You know how things go. You get excited about starting a new campaign. It starts out strong and everyone is having fun. But life gets in the way. Attendance gets spotty. And eventually, playing only once every month or so gets kinda old and people are no longer invested in the narrative, if they can even remember it to begin with.
So I am creating a campaign that caters to this type of play. It is designed specifically to allow for a drop in and out style of play. So players can miss games without worrying if they are going to miss something important or some kind of advancement. And the core of this campaign revolves around a randomly selected "Mission of the Week" that I would roll for before every game. Ideally, I would like to get at least 100 encounters that can serve as a one shot, self contained mission that can last 2 to 4 hours. Things like a monster attack on the city, or a bank heist, or a siege on a fort. To be clear, I am not asking you to design an encounter or anything, but simply a suggestion for a situation, like the ones I just listed previously.
I would greatly appreciate any and all help in generating a list of encounters that I can pull from. And if you are interested in knowing more about the campaign, I am writing up a module and campaign setting for it with all the tools you would need and I wouldn't mind sharing it with you guys.
- bounty hunt, either a known criminal or some dangerous monster / animal that was sighted nearby
- bandits that keep ambushing merchants on an important trade route
- random people being kidnapped by an experimenting necromancer who was outcast by his former master
- a disease is spreading and the most effective cure grows in some dangerous place (e.g. swamp, giant territory, the inside of a Tarrasque)
- someone inherited a house / manor / castle / tower. Whatever they inherited it is haunted by a Poltergeist that was tortured to death within the walls and can only be released if someone buries their bones. Bonus points if the haunting includes re-living the days when the ghost was still alive
- there is a letter that promises great wealth to anyone who can help redeem an old spirit. That spirit once owned a tavern and killed all traveling priests of a certain god while they were sleeping. When this murderous innkeeper finally died, that god cursed him to roam the lands forever until a priest of that god would willingly sanctify the innkeeper's remains.
- Circus is in town! Everybody has a wonderful time until a magical creature rights activist decides to free all the magical and exotic beasts... gotta catch them all before they catch you!
- a rich heir asks for your help. Their father recently died and left behind a set of riddles and challenges to overcome before the inheritance can be claimed. The downside? This heir has a sister he doesn't get along with... and she's got a gang and is half a day ahead already
- There was a rich harvest and the village celebrates. There is an archery contest, a brawling game, riddles and fortune tellers. Not an adventure on its own, but a nice relaxed evening and a good prelude for Goblin raids or similar
- An old-fashioned treasure map complete with traps set out by a half-mad pirate captain
- Negotiating a peace treaty between fishers and merfolk, e.g. by doing several favours for the merfolk king, like killing a giant crab or helping him win at Dragon Chesd against his octopus advisor... without the advisor noticing it
I am sure I can come up with more. Is this the right direction?
I would look at some of the Encounters of the Week, they provide a lot of fun (and sometimes challenging) encounters that don’t really go in a linear storyline. I’ve used them for players and they have really liked them. Hope it goes well!
You know how things go. You get excited about starting a new campaign. It starts out strong and everyone is having fun. But life gets in the way. Attendance gets spotty. And eventually, playing only once every month or so gets kinda old and people are no longer invested in the narrative, if they can even remember it to begin with.
So I am creating a campaign that caters to this type of play. It is designed specifically to allow for a drop in and out style of play. So players can miss games without worrying if they are going to miss something important or some kind of advancement. And the core of this campaign revolves around a randomly selected "Mission of the Week" that I would roll for before every game. Ideally, I would like to get at least 100 encounters that can serve as a one shot, self contained mission that can last 2 to 4 hours. Things like a monster attack on the city, or a bank heist, or a siege on a fort. To be clear, I am not asking you to design an encounter or anything, but simply a suggestion for a situation, like the ones I just listed previously.
I would greatly appreciate any and all help in generating a list of encounters that I can pull from. And if you are interested in knowing more about the campaign, I am writing up a module and campaign setting for it with all the tools you would need and I wouldn't mind sharing it with you guys.
Check out my Homebrew Magic Items
Some very simple adventures:
- bounty hunt, either a known criminal or some dangerous monster / animal that was sighted nearby
- bandits that keep ambushing merchants on an important trade route
- random people being kidnapped by an experimenting necromancer who was outcast by his former master
- a disease is spreading and the most effective cure grows in some dangerous place (e.g. swamp, giant territory, the inside of a Tarrasque)
- someone inherited a house / manor / castle / tower. Whatever they inherited it is haunted by a Poltergeist that was tortured to death within the walls and can only be released if someone buries their bones. Bonus points if the haunting includes re-living the days when the ghost was still alive
- there is a letter that promises great wealth to anyone who can help redeem an old spirit. That spirit once owned a tavern and killed all traveling priests of a certain god while they were sleeping. When this murderous innkeeper finally died, that god cursed him to roam the lands forever until a priest of that god would willingly sanctify the innkeeper's remains.
- Circus is in town! Everybody has a wonderful time until a magical creature rights activist decides to free all the magical and exotic beasts... gotta catch them all before they catch you!
- a rich heir asks for your help. Their father recently died and left behind a set of riddles and challenges to overcome before the inheritance can be claimed. The downside? This heir has a sister he doesn't get along with... and she's got a gang and is half a day ahead already
- There was a rich harvest and the village celebrates. There is an archery contest, a brawling game, riddles and fortune tellers. Not an adventure on its own, but a nice relaxed evening and a good prelude for Goblin raids or similar
- An old-fashioned treasure map complete with traps set out by a half-mad pirate captain
- Negotiating a peace treaty between fishers and merfolk, e.g. by doing several favours for the merfolk king, like killing a giant crab or helping him win at Dragon Chesd against his octopus advisor... without the advisor noticing it
I am sure I can come up with more. Is this the right direction?
not a encounter,but maybe the party could be part of a adventuring guild and each mission is given by a guild quest board or a guild employee.
maybe some character from a different game needs help getting home? (mario,link,dovahkin,samus ect?)
I would look at some of the Encounters of the Week, they provide a lot of fun (and sometimes challenging) encounters that don’t really go in a linear storyline. I’ve used them for players and they have really liked them. Hope it goes well!
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[A]
—A village is overrun with werewolves, and the heroes must find a way to stop the beasts without killing them, since they could be villagers.
—An old abbey is filled with cultists, who've captured a local priest and intend to sacrifice him to the horrors they worship.
—Children have been disappearing, the work of a hag hiding deep in a forest with guardians out of twisted fables.
—An ancient Dwarven mine has been overrun by orcs, and the heroes are hired to reclaim it.
—The lord has offered a prize to anyone who can reach the center of his maze, which is guarded by deadly monsters.
—An army of monsters is descending on the town, and the heroes must assassinate their leader.
—An eccentric old wizard invites the party to his tower, only to "test" them with lethal traps and magical creatures.
—Plague has been spreading, and it's rumored to be the work of The Rat King, a being said to live in the sewers.
—A dangerous magical item is hidden in the monster-filled vaults of the city's bank, and the heroes must steal it before the villains do.
—A concerned mother has realized that her daughter is a vampire, and hires the party to break her curse before she kills anyone.
—Someone's been stealing bodies from the graveyard—it's a local necromancer with loads of undead guards.
—A group of local paladins has gone fanatically insane, executing all "impure" people on the orders of...something.
Wizard (Gandalf) of the Tolkien Club