- Explorers discover a previously unknown civilization deep in uncharted territory. While people flock to the new region for its resources and new wonders, the players are called on to council with the discovered civilization. A noble representative of the land contracts the players to determine who the people are, what their intentions are, and what the noble should do about them.
- Visitors from another dimension arrive one day to inform the players that an incursion is on its way. They are here to warn the party that invaders are coming to dominate the plane of existence, and only if the players can follow the messengers back to their dimension and prevent the attack. (The other dimension could be another plane of existence, outer space, or just a doppelganger version of the reality you play in.)
- An evil god has possessed the leader of a powerful city, and the possessed ruler is using their influence and power to strike against the good-aligned gods' temples and followers. A good god reaches out to the party for help, promising heavenly rewards if the party will defend the innocent people and work to free the leader of possession.
- Natural disasters devastate the settlements throughout part of the land, and the common people there have become obsessed with survival in the harsh new world. This involves some people turning on each other, and the remaining leaders in these areas are asking the players for help protecting innocents and fighting to restore the stability of the area. The party may be able to rebuild society.
- In a great war, the king has died valiantly in battle. His eldest son, only 10 years old, is to be sent to the capital and endowed as the new king. The party is tasked with transporting the boy to the capital despite all the late king's enemies knowing the kingdom is vulnerable. The party would also be tasked with preparing the boy for adulthood with training.
- The party is onboard a ship which wrecks, and they survive, ending up on a small island. They must explore the island and its strange wildlife, build themselves a place to live, and create a plan for getting off the island. But as they plan, they find that something or someone on the island wants to keep them there.
- A scientist has begun experimenting on people, trying to genetically improve them. His early attempts have gone horrifically wrong; as he has obtained more unwilling specimens, people have begun to notice the disappearances. Investigation of the reports leads to finding a dead experimented-upon person, and the scientist proves both elusive and persistent in his goal.
- A daring adventurer has assembled their ragtag crew, the players, for a daring adventure: going to the center of the earth and returning with its energy captured. In order to make the journey, the party will need to obtain a ship, defeat any lurking beasts underground (or in the Underdark), and return safely.
- A worker from a large construction company goes to the public to say that the company has been using slave labor for years, and the worker is killed days later. The party is asked by an industrialist who owns a competing construction company to investigate and expose the company for what it is. The private army employed by the company will complicate things for the party.
- A god explains to one of their most devout followers that a change has come, and now all gods' powers are proportional to the number of people who worship them. As news of this spreads, new groups and cults arise to take advantage of the change. A god approaches the players and asks them for help to reverse the change.
- A new settlement is set up on the edge of the frontier. In the middle of the night in the settlement, massive creatures move around outside of town. The leader of the townsfolk hires the party to investigate what these strange beings are and convince them to leave the townsfolk alone. But the strange beings have a request of their own . . .
- A family reports that their house is being haunted. The players are called upon to deal with it. This includes investigating the haunting, fighting undead, and blessing the area. But when they do, a similar haunting is reported the next town over. As the party deals with these hauntings, they are heading towards a major city. Will the players be able to figure out what's going on before the ghosts get where they're going?
- The players are all prisoners in a terribly harsh prison camp. The leader of the camp is cruel and tortures the prisoners who he has an excuse to. A fellow prisoner has a plan to escape the camp, but it will take cunning to create makeshift tools, charm or bribe guards, and make a run for it. But even then, the players will have to brave rough terrain and return to civilization.
- A wise old woman in an ancient clan is killed by a spirit, and the wise woman's family needs help setting her death right in the spiritual realm. The players are called upon to investigate the murder, seek vengeance against the spirit, and travel through the spiritual realm to find the wise woman and set things right.
- The poet laureate of a distant country has been sent to your players' country, and they are to act as the escort and protection for the poet. They will have to help the poet navigate the new social world of the land they are visiting, protect the poet from assassination attempts, and indulge the poet's many whimsical requests "for inspiration."
- During an especially tense political season, one candidate calls another "a worshipper of evil gods," sparking a flurry of similar accusations thrown at practically every candidate. The candidates seek a third party to investigate the candidates and determine who is engaged in evil worship and who is lying in their accusations.
- A cryptozoologist is seeking to create an encyclopedia of supernatural monsters ranging from the confirmed magical beast to the legendary beasts of fable. The players will act as guides, protectors, and escorts for the cryptozoologist, occasionally having to do battle with yetis, beholders, and dragons.
- A bustling city which is being overrun with crime is facing a new problem: a rise of vigilantism. Overzealous mobs have begun targeting social outsiders in addition to the criminals they set out to address. The players are brought in by the local government to get the mobs under control and train a new guard force; they are also needed to face incursions from a nearby bandit camp.
- One morning, one out of every four people in a small town disappears from the earth. The players are among those left behind, and a group of survivors asks the players to help them determine what happened and why. Investigating the disappearances may reveal the workings of a sinister enemy, a celestial event, a dimensional monster, or simply a bizarre mystery.
- A wartorn region's citizens are in need of aid, and the players are responsible for delivering it. They will have to travel into the region, defend themselves from raids and attacks, and defend the innocent people. They may even be able to help rescue civilians or broker peace with the warring factions.
- Drought conditions destroy much of the farms in an area, and farmers can tell that the soil damage is more permanent than will support them. A mass of farmers hire the party to help them move together as one large caravan. The party will have to help them navigate, protect them from enemies, sustain the caravan's needs, and help them establish themselves in greener pastures.
- A gang (the party) plans a job involving conning a disgraced lord out of their jewel collection. They must plan the heist by investigating the lord and his staff, finding a buyer for the collection, and actually pulling the heist. But the party must be wary, for the different members of the lord's staff may be helpful or malicious.
- A leader has come to prey on their peoples' best interests, and a group of revolutionaries want to bring about change. They hire the party to sabotage the leader's interests and government; the party will need to perform reconnaissance, fight the guards and soldiers from the leader, and help to support the new regime's leader. But how will the new leader be?
- The immigration of a group of people into a new area has caused an outbreak of vicious disease. The party seems to be immune to it, so the locals hire them to tend to the sick. But when the players investigate, they find that a strange storm struck them while they traveled, and some of them believe they became sick during the storm. The players must investigate this strange illness.
- An elder has mastered the art of meditation and can now control matter with their mind. They are fearful of their death meaning the loss of this advance, so they try to teach it to the players. But when the players learn the meditation and begin to practice it, they are transported to a foreign dimension with fearful enemies.
This is a site where I publish tips for GMing and playing tabletop games, resources for GMs, original one-shots, campaign notes, homebrew details, and much more. There's over 250 guides, games, and articles as well as full campaign recaps and philosophy of gaming, so take a look around and get ready to step up your game!
Tuesday, June 28, 2022
List of More Campaign Ideas
Tuesday, March 16, 2021
Campaign Ideas and How to Run Them
Much of what I have covered here has been about how to run a homebrew campaign with lots of opportunity for players to be engaged. But your engagement as the GM matters too! You should be working with material you feel strongly about. And sometimes, you just need a seed to start with. For many GMs, the right idea will strike chain reactions that fill in possible stories. But when you're starting from nothing, where do you go? You could always build a campaign based on your players' suggestions. But I'm also offering this list of campaign ideas to get you started. I'll link back to previous resources on how to fill in specific parts of the world. With all of this, you'll be prepared to create your own and run your own campaign.
Let's start with the campaign ideas. And by ideas, I just mean a big idea. We'll tackle the rest after getting into something that hopefully inspires us:
- The gnomish capital is a square composed of 16 smaller square districts. The leader of one plans to take the others by law or by arms. Coalitions of concerned citizens will band together to fight back against the despotic regime that rises.
- A vengeful god offers a "Wish" spell to whoever can kill the politician who ordered an attack on the god's chosen people. The god may have openly asked anyone or have chosen the party for fate-based reasons.
- Goliaths have appeared in longboats at the coast. They say they come in peace and want somewhere to settle away from their dangerous, unstable homeland. Factions appear regarding positions on goliath immigration.
- A plague has struck a kingdom, turning its people into miserable wretches in hours. The Queen is offering a reward to anyone who can cure the plague. The players know someone with information on how to create that cure.
- Drug runners have become the scourge of an entire region. The kingpin functionally governs most of the countryside, and he rules without mercy. A rebellion is brewing in the area, mostly from the dwarven sector.
- A group of famous musicians claim that a holy being appeared to them, telling of a great treasure buried beneath the house of the wealthiest person in the city. Unable to convince the high roller, they look to a group of adventurers to investigate them and convince them to let the musicians search for treasure. (This one would be stronger for a roleplay party than a combat party, who would make quick work of the bad guy.)
- The party ends up on a ship which is attacked by pirates. The pirates tie up the party, who must break out and best the pirates to turn the ship around. (This is geared more as a one-shot, but you could make the pirates part of a conspiracy by a nobleperson to control the ocean and have your players have to maintain and operate a pirate ship to extend it into a longer game.)
- A genealogist traces life back far enough to learn that all the D&D races are from the same ancestor. Investors offer money to adventurers in hopes of finding ancestral art and tools. Gangs appear at the digging sites, denouncing people with racist rhetoric.
- The elven capital sends its regent on a diplomatic mission to another capital--the first time the elves have left their city in over a hundred years. The regent is not specific about what he needs. More and more of the elves' soldiers appear at the gates every day.
- Wild animals keep appearing and falling out of the sky over a town. Enterprising people in town have taken to butchering these animals and selling them. Demand for this "sky meat" begins to range far and wide, and many citizens are left wondering what became of their town.
- The world's first printing press (or the most advanced press if your world already has a printing press like mine does--the advanced press can work with 4 times as many pages at once and cuts book prices by half) needs to be moved hundreds of miles. This could happen with carts and oxen and horses, but you could also use a train if that technology is possible in your world. In either case, the trip will be fraught with bandits, thieves, and haters of the written word.
- A fortuneteller tells one of the characters that they will undergo a great transformation. That night, that character has dreams of being a sheep and wakes up covered in wool. The fortuneteller has left town, but a series of clues suggest where she may have headed.
- A small faction of young orcs start a cult that demands restarting the centuries-old war with the elves. Other orcs are quick to distance themselves from their warmongering brethren. Each kingdom and town must decide for themselves which side they fall on.
- A small town on a trade route is being raided by bandits. The bandits are plundering everything, but the city isn't big enough to defend itself. It pools together its resources to pay the party to assemble an armed force to fight off the bandits.
- A caravan hauling common goods is waylaid by mystical forces when they are joined by a tinker. The tinker tells stories of great powers which seem to manifest around them. The caravan enlists the party as additional guards as they make their way to the opposite side of the continent.
- A worried traveler approaches the party and asks for their help finding a box they misplaced. They warn that what is contained in the box could cause serious trouble, but won't say what's inside. The party finds that the box was stolen by nearby cultists and must uncover what is in the box.
- A surveyor wants to map some of the lands considered to be dragon breeding grounds. They'll pay the party to accompany them and protect him. The surveyor is more focused on getting the information quickly than safely. The party will learn that there is a reason for his rushing.
- A halfling community in a big city protests when human businesses pop up in their part of town. The halfling population mobilizes to protect their neighborhood. Local law enforcement will pay the party to assist in keeping the peace between humans and halflings.
- A wealthy duke has a taste for exotic birds and insists that the party hunt him down a rare parrot which is said to speak all humanoid languages. He sees to the party's outfitting and sends them off to find this legendary wildlife. This might seem kind of spare, but exploration could be characterized by combat with animals, description of vistas, skill checks to move safely, and stealth to hunt for animals.
- A world-renowned chef holds a banquet for the world's greatest leaders and dignitaries. The banquet is attacked by a shadowy organization, which manages to kill a good number of leaders. The party must discover who was behind the attack and avenge the slain leaders. (Perhaps the chef is behind the attack? Perhaps only one leader was the target and the rest is a smokescreen? Who knows?)
- An inventor develops a device that allows people to speak via earpieces without maintaining the magical charge. People everywhere buy up the devices and communication becomes more commonplace. Suddenly, all of the devices turn their wearers into hostile magical monsters. The party must reverse the effect to save the people transformed or face the guilt of killing the monsters.
- The party is doing as they please when they suddenly realize that their long-term memory is gone. The effect has the signature of a magic spell, but no one was present to cast it as far as they can remember. To regain their former lives, the party must investigate and discover what happened to them. (Bonus for this one: the party doesn't have to come up with backstories right away.)
- An eccentric has just emerged from a bunker after 50 years underground. They want to enlist the party to show them around and help them live in this new world. As the party assists the eccentric, it becomes clear that they have some sort of agenda, and details about why they went underground in the first place are difficult to find.
- A small band of assassins called Clan Born at Night lives in the woods in a fortified compound. They have a tight, familial dynamic and live entirely off the land. They are looking for new muscle who will suit their clan. The contracts they complete are signed by powerful people who deliberately keep the assassins in the dark.
- Formerly a purely academic interest, a new form of magic casting has been spread around. Called glyphism, it allows the spellcaster to create a spell by using glyphs to refer to ideas represented in the spell. It is a volatile art, and many spellcasters are accidentally hurting themselves and others trying to perform it. One spellcaster emerges as a new master of the art and threatens to take all of society for themselves. (If that sounds cool, I already invented the glyph system, and you can cast it by adding 2 glyph possibilities to the level of the spell you're casting.)