodies of many people who slumber in a strange kind of stasis: never capable of awakening, while their bodies get older and older but never die. Remnants of an ancient civilization, they are kept alive by an evil entity that feeds on their fear, gorging and reveling in the illusion it has created for its victims, while projecting itself in it as the most frightening Fiend.

And if you want, here are rules for children characters.


495. The Ice Wall melted... your grandfather was a boy when it happened. If you went north you eventually encountered the Ice Wall, that was just the way things were. Overland there were impassable mountains overflowing with glaciers and terrible storms, at sea there were massive ice shelves. But you never saw any of this for yourself, that was before your time. But here you are on a trade vessel going North; you're coming around the Ice Daggers right now, the mountain range stabbing into the sea that once was the Ice Wall. This is the frontier... Great iron mines with dwarves that speak in a chopped dialect, great forests with trees thirty paces around, exotic savages that trade priceless furs for arcane cantrips and other arcane writings.

This is the new frontier, and it is a made rush to claim it. Funny you never hear why the ice wall disappeared...


496. All of the PCs wake up beside a campfire. none of them have any knowledge of their past, or of the world at large. They are all Sorcerers of different bloodlines, they know they can do magic but don't know how to control it. They are each given a card with a symbol on it to show each of the spells they know.

It turns out that they are the only arcane spellcasters in the world. How did they come into existence? and why?


497. Everyone who wasn't part of the caravan seems to be gone. It seems to be a rapture like event. You start to encounter others who were left behind. Some of them you thought were dead. The party just barely remembers taking the job to guard the caravan. They are all having nightmares about bandits attacking. The party cleric or oracle meets a strange lady, who seems somehow familiar. DC30 knowledge religion to recognise a sword acheron. As soon as someone figures it out, she tells them she can teach them to be lawful reapers and can show them the path to vengeance and back to the living world.


498. A Mad Wizard has been Mad Wizarding! Everyone pick one CR 7 monster and add one class level to it. That is your character. Oh no! An adventuring band has heard of this strange band of monsters and are coming to murderhobo.


Back after some Turkey-day funnage...

499. Staff of the Forrestal

For centuries, the druids have kept the Staff of the Forrestal hidden deep in their sanctuaries, away from those who would usurp its unparalleled power over the the laws of nature. But recently has come word that the powerful witch Garvena has somehow managed to steal the Staff and secure it in an unknown location.

Now, once rare conditions like droughts punctuated by violent storms, summer frosts, lightning strikes on cloudless days, and powerful windstorms, are all becoming more commonplace as Garvena slowly begins mastering the powers of the Staff. Indeed, the latest full moon shone blood-red – an ill omen indeed.

The druids and others who respect the balance of nature are doing what they can to counteract Garvena’s misuse of the Staff. And they have sent out a call for those willing to aid them to seek out her and the Staff, to return it to those who would not abuse its powers. It’s not a job for the weak of will or body, for Garvena was quite powerful even before she obtained the Staff. And rumors abound that Garvena herself is just a pawn for another, even more sinister, power...

Shadow Lodge

500: An Actual Seed.

Nature is slowly dying across all the planes and, for some reason, so is planar travel(including summoning spells).

Only a group of Ghoran and Gathlain know the truth. A dragon has consumed the World Tree and must be stopped before a World Seed can be planted, a new World Tree grown, and all the worlds saved.


501: A Tree grows in Glorion.
You live in a stable demiplane. A wanderer visits and tells you all how a sacred druid tree will cause the plane to begin expanding if planted here. Many of the creatures left here have been raising families, so you have to find a seed. It's not easy finding a sacred grove, even if you take the druid class. First you must unlock the wizard's door.


1 person marked this as a favorite.

502
A century ago, the royal family was murdered and the magic protecting the kingdom was weakened. Now, the dead walk the land with near impunity as the living hide behind the protection of indestructible magical stones. But perhaps the stones aren't as durable as they thought.

503
An ancient city was found, older than any other previously discovered. Though abandoned, it was in perfect condition. However, when the gates were unsealed, arcane machinery at the heart of the city sent a message out into the depths of the night sky.

Now, something has answered.

504
This world lay empty for a thousand years before our people were mysteriously brought here. Why and how were we gathered, and by whom? Who built the incredible ruins dotting the landscape? What happened to them? Why do random constructs suddenly cease obeying their masters and wander off?

Will you discover the answers to these mysteries, or find only more questions?


2 people marked this as a favorite.

505. Mad Poet

The country has had a weak king on the throne for a bit too long now, and cracks are beginning to show. The most obvious of these is Reyaldo, a well-loved Bard riding a populist wave of anti-monarchy sentiment. Now every bureaucratic misstep and minor tax increase becomes occasion for a memorable ballad or ditty, cementing these events in the minds of the citizenry. The murmurs on the street calling for King Tisius’ ouster have become much louder in recent months. And so, too, have the calls from loyalists, demanding that Reyaldo and other “troublemaking rabble” be rounded up and imprisoned, or worse. But Tisius hesitates, fearing that the standard approach of arresting the popular folk hero on trumped up charges of treason might finally galvanize the common folk to action.

Like many great artists, Reyaldo has a touch of madness about him – his emotional highs and lows serving as inspiration for his music and poetry. Hardly the right temperament for strong governmental leadership. In fact, when he’s not strumming up support for his cause (and accolades from his fans) he seems to spend significant time drinking and debauching. And those who know him say he has an even darker side – sometimes flying into violent rages during his binges, and often suddenly turning against former companions over perceived slights or disloyalty.

These days rumors abound in the capitol. Some suggest that Reyaldo is merely a pawn of forces attempting to overthrow the throne. But who? Duke Zatos has never shown disloyalty (at least not openly). It’s true that of late his support of Tisius has seemed much less enthusiastic than in years past – but given the circumstances, who can blame him.

Other rumors speak of Vranos, the King’s most senior General or the popular Almades, Captain of the City Guard as being behind the budding uprising. Some powerful courtiers have also come under suspicion. Could there be any truth to these words? Or are they all part of a carefully orchestrated plan to make trust impossible and divide Tisius from the rest of his power base?

One of the few certainties is that things finally seem to be coming to a head. And with political passions flaring, the party had better figure out which side they want to take, because in this city, claiming neutrality is soon going to make you everyone’s target.


1 person marked this as a favorite.

506. Blast from the Past

Somehow, after messing with that artifact, your whole high level party ended up in a very strange land known as Cormanthyr, in a ruined city known as Myth Drannor. And geas'd to "cleanse the place of evil."

Good luck with that one! :-)


507.Like Legends of Tomorrow
5 or more very powerful but flawed characters are living in a really messed up world. They are brought together by a stranger who is a otherwise normal Time School Mage who tells of a different timeline. A bright future the PCs will create. The time machine might be what looks like a wizard's tower.


1 person marked this as a favorite.

508. The Rain of the Red Planet
A planetary wanderer from beyond the star system has arrived, and it's eccentric orbit brings it extremely close to the adventurers beloved home planet. As it draws near, a dangerous new phenomenon begins occurring. Long strands of alien matter begin falling from the sky, dissolving anything they touch like acid, within seconds. Furthermore, it burrows into the ground, destroying all the surrounding plant matter and ruining the land for years to come. The adventurers can either try to stop this plague or attempt to wait it out, learning to survive for however long this new planets orbit keeps it close.


1 person marked this as a favorite.

509. The Storm Kings Castle
Legends tell of an ancient king who ruled his kingdom from a castle in the sky, The powerful magic which powered its flight allowing him to conquer many lands. And then it vanished. That was long ago, and tales of the Storm Kings Castle have been lost to time and fading memory.
That is, until the day a relic of ancient times and bearing the markings of the storm king falls from the sky. Now, nations and factions begin a secret (or not so secret) search for the fabled floating citadel, with the PC's either caught up in the struggle or actively searching themselves.


1 person marked this as a favorite.

510. Clockwork Fog
Every night a thick fog descends upon town, and then it lifts again in the morning, like clockwork. A townsfolk disappears every fog and then reappears two fogs later with no memory of ever being gone.


1 person marked this as a favorite.

511. The Uprising

The party travels to a large city and are shocked to discover that skeletal minions live among the populace. A local religious cult does a great job at selling and promoting the (surprisingly) cheap, replaceable, and tough working mindless creatures that never sleep, eat nor rest.

While at first a “new fashion” item to show-off by the nobility, the undead quickly gained popularity among the middle class as house-keepers and workers, while also serving as great fodder for the Arena. The events culminated into a recent slave&gladiator-freeing movement.

But not everybody approves of this, no matter the Good of successfully outlawing slavery or how great the newly-found prosperity of the city are. The local temple of Iomadae, along with a part of the populace, has a clearly established opinion on the matter: Raising the dead calls for unequivocally Evil magic, and the (seemingly) unending supply of dead bodies and onyx gems needed for the rituals is extremely suspicious at best.

The rising tension between these two parties is slowly escalating towards what will undoubtedly be a civil war. Little does anybody know, a long-deceased and forgotten Lich has recently woken from slumber, and is pulling the strings. While secretly providing the necessary materials for the animation of the dead, It is plotting to reclaim control of all the undead minions to massacre the whole city and create an army to conquer the continent.


512.The Secret Uprising

Flipping the script. One of the well to do families are related to Uncle Skully. They have been disappearing the beggars, sick, and poor to make more skeletons. The undead armies are marching on bandit camps and other communities to expand their secret empire of the undead.


Icedickins wrote:

508. The Rain of the Red Planet

A planetary wanderer from beyond the star system has arrived, and it's eccentric orbit brings it extremely close to the adventurers beloved home planet. As it draws near, a dangerous new phenomenon begins occurring. Long strands of alien matter begin falling from the sky, dissolving anything they touch like acid, within seconds. Furthermore, it burrows into the ground, destroying all the surrounding plant matter and ruining the land for years to come. The adventurers can either try to stop this plague or attempt to wait it out, learning to survive for however long this new planets orbit keeps it close.

YES!!!


1 person marked this as a favorite.

Dot: The Continuing


I've taken an unnatural liking to this thread, and will not let it die! We will reach 1001 seeds yet. But slowly... oh so slowly.

513. The March of Progress
The Players are involved in the construction of a (the) great railroad through a vast frontier, slowly making its way towards the outer colonies and promising prosperity to the nation on it's completion. But no task is done in a day, nor is any step taken without equal danger. Money problems, corruption, and attacks by the natives all conspire to end this massive undertaking. How can the PC's keep the railroad from failing, and more importantly, why? Why are the PC's so invested in it?

514. The Slow Decline
The world is slowly shrinking. Fraying at the edges. Losing chunks of itself to the endless void. It's been this way for millennia, but the world may not have another millennia before it's all gone forever. Why is it shrinking though, and what kept it from shrinking before? The answers are there, scattered in the deepest and most ancient of ruins. The PC's must discover the answer, and of course, be compelled to do something about it before other interested parties decide they'd love to see the decline of the entire world.


515. Gotta Fly Fast
The PC's must chase their archenemy, who has like a coward teleported to the far end of the earth to finish his master plan, but the PC's don't have the luxury of spell travel. They need to find and repair an ancient vehicle, then find a crew that's crazy to boot before they can embark. The trials don't end once they're on their way though... that would be to easy.


516. Forbidden

The looney wizard living in the tower on the deserted part of town has finally done it. He has used powerful magics to scry through time and space to view the creation of universe. While this has naturally driven him crazy(okay, craziER), what is truly concerning is that he has no problem sharing this knowledge with any who ask, going so far as to set several illusion booths around town to share this "truth". What started out as a lark for the bored and jaded has become a full-on cult, with any who view this becoming convinced that the world is something other tHan what the clerics have always said it was. This has lead to attacks on clerics and priests of all sorts, some violent but many simply acts of petty crime- defacing churches and the like. The PCS have become embroiled in this somehow, either as mercenaries hired to be muscle to protect the priests as they go about their duties or a secretive strike squad hired to destroy these repositories of forbidden knowledge.


516B.Forbidden Knowledge

Actually, the priests are attacking the people. They keep telling the priests everything, including gods, are stats on paper. :)


1 person marked this as a favorite.

517. Apocalypse, Sunny-Side Up

It turns out that the Moon is an egg, and it's starting to hatch. Gods and Demon Lords alike consider this to be a serious problem, and the PCs are ordered to do something about it.

518. Rise of the God-Eaters

A primeval wendigo is infecting people with a curse/plague through their dreams that turns them into cannibalistic man-beasts. Some people , including the PCs, manage to resist it and gain a measure of the wendigo's power. This enables them to "devour" and absorb power from anything they kill, which quickly turns into a path to godhood.

519. Let the Games Begin!

The PCs challenge Death to a game of its choosing to retrieve the souls of several thousand people killed in a natural disaster. Surprisingly, Death accepts. However, since the souls of these people fall under the jurisdiction of many different deities, the situation escalates into the first ever Interplanar Olympics.


1 person marked this as a favorite.

520. Take Refuge Below: Deep below the surface the survivors of the mist struggle to rebuild their lives. Surface dwellers forced underground by the mist and the horror it brought.

Nearly 200 hundred years ago a dense mist settled over the island of Eganrack. In that mist lurked foul and murderous beasts who forced the inhabitants of the sleepy isle to flee into the caves and eventually underground.


1 person marked this as a favorite.

I have been running a bunch of these ideas and wanted to throw out a new idea.

521. Cazmit's Traveling Circus: Every 5 years Cazmit's interdimensional Circus appears outside the city of Traynor. The "tower of mysteries", filled with extra-planer creatures and fun house style amusement, and various "tents of wonder" materialize on the hill and entertain the masses. Over the decades more and more people have come to the city to take part of the circus and the related festivities. This year when the circus materialized all hell broke lose literally. Demonic clowns, crazed monsters, and a demented ringmaster put on a show for the ages.

522. Will-O-Wisp Mating Season: It's will-o-wisp mating season and thousands of the little beasts have settled over the town of Bog Gulch.


2 people marked this as a favorite.

523. Some random farmer has found the Deck of Many Things (or other dangerous artifact), and all hell is breaking loose.

524. The ruler of the nation has imposed a special tax on alcohol. He must be stopped.

The Exchange RPG Superstar 2010 Top 16

1 person marked this as a favorite.

535 - "For a map such as this, I would take no less than 50 gold.

The ritual to summon a storm that eats souls is relatively harmless without a great investment of time and effort.

To the brass and bone Clockwork Lich, that's a feature, not a bug. She's spent the last 150 years feeding energies into the ritual, and now all she needs is for someone from outside her Isle Opproborio to pierce the Coral Veil, and the storm can sweep over the Thousand Islands.

Which is why she directed her hooded agents to sail to dockside bars, carrying maps which provide the precise location of her island and the promise of gold enough to sink a galleon.


Dot.

The Exchange RPG Superstar 2010 Top 16

1 person marked this as a favorite.

536 - "Scepter Tyrannus"

Ghouls terrify a small village, trying to take human hostages but kill as few villagers as possible.

As it turns out they're searching for a valuable weapon of legend, a holy scepter / maul once possessed by the goddess Iomedae herself. The scepter has fallen into an underground lake, and turned the entire body of water into holy water, keeping the ghouls at bay; they need living slaves to go fetch the scepter.

Once the PCs get the legendary weapon, the fun begins. Some ancient terror is searching for it, and the local paladin lord isn't too keen on anybody other this own august self keeping hold of it.

And then there are the agents of the copper dragon, sent to retrieve such a magnificent treasure. About the only one who doesn't want it is the local baron, for some reason.


1 person marked this as a favorite.
AdamWarnock wrote:
414. Someone is stealing everyone's pants. (I dare someone to make a serious adventure around that one.)

I know I am responding to an old post, but I couldn't resist.

While I am not sure how serious it is, here is my version of the idea:

Everyone knows wizards can be a bit strange. There was once a party whose wizard was no exception. He loved his loved his robes. (Probably too much: he only had one set he would wear and had named them. Granted, they were magical robes.) The rest of the party claimed the robes made the wizard more susceptible to traps. He said the rogue should be able to spot them and warn the rest of the party in time.

Eventually the wizard’s robes did cause him to get caught in a trap. The party barely escaped and later mandated the wizard wear pants on adventures.

This made the wizard extremely upset. Remembering a time when the rogue was unusually eager to open a chest and got attacked by a mimic, he devised his plan. Mimics disguised as pants would not work because they would attack at once. The wizard spent significant time and money devising pants that would attack after a random period of time. Knowing most people did not have magical pants, he made the pants resistant to detect magic.

The party managed to find out the wizard’s plans too late. The wizard was able to get the pants distributed throughout the land unnoticed. Luckily nobody had been attacked, yet.

It would be stating soon. Knowing their story would not be believed, the wizard’s former party turned to unlawful means. Unable to determine which pants were regular pants and which were dread pants, the party took to stealing all the pants in an area.

This is where the adventure starts. The players are tasked with determining what happened to all the pants in their village.


1 person marked this as a favorite.

537. Old Boy: After a brief stint as an adventurer you wake up one morning in a room as a prisoner. Beaten, tortured, and constantly asked to think about what you've done, after 15 years you've finally been released and now are out for sweet sweet vengeance.


Must. get. to. 1001.

538. Several bands of pirates have united under the banner of a ruthless pirate lord who have been terrorizing coastal cities. Tales tell of swarms of rats plaguing the cities preceeding the pirate lords arrival, and townsfolk, some of them children, have been going missing at an alarming rate from the cities he's visited. The PCs are tasked with finding this pirate scourge, rescuing the missing people and returning with the pirate lords head. Little do they know, this mangy old pirate is actually an Oni in disguise, capturing slaves to be sold or held for ransom in search of valuable magical artifacts. Those that arent sold off are most definitely eaten by both the Oni and his ravenous bands of cultist human and goblinoid pirates.

~apologies if this or something similar has been mentioned before~


539. For years the goblin tribes of northern hills have been too distracted by in-fighting and petty squabbles to be more threatening than a mere nuisance, but now refugees from the surrounding villages are pouring into the capital with cries for help and tales of united goblin horde of thousands, not just of the northern hill but far lands to the east and beyond as well. they speak of one who has claimed dominion over them and promised them the lands of the realm for their own, a goblin 6ft tall, wearing a mask of stitched faces, carrying a massive sword attached to a spiked chain and riding a humongous dire wolf.

The PCs are tasked with discovering the truth behind these stories and, if true, the lair of this new goblin master. Upon seeking out the horde, the PCs are ambushed and brought deep into the caves and stone halls of the mountain, where they are confronted by the one the goblins call "king", an exiled female elf with a bloodlust for vengeance.

1 to 50 of 467 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / 1001 Campaign Seeds All Messageboards

Want to post a reply? Sign in.