A D V E N T U R E     I D E A S 

We would like to thank all the people listed in green for their adventure idea submissions. These are all people who are now immortals thanks to their efforts.

A MISSING HEIR
The PC's are traveling to a major city, housing the main temple to a high
standing church.  On the way they are ambused by three to six bandits or so.
 They can be of whatever level or skill the DM chooses, but the players
should be able to defeat them without too much trouble, but still get dinged
up in the process.  If the PC's take a prisioner, then they might be able to
influence him to take them to their hideout--an old abandoned watch tower a
few miles into the woods.  They might be able to find some nice treasures.
 On the leader they will find a brass necklace with a strange twisted symbol,
and will also find that the leader has a extremely expensive and ornate
sword.  The players will obviously take this, and should for the adventure to
work.

When the PCs reach the city, then they learn rumors that a high standing
lord, high in the church hiearchy, has had his ten year old son abducted.  A
detachment of royal gaurds sees that the players have the sword (which really
belongs to the lord) and ask them (or force them) to accompany them to the
church.  They take him before the lord and they discover that the lord's
stepson was believed to have abducted his true heir, also escaping with the
sword.  The bandit leader was in fact the lord's stepson.  If he is still
alive (escaped or the players left him tied up if they were not the
slaughtering types) then they can return him (preferably alive, but
exceptable if dead) for a reward.  (and of course the lord will want his
sword back, which is a +2 magical weapon.

If the players aprehend the stepson efficently, the lord hires them to find
his missing heir.  They will have to question the stepson and other person's
involved if they are still alive, and do some probing around in the lords
manor (the DM can think up details, but don't make it too difficult.  When
they start making headway on the investigation, they are attacked in the
street by blackrobed clerics with magical picks 1d4+1.  If these picks even
touch bare skin, the character must role a save vs. magic or suffer 1d4
points a round until cured with a Curse Disease spell.  If the hitpoints fall
to zero then the character only falls unconcious.  They loose one point of
constituition an hour until it reaches zero and they die.  If they are cured
then they regain a point of Con a day.

If they kill the clerics, then the discover they wear necklaces identical to
the one the lord's stepson wore.  The necklaces are the symbol to an evil
order of spell casters (mages, priest, and their henchmen) and they magically
serve to protect the wearer from the touch of the disease-enchanted items of
the order.  They also serve to locate eachother.  Priests and mages above
fifth level in the order, can sense eachother when they wear these.  Which
could add some complications for the players if they wear them.  If they have
any mage of cleric identify the necklaces, they will learn its powers, and
the identifier will be able to sense a large concentration of the order half
a day's journey away from the city at an abandoned temple.

To basically sum it up, the evil order is attempting to sacrifice the lord's
son to their god during a holy night that will increase their power and doom
the church based in the city.  Many things could happen now.  The players can
rush in a save the day, maybe with the help of some of the lord's troops, and
gain a huge reward... Whatever you do, give the players a chance to save the
heir, but also make it a huge challange.  If they fail to stop the sacrifice,
it doesn't neccesarilly mean they are dead.  When I used this adventure, the
character's success depended on an initative roll.  They failed, and the heir
was sacrficed.  It turned out that the Second hand Priest of the church
participated in the ceremony, and the evil order invaded the city through
ancient hidden tunnels, and took the whole church, capital, and palace.
 Basicly, they took the whole city.  The lord died as well and the players
got to keep his sword.  I took this little adventure and even turned it into
a huge campaign, where the forces of the church had to flee from the capital,
and seek help from other nations to regain the city.  The evil order was also
in league with a nation of orc's in the north that had been waring with the
nation for years.  The order would weaken the nation, while the orcs rushed
into attack.  In exchange, the orcs would give the leader of the evil order a
powerful artifact that they possesed, which could cause major problems for
the players latter on...

Of course, the DM can take this wherever he wants, and there are plenty of
options and other adventures that can spring from this.  Hope you like it.
Thanks to Mike Hamilton <[email protected]> for A Missing Heir
A Squire's Message
One day some PCs are just relaxing in a Inn(dm's choice) and a page
rides into town. He nails a message up all through out the city/town.
The PCs see the page and quickly rush outside to take a look at the
message. It's a invention for all elves to King Krondin's Keep.Note: if
the PC/PC's aren't elven then this adventure can't be played. Once
everyone is in the keep's Banquet hall, King Krondin beggin's his speak
about how the elven race is the best among the hole world. But later
into the speak, his eyes start to glow bright blazing blue and he then
commands for the guards to block the exit and then to kill them all. The
guards rip their helmets off and reveal their ravor sharp teeth they
later on use to rip the elves lim by lim. The King see's the Pc's and
orders the guards to capture they and keep them for the next meal. Thats
where the DM has to get creative and make the rest up because I am
tired.
A Squire's Message by Richard Bitting <[email protected]>
Adventure
You know that very fine line between reality and fantasy that we're not supposed
to cross?  This adventure crosses it.  Before playing, find out exactly who will
be playing.  Make up a character sheet for each of the players that represents
the player him/herself.  Don't roll their ability scores; just assign what you
think is fair.  Remember that they will have lower scores than regular
characters--especially Strength.  Don't worry about gear; whatever the players
have at the table is their gear, including dice--I'll explain the importance of
dice later.  Proficiencies are important, however.  Whatever the player knows,
his/her character will know (however, languages like French and Spanish, or
knowing how to change a car's tire wont'be too useful, unless trying to impress
NPC's with stories of the future).  You'll have to use discretion with this.

Start the adventure by sending the party on some quest, like recovering the
Amethyst Orb of Karnin Daganh or something.  Be creative.  Have them recover it
and get it to where it's supposed to go.  Just when they think that they've
found out what the Orb does and the adventure's over, have an NPC wizard get
into a fight with them and cast a spell on the Orb (or whatever creation you
have come up with).  Something will happen to it--it glows, vibrates, sings,
whatever.  Then there will be a bright flash of light, and presto!  Now is when
you bring in the new 'player' characters.  Each one will be standing with their
respective 'regular' PC's.  Tell the group that there are some people with them
now.  The people are dressed funny, and look weak--they have no weapons or armor
(unless one of the players actually was wearing armor.  I doubt it, though. . .
).  Describe them as looking like the people gathered around your table.  If
someone asks if they do anything, reply by saying, "I don't know.  Do they?"

There will no doubt be tensions between the two groups of PCs.  They will
probably form two groups, and one will tag along behind the other.

Here's where the dice come into the game.  Suppose the normal PCs get into a
fight.  The new ones will probably hide behind a tree or something.  The normal
PCs will miss every attack they make, unless the new guys get smart and realize
the connection between the game rules and the game world--they must roll the
dice in the game world to make the regular PCs attack!  Same goes for ability
checks, saving throws, etc.  So, to recap: if the regular PCs (the ones that
started the adventure) want to do something, the new PCs must roll dice IN THE
GAME WORLD!  You (the DM) can roll to determine the outcome.  If the new
(player-specific) PCs want to do something, the player rolls for real, in the
real world, just like it always used to be.

Now the adventure really starts.  The wizard who attacked the Orb in the first
place has it.  With it, he can take over the world.  Then the Prime Material
planes.  Then the Ethereal, the Astral. . . you get the idea.  The group must
stop him.  If he manages to get control of something, all the creatures living
there become his personal slaves, and will sacrifice themselves and others to
stop the PCs.  Sounds like fun, eh?  An adventure like this could span months of
playing time, so be ready.
Adventure by David Winzer <[email protected]>
Zombie City
The players would start in the inn the heal their wounds when the inn
peoples begin to act strangely.As they look arond they would find
peoples acting like zombies and the whole city would be rooming of
undeads!The leader could eventually be a spectre or a lich depending of
the caracters strength.
Zombie City by Julien Many <[email protected]>
A Rocky Start
I was reading the adventure ideas section of the page and i thought i
would send one of my favorite adventures for begging characters.
Okay, so the characters grew up around each other in a small farming
village. They have known each other all their lives. Make one of the
characters the son/daughter of the town leader. Anyways, an evil army is
slowly creeping over the land, destroying and burning cities etc.,
slowly moving from the north. One day, a maimed and bloody hunter
returns to the village after a weekend trip and states that the rest of
his friends were killed by the army (the army could be any evil race, or
a bunch of races) and they are within 3 days march of the town. The town
leader summons his/her son/daughter and tells him/her to head south with
the other characters to reach another town and bring back the militia
while the village tries to hold off the army. The DM could put anything
between the characters and the town, and make anything happen to the
village while the PC's are gone.
A Rocky Start by B Michael Bevins <[email protected]>
The Ghost House
The characters are wandering in a desert road when it starts raining. As the raining gets worse, the road is turning into mud and the characters can't continue. In the distance they see a great house standing, where lights can be seen... As they knock the door, a sinister voice answers: "Enter!" (or something like). But when they pass through the door, it closes. In the first room, sits a round table with five candles (these maybe impossible to light off) forming a pentagram on it... So there's apparently no one in the house. The master should select some undeads to habitate the house, and some sinister plots like this: A spirit locked in a lantern, a decepated arm in the bathroom...
The Ghost House submitted by <[email protected]>
A Summoned Party
A high level wizard on a different plane uses a monster summoning spell and captures the party. Instantly the party is transported to their new master involuntarily for a time. A per the monster summoning spell the entities which are summoned (the players) have to obey every command the wizard gives. This twist could be used and adapted very easily to any campaign.
By Jeremy Fife <[email protected]>
A Dangerous Cave
You come to a town after a long walk through some dry lands. Inside are some people roaming the street. You walk in and hear a couple people talking about a cave up north a couple miles. They say theres gold and stuff inside.(up to the DM) but anyone who went in never came out! It starts to get dark. the inn is to the right. In the tavern part (down stairs) of the inn, they can get something to eat/drink. When they ask for a room the inn keeper calls for his/her assistant, and they take you to your room. On the way the assistant tells you they are going to the caves the next day and would like some company, or something like that. The rest is up to the DM to figure out. I use this adventure for new people and call it "intro to D&D". In mine the cave goes into a large circular room about 30" in diamater. It can have an open, or closed ceiling. (I prefer open) and the treasure/items are in chests around the room. You can put traps or undead or whatever on the way in/out. something to make it chalenging. You can also follow the cave through the mountain and end up god knows where!
By Bryan Birckbichler <[email protected]>
Magical Item-Stealing Cult
I have been toying with the idea of a cult that goes around stealing magic items. They are draining the items to power a portal that will allow their demon (deity, whatever) into our realm. They hit a town where the pc's are staying and naturally everyone accuses the thief with the party. I think it could be turned into something interesting but have never had time to develop it.
By Kevins <[email protected]>
Dragon Strike
I recently tryed to put a friend of mine on a little quest sponned from Dragon Strike (a truely acceptional learning game). He was hired to kill the wizard named Teraptus, I gave him the first name of Shion, by his son, Gilmar, who was teaching at a wizards school. But the whole thing is as follows:

They were hired to kill him by some strange man. They had to find a weapon that could kill Gilmar and then go kill Shion, but when Shion is dead, they find that Gilmar is quite well and wants them dead, because he is now going to assend the throne of Havis (The dragon strike planet).
Thanks to Samuel Franco <[email protected]> for the above idea.
Adventure Anthology
How about the PC's are hired to garrison some piddly little outpost on the border with a neighboring kingdom when A)that neighboring kingdom decides to come through that area on a raid/conquest/other B)hostile monsters in the area attack the outpost, looking for loot/revenge/some item or artifact rumored to be somewhere in the outpost but never found by previous explorers. Catch: The obvious catch would be that whatever the situation, the PC's would have to be either high enough levels to face it, or have enough diversity of characters/terrain/options for magic.

How about the pc's are hired to pilfer a certain item, any item that could have a real or perceived value to the pc's or their employer. When they get there, the item is alrready being stolen or they've been set up and now must try to get out of the situation without losing face or their lives. Catch: Having a thief in the party would be really useful, but parties that don't have thieves can have and npc thief come along, which could make for a more interesting plot twist if it turns out the ambush is set up to catch only the thief, and the rest of the party shows up!

How about the pc's are implicated in the destruction of some item with real or perceived value and now must get out of town or find the real culprits before time runs out. Catch: Players can get disgruntled real quick if this happens more than once or twice.

How about the pc's, while sent on a mission (could be almost any) accidentally come across an item which takes them into a labyrinth or maze of some sort. For higher levels, the maze could be some sort of reality displacer, taking the through time at various points, or perhaps space. They exist at that point in time though they are not from it. However, they do not exist in that SPACE in time. They are still in the maze, and it'll take cunning to figure the trick out and get themselves home. Catch: Besides not being able to do this very often, a plain maze can bore players quickly. Add a minotaur or a Gorgon for flavor.

How about the pc's are hired to gaurd a caravan that carries a secret item which becomes subject to several raids and more subtle inter-caravan subterfuge. It may turn out that members of the caravan are also out to get the item. Catch: This has to be played for flavor. If the item has real value, make sure the players can only get their hands on it if it turns out
Adventure Anthology by Bruce Freeby <[email protected]>
Competition!
The PCs arrive at a small town on an island in the middle of a lake. The distance around the lake makes it a pain to go around. However, during a particularly nasty storm, one of the bridges that links the town to the other side of the lake has been destroyed. The mayor has launched a competition to find the first group to operate a crossing to the other side of the lake. He asks the PCs to ensure fair play in the competition. There are several groups.... the dwarves are building a tunnel, the elves are building a boat, the gnomes a bridge... etc... Each individual group attempts to bribe the PCs to sabotage the others... Particularly good for an evil group of characters!
Thanks to Martin Grimes <[email protected]> for Competiton!
Gnome Attack
PC's have been wandering looking for adventure for months. They enter a tavern(D.M.'s choice) and are assaulted by an angry mob of gnomes! the characters are captured and are taken to the gnomes kingdom. the characters must escape back to the realm of sane and TALL men!
Thanks to Marcel Lauzon <[email protected]> for this one.
Crusades
At the end of the times of crusades, an evil king send his best men to the ultimate crusade. Zweihander, the fighter with his two-handed sword (15th level), Krieg, the barbarian with his two-handed axe (15th level) and Galadorff, the cavalier with his claymore(17th level). This elite soldier are the generals of the OskerArmy (1,2,3 rd level soldiers) who have the missions to destroy and take London in the U.K. and they can. The player characters have to stop them after they reaches U.K. (the OskerArmy are Germans). It's a quest of very,very rare magic, so the players character must be fighters character or thief between 10 to 12 level.
Crusades by TAILLO <[email protected]>.
Rich Dead Dad
One of the PC's has a wealthy heritage. The PC has joined a group of adventurers and they set off. he learns of his father's death and that he will be recieving a large portion of his father's wealth. other NPC's in the adventureing party try to steal or kill the PC for having the wealth. you can work it sort of like a inside corrupt process of team members backstabbing each other.
Thanks to <[email protected]@cs.byu.edu> for Rich Dead Dad
Un-Identified Driving Object
Tha party founds a wierd, oddly shaped metallic red object with four wheels. It has some sort of windows, made of glass. The party cannot break into or enter the object. It is, of course, a car. If the DM wants, he can send the party on a quest to find the key, their reward will be a red cadillac.
Amazing Discovery
The party is following a river when they discover a waterfall which if falling up. The party needs to get up the cliff on which the water is falling. If they choose to ride the waterfall up, they discover the hard way that it is an illsuion and really is falling down. They fall, taking 10d6 damage. If they scale the cliff, they will see a man (illusionary) ride the waterfall up, making them wonder why in the world they didn't get the free ride. :)
Shrunken Party
You have been summoned by a high level wizard to his keep. He must leave for a meeting but is in the middle of a very delicate experiment. He needs the party to find a specific fungus which a species of ant uses for food. He has transplanted some of these ants into his basement. He will shrink the party down to roughly 1" in height so they may enter the walls of his basement to search out this fungus. Mice become the size of horses and the common spider turns into a monstrosity. Also, look out for his cat!
Thanks to Jonnie Durham <[email protected]> for the Shrunken Party.
Psionicist
In a dream one of the characters dreams about a strange man (a Psioncist) who requests their sevices on a short mission. Journey can only be done while asleep the Characters will notice as they travel in the day they seem to only move about 1 km (truth) when they make camp they wake next morning 20 km in the correct direction to get to the Psionicist.
From Sam Agnew <[email protected]>.
Evening of Terror
I think the characters should all be able to meet in a small quaint little village....around dusk maybe....Then suddenly all Hell breaks loose and they have to choices...1: Fight and save the day....2: They join the forces of evil and destroy the world....Or they could just whistle....
Thanks to Brandon Paulk <[email protected]> for this one.
Trick or Treat
The Party somehow (up to DM) ends up in small city. A noble notices them and asks them to clear out a local mine. It is apparently full of niggling little monsters but it turns out to be full of much much more....
Thanks to Taurion Gregory <[email protected]> for this one.
Hopeless Wind
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.
Arson
PCs are asked by a rich merchant/patrician (someone in a power-position) to burn down the house of a concurrent. Make sure the party-wizard's got fireball, burning hands and/or levitation. Throw in a couple of bodyguards living in the house and presto! an adventure.
Thanks to Farin for this adventure idea.
October Fest
PC's discover secret information marked "The Days of Chaos". Evidence points to the existence of an underground organisation working towards a downfall of organized life as we know it. Plant evidence in houses of powerful NPCs, making it harder to get every adventure to get it, and, after 2 or 3 sessions, spring the trap; PCs are invited to a ball at which the Prince(ss) King (Queen) or Emperor(Empress) will attend!! Then they get to hear that the Oktoberfest is starting as of today! To make the joke a little less harsh, throw in a couple of magical items. (The evidence should be suspicious, but should also point to a big party, such as Octoberfest).
Thanks to Farin for this adventure idea.
Hole
The Pc and the members of his party are travelling through the woods at night. They all walk onto the roof of an underground mining cave. Scattered throughout are jewels and magical items, but, unfortunately, they are guarded by a powerful Lich. Now they must fight for their treasure!!
Winter Stalker
This scene takes place in a cold harsh winter. Suddenly the PC's see a snowstorm at the horison gaining on them, they end up in a snowstorm. This snowstorm is really an air elemental, but invisible to the PC's (the best you can use is the Wind Walker from the MC-annuals, volune one) so they can hardly hit is because it's all over them. If the DM is pissed off he can put some wood, weapons or other objects in the storm to weaken the PC's even more. This encounter can be used to take away some item's the PC have and of which the DM don't want them tohave. You can also use this as an introduction ofa new (N)PC, which was blew along in the storm.
Thanks to Shashi Mahesh for this adventure.
Dungeon crawl starter
The party is walking in a town district with a lot of wealthy inhabitants. As they walk along the street, they (only 1 person will probably do this) step on a sewer cover, which breaks, plunging the unfortunate PC into the depths below. The actual distance he falls is 250 feet, or, in the case of a munchkin party (ie, that isn't enough), the distance is 10' more than the farthest infravision of the party. No magic is detectable. The sewer is really a trap by cunning thieves hoping to catch a rich merchant after a large bank withdrawl. From here, the party should go down and help the PC; they can discover a tunnel down there, and they start the typical dungeon crawl.
Malister
There is a small town called Malister which is ruled by the local mage who the town is named after. Malister is a neutral necromancer who is slowly drifting towards evil. When the town was created there was much wildlife. Now everything has died over the many years. There is also a forest south of the city that is said to drive wizards mad. There is alot of logging that happen there but recently loggers have been dissapearing. The forest seems to be imune to the "disease" that has affected all other wildlife 10mile radius of the small town.
DMs note: Of coarse the magic that Malister practices draws its necromatic energy from the surrounding life. The forst is of a wild magic zone and the logger are being captured by a wood elves! I had many adventurers with this set up. email be back for full details.
Adventure by:
- Aaron Johnson
The wishing room
The characters end up somehow (up to DM) in a totally white room where anything they say will immediatly come true.
DM NOTES
This can be used as a porthole to another plane of existance when the characters say "I wish I could go into the Etheral plane" or something similar.
King for a day
The characters can be hired as soldiers for a certain king. The king leads his army into battle many times, the characters being unaware that the king has grown fond of one of them. During one battle, the king dies and, having no heirs, leaves the throne to one of the characters.
Fake property
A merchant in the town is offering property for pennies on the dollar. If the characters buy a plot, it turns out to be non-existent (50%) or unusable (25%) such as a swamp, or having a curse (5%), or being anceteral land (10%), or containing any treasure the DM wants to give away (10%)
Crash!
One night while sleeping in a forest near any town, the characters hear a thunder-like BOOM that awakens them. They see a glow off to the south. If they investigate, it will turn out to be a space meteor containing a very valuble metal that makes exceptionally strong weapons. The meteor is much too heavy for them to lift, but fortunatly, a Gold Dragon was also drawn to the scene. The characters notice him as soon as they arrive on the scene. The dragon will help them carry the meteor to the town for (up to DM) about 50% of its value (up to DM).
Hostage
This adventure works really well in the event that a PC has a child. The school in the local town has been taken hostage by a group of Barbarians. The children are held for the town officials to be forced to let the Barbarians get their goal.
THE BARBARIAN'S GOAL: is to stop the town from expanding into the surrounding wilderness, which is their home. Last week the town voted to build homes in the nearby forest by chopping trees. This would also provide the town with firewood.
Treasure
The PCs find a weird, metal object. In reality it is a gun from the future. It is loaded with 12 bullets, or 12 "charges". Imagine what you could do with this!
The lost sword of Palaodrin
The characters find an old scroll which describes a city called Palaodrin. In it it says that the city had ties to the magics of the universe, as it was in the very center of the prime material plane. Surprise! After a lot of research, the characters find out that [pick a city in your campaign] is right on top of the old city of Palaodrin. If the characters explore [the city that is listed above]'s sewers, they eventually will discover the sword of Palaodrin. Make up a bunch of stats for it, find the original stats for it on the net, or I can send you mine if you ask for them.
Princess trapped in tall castle.
PCs hear of a princess or some damsel in distress (NOTE: I am not implying that women are not capable of escape. For those so inclined, replace damsel with Hunk) The tall tower cannot be climbed and there is no way to scale it. There is one window on top. The PCs must consult many sages to discover rumors that the damsel/hunk has long hair. (like in the classic story of Repunzel.) This adventure can have a villain to defeat before the damsel's rescue, but it is mainly intended for DMs who have players who do not like to use sages and never remember about them until too late. I used this adventure to help my players use sages, as they were not doing so.
Moving Hole
An enemy that the characters are battling throws a black something under one of them. It is a hole. The PC affected by it falls through. Fortunatly for him, the rest of the party manages to defeat the enemy. Now they can keep the hole, but should try to find a way to "dig" their companion out from it.
Oh my GOD, it's BUNNIES!!!

THe PCs are tramping thru the countryside, when one ofthem notices that there is a rabbit following them, about 100 yards back. Whenever they try to approach it, the rabbit flees. Nothing they do will keep it from following them. If killed, it is replaced by a rabbit bearing different markings. After a few days, they notice that now they have TWO rabbits following them. Then three. At no point should they be followed by more than 3 rabbits. They soon come upon a town of halflings, who at some point inform the PCs that all of the "trackers/hunters" of the town left a while ago, on a monthly food-foraging trip, but that they are expected back within a day or two. After spending the night in town, the PCs wake to fact that they have been robbed of all monies! No other items were tampered with, except those that contained money, of which all money is gone. Come up with a way for the PCs to get their money back, shortly after which, a runner comes into town shrieking "The trackers are all dead!!!" After calming the runner, he will say that the trackers should have been back by now, and that they are certainly all dead! (Now all this time, the Inn in town has been serving a rabbit stew to all of its patrons, because that is the only game that the non-hunters could catch, and all other food sources are depleted, which is why the hunters are out hunting! (heh heh)

The rabbits ARE the trackers/hunters, after being polymorphed by a mad mage living in the hills around where the hunters were hunting. They intruded upon his land, and he enacted an amusing (for him) vengance upon them. yes, the PCs get this info, after going looking for the hunters the villagers remaining are VERY generous with offers of rewards, finding the wizard, and reading his notes after the battle.
Thanks to Dagarth for this adventure

A "magic" weapon
The characters are walking along a beach (or any place filled with sand will do) when a lightning bolt striks the ground a couple feet in front of them. This works really well when the PCs are fearing divine retribution. The heat from the bolt is hot enough to melt the sand into glass. When the PCs investigate, they find 1d4 pieces of glass that deal 1d12 damage on unarmored opponents and 1d6 on armored ones. Each peice will break on a miss, on a critical miss, and on a critical hit due to the glass hitting metal (armor on a miss), or hitting bone beneath flesh.
Hall of Tiamet:
Adventurers are faced with the need to save their world. They enter a portal and jump from world to world collecting magical items, a love potion, a suit of magical armor, ring of true seeing, etc. Each reprsents a great attribute which will supposedly save the world. To gain each item they must overcome an obstacle. eventually they gain the seventh item and then find themselves in the home of the great platinum Dragon. They walk down the hall, guarded by golden dragons and stand before the Platinum dragon, who suddenly transforms into Tiamet.The golden dragons transform into evil ones, the whole thing had been a plot for Tiamet to take control. He gives them a choice to either join him or be destroyed....
Thanks to Jessica Havens for this adventure idea.
A Party Starter
For those of you who are always trying to find out an original way to bring the party together in a realistic fashion when starting a new campaign rather than "Well you're all in an Inn," or "You see a sign posting a reward on/hiring armed escorts for," this one was a classic for me:
Wherever the PC's might be, say they are all travelling to town, or they are in town, they see a commotion somewhere around the limit of their sight (spread the PC's out) which turns out to be a bunch of Kobolds attacking an old man who seems to have some alzheimers.. frisky but weak, and have the guy be something of a nutcase mage who accidentally cast an illusion of kobolds to attack him (he denies this) level 3 or so.. And while the PC's are together start an adventure; pretso! a party.
Thanks to Alex Olivier for this adventure idea.

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