Great Adventure Ideas for Your RPG Campaign – Pick One or All of Them

One of the characters is a necromancer, who speaks with one of 4 crystal balls containing tortured souls when he finds them in a shop. The soul swears that if he and his brothers are freed, they’ll give the characters a great treasure. All the shopkeeper knows is that the souls were imprisoned a generation ago by a wizard who claimed they were thieves.

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A murder was committed in the parlor, and the only witnesses are 4 stuffed human heads (the owner’s ancestors), that say their names if approached and talk about themselves if asked. (They’re hard to stop once they get started; characters who ask out of politeness may wish they hadn’t, or they may learn something valuable from the heads’ family gossip.) Can the characters get any useful information out of them? They’ll have to sit through a lot of genealogy to do so – giving the GM a chance to set up exposition for the next adventure..

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If the characters are left alone in a nobleman’s room that you know they’re going to search for clues before he returns, feel free to leave sitting around a small, decorative wooden box that will release 20,000 bats if opened (one time only). After the bats are gone, it’s just a normal box. It’s the magical equivalent of putting marbles in the medicine cabinet, with the added comical effect of giving the characters 20,000 bats to deal with. They won’t find all of them, so bats should occasionally pop out of cloaks, bedrolls, etc. for the next few games.

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Someone is cheating at the county fair. When a character loses a bet on what his farmer friends told him was a sure-thing ox-pull, she starts to get suspicious. A bit of investigation will show that a team has been augmented with a yoke that increases the strength of a team of oxen when worn. But the real question is who provided such a powerful magic item to a local farmer, and to what end? When the cheater turns up dead, it becomes clear there’s a bigger game afoot.

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Someone has been stealing the truffles from the Royal Forest, and the king wants to know who. The herd of Royal Pigs trained to search for truffles have been coming up empty, and there’s no sign that any other pigs have been rooting through the woods. The characters, in their roles as agents of the king, are appointed to solve the mystery. The eventual solution will involve a deceitful Royal Minister and a wand that detects any truffles within 50 feet of where it’s pointed.

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The characters acquire a magical toy boat (a small toy boat that expands into a sailboat that holds up to 10 people and supplies. The boat lasts for a month, then abruptly turns back into a toy, its magic exhausted.) but are unaware of its expiration date. After they sell the object, several people drown when it turns back from a sailboat to a toy – including the son of a duke – and now the characters are wanted for fraud and murder (or simply for the duke’s revenge).

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The characters take passage on a successful fishing boat offering surprisingly low rates, but gradually become alarmed at some of the shipboard rituals. Several other passengers turn up dead as the voyage goes on, but the captain and crew are much more concerned with the size of the ship’s catch. If the characters don’t watch themselves, those rituals will culminate in them becoming a sacrifice to a small gilded fish-shaped altar that attracts fish to a ship for the next day when a sacrifice is made on it. The bigger the sacrifice, the bigger the fish that are attracted.

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After he kills an acquaintance of theirs, seemingly for no reason, the group trails an assassin for days. He has a particular quirk: The man never removes his gloves. Is it just an affectation, or is there something in the gloves that turned him into the person who strangled the innkeeper? They’ll find out soon enough, as he seems to have his eye set on bigger quarry: The assassin is stalking the duke’s young son. Unfortunately, the duke has sworn to exile the characters if he sees them again. Could stopping the assassin get them back in his good graces? Do they dare not stop him? (The gloves are thin leather gloves that add +1 STR as long as they’re worn all the time. They take a day to work when first put on.)

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A dying man gives one of the characters his pet spider. “It will keep you strong as long as you live,” the man tells her, “but it comes with a curse.” (It’s a strength spider – a live spider that raises the STR of the person holding or carrying it +3 as long as the spider is alive. If fed and cared for properly, the spider will live about 3 years.)

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 “Really, they’re magic beans,” the man says, offering the characters a small bag. He doesn’t sound even remotely convincing, but you can see that they are magical. “So where did you get them?” you ask. “Don’t worry about that,” he says, glancing nervously over his shoulder. “Do you want them or not?” (A bag of nuts that each raise or lower strength by 1-6 for a day. They’re not cumulative; only one nut will work each day, and it’s a 50-50 chance of going up or down. Each time someone eats a nut, there’s a 10% chance of the change being permanent. There are 18 nuts in the bag.)

 

Adventure seeds above were written by an author of The Wildside Gaming System.

The Wildside Gaming System (wildsidegame.net) was first published as a book in 2004, by Wildside Press, LLC in Rockville, Maryland. An oldstyle gaming system with a focus on worldbuilding, it was followed by a number of tie-in books including The Wildside Book of Loot, Crusade of Kings, and Koboldly Where Gnome has Gone Before.

They are running their kickstarter campaign right now. To know more visist http://ancientscroll.pl/wildside-gaming-system-to-be-released-as-a-free-app/ or http://kck.st/22L1ld0

 

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