The Dungeon Masters Guild
Adventure Concepts

Table of Contents
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Hills
Wilderness
  Coastal/Aquatic
  Desert
  Forest
  Mountains
  "Other"
  Plain/Steppes
  Swamp/Jungle

Urban
  City
  Dungeons
  Ruins
  Village

The Other Sections

  Help!
  NPCs
  Start Ups


Hills

This type of terrain has much more to do with topography than ecology. A forest can be hilly, as can a desert (even a sandy desert if you consider the dunes as hills). Hills can be gently rolling mounds or craggy, mountainlike piles of rock and earth that jut out of the surrounding landscape.
The Hopeless Wind The White Stone Artifact Search
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Hopeless Wind (AD&D.com)

The party is trapped in a cave or other small, stone room. There are no exits they can find. However, there are lots of cracks in the walls. From one of this cracks is blowing a small stream of air, which implies that the outside is right through that wall. However, this is completely false. A cruel DM would make no exit from the room, laughing as his players while they try everything they have to enlarge the crack. A nice DM would make an exit somewhere in the room, just not at the crack where the air is coming through.

The White Stone

In a cave, in an incredibly cold pool of water, is a large round white stone (about 3 or 4 feet in diameter). It feels to all the world like marble, and radiates magic.

It's actually a white dragon egg. It stays in stasis, just hours from hatching, until it's heated up... to just about room temperature. Then it hatches. If your players are like mine, they'll take a big white magic rock without thinking twice; it should then hatch at exactly the worst time. My players made it all the way back to their ship, and put it in the hold, before it hatched. Great fun.


Artifact Search

(This is based in a world where some great despotic Wizard-kings used to rule before the free races allied against them and collapsed their rule, some time in the distant past.)

Recently, a farmer in a rural area fell into an underground cavern while hunting in the hills. Within the cavern are remnants of a vanished culture with gleaming buildings and strange creatures moving about on unknown errands. The farmer fled the scene immediately but his stories soon spread, prompting several expeditions by locals and greedy adventurers. The only person to return from these was found dead outside a village in the area, clutching an object fashioned of a strange crystal form. The area is now treated with caution and fear.

The mage who acquired the crystal form is now hiring a capable group with the intentions of exploring further in search of greater treasures.

Options:

  1. The item was actually an artifact from the Wizard Kings and where there is one there should be others (Greed inspired).
  2. The item was a portion of an unknown artifact, the rest is desired (Interest and fascination inspired).
  3. The item is now known to have been the key holding a major servant of the Wizard-Kings imprisoned. He/She/It is now free and the PC's are required to capture/track/kill it. (Fear and caution inspired). Maybe the servant knows where some of the Wizard-kings are still alive, hiding in suspended animation or with their souls held in a magical gem, waiting their moment of rebirth.
  4. The item is actually a map to a hitherto hidden realm (in a magically shielded valley or alternate dimension) where the cavern's inhabitants have come from. They have been preparing themselves for a looting/slaving expedition into this realm and must be stopped before they have a chance to expand out of their cavern. (This sets up a possible major campaign: first clean out the cavern area, then gain access to the hidden and unknown realm and scout it, then find those who intend the raiding expeditions etc and stop them).
  5. The item is the key to time-travel. The mage who has it wants to travel back to the time of the Wizard-Kings, alter history so that the Wizard-Kings win and rule with them over one of the realms. He intends to trick the PC's to act as his advance guards and protectors and take them with him to spoil the plans of the allied free people. (This would involve lots of trickery and be sneaky to manage, as the players can't find out what's going on until too late - at which point they will probably want to stop him and go home again).
  6. The object has given its new master some great abilities and he now wants to use the powers of the PC's to slowly build his personal power until he is able to rule as the great Wizard-Kings ruled. (See 5).