1001 adventure ideas


Homebrew and House Rules

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Xenre the Vague wrote:

1. The Beacon:

This is the plot to an episode of Babylon 5.

Just throwing it out there.

Theres nothing like plagiarism :D


But always be sure to call it research.
Reread the OP and I get it now.


2 people marked this as a favorite.

40. Magic Pickles
An expert scholar has made a discovery. A stone tablet that contains the recipe for magic pickles. It requires unblemished cucumbers, fine wine turned to vinegar, and fresh picking spices. He sends the characters into a ruined, haunted, mansion to find the wine cellar, through the farmland, and leads them in a ritual that includes cooking, filling a brand new barrel, and magicly aging the pickles. A slice of a magical pickle will charm any goblinoid for a day, DC20 will save.

Typical recipe:
Ingredients:
1 cinnamon stick, broken into pieces.
2 dried bay leaves, crushed.
2 whole cloves.
2 Tbs. mustard seeds.
2 Tbs. whole coriander seeds.
1 Tbs. mixed peppercorns.
2 tsp. whole allspice.
2 tsp. dill seeds.


Dotting for intrest


41. World of Magic
Sometimes, adventurers aren't enough. You need heroes. But you have to prove that heroes are worthy of carrying that mantle. Top magical scholars have discovered a plane, shining like a beacon across the barriers between realms. Probes into this new plane have determined that it is very young, and filled with raw, primal energy from its creation.

A ritual has been concocted, allowing a small group of magic users to travel to this plane through a portal. Once through, the portal shuts behind them, and will not open again until they find a way to open it from the far side. When the group arrives on this plane, they'll discover that the plane itself has some adventures in store for them. Magic attempting to communicate or travel to other planes does not not function. In addition, the entire plane is a Wild Magic Zone. As such, activation of any items, powers, or spells that function as magic will trigger some form of extra effect. The group will have to work together to solve puzzles, fight monsters, and delve dungeons to acquire the pieces to a ritual that will let them travel home. Their final test? Fight a Lich who has been trapped on this plane, waiting for just such an opportunity to escape. If they escape, they'll be marked by the plain, gaining power beyond their wildest dreams. If they fail... no one will ever know what happened to them.

[Meta wise, I have a few recommendations. I've run this as a one-shot a few times, but it could technically be a full length campaign. I basically just put together a series of encounters and puzzles, and they have to solve them to gain the items required to power the ritual. In addition I use this Wild Magic Table. As far as I can tell its supposed to be for DnD a few versions ago, but it doesn't require too much fixing, and I've overcome most problems on the fly.]


FylkirParzival wrote:

41. World of Magic

Sometimes, adventurers aren't enough. You need heroes. But you have to prove that heroes are worthy of carrying that mantle. Top magical scholars have discovered a plane, shining like a beacon across the barriers between realms. Probes into this new plane have determined that it is very young, and filled with raw, primal energy from its creation.

A ritual has been concocted, allowing a small group of magic users to travel to this plane through a portal. Once through, the portal shuts behind them, and will not open again until they find a way to open it from the far side. When the group arrives on this plane, they'll discover that the plane itself has some adventures in store for them. Magic attempting to communicate or travel to other planes does not not function. In addition, the entire plane is a Wild Magic Zone. As such, activation of any items, powers, or spells that function as magic will trigger some form of extra effect. The group will have to work together to solve puzzles, fight monsters, and delve dungeons to acquire the pieces to a ritual that will let them travel home. Their final test? Fight a Lich who has been trapped on this plane, waiting for just such an opportunity to escape. If they escape, they'll be marked by the plain, gaining power beyond their wildest dreams. If they fail... no one will ever know what happened to them.

[Meta wise, I have a few recommendations. I've run this as a one-shot a few times, but it could technically be a full length campaign. I basically just put together a series of encounters and puzzles, and they have to solve them to gain the items required to power the ritual. In addition I use this Wild Magic Table. As far as I can tell its supposed to be for DnD a few versions ago, but it doesn't require too much fixing, and I've overcome most problems on the fly.]

You can have this be the location The Cleaves is in. You break through a wall and there you are. Just add your wild magic table.

You could put the crevasse with Losertown at the bottom in that world.


42. The Villagers Plight

The party is called upon by a local group of villagers. Mysteriously overnight their once dying crops suddenly sprang back to light, and in full force. Now their entire town is overtaken by wheat that grows back as soon as it is harvested.

The players must find the original source of the wheat (most likely magical in origin) and dispel the crop that is engulfing the town.


"I shall return." Douglas MacAurthor

Me too.


43. Poof

Disappearances are common in cities, but a few hundred? The party is called to discover the identity of a murderer and bring them to justice, capable of making bodies completely disappear without a trace and an expert in blending in, it's almost like they don't exist.


44. At first

The adventurers are caught up in a surprise invasion and the town is taken over. Things settle down, but when the new guard battalion arrives to enforce martial law things take a much darker turn. At first they started moving people to specific areas of the city, then they began jailing people on mass. Soon screams could be heard in the distance, executions. The players must get out of the city, with or without any remnants of the locals.

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