Which setting are you using? Forgotten Realms? Greyhawk? Dragonlance? Homebrew?
"Just nice and simple ol' dnd"
Does this include planar travel? Or do you want to remain in the Material Plane? How about underdark?
And what is the level scope? Starting from level 1 or from a higher level?
Here's a few ideas from the top of my head that could very well fit any setting and level scope.
The river flowing through a village has been poisoned. The party needs to investigate. The cause could be from a new monster nearby, who settled in recently and is building its lair. Party intervenes either killing the monster, forcing it to leave, or striking a bargain. In any case, from the monster's lair, they find a mysterious item/piece of lore that points them to a bigger adventure.
A necromancer is causing havoc turning more and more and stronger and stronger creatures undead. They need to be stopped before they wipe out everyone.
After a millennia of quiet, giants have began to quarrel with each other not respecting their ordning. Something has stirred the lower giants to "rebel" against higher giants.
A group of scholars did research on Shadowfell aeons ago. They and their work disappeared long ago, but someone became interested and found a bit of their research only to find out the reason the original scholars disappeared was because they discovered a pathway into a new domain of dread and have been lost in the Shadowfell ever since. Now that the Crossing is open again, the party needs to find out the pieces of the scholars' research in order to learn how to close the crossing/prevent the Dark Lord from spreading its power to the Material Plane.
Well your standard plot is a big bad is rising, their followers are wandering the land creating chaos, and displacing monsters that now threaten smaller communities. To defeat this evil the heroes must travel the lands collecting pieces of an ancient weapon to defeat the bad guy once and for all.
Your campaign then starts with the party dealing with the displaced monsters getting subtle hints of some common evil linking them all together. They then discover one of the followers sowing chaos and learn of the big bad, and the need to collect the pieces. Then go on quests to collect those pieces, and culminates with a final show down.
It would help if you give some ideas of what you would like included.
D&D, whether "good ol'" or "Shiny new" can branch so many themes. One game might be a roaring romp through a world where laughs are found in every fight and the party try all manner of bizarre tricks to try and win, whilst another might see the party tracking their resources, their hunger, and where death can wait for anyone who takes too many risks. Both valid, both enjoyable (often by the same people!), but definitely different.
Even at the "extremes" D&D can be themed differently. A Spelljammer campaign could be akin to a Hitchhikers Guide to the Galaxy, or akin to Battlefleet Gothic. A low-magic semi-historical setting could be akin to the League of Extraordinary Gentlemen, or it could be like the Ridiculous Six.
Good 'ol D&D can also be shipfaring adventures, or dungeon crawls, or a political intrigue, or a single megadungeon, or one single heroic quest at a time.
So start with what you and your party like, and go from there!
I say run it through your players. Ask what they want to do, and build around their preferences, in maybe a "session -1". It will make them more invested and lead to a better game.
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He doesn't have much besides the skin on his bones. Me: I'll take the skin on his bones, then.
"You see a gigantic, monstrous praying mantis burst from out of the ground. It sprays a stream of acid from it's mouth at one soldier, dissolving him instantly, then it turns and chomps another soldier in half with it's- "
"When are we gonna take a snack break?"
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Pretty much what the title says. Looking for ideas i can build into a campaign for my friends.
nothing too cyber or aetherpunky. Just nice and simple ol' dnd
I think "Lost Mines of Phandelver" is considered a good entry level campaign, levels 1-4
I've played it. I thought it was fun.
“Doubt is not a pleasant condition, but certainty is absurd.” — Voltaire
LMOP really isn’t my jam. Was hoping for homebrew ideas.
Which setting are you using? Forgotten Realms? Greyhawk? Dragonlance? Homebrew?
"Just nice and simple ol' dnd"
Does this include planar travel? Or do you want to remain in the Material Plane? How about underdark?
And what is the level scope? Starting from level 1 or from a higher level?
Here's a few ideas from the top of my head that could very well fit any setting and level scope.
Nice easy, simple Dnd?
Well your standard plot is a big bad is rising, their followers are wandering the land creating chaos, and displacing monsters that now threaten smaller communities. To defeat this evil the heroes must travel the lands collecting pieces of an ancient weapon to defeat the bad guy once and for all.
Your campaign then starts with the party dealing with the displaced monsters getting subtle hints of some common evil linking them all together. They then discover one of the followers sowing chaos and learn of the big bad, and the need to collect the pieces. Then go on quests to collect those pieces, and culminates with a final show down.
It would help if you give some ideas of what you would like included.
D&D, whether "good ol'" or "Shiny new" can branch so many themes. One game might be a roaring romp through a world where laughs are found in every fight and the party try all manner of bizarre tricks to try and win, whilst another might see the party tracking their resources, their hunger, and where death can wait for anyone who takes too many risks. Both valid, both enjoyable (often by the same people!), but definitely different.
Even at the "extremes" D&D can be themed differently. A Spelljammer campaign could be akin to a Hitchhikers Guide to the Galaxy, or akin to Battlefleet Gothic. A low-magic semi-historical setting could be akin to the League of Extraordinary Gentlemen, or it could be like the Ridiculous Six.
Good 'ol D&D can also be shipfaring adventures, or dungeon crawls, or a political intrigue, or a single megadungeon, or one single heroic quest at a time.
So start with what you and your party like, and go from there!
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I say run it through your players. Ask what they want to do, and build around their preferences, in maybe a "session -1". It will make them more invested and lead to a better game.
He doesn't have much besides the skin on his bones. Me: I'll take the skin on his bones, then.
"You see a gigantic, monstrous praying mantis burst from out of the ground. It sprays a stream of acid from it's mouth at one soldier, dissolving him instantly, then it turns and chomps another soldier in half with it's- "
"When are we gonna take a snack break?"