Big List of Adventure ideas.
Posted: Fri Jan 10, 2014 6:03 pm
Hi I made this list based on someone elses generic list awhile ago, but TORed it up
Thought I'd share, might help folk get their creative juices flowing.
1. Any Old Port in a Storm
The PCs are seeking shelter from the elements or some other threat (wargs, spiders, orc band etc) and come across a place to shelter (cavern, old ruins, abandoned settlement). They find they have stumbled across something dangerous, secret, or supernatural and must then deal with it in order to enjoy a little rest.
Twists & Themes:
The shelter is in fact the dwelling place of the initial threat (warg den, spider haunt, orc warren).
The place is a legitimate shelter of some kind, but the PCs are not welcome, and must win the trust of the occupants.
2. Better Late Than Never
Some bad guys (orcs, bandits, raiders etc) have arrived and done some bad guy things, (raping & pillaging, slave taking etc) whilst the PCs were away. The bad guys have made good their escape but the PCs have returned and must follow the bad guy’s trail (to avenge/rescue/recover someone or something). They must catch the bad guys before they make it back to their lair/home land/stronghold.
Twists & Themes:
The bad guys escaped by stealing a conveyance that the PCs know better than they do. (Horses, River boat, Ship).
The bad guys duck down a metaphorical (or literal) side-road, trying to hide or blend into an environment (perhaps one hostile to the PCs).
If the bad guys cross the adventure’s ‘finishing line’ there’s no way to pursue them beyond it (Impenetrable stronghold, dangerous environment etc).
3. Blackmail
Through trickery, deceit or from dig into a PC’s past, an antagonist (a rival, servant of the enemy, corrupt official) has something to hold over a PC’s head and make them jump. This could be any kind of threat from physical to social, but it depends on the villain having something – even if it’s information – that other’s don’t have. Now he is pulling the strings of the PC, telling them to do things they don’t want to do. The PCs must end the cycle of blackmail, depriving the villain of his edge, and keeping him temporarily satisfied whilst doing it.
Twists & Themes:
The adventure hook involves the PCs unwittingly helping the villain, which allows him to later gain leverage over them.
To succeed, the PCs must contact other folks that are being used.
The PCs aren’t the victims of the blackmail, rather it is someone they care about/are charged to protect etc.
4. Breaking and Entering
Mission objective: enter the dangerous place (dragon’s den, orc tunnels, bandit hideout) and retrieve the vital dingus (jewel, journal, heirloom etc) or valuable person (friend, noble, innocent etc). Overcome/Avoid the area’s defences to do so.
Twists & Themes:
The goal is not to extract a thing, but to destroy a thing or interfere with a process (destroy the cursed item, slay the evil warlord, stop the ritual, wreck the invasion plans etc).
The goal has moved.
The goal is information that must be recovered and told to the wise.
The job must be done without alerting anyone.
The PCs are not aware the place is dangerous.
The PCs must replace a thing with another thing.
5. Capture the Flag
The PCs must secure a military target for the good guys (retake a dwarf hold, secure an old watch out for the Mirkwood Elves, capture and fortify an old ruin). There are bad guys (Orcs, bandits, Easterlings etc) there that prefer that it not be secured.
Twists & Themes:
The PCs must assemble and/or train a force to do the job with them.
The PCs are working with flawed intelligence and the target zone isn’t as described.
The PCs must coordinate their own efforts with an ally group (possibly putting aside past rivalries to do so).
6. Clearing the Hex
There is a place (ruin, barrow, battlefield, spooky wood etc) where bad things live (wights, restless dead, wretched spirits, etc). The PCs must drive away the bad things to make the place safe.
Twists & Themes:
The bad things can’t be beaten with direct conflict. The PCs must learn more about them to solve the problem.
The bad things aren’t bad, just misunderstood.
7. Delver’s Delight
The PCs are treasure hunters, who have caught wind of a treasure laden ruin (old barrow, dwarf hold, ancient elven ruins etc) They go to explore it, and must deal with its supernatural denizens (wights, restless dead, marsh dwellers, ancient evil etc) to win the treasure and get out alive.
Twists & Themes:
The treasure itself is something dangerous (magic ring, cursed treasure, foul sorcery etc)
The treasure isn’t in a ruin, but in a wilderness (Forodwaith, Brown Lands, Gladden Fields etc) or even hidden somewhere ‘civilized’ (Dale, Erebor, Minas Tirith etc)
The treasure is someone else’s rightful property (an elf lord, a dwarven family etc).
8. Don’t Eat the Purple Ones!
The PCs are stranded in a strange place (deep underground, Withered Heath, Deserts of Harad etc), and must survive by finding food and shelter and then worry about getting out of the area.
Twists & Themes:
The PCs must survive only for a short period of time, until help arrives.
The PCs must work alongside a group of adversaries for mutual survival.
9. Elementary, My Dear Wolfgar
A crime or atrocity has been committed; the PCs must solve it. They must interview witnesses (and perhaps prevent them from being killed), gather clues (perhaps having to prevent them being stolen or ruined). They must then assemble proof to deliver to the authorities, or serve as agents of justice.
Twists & Themes:
The PCs are working to clear an innocent already accused of the crime (possibly themselves).
The PCs must work alongside a special investigator (Agent of the King, Captain of the Guard, Shirriff etc) or are otherwise saddled with an unwanted ally.
Midway through the adventure, the PCs are ‘taken off the case’ – their invitation/authority to pursue the matter is closed (often the result of political manoeuvring by an antagonist).
10. Escort Service
The PCs have a valuable object (kingly gift, precious scrolls, store of weapons, well trained animal etc) or person (envoy, exile, dignitary, loremaster etc), which needs to be taken to a safe place or to its rightful owner, etc. They must undertake a dangerous journey in which one or more factions (and chance or misfortune) try to deprive them of the thing/person in their care.
Twists & Themes
The thing or person is troublesome in some way and tries to escape or sidetrack the PCs.
The destination has been destroyed or compromised by the enemy, and the PCs must take their charge to another destination.
The person is someone attempting a political defection and has important information (A Dunlending, A Easterling, A Corsair etc).
The PCs must protect the target without the target knowing about it.
11. Good Housekeeping
The PCs are placed in charge of a large operation (A dwarven mine, an Esgaroth trading company, a collection of Barding settlers etc). And must, despite lack of experience in such things, make it work and thrive.
Twists & Themes:
The PCs are brought in because something big is about to happen, and the Old Guard wants a chance to escape.
The people under the PCs resent them, because their method of inheritance looks outwardly bad and everyone loved the old boss.
12. Help is on the Way
A person (or small group) is in a hazardous situation they can’t survive without rescue. The PCs are on the Job. In some scenarios, the hook is as simple as a distant yell for help.
Twists & Themes:
The victim(s) are a hostage, or under siege from enemy forces (Trolls, Orcs, Bandits etc), and the PCs must deal with the captors or break the siege.
There is a danger that any rescue attempts will strand the rescuers in the same pickle as those in need in rescue, compounding the problem.
Those in danger aren’t people but rather animals (Eagle, Horse, Hound etc).
The victim doesn’t realise that he needs rescuing; he thinks he’s doing something reasonable and/or safe.
The threat is environmental; natural disaster, plague outbreak etc.
Those in need of rescue can’t leave; something immobile and vital must be tended to or dealt with at the adventure location.
The PCs begin as part of the group that needs help and must escape and gather forces or resources to bring back and proceed as above.
13. Hidden Base
The PCs, while travelling or exploring, come across a hornet’s nest of bad guys (orcs, troll, ruffians etc), preparing for Big Badness (raiding, pillaging, parleying, etc). The PCs must either find some way to get word to the good guys, or sneak in and disable the place themselves, or a combination of the both.
Twists & Themes:
The PCs must figure out how to use local resources (landslide, flooding, cave in etc) in order to defeat the inhabitants.
There is more than one faction of bad guys; perhaps the PCs can turn them against each other through stealth and trickery.
14. How Much For Just the Dingus?
Within a defined area, something important and valuable exists (magic ring, lost heirloom, forgotten lore). The PCs (or their patrons) want it, but so do one or more other groups (servants of the Enemy, agents of Saruman, unfriendly neighbours etc). The ones that will get it will be the ones who can outthink and outrace the others, deal best with the natives (Lossoth, Avari Elves, Forgotten Dwarf Clan, Haradrim Tribesmen etc) of the area, and learn the most about their environment. Each competing group has its own agenda and resources.
Twists & Themes:
The natives require the competing factions to gather before them to state their cases.
The valuable thing was en route somewhere when its conveyance or courier was wrecked or vanished.
15. I Beg Your Pardon?
The PCs are minding their own business when they are attacked or threatened. They don’t know why. They must solve the mystery of their attacker’s motives, and in the meantime fend off more attacks. They must try to put two and two together to deal with the problem.
Twists & Themes:
The PCs are in possession of something that the mysterious attackers want – but they don’t necessarily realise it.
The attackers are out for revenge for a dead compatriot killed by the PCs in a previous adventure.
The attackers have mistaken the PCs for someone else.
The attackers are only a diversion to keep the PCs busy whilst a mysterious bad guy does something nefarious.
Thought I'd share, might help folk get their creative juices flowing.
1. Any Old Port in a Storm
The PCs are seeking shelter from the elements or some other threat (wargs, spiders, orc band etc) and come across a place to shelter (cavern, old ruins, abandoned settlement). They find they have stumbled across something dangerous, secret, or supernatural and must then deal with it in order to enjoy a little rest.
Twists & Themes:
The shelter is in fact the dwelling place of the initial threat (warg den, spider haunt, orc warren).
The place is a legitimate shelter of some kind, but the PCs are not welcome, and must win the trust of the occupants.
2. Better Late Than Never
Some bad guys (orcs, bandits, raiders etc) have arrived and done some bad guy things, (raping & pillaging, slave taking etc) whilst the PCs were away. The bad guys have made good their escape but the PCs have returned and must follow the bad guy’s trail (to avenge/rescue/recover someone or something). They must catch the bad guys before they make it back to their lair/home land/stronghold.
Twists & Themes:
The bad guys escaped by stealing a conveyance that the PCs know better than they do. (Horses, River boat, Ship).
The bad guys duck down a metaphorical (or literal) side-road, trying to hide or blend into an environment (perhaps one hostile to the PCs).
If the bad guys cross the adventure’s ‘finishing line’ there’s no way to pursue them beyond it (Impenetrable stronghold, dangerous environment etc).
3. Blackmail
Through trickery, deceit or from dig into a PC’s past, an antagonist (a rival, servant of the enemy, corrupt official) has something to hold over a PC’s head and make them jump. This could be any kind of threat from physical to social, but it depends on the villain having something – even if it’s information – that other’s don’t have. Now he is pulling the strings of the PC, telling them to do things they don’t want to do. The PCs must end the cycle of blackmail, depriving the villain of his edge, and keeping him temporarily satisfied whilst doing it.
Twists & Themes:
The adventure hook involves the PCs unwittingly helping the villain, which allows him to later gain leverage over them.
To succeed, the PCs must contact other folks that are being used.
The PCs aren’t the victims of the blackmail, rather it is someone they care about/are charged to protect etc.
4. Breaking and Entering
Mission objective: enter the dangerous place (dragon’s den, orc tunnels, bandit hideout) and retrieve the vital dingus (jewel, journal, heirloom etc) or valuable person (friend, noble, innocent etc). Overcome/Avoid the area’s defences to do so.
Twists & Themes:
The goal is not to extract a thing, but to destroy a thing or interfere with a process (destroy the cursed item, slay the evil warlord, stop the ritual, wreck the invasion plans etc).
The goal has moved.
The goal is information that must be recovered and told to the wise.
The job must be done without alerting anyone.
The PCs are not aware the place is dangerous.
The PCs must replace a thing with another thing.
5. Capture the Flag
The PCs must secure a military target for the good guys (retake a dwarf hold, secure an old watch out for the Mirkwood Elves, capture and fortify an old ruin). There are bad guys (Orcs, bandits, Easterlings etc) there that prefer that it not be secured.
Twists & Themes:
The PCs must assemble and/or train a force to do the job with them.
The PCs are working with flawed intelligence and the target zone isn’t as described.
The PCs must coordinate their own efforts with an ally group (possibly putting aside past rivalries to do so).
6. Clearing the Hex
There is a place (ruin, barrow, battlefield, spooky wood etc) where bad things live (wights, restless dead, wretched spirits, etc). The PCs must drive away the bad things to make the place safe.
Twists & Themes:
The bad things can’t be beaten with direct conflict. The PCs must learn more about them to solve the problem.
The bad things aren’t bad, just misunderstood.
7. Delver’s Delight
The PCs are treasure hunters, who have caught wind of a treasure laden ruin (old barrow, dwarf hold, ancient elven ruins etc) They go to explore it, and must deal with its supernatural denizens (wights, restless dead, marsh dwellers, ancient evil etc) to win the treasure and get out alive.
Twists & Themes:
The treasure itself is something dangerous (magic ring, cursed treasure, foul sorcery etc)
The treasure isn’t in a ruin, but in a wilderness (Forodwaith, Brown Lands, Gladden Fields etc) or even hidden somewhere ‘civilized’ (Dale, Erebor, Minas Tirith etc)
The treasure is someone else’s rightful property (an elf lord, a dwarven family etc).
8. Don’t Eat the Purple Ones!
The PCs are stranded in a strange place (deep underground, Withered Heath, Deserts of Harad etc), and must survive by finding food and shelter and then worry about getting out of the area.
Twists & Themes:
The PCs must survive only for a short period of time, until help arrives.
The PCs must work alongside a group of adversaries for mutual survival.
9. Elementary, My Dear Wolfgar
A crime or atrocity has been committed; the PCs must solve it. They must interview witnesses (and perhaps prevent them from being killed), gather clues (perhaps having to prevent them being stolen or ruined). They must then assemble proof to deliver to the authorities, or serve as agents of justice.
Twists & Themes:
The PCs are working to clear an innocent already accused of the crime (possibly themselves).
The PCs must work alongside a special investigator (Agent of the King, Captain of the Guard, Shirriff etc) or are otherwise saddled with an unwanted ally.
Midway through the adventure, the PCs are ‘taken off the case’ – their invitation/authority to pursue the matter is closed (often the result of political manoeuvring by an antagonist).
10. Escort Service
The PCs have a valuable object (kingly gift, precious scrolls, store of weapons, well trained animal etc) or person (envoy, exile, dignitary, loremaster etc), which needs to be taken to a safe place or to its rightful owner, etc. They must undertake a dangerous journey in which one or more factions (and chance or misfortune) try to deprive them of the thing/person in their care.
Twists & Themes
The thing or person is troublesome in some way and tries to escape or sidetrack the PCs.
The destination has been destroyed or compromised by the enemy, and the PCs must take their charge to another destination.
The person is someone attempting a political defection and has important information (A Dunlending, A Easterling, A Corsair etc).
The PCs must protect the target without the target knowing about it.
11. Good Housekeeping
The PCs are placed in charge of a large operation (A dwarven mine, an Esgaroth trading company, a collection of Barding settlers etc). And must, despite lack of experience in such things, make it work and thrive.
Twists & Themes:
The PCs are brought in because something big is about to happen, and the Old Guard wants a chance to escape.
The people under the PCs resent them, because their method of inheritance looks outwardly bad and everyone loved the old boss.
12. Help is on the Way
A person (or small group) is in a hazardous situation they can’t survive without rescue. The PCs are on the Job. In some scenarios, the hook is as simple as a distant yell for help.
Twists & Themes:
The victim(s) are a hostage, or under siege from enemy forces (Trolls, Orcs, Bandits etc), and the PCs must deal with the captors or break the siege.
There is a danger that any rescue attempts will strand the rescuers in the same pickle as those in need in rescue, compounding the problem.
Those in danger aren’t people but rather animals (Eagle, Horse, Hound etc).
The victim doesn’t realise that he needs rescuing; he thinks he’s doing something reasonable and/or safe.
The threat is environmental; natural disaster, plague outbreak etc.
Those in need of rescue can’t leave; something immobile and vital must be tended to or dealt with at the adventure location.
The PCs begin as part of the group that needs help and must escape and gather forces or resources to bring back and proceed as above.
13. Hidden Base
The PCs, while travelling or exploring, come across a hornet’s nest of bad guys (orcs, troll, ruffians etc), preparing for Big Badness (raiding, pillaging, parleying, etc). The PCs must either find some way to get word to the good guys, or sneak in and disable the place themselves, or a combination of the both.
Twists & Themes:
The PCs must figure out how to use local resources (landslide, flooding, cave in etc) in order to defeat the inhabitants.
There is more than one faction of bad guys; perhaps the PCs can turn them against each other through stealth and trickery.
14. How Much For Just the Dingus?
Within a defined area, something important and valuable exists (magic ring, lost heirloom, forgotten lore). The PCs (or their patrons) want it, but so do one or more other groups (servants of the Enemy, agents of Saruman, unfriendly neighbours etc). The ones that will get it will be the ones who can outthink and outrace the others, deal best with the natives (Lossoth, Avari Elves, Forgotten Dwarf Clan, Haradrim Tribesmen etc) of the area, and learn the most about their environment. Each competing group has its own agenda and resources.
Twists & Themes:
The natives require the competing factions to gather before them to state their cases.
The valuable thing was en route somewhere when its conveyance or courier was wrecked or vanished.
15. I Beg Your Pardon?
The PCs are minding their own business when they are attacked or threatened. They don’t know why. They must solve the mystery of their attacker’s motives, and in the meantime fend off more attacks. They must try to put two and two together to deal with the problem.
Twists & Themes:
The PCs are in possession of something that the mysterious attackers want – but they don’t necessarily realise it.
The attackers are out for revenge for a dead compatriot killed by the PCs in a previous adventure.
The attackers have mistaken the PCs for someone else.
The attackers are only a diversion to keep the PCs busy whilst a mysterious bad guy does something nefarious.