Fifty More Adventure Ideas (for Dungeons and DragonsŪ)

Dec 13 '06 (Updated Dec 20 '06)    Write an essay on this topic.


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The Bottom Line The ideas for this game are infinite. Enjoy. Happy Gaming.

A veteran Dungeons and DragonsŪ player for many years, and not afraid to admit this, I have conceived Fifty More Adventure Ideas (for Dungeons and DragonsŪ), my expansion to the One Hundred Adventure Ideas on page 44 of The Dungeon Master’sŪ Guide, Core Rulebook II, v.3.5. Happy gaming.

1. A time warp descends upon an isolated village, setting everyone and everything back a century into the past.
2. Several of the king’s tax collectors have disappeared after traveling to a particularly dangerous area.
3. A good cleric tries to establish a temple to his god in a hostile city, hoping to gradually convert the populace.
4. Suspicion arises that the inhabitants of a town are gradually being replaced by doppelgangers.
5. A powerful wizard has created a castle filled with monsters, traps and treasure, as a way to test the skills of brave adventurers.
6. The animals in a particular area are becoming monstrous mutations.
7. Ships are disappearing within a five-mile radius of ocean.
8. A phantom river barge sails past a small town once per month, leaving malevolent, supernatural occurrences in its wake.
9. A local ruler is suspected of making a pact with a powerful devil or demon.
10. The Assassin’s Guild is planning to kill the mayor.
11. A witch’s curse is causing farmers’ crops and livestock to die.
12. A mysterious curse is settling on town after town, making all good magic ineffective, while doubling the power of evil magic.
13. A diabolical band of clerics is robbing graves at a large cemetery, and creating an army of undead creatures.
14. A secret vigilante society is inflicting barbaric punishments on “evil-doers.”
15. A wealthy merchant hires adventurers to capture a young pegasus from a nest atop a towering mountain spire, so that he can train the animal as a flying mount.
16. The daughter of a good nobleman has run off with a seedy, disreputable commoner.
17. A small community of neutrally-aligned orcs tries to convince inhabitants of a nearby town that they mean them no harm.
18. A once-good cleric is suspected of secretly worshipping an evil god.
19. A powerful bandit leader, about to be hanged for his crimes, is sprung from jail by his cohorts.
20. Kobolds occupy an abandoned diamond mine, using it as a base from which to launch raids on human settlements.
21. A sorceress has lost her unique familiar, and all efforts so far to reveal the creature’s whereabouts have been fruitless.
22. Adventurers are sent to deliver the ransom for a noblewoman, who is being held by a gang of brigands.
23. The king’s ambassador has disappeared while en route to a hostile country, and is suspected of being a traitor.
24. A megalomaniacal duke has sent his minions in search of a weapon that would make him nearly invincible.
25. Hellwasp swarms have been appearing on the outskirts of town, stinging people to death.
26. Statues in a large cemetery come to life at night.
27. The king, a just, good ruler, is somehow being manipulated by his new advisor.
28. A series of murders are being committed with the MO of an executed killer.
29. Clerics are stymied as to how to remove a bizarre desecration that has fallen on a good temple.
30. Strange, glowing runes appear on the door of the town hall, forming a riddle.
31. Townsfolk are somehow being shrunk to six inches in height, and authorities can’t figure out why.
32. A local farmer is suspected of breeding hell hounds, after several of the beasts were spotted killing cattle of other farmers.
33. A kraken is destroying ships trying to enter or leave a city’s port.
34. Someone has uncorked a decanter of endless water, and has placed the item somewhere in the hills above a small valley, where it is flooding a small town.
35. An undersea city, covered by a huge dome, is discovered.
36. A huge maelstrom near a rocky coast sucks ships into another plane of existence.
37. Adventurers are hired as marshals to escort a powerful, evil fighter back to the city, where he is to stand trial.
38. Magical droughts are descending upon an increasing number of communities.
39. A basilisk is wandering out of a nearby forest, turning people and livestock to stone.
40. The king sends a group of adventurers to parlay with an adjacent kingdom contemplating war.
41. Villagers are fed up with the mischief being caused by a band of sprites.
42. Dryads fight to preserve their forest against an encroaching human settlement.
43. Messengers must travel through a haunted swamp to deliver a timely warning to the queen.
44. Members of a coven have infiltrated the city’s populace, and are working their black magic.
45. A rakshasa is loose in the city, and even the most powerful divination spells are unable to reveal his identity.
46. A dire bear, possessed of unnatural intelligence, is devouring inhabitants of a rural village.
47. Strange lights flickering over a marsh at night may be will-o’-wisps.
48. Something is endowing area livestock with both human intelligence and the power of speech.
49. A magical fire in town resists all efforts to extinguish it.
50. An ancient artifact must be retrieved from the bottom of the sea.

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