800 Adventure Ideas You Can Roll Up

aerial view of fantasy city
Category:

I’ve posted a lot of adventure ideas at various times, so I thought I should gather them in one place and punch them up. Each of the 11 categories has 12 ideas with a d6 variable, making for 792 possibilities, and an additional 8 without variables makes 800.

Roll a d20 to get an adventure goal.

1d20Adventure Goal
1-3Slay a Monster or Villain
4-6Destroy a Project
7Best a Rival in a Contest
8-9Retrieve a Thing
10-11Rescue a Person
12-14Explore a Place
15Solve a Mystery
16Deliver a Person or Thing
17-18Defend a Person, Place, or Project
19Elude Capture or Murder
20Escape Captivity or Disaster

Next, roll a d6 for the adventure and add +3 for mid-level adventurers and +6 for high-level adventurers. Then, roll a d6 for the variable within the adventure, if any.

If it’s not specified, you can consult my list of treasures that aren’t gold and silver to help determine what treasure might be had.

1-3: Slay a Monster or Villain

  1. Goblins are trying to establish themselves in the wilderness just beyond the Western Wall. Run them off while they’re at their weakest. Along the way, you find… (1d6: 1=a foreign merchant’s corpse with suspicious documents; 2=the chimney is smoking in an abandoned watchtower; 3=a fortune-teller hints at future adventures; 4=a witch asks you to look for “motley mushrooms”; 5=a fairy pool whispers secrets and clues; 6=a wyvern wheels in the sky overhead).
  2. A bothersome troll has taken up residence in a… (1d6: 1=hilly forest; 2=canyon; 3=cave under a waterfall; 4=mountain cave; 5=mountain ruins; 6=ruined castle). It’s worth a fair bounty.
  3. A necromancer has been dabbling in raising corpses in his… (1d6: 1=lonely tower; 2=lair in a ruined castled; 3=lair in an abandoned abbey; 4=underground tunnels; 5=family’s manor house; 6=city townhouse) as skeletons and zombies and a few ghouls.
  4. Wererats stalk peasants in the (1d6: 1=lord’s woodlands; 2=hills; 3=hilly forest; 4=town streets; 5=city alleys; 5=city dockyard) by night and pose as laborers by day.
  5. A young dragon has roosted atop Mount Shanda in… (1d6: 1=an abandoned monastery; 2=a mountain cavern; 3=a ruined castle; 4=a volcanic crevice; 5=an ice cave; 6=a huge sinkhole) and terrorizes the shepherds and merchants in the valleys below.
  6. A sea monster in (1d6: 1=the bay; 2=shallow water, attacking people on land; 3=the river estuary; 4=the deep river; 5=the sea, on a trade route; 6=a lake) must be stopped. Rumor has it that it swallowed a chest with a fine treasure.
  7. The prince Enric’s body has been returned to the palace, the victim of Ingoralix the Great Eye, who holds sway in… (1d6: 1=the City Under the World; 2=the City Under the Sea; 3=the Dungeon of Darkness; 4=the Crack of Doom; 5=the ruins of the old capital; 6=the dungeon beneath the Great Temple of Evil). Avenge him!
  8. As a reward for your service, the earl gives you a small, run-down castle you can renovate–once you’ve cleared it of its monstrous denizens… (1d6: 1=bugbears; 2=ogres; 3=an order of evil knights; 4=an eccentric druid and his monstrosities; 5=a vampire and his evil minions; 6=a necromancer and her undead army).
  9. A spectral Frost Wraith that haunts the frozen tundra can summon blizzards and freeze victims with a touch. It seeks out settlements to drain the warmth from anything alive. Find it… (1d6: 1=out on the frozen moors; 2=holed up in a temple of evil; 3=Lurking in the city; 4=haunting a ruined church; 5=moving thru the countryside in search of victims; 6=haunting a town abandoned because of its rampage).
  10. The Holy Mother has spoken. The vampire Vynis, Grand Duke of Pavlachia, is the enemy of all that is holy. He and his little army must be destroyed… (1d6: 1=in his castle; 2=in the old cathedral; 3=in whatever city he’s hiding in; 4=in the old dwarven hall he’s fled to; 5=in the cellars of an old abbey; 6=at the gates of the Holy City where they’ve marched).
  11. A massive guardian construct of stone and metal, the Doom Golem has gone rogue. It now crushes everything in its path or strikes it with lightning from its eyes. Destroy or deactivate it before it reaches the capital. The key is… (1d6: 1=a control on its neck; 2=the talisman around its neck; 3=a talisman you must insert into its neck; 4=an icon of it used to control it; 5=a book with commands it obeys; 6=submerging it in water).
  12. The ancient wyrm Hukon must scourge this realm no more from his lair in… (1d6: 1=the ruins of the old capital; 2=a dormant volcano; 3=a cave in the brow of Killbar Peak; 4=the Crevice of Abyss; 5=an icy mountain labyrinth; 6=a temple of dragon worshipers).

4-6: Destroy a Project

  1. A band of orcs is working with a pair of ogres and causing trouble to a community nearby and stealing trade goods, including rich spices. Some informants might know only about the travelers who have been killed or gone missing at… (1d6: 1=a rocky outcropping near the road; 2=a road not far from a cave-riddled gorge; 3=the foot of a hilly wild land; 4=a road that passes an abandoned fortress; 5=a road near an ancient villa; 6=a road that passes an abandoned fortress).
  2. The wizard Faulcon de Squaune has a tower in the forest, a magic cauldron, and an evil plan to bend people to his will with… (1d6: 1=strange potions; 2=enchanted fruits; 3=a magic staff; 4=a magic ring; 5=help from an evil spirit; 6=wicked spells).
  3. The “fungal doom” is turning people evil in… (1d6: 1=the town of Dunkley; 2=the city of Dunkley; 3=Dunkley Manor; 4=the merchant ship Dunkley; 5=Dunkley Abbey; 6=Dunkley border keep). This potion will save them, if you can get them to drink it.
  4. Sir Galvey and his cruel knights have begun seizing merchant wagons whole. Surely the baron will brand them all outlaws and allow you to hunt them if you give him evidence. Their hideout is… (1d6: 1=Sir Galvey’s manor house; 2=a ruined ancient villa in the forest; 3=a house in a nearby city outside the barony; 4=a ship they sail along the coast; 5=an abandoned castle; 6=a mountain fortress).
  5. Gnolls have crossed the River Minduin from the great plains and seized… (1d6: 1=the Hobly School of Magic; 2=the town of Fordbor; 3=Lastiou Abbey; 4=the Way Church of Tinus; 5=the Library of Habst; 6=Peckory manor). Save the artifacts and books, and you can keep the gold and trade goods.
  6. Recovered letters show the Ghulian Cult is planning to conduct a summoning ceremony at the next full moon (2d12 days away) to summon… (1d6: 1=a demon; 2=a nature spirit; 3=an elemental; 4=a volcanic eruption; 5=an earthquake; 6=an eldritch horror).
  7. You discover that a neighboring kingdom is building an army for an impending war. Infiltrate the enemy’s heavily guarded camps and find a way to sabotage the war effort without being identified as spies. Watch for… (1d6: 1=counter spies; 2=the kingdom’s top champions; 3=suspicious clerks and guards who demand passwords; 4=clever ministers and army officers; 5=the wizards who are secretly controlling things; 6=doppelgangers in positions of power).
  8. The fools of the Brownshield Company opened a portal in the ancient ruined city of Lagos. It must be closed to keep… (1d6: 1=demons; 2=nature spirits; 3=an eldritch horror; 4=dark elves; 5=mind flayers; 6=foreign raiders) from getting thru.
  9. You discover that an evil alchemist is nearly finished developing a dangerous new weapon: a doom golem (see Slay a Monster or Villain #11). Infiltrate his hidden laboratory, bypassing magical wards and traps, to find and destroy the experiment. It’s… (1d6: 1=in a stone house in the city; 2=in a lonely keep in the hills; 3=in a barn behind a coaching house; 4=in a lighthouse on an island; 5=in a cave behind a waterfall; 6=inside an extinct volcano).
  10. A mad wizard working with a sorceress on a project to summon demons in… (1d6: 1=a ruined mountain monastery; 2=an old hilltop tower; 3=an overgrown abbey in the forest; 4=a natural cave complex; 5=an old orc lair; 6=an evil temple right in the city) has a band of foreign mercenaries gathering materials.
  11. The army of Pigga the Conquerix is marching toward Valgate Bridge—the only bridge for miles. Destroying it would hold her army off for days and give the king time to rally his knights, but it’s currently held by her champions… (1d6: 1=a band of her barbarians; 2=a troop of mercenary soldiers; 3=a company of adventurers; 4=a trio of ogres; 5=a cabal of wizards; 6=some barbarian shamans [clerics]).
  12. The Red Claw faction has agents working to get a set of ancient portals working again to allow an invasion… (1d6: 1=from the neighboring realm; 2=of the sea folk; 3=of the barbarians of steppes; 4=of the Abyssal Horrors; 5=of fiends from the underworld; 6=of the Old Ones).

7: Best a Rival in a Contest

  1. Orthas the Apothecary needs shrieking mushroooms, which are found in the wilderness near… (1d6: 1=the kobold mine; 2=the goblin warren; 3=One-ear the Ogre’s den; 4=the cursed cemetery of walking dead; 5=the ruined church bandit hideout; 6=the lair of an owlbear). Whomever collects more will have a handsome payment, and another party of young adventurers is packing.
  2. The baron’s contest is simple: whichever team of venturesome souls makes it thru his Maze of Challenges quickest will win… unless the harmless puzzles and traps are interfered with by… (1d6: 1=a mischievous leprechaun; 2=a diabolical witch; 3=a scheming sorcerer; 4=an evil priestess; 5=an insulted druid; 6=a bored rakshasa).
  3. You’ve found oblass root. The zealots of Lubreth have found zugal tree gall. If either of you gets a… (1d6: 1=fire turtle tongue; 2=air shark heart; 3=shoctopus beak; 4=minotaur horn; 5=manticore stinger; 6=sphinx eye), you can brew the potion you want.
  4. Open the Coffer of Askitar, which requires three matching keys (all iron, copper, or brass, or one of each), to win the baron’s grand prize. There are keys to be found in various places, but the ones you neglect will be sought by your rivals… (1d6: 1=the Knights of Askitar; 2=the Acolytes of Askitar; 3=the champions of another noble; 4=the King’s Own company of champions; 5=the sorcerers of Nomn; 6=the Nefarious Guild).
  5. You enter the Tournament of Blades, a dangerous contest held in a grand arena where champions from across the realm compete for glory and a magical prize. You face off against… (1d6: 1=dangerous puzzles; 2=deadly beasts; 3=deadly traps; 4=skilled warriors; 5=trickery from other contestants; 6=captured monsters).
  6. Is there a… (1d6: 1=clear water passage thru the Diamond Islands; 2=good route thru the Fire Waste Desert; 3=safe pass thru the Teeth of the Gods Mountains; 4=uninhabited island among the Jungle Archipeligo; 5=inhabited island among the Rocky Archipeligo; 6=land beyond the Great Sea)? The merchant guild ruling council will pay well for the first to find one.
  7. If you can bring the news to Prince Argis before Count Drolin meets with him, you can stop the prince from making a fatal error, but which route is fastest…? (1d6: 1=Thru the White Swamp; 2=Aboard ship thru the Perilous Strait; 3=Up Icegale Pass; 4=The Old Imperial Road thru hobgoblin territory; 5=Thru the Spiderwood; 6=On the wings of the Royal Pegasi cavalry, if they can still be trusted).
  8. Is the… (1d6: 1=hairy troll; 2=tyrant lizard; 3=blue unicorn; 4=flying behemoth; 5=winged wolf; 6=great white lion) a real creature or myth? The academy of alchemists will pay well for the first to bring one back.
  9. Represent the baron in the Tournament of Champions, which is rarely lethal. But this year, the… (1d6: 1=Unholy Bruisers; 2=Dark Earl’s Champions; 3=Black Cavalry; 4=Bright Cabal; 5=Swordfire Syndicate; 6=Synod of the Black Cowl) are participating.
  10. If you manage to get into the evil sorcerer’s castle in the sky… (1d6: 1=his wife; 2=his captive; 3=his journal; 4=a magic item; 5=his henchman; 6=he) reveals that this castle only floats so long as he lives. Outwit him!
  11. Race to the unguarded treasure of the dragon Zarix, who was killed in flight. Your competition is… (1d6: 1=the red-face orcs; 2=the minions of Nin the Sorcerer; 3=the Knights of the Golden Girdle; 4=the good champions of Baron Fairglen; 5=the giant Nogus and her tribe; 6=the army of the Earl of Swything).
  12. The first of the legendary Heartstones has been found by Asivaxis the Sphinx. If she gets the other two, she’ll take the kingdom. Look for another in… (1d6: 1=the ruins of La’ki; 2=the abandoned Castle Boric; 3=the ruins of Axboro College of Magic; 4=far-off Opar; 5=the ruined sky castle; 6=the Underworld). That’s where the minions of Asivaxis are headed.

8-9: Retrieve a Thing

  1. A shipment of cloth is waiting in Baripool. Bring it back for the merchant Nidocamo. Beware… (1d6: 1=bandits; 2=orcs; 3=the champions of Nidocamo’s rival; 4=the minions of Tamu; 5=a mimic who guards it; 6=a doppelganger).
  2. The Garkul hobgoblins have taken over the ruins of Habstol Abbey and are showing off a trove of relics as trophies. The church fathers would pay well to have them back. Watch for… (1d6: 1=their warriors; 2=their traps; 3=their ally, a minotaur; 4=a rival church’s acolytes; 5=a curious ogre; 6=a leprechaun).
  3. A temblor bell can break any enchanted binding, and one is needed by the clerics of the High Temple to free one of their own from a curse. Retrieve it from the mountain temple, but beware of… (1d6: 1=bandits; 2=goblins; 3=wights; 4=Narus the jealous sorcerer; 5=Golfett the Witch who laid the curse; 6=Low Temple acolytes).
  4. Go to the land of Hwan al-Jan and bring back for the king’s menagerie… (1d6: 1=a silver serpent; 2=a fu lion; 3=a fae dog; 4=a giant koi fish; 5=a yeti; 6=a couatl).
  5. The baroness is dying. Only oil of gunkwort can save her, and the high meadow in the Gray Iron Mountains where gunkwort grows is two days’ ride away. Beware the… (1d6: 1=gray dwarves; 2=barbarians; 3=ogres; 4=trolls; 5=a manticore; 6=a giant).
  6. For the druid Impali to complete the potion of resurrection, she needs you to get… (1d6: 1=the eye of a giant spider; 2=the heart of an ogre; 3=the blood of a troll; 4=the hand of a witch; 5=the gems from the eyes of the Durstrak idol; 6=the tongue of a hell hound).
  7. Go to the White Wastes and bring back for the king’s menagerie… (1d6: 1=a furry snake; 2=a giant snow owl; 3=a yeti; 4=a white tiger; 5=a polar bear; 6=a young white dragon).
  8. Track down a stolen magic amulet for the Mages’ Guild. It’s… (1d6: 1=still in the guildhall, hidden; 2=still in the city; 3=in a ship putting to sea; 4=on the road to the evil sorcerer’s tower; 5=at the evil sorcerer’s tower; 6=being prepared for the evil ritual on Sacrifice Hill).
  9. To defeat the werewolves of Agrimar Forest, retrieve the Sword of Wolf Slaying where it was laid: in the tomb of Sir Sonimor… (1d6: 1=among the old barrow mounds; 2=in the Forest of the Lost; 3=in the Twilight Hills; 4=atop Mount Ganval; 5=in the depths of the Cymprion Crypt; 6=in the zealot church of Saint Handril).
  10. Go to the Misty Jungle and bring back for the king’s menagerie… (1d6: 1=a mage monkey; 2=a giant tree frog; 3=a piranha; 4=a pteranodon; 5=a giant lizard; 6=a dinosaur).
  11. A powerful artifact known as the Relic Aethor has been stolen from a sacred temple and hidden in a remote fortress guarded by fierce warriors. Embark on a perilous journey through dangerous wilderness, overcoming natural obstacles and hostile creatures. Then you must face a series of trials set by the relic’s original protectors to prove your worthiness to retrieve and return the artifact. (No variable.)
  12. Find the lost Tree of Ashara, which moves a little every year. Search… (1d6: 1=the Fell Forest; 2=the Black Gorge; 3=Fiery Waste; 4=Hills of Misery; 5=the Silverpeak Mountains; 6=the Fairy Kingdom if Riil).

10-11: Rescue a Person

  1. The merchant Cleol and his wife and son were captured by a pair of ogres on the road; free them! The ogres have carried them… (1d6: 1=to their forest camp; 2=to their cave in the hills; 3=to their lair in an ancient villa; 4=to their camp in an abandoned village; 5=to their lair in a decrepit watermill; 6=to their lair in a fallen watchtower).
  2. A foreign merchant will pay dearly to have his little daughter back. You can finder her where she’s being held at the estate of Lord Humbleruck, where she’s… (1d6: 1=a prisoner in a cell; 2=a captive scullery maid; 3=a captive lady-in-waiting; 4=hiding from her parents; 5=betrothed to their son; 6=dead).
  3. Bandits have kidnapped the daughter of the local lord and demanded a ransom. Find them… (1d6: 1=in their forest treehouse; 2=in their hideout in a shipwreck on the shore; 3=in their cave behind a forest waterfall; 4=in a shady coaching inn full of knaves; 5=in their lair in a decrepit windmill; 6=in their lair in a lonely old watchtower).
  4. A powerful sorceress has been captured by a group of dark cultists in a remote tower, but she can use her powers to communicate and help you. Navigate thru the cultists’ defenses, overcoming magical barriers and guards. Free the sorceress before they can complete their dark ritual. (No variable.)
  5. A shire official has gone missing in the wilds of the Rouncial countryside. If you can find her, it shouldn’t be too difficult bringing her back. Beware… (1d6: 1=the tree elders; 2=the Rouncial nature spirit; 3=the hostile druid Nepia; 4=the Rouncial fae folk who snatched her; 5=the bandits who kidnapped her; 6=doppelganger who killed and replaced her).
  6. Rescue a missing noble damsel from the Black Knight, who wants her to marry him. Find them… (1d6: 1=in his tower; 2=at his manor house; 3=at his forest hideout; 4=in the nearby castle; 5=at the old ruins; 6=under the protection of the nearby abbey).
  7. Break into the king’s prison and free Dorjan, the Baron Velseur, before his scheduled execution. The sheriff’s men will stand in your way, but so will Dorjan’s nemesis… (1d6: 1=his brother, Sir Pirre the Ruthless; 2=the sorceress Andrette; 3=Father Clerbold, called the Silver Cloak; 4=Jac of Verre and his Vulture Mercenary Company; 5=the Black Bishop of Offing; 6=Liu of Montain, Royal Justiciar).
  8. Sir Cavrin has gone mad by some foul cursed item and wandered into the… (1d6: 1=Watery Woods; 2=Darkness Below; 3=ruins of Lampet Castle; 4=ruins of Duterre Abbey; 5=ruins of Cargall College; 6=Pit of Fear). Rescue him; he’s violent, but don’t hurt him!
  9. The human sacrifice to the sea serpent will take place as soon as the Kinshings move the captive virgin to their ship and put out to sea. Catch them… (1d6: 1=moving her to the wharf; 2=loading her on their ship; 3=putting out to sea; 4=navigating the rocks; 5=starting the ritual; 6=performing the sacrifice).
  10. An orphan in the city of Cluff is the true heir of the Barony of Hollix. Find her… (1d6: 1=a servant in a gentleman’s house; 2=among the thieves’ guild; 3=an apprentice in a violin-maker’s shop; 4=a servant of a sage who treats her like a daughter; 5=in jail, awaiting trial for theft; 6=learning witchcraft from a dark mentor).
  11. Find the center of the Labyrinth of Madness and rescue your countrymen from the… (1d6: 1=minotaurs; 2=basilisks; 3=purple worm; 4=dragon; 5=beholder siblings; 6=aboleths).
  12. Mother Clivartia has been assassinated and her body desecrated so that it cannot be resurrected. But she’s too important to the stability of the realm to allow her spirit to languish in the Underworld. If you find the passage down to it, you might retrieve her, but the way lies under… (1d6: 1=the Kingdom of Drow; 2=the halls of the gray dwarves; 3=the caverns of oozes and slime; 4=the mind flayer dominion; 5=the city of eye tyrants; 6=the chambers of the Old Ones).

12-14: Explore a Place

Since there are 20 choices here, roll a d10 and add +5 for a mid-level party or +10 for a high-level party.

  1. The old Dromin stronghold has never been explored, and the dam for the new mill will be finished and flood the area in just two weeks. It’s said to still have… (1d6: 1=valuables in its chapel; 2=fine wines in its cellar; 3=fine tapestries on the walls; 4=an undiscovered treasure vault; 5=a lost magical artifact; 6=a portal to an unknown location).
  2. Travelers crossing a bridge at an old toll house have reported terrifying noises and strange sights–the ones who survived, at least. What’s taken up residence…? (1d6: 1=A hill giant; 2=A pair of ogres; 3=A pair of trolls; 4=An earth elemental; 5=A nature spirit; 6=The ghost of a merchant).
  3. On your way to Minteral Abbey, you save a merchant and his wife from a group of bandits whose hideout is… (1d6: 1=a ramshackle fort; 2=a mountain cave; 3=a huge treehouse; 4=a crooked tower; 5=a haunted mansion; 6=a once-flying ship that crashed atop a peak) nicely overlooking the ruins of Minteral Abbey.
  4. The great ship Elymitar has been found deserted at sea, her sails ragged but her hull sound. Find out what’s there and what happened to the crew… (1d6: 1=Fled from a small fire that didn’t spread; 2=Overcome by fumes; 3=Taken by sea madness and leaped overboard; 4=Killed by poison; 5=Savaged by a giant squid; 6=Wrecked by a kraken).
  5. Disguise yourselves as Vlacavians and spy on the foreign city of Vlacow. Find out what you can from merchants and people in charge of raising an army. (No variable.)
  6. You are invited to search a dead sage’s musty old house before it’s torn down to build anew. The place is rumored to be haunted. It is, but the real danger is… (1d6: 1=wererats; 2=magical traps; 3=the old sage’s enemies; 4=monsters he had in stasis, now released; 5=the sage’s sibling; 6=a demon).
  7. Journey over the mountains at the edge of the realm and map and report on the other side, which is… (1d6: 1=a cursed land; 2=the wretched realm of a dark overlord; 3=a wilderness of savages and dinosaurs; 4=the entrance to the underworld; 5=the fae realm; 6=the shadow realm of chaos and bizarre creatures).
  8. As the result of expansion into the wilderness, the ruins of an ancient bathhouse has been discovered in hills near Ducai. The Earl of Soldury is very interested to know if it can be rehabilitated to be useful again. It’s guarded by… (1d6: 1=the humanoids who still use it; 2=undead; 3=constructs; 4=a ruthless druid and his animal friends; 5=a water elemental; 6=evil cultists who have turned it into a temple).
  9. Rogues in the border city are atwitter about an intact barrow mound discovered in the White Swamp, the burial place of heroes of old. They don’t know those antique heroes guard their tomb as wights. (No variable.)
  10. Explore the ruined Castle Cuar to find a lost treasure… (1d6: 1=an heir taken captive disguised as a servant; 2=an heir still living in the ruins; 3=an heir taken captive and still held by the enemy; 4=a family heirloom of great value to relatives; 5=the family’s hidden gold; 6=a lost magic item).
  11. Cross over into the Shadowlands, the mirror of your own realm, to explore its ruined version of… (1d6: 1=the lord’s manor house; 2=the school of sorcery; 3=the grand abbey; 4=the bishop’s cathedral; 5=the earl’s castle; 6=the king’s palace).
  12. Hendrik College of Sorcery was attacked, and its students and professors slain. Go there and find out how such a thing could have been done and if there are survivors…. (1d6: 1=The evil Gray Wizards of Vlast; 2=An order of black knights with an anti-magic zone; 3=Fiends summoned from the Underworld; 4=Knights and clerics sent by a witchcraft-hating official of the church; 5=The undead minions of Fath; 6=The rival college, Ogrebridge, when a dispute got out of hand).
  13. A temple at the bottom of Lake Fion may have sunk as the result of an earthquake. An official of their faith asks the heroes to explore it with the loan of the Orb of Orvis, which creates a bubble of air. It may have valuables or even relics. (No variable.)
  14. An old noble begs you to explore the Dungeon of Lost Souls, where giant spiders creep thru the remains of a prison under the abandoned Lord Constable’s mountain castle. It is said some prisoners still survive after all these years, perhaps including his son. (No variable.)
  15. The ancient Library of Vandisarno has been discovered in the Dreadwood that encompassed it in the Foul Reign period, but no one has yet had the courage to investigate what treasures it may yet hold. (No variable.)
  16. The Singing Sword of Sir Derival was lost with his body in a pit trap in… (1d6: 1=the Dungeon of Peril; 2=the Ruins of Beeswax Abbey; 3=Castle Carbol; 4=the Witch of the Waste’s lair; 5=the Tomb of the Lich Queen; 6=the Ziggurat of Alkar’bat).
  17. Polymorph into… (1d6: 1=merfolk; 2=tritons; 3=lizardfolk; 4=kuo-toa; 5=sahuagin; 6=merrows) to infiltrate the Sunken City of Skolatoba.
  18. The Isle of Foote has risen to the surface again, as it does for one full moon each century. Ships have reported seeing ruins there. What treasures and perils does it contain…? (1d6: 1=Ancient statuary guarded by tritons; 2=Gold cup and plate guarded by enchanted sharks; 3=Urns filled with silver coins guarded by undead; 4=Magic items guarded by sea monsters; 5=A magic portal to another land guarded by sea rangers; 6=A mystical tree guarded by sea druids).
  19. The queen wishes to know what secret is guarded by the Pass of Ancients on Mount Dulimba. You will need the loan of her… (1d6: 1=enchanted carriage; 2=men-at-arms; 3=knights; 4=cloak of pavilion; 5=flying carpet; 6=flying ship).
  20. The tomb of the lich Nilcas has been located by sages in… (1d6: 1=the Red Desert; 2=the Black Mountains; 3=the Misty Swamp; 4=the Spider Forest; 5=the Poison Chasm; 6=the Lost Mythril Mine). It’s sure to be deadly but rich in treasure.

15: Solve a Mystery

  1. Your cleric is asked solve the gruesome murder of Lady Hopweil’s cook at Hopweil Manor. Good luck questioning the suspects and searching for clues while encountering… (1d6: 1=giant frogs; 2=a grasping vine; 3=a venomous snake; 4=a giant spider in the attic; 5=the murderer; 6=the Hopweil manor ghost).
  2. A book of magic believed to hold the cure to the count’s madness was stolen from the tower of the wizard-sage Mondais. Who took it and why…? (1d6: 1=His servant, fearing its power to corrupt; 2=his apprentice, desiring its power; 3=his brother, desiring its knowledge; 4=his wife, to sell; 5=his rival, to outshine him by providing it himself; 6=a burglar sent by the count’s brother, to ensure inheritance).
  3. You are accused by a merchant of stealing a toadstone (proof against poison) and separately recover messages on the bodies of two thieving thugs. In one’s home, you discover a message from their unnamed boss, sealed with a sigil you’ve seen before… (1d6: 1=the signet ring of a rival merchant; 2=the holy symbol seal of a priest; 3=the coat of arms of a gentleman; 4=the seal of the town guildmaster; 5=the arms of a mercenary captain; 6=the sign of the Black Baroness).
  4. The abbess suspects these “wolf attacks” don’t really seem to be the work of a wild animal but a deliberate man stalking human prey in… (1d6: 1=the lord’s woodlands; 2=pastures and wastes; 3=the wild forest; 4=the hills; 5=a hilly forest; 6=the city).
  5. The Death Knight kidnaps gentlewomen for ransom, seizes trade wagons, and kills bounty hunters who try to stop him. His secret: “he” is actually twin sisters who wear identical armor and spend time… (1d6: 1=in town; 2=at their manor; 3=at their forest hideout; 4=in the nearby castle; 5=at the nearby college; 6=at the nearby abbey) disguised as ordinary gentlewomen.
  6. A group of peasants were set up in a makeshift village called Hallican to clear land to make it into farms for the new lord of Hallican manor. But they mysteriously disappeared. What happened to them…? (1d6: 1=Scared off by hobgoblins and living in the forest; 2=Captured by hobgoblins; 3=Lost in caves they discovered; 4=Went crazy on weird mushrooms; wandering the forest; 5=Killed by werewolves; 6=Killed by vampires).
  7. Track the goblins attacking travelers to their warren in a rocky waste. The chieftain’s captive says the goblins are being directed by… (1d6: 1=a party of mercenaries whose boss wants to take over the city; 2=champions of a foreign noble who wants to wreck the rival’s economy; 3=a succubus hoping for heroes she can capture; 4=a hag hoping for heroes she can capture; 5=a necromancer who wants corpses for his use; 6=a medusa hoping to cause chaos she can use).
  8. You uncover a plot to assassinate the beloved Baron Crowview. Disguised as servants for a grand ball, identify the assassin among the guests and stop them without being discovered. It’s… (1d6: 1=the Bishop of Margate; 2=Baron Wival, his rival; 3=Sir Philrabus Smetch, the baron’s nephew; 4=Minister Palvet, a master bard; 5=Master Augusto, head of the King’s Sorcery Council; 6=Lady Vetroba, secretly a witch) and henchmen.
  9. You are asked to discreetly determine who among the baron’s advisors is a foreign spy… (1d6: 1=Arduini, the poisonous halfling jester; 2=Bartocolis, the strange druid; 3=Chorto, the backstabbing dwarf; 4=Sir Demolt the Fearless; 5=Dame Elesta the Bold; 6=Fogrimor, the foreign mage).
  10. Investigating disappearances and suffering multiple attacks, you receive a message at your inn about “THE MORNING STAR”. On a later attacker’s corpse, you find a link to ships, then to the ship Morning Star, whose first mate sent the messages, as the captain is a… (1d6: 1=slaver; 2=ruthless pirate; 3=doppelganger; 4=succubus; 5=vampire; 6=lich).
  11. Lord Cress does not seem to be himself anymore. What could have changed him…? (1d6: 1=A doppelganger; 2=Lycanthropy; 3=Fiendish possession; 4=Madness by cursed item; 5=Mind control by evil priest; 6=An intellect devourer)?
  12. A “temblor bell”, which can break enchantments of imprisonment, was found next to a comatose student at Harrowmoor School of Sorcery near a small, secret cell that has been broken open. What was imprisoned…? (1d6: 1=a demon; 2=a mind taker; 3=a hovering eye; 4=a djinn; 5=an efreet; 6=a hexabuh, which makes fears real) released by the student for an evil wizard bent on taking over the school.

16: Deliver a Person or Thing

  1. You are hired to protect a merchant and his load of glassware bound for a nearby city. Be alert for… (1d6: 1=bandits; 2=goblins; 3=pirates; 4=griffons; 5=wererats; 6=mutiny by thieves who infiltrated the caravan).
  2. The sheriff calls on you to deliver an outlaw to the county court. One who is… (1d6: 1=an evil priestess; 2=a wicked wizard; 3=a wereboar; 4=a feisty druid; 5=a pirate captain; 6=a bandit lord) who has friends.
  3. The high priest needs someone to escort an ancient artifact to its new home in the nearly completed temple over the mountain. Look out for… (1d6: 1=orcs; 2=bugbears; 3=yetis; 4=ogres; 5=giants; 6=cultist of the breakaway sect).
  4. Your job escorting the king’s envoy on a vital diplomatic mission seemed easy enough until the envoy died. But… his clothes fit the bard. Try to avoid… (1d6: 1=well-trained guards; 2=scrupulous clerks; 3=an old friend; 4=a skeptical minister; 5=a one-time rival; 6=his former lover).
  5. You got a hot tip on the price being paid for sugar loaves in Huntly City but not a good idea of why the load you bought cheap would be so valuable there. You’d better hope it’s not because… (1d6: 1=giant ants; 2=ankhegs; 3=umber hulks; 4=trolls; 5=a beholder; 6=a purple worm) along the route have developed a taste for it.
  6. The sacred remains of the Bishop of Whalk should be delivered to the monks of Mun posthaste, before the old gal starts to attract… (1d6: 1=goblins; 2=wolves; 3=bandits; 4=owlbears; 5=griffons; 6=the Witch of Whalk).
  7. These medicinal herbs are badly needed on the other side of… (1d6: 1=Smugglers Pass; 2=Yeti Pass; 3=Wyvern Pass; 4=Harpy Pass; 5=Frost Giant Pass; 6=Ice Dragon Pass).
  8. The besieged fortress is running out of supplies. They will probably only last a few more days against the… (1d6: 1=orcs; 2=hobgoblins; 3=barbarians; 4=pirates; 5=baron’s army; 6=fiendish forces of Targamoth).
  9. Intonus the sorcerer needs a certain enchanted ring that Petricule the high priest also wants. Whichever you refuse will become your enemy, and his… (1d6: 1=champions; 2=men-at-arms; 3=dark riders; 4=band of monsters; 5=magic curse; 6=assassins) will hunt you down.
  10. You are asked to deliver the new heir to the Barony of Colver, traveling to meet with the king to assert his birthright. Be alert for… (1d6: 1=hobgoblins; 2=mercenaries of his wicked uncle; 3=assassins of his illegitimate older brother; 4=knavish knights bent on ransom; 5=champions of the king’s crooked minister; 6=the king’s own champions, hoping to drive the barony into escheat for the king’s own possession).
  11. At least once each month, the court of Burvingshire condemns a heinous criminal to death-by-dragon to keep the dragon from destroying the countryside. Now, it’s the turn of Sarbin Dorisal, and you are the escorts. Careful, he’s cunning, and he’s… (1d6: 1=sure he can help take the dragon down for its treasure; 2=a high-level rogue planning to slip his shackles and steal treasure while the heroes face the dragon; 3=secretly armed with a wand of lightning bolts; 4=able to use charm person twice a day; 5=wearing a ring of dragon control; 6=innocent and can prove it).
  12. You recovered the Crown of Quillona from the Tower of Gravemore, but before you can bring it to the king, there seem to be men of… (1d6: 1=the Earl of Fathershire; 2=the Bishop of Bolchester; 3=the King of Foldavia; 4=the Eyes of Noba; 5=the lich Nolgana; 6=the Council of Witches) who are looking for you.

17-18: Defend a Person, Place, or Project

  1. Your home city is threatened by sinister mercenaries and enchanters of the Holdfire Company. Who’s behind it…? (1d6: 1=The local lord, hoping to extract greater rents for safety; 2=A rival baron; 3=A succubus; 4=A hag; 5=A powerful wizard; 6=An agent of the king, who wishes to build a new palace there).
  2. A new abbey’s construction is halted by a strange outbreak of… (1d6: 1=skeletons and zombies animated by a necromancer; 2=ghouls from an ancient cemetery; 3=wights from an ancient battleground; 4=ghosts from an old execution site; 5=tricks and trouble from a group of fae; 6=a disease that corrupts the workers into cannibals from a fungus).
  3. An orc horde is coming, but their only way across the river is by Holgate Bridge. They’re clever enough to avoid assaulting the bridge more than once, so watch for them… (1d6: 1=swimming; 2=making a log bridge; 3=making rafts; 4=swinging across; 5=disguising themselves as a trader with a cart; 6=using shaman magic).
  4. The wizard Krandul used a scroll to summon an invisible stalker, but the cunning elemental has perverted his desires to “have never to worry again” about a rival into a mission to kill Krandul himself. He hides in… (1d6: 1=his tower; 2=his house in the city; 3=his patron’s manor house; 4=a cavern; 5=a forest cottage; 6=his patron’s castle).
  5. This decrepit manor house wasn’t built to withstand an onslaught of hobgoblins, but help is on the way, if you can just hold out long enough. But the hobgoblins have… (1d6: 1=dire wolves; 2=a couple of ogres; 3=a powerful shaman or two; 4=the help of a witch; 5=a magical artifact; 6=secret knowledge of the manor house).
  6. The wealthy foreign merchant Scarulakos can attribute his success to a bargain he once made with an efreeti… and now he wants to be protected from the fiend and its minions to avoid having to pay with his… (1d6: 1=life; 2=daughter’s life; 3=baby; 4=entire fortune; 5=knowledge of certain secrets; 6=sanity).
  7. Baron Taivan has high taxes, so the local merchants often use smugglers to avoid them. Now the merchants of Port Thoral are having trouble with pirates raiding their smuggled shipments. But it turns out the pirates are working with… (1d6: 1=a witch who uses clairvoyance; 2=the baron’s tax inspector, unbeknownst to him; 3=the baron; 4=the smugglers; 5=one of the merchants; 6=a foreign noble who is the baron’s rival).
  8. Lady Vondal’s plans to go to war are threatened by her rival’s spies. Can you identify them…? (1d6: 1=Handus, the merchant; 2=Dwine, the trader; 3=Sir Migatch, Lady Vondal’s captain; 4=Polair, the charming rogue; 5=Nevin, the sage; 6=Sir Barcolamew, Lady Vondal’s lover).
  9. Your liege lady’s manor house is put under siege by orcs from the wild lands. But you know something they don’t… (1d6: 1=her allies are coming; 2=the orcs’ enemies are coming; 3=you are watched over by a high priest; 4=you are watched over by a sorcerer; 5=the weather is about to turn for the worse; 6=the earl’s army will pass by, and you hope to hail them).
  10. The Faithful of Slurmarr have declared the old knowledge to be heretical and are moving swiftly against the Library of Windgate. Can you mount a defense with its guards and sorcerous apprentices? (No variable.)
  11. The river overflowed its banks in the night and is starting to flood the whole city. And you don’t have a boat. And you’re supposed to be guarding the duchess’ jewels. And you’ve just spotted… (1d6: 1=a giant crab; 2=a sea serpent; 3=a giant octopus; 4=pirates who do have a boat; 5=merfolk on a mission; 6=the duchess being kidnapped by pirates).
  12. Your stronghold is nearly complete. What an inopportune time for an assault by… (1d6: 1=undead; 2=orcs; 3=hobgoblins; 4=the neighboring lord; 5=your longtime rival; 6=elves and druids who object to your cutting of the forest)!

19: Elude Capture or Murder

  1. While doing some monster hunting, you are mistaken for poachers by the sheriff’s men. Flee… (1d6: 1=into the forest; 2=into the hills; 3=into a ruin; 4=into a cave; 5=into an old tower; 6=into a nearby town).
  2. It’s a grand day at sea until a foreign warship targets your little cog. Flee… (1d6: 1=to a rocky island; 2=to a forested island; 3=to an underwater city with the help of merfolk; 4=to a neutral foreign shore; 5=into the uncharted ocean; 6=to an island with a mysterious ruined keep).
  3. The ring you found in the bishop’s tomb is beautiful, but why are there such strange sounds in the night? Is it… (1d6: 1=burglars; 2=a noble whom the bishop owed; 3=the bishop’s mummy, bent on retrieving it; 4=the bishop’s ghost, bound to the ring; 5=a revenant, bent on revenge; 6=an efreeti, who demands the bearer serve her)?
  4. Your refusal to sell your enchanted axe may have something to do with the black-clad strangers who have been following you. Perhaps the broker was right about the buyer, a… (1d6: 1=certain baron; 2=shady merchant; 3=brotherhood of black knights; 4=vampire; 5=netherworld warlord; 6=lich).
  5. Deep in a dungeon, you are attacked by… (1d6: 1=spiders; 2=snakes; 3=scorpions; 4=vampire bats; 5=fang ghouls; 6=a poison trap) whose venom slowly saps your strength. A known antidote being available back at the city, you must give up or hurry and secure the treasure as you slowly lose hit points.
  6. Your use of the Claw of Poxical has given you your fondest wish–and marked you as a target of the… (1d6: 1=Order of the Lost Relic; 2=Enemies of the Cursed Claw; 3=Witch Assassins; 4=Knights of Peruul; 5=Thieves Guild of Nevarra; 6=Royal Regulator of Witchcraft) for getting it.
  7. The wizard Nukis Vizorix isn’t as dead as you thought she was. You’ve already encountered her tendrils in the form of the… (1d6: 1=creeping thorn vines; 2=great constrictor snakes; 3=Hooded Riders; 4=Sinister Sisterhood; 5=Wraith Knights; 6=five apprentices she trained).
  8. You’re choice to oppose Lord Vile has gotten him angry, and put… (1d6: 1=bounty hunters; 2=the Dark Night Assassins; 3=death knights; 4=revenants; 5=the brass ring wizards; 6=the Blackspire witches) on your scent.
  9. You were warned that sorcery was outlawed in this realm. Now you have… (1d6: 1=bounty hunters; 2=the sheriff’s men; 3=the Witch-smeller Pursuivant; 4=the White Assassins; 5=the priests of Feluna; 6=the Paladins of Parr) after you.
  10. The Shadow Key can shift you into the Shadow Realm but only into a prison. Accept the risk, escape the cell, and navigate corridors filled with traps and shadow creatures to uncover clues you need back in the fair realm… (1d6: 1=a secret document; 2=the location of a secret chamber; 3=the identity of the Shadow Spy; 4=otherworldly aid; 5=a lost treasure from the fair realm; 6=a portal key to a certain location in the fair realm).
  11. At a snowy mountain pass, you’re ambushed by mercenaries. Use the terrain to your advantage to evade capture while contending with a blizzard and the threat of avalanches. An ancient ruin could provide shelter and the means to turn the tables on your pursuers. It’s… (1d6: 1=a mountain fortress; 2=a haunted monastery; 3=a decrepit evil temple still in use; 4=a giant’s hall; 5=a witch’s tower; 6=a sorceress’s refuge).

20: Escape Captivity or Disaster

  1. The Tome of Obar needed to be destroyed to save the realm, but doing released its magic and teleported you to… (1d6: 1=the peak of Mt Obar; 2=the dungeons of Castle Obar; 3=the distant desert realm of Obar; 4=the ruined tower of Obar; 5=the caverns of Obar; 6=the lost city of Obar).
  2. It’s All-Souls Eve, and the dead have risen to… (1d6: 1=destroy the living; 2=capture a maiden for a summoning sacrifice; 3=reoccupy their old homes; 4=serve the Wild Witch; 5=haunt old buildings as ghosts; 6=drag old enemies to the Underworld).
  3. You wake up the morning after the baron’s delightful ball chained up in the baron’s dungeon. Can you escape… (1d6: 1=by picking the locks with makeshift tools; 2=by lassoing the keys with a bit of twine; 3=with the help of his sympathetic daughter; 4=by faking illness and assaulting the guard; 5=by bending the bars; 6=by negotiating a ransom)?
  4. It was a terrible storm at sea, but this little island will support you… for now. But there are… (1d6: 1=cannibals; 2=headhunters; 3=pirates; 4=giant scorpions; 5=land octopuses; 6=dinosaurs).
  5. Half-way thru a dungeon, a cave-in triggered by your actions makes it impossible to exit the way you came in. You must push on and find another way out or starve. Can you eat… (1d6: 1=cave mushrooms; 2=gray ooze; 3=green slime; 4=piercers; 5=ropers; 6=bats)?
  6. You knew the sandstorms were due soon. And this little ruin doesn’t offer much protection from the elements, let alone the desert creatures who also seek shelter. These include… (1d6: 1=a gnoll warband; 2=a druid with a secret; 3=a genie in disguise; 4=a manticore; 5=werewildcats; 6=a sphinx).
  7. The king has died childless, and the nobles are raising armies for a war of succession. The eastern faction have already declared any who fail to support them to be their enemies. They include… (1d6: 1=warg riders; 2=wyvern cavalry; 3=death knights; 4=demons; 5=a dragon; 6=roll twice; if you get another 6, it’s all of these).
  8. The high priestess of Garrash caught you unawares, and now you’re her prisoners in the Grand Temple, slated for sacrifice. Can you escape from… (1d6: 1=your dungeon cell; 2=enchanted shackles; 3=the Pit of Despair; 4=the Isle of the Poison Pond; 5=her slave mine; 6=her mind control)?
  9. Your patron’s wish on the cursed monkey’s paw to be “surrounded by treasure” has resulted in you all being teleported into a treasure vault, where you must fight your way out against… (1d6: 1=undead in their crypt; 2=evil cultists in their temple; 3=merrow in their underwater caves; 4=giants in their fortress; 5=baffled pirates in their coastal cave; 6=the king’s guards in the Royal Treasury).
  10. A cursed item has shrunk you to the size of insects and left you in a garden that, moments before, was peaceful and pleasant but now is filled with normal creatures that seem to you like… (1d6: 1=giant ants; 2=giant bees; 3=a giant spider; 4=a monstrous cat; 5=giant beetles; 6=a giant lizard).
  11. A cursed item has trapped you in a magical labyrinth created by a mad mage who delights in testing your wits and courage. As you navigate the shifting halls filled with illusions, traps, and summoned creatures, you must solve puzzles and defeat… (1d6: 1=golems; 2=mummies; 3=beasts charmed to be hostile; 4=a dragon; 5=clones of the mad mage; 6=clones of yourselves).
  12. The earl announced she would draw a card from the Deck of Karthusis, recovered of late from the tomb of Karthusis in the Holy Land of Thom. It has now been reported to have been a card called the… (1d6: 1=Fallen Tower; 2=Plague Swarm; 3=Empty Cradle on the Grave; 4=Darkened Lighthouse; 5=Broken Crown; 6=Sleeper’s Opening Eye).


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