We’ve talked before about how there’s a middle ground of having to buy a module or creating absolutely everything yourself. While there’s an advantage in time saving to simply running a pre-published thing and there’s an advantage in customization with making everything up, it can help to take an idea, use it as a springboard for your imagination, then make it best fit your group. So here are 3 more Adventure Starters for you to make as your own.
4.) Save a Kingdom, Get a Kingdom
A prince in a nearby kingdom has made an enticing offer to anyone brave enough to assist him. Last year a mysterious figure united previously divided goblinoid tribes and they conquered, then settled the land’s mountainous region. Once home to prospectors, miners and hunters, most of the citizenry were enslaved. However, a small resistance has started and the prince wants to aid this underground. Especially after conventional attempts to reclaim proved ineffective; the monster’s mystery leader is surprisingly strategic and the combined tribes routed the royal army. As a reward for successfully freeing the people, the prince is offering not only titles of nobility but also titles to that same land.
…This concept takes a straightforward goal in which the players are attempting to clear evil. How they accomplish this is up to them: stealth, guile, diplomacy are all possible tactics. The success of the mission can be far from simple; perhaps the Prince isn’t telling the party the whole story. And who is this mysterious leader? Furthermore, the prospect of being able to own land in a frontier area adds the possibility of establishing their own base of operations. That is if they can keep it.
5.) The Darker Sides
The players are secretly meeting each other in a grandiose tower near the center of their underground city. Below, a mix of aristocrats, slaves and warriors bustle through the streets. The community is divided even architecturally amongst various noble houses vying for power, with each character connected to one. In the center of the metropolis is an enormous spire, which eclipses all neighboring buildings. But more insidiously, it serves as a perennial reminder to the citizenry that their diety is always watching. Suddenly, the players notice intruders behind them. A group of Surface Dwellers! They warn of an ancient evil lurking under the city, and have learned that of a sinister ritual soon being performed. If not stopped, this ceremony will summon an unspeakable being- even for Drow. They propose a temporary partnership to prevent the entity being unleashed. But can they trust these humans? Can they even trust each other?
…This adventure revolves around a different concept: an-all Dark Elf group with each player having both the main shared goal as well as personal private ones. I’ve previously written about such individual motivations and what better way to try some subterfuge than with Drow?! This political web could take the players into a plethora of drama; not only must they discover the culprits behind this ritual and stop it before it’s to late, they also need to navigate through a deeply divided city, with factions that have been embroiled in conflict for years. All while working with- or against- a party of typical PC adventurers.
6.) Sail Away, Sail Away
On the first full moon of the month the adventures set sail to a far away rival city. Aboard a stocked galley, the party is entrusted with the timely transportation of a giant egg as a condition of a carefully negotiated treaty. But as they hastily journey to the exotic destination, a strong storm and a blistering current throw the vessel far off course. When a sudden burst of wind tears the sails, and pushes the vessel ashore onto an unknown island, calamity strikes. The captain of the ship and several of the crew are badly injured so command falls to the adventurers. Will they be able to repair the ship and still sail to their goal? Or at least to safety? And what’s that sound coming from the egg?
…This adventure is built around the idea of a more open-world exploration such as a sand box style play in which the characters investigate their strange island surroundings. With numerous hurdles for the adventurers to overcome (repair the damaged ship, stabilize the injured crew, deliver the treasure in time etc.), such a scenario will require quiet a bit of planning and innovative thinking if they hope to all make it off alive. Yet the cracking egg is a reminder that they have a looming eadline. One that could be lethal if it hatches too soon.