Archive of Adventure Hooks

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sciborg2
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Archive of Adventure Hooks

What will follow is the name of user at the top, followed by the archived post of theirs.

Duckluck's original post:

This thread is a place for people to post and discuss adventure ideas.
Rule One: Every post in the thread (even comments on other peoples' posts) must include an adventure seed.

Rule Two: Your adventure idea must be long enough to make sense, but short enough to be read quickly.

Rule Three: List your seeds as Short (can be squeezed into a single session), Long (takes place over multiple sessions), Very Long (extended adventure that takes place over multiple levels -- think Faction War), or Campaign Seed (Forms the basis of an entire campaign). Have fun!

Short Adventure:
Missionaries of the Silver Flame: Clueless missionaries from the remote Prime World of Eberron have wandered into Sigil and are busy calling everyone they meet either an infidel or a heretic. Good PCs' have to get the missionaries to shut up and go home before they get bobbed or dead-booked. Evil PCs may well decide to bob or dead-book the missionaries themselves.

sciborg2
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Duckluck

Duckluck

Short Adventure:
Gehenna or Bust: A Planar merchant by the name of Fliv has been wounded by Khaasta and is stuck in Ribcage unable to travel. Unfortunately, he has a shipment of eldritch tomes that is due in the Crawling City in an hour. The PCs are tasked with getting the books to their Yugoloth buyer before they are all hunted and killed.

sciborg2
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Squaff

Squaff

Short or Medium Adventure:
Hermit of Everchangeing Order:
Old hermit that preaches from Book of Everchangeing Order (see: Tales from Infinite Staircase) is traveling Sigil, searching for portal to prime where he will be preaching about Law and Chaos and how they are connected.
BUT, extremists from Xaostitets and Fratenity of Order want to shut up man for good. PC either help old hermit or they try to stop him.
Reward: hermit is a poor man but he posses vital clue or bit of info for PCs.

sciborg2
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RipVanWormer

RipVanWormer

A group of tsochari (from Lords of Madness) discover a portal to Sigil and become determined to infiltrate and conquer it. The first few adventures involve them worming their way into Sigil's high society and making things difficult before the PCs manage to unmask them (with the aid of possibly sinister and self-interested "allies" - or maybe just celestials with their own agenda that doesn't correspond with the PCs' - if they aren't able to figure things out on their own). The PCs gain some new allies from the incident, both helpful and unhelpful, and they feel like they've accomplished something major.

Then things shift. As soon as they're aware of their existence, the capable and experienced cutters of Sigil come up with effective means of rooting them out, and soon the tsochari are consigned to the Hive Ward, where only the absence of effective law enforcement keeps them alive. Their only hosts are the poor and destitute. A group of psurlons, who have lived securely in the Clerk's Ward for generations, approach them and offer them sanctuary in the name of their common patron, Mak Thuum Ngatha. There are nilshai, too, and their high priest is a garmorm. They teach them that as long as they don't rock the boat too much, don't threaten the authorities, they can accomplish whatever they want in Sigil. They can use the city's portals to invade other worlds, for example. What they really want right now, though, is revenge on the PCs who caused their fall. With their new allies, they just might get it.

Another idea: the cult of Mak Thuum Ngatha is growing in Sigil as once Aoskar's more benign cult did, but the Lady of Pain isn't doing anything about it. A dabus has even converted to the faith, sacrificing Fell to his new master in a symbolic show of devotion, and still she does not act. The PCs must figure out what triggered her intervention the last time, and hope it works again.

sciborg2
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InterludeL

Interlude I

Will continue this over time, and get to the second thread from the old site.

apologies for not doing it all at once,

Sci

KnightOfDecay
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Thats great!

That's great!
Thanks a lot for your effort, Sci!

Simile
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Pech Dreams

Short Adventure:

Adventurers in the Plan of Earth encounter a Pech colony. The Pech high-up claims to be able prophecy the future. She makes 3 predictions and they each comes true. The Pech colony is built around a dream stone that can alter future reality in small ways. Unfortunately the colony has attracted the attention of Dao slavers and Doomguard intent on using the dream stone to their own ends. Can the heroes help the Pech dream up a better future? If not, the Dao and Doomguard soon learn that the dream stone only works for the Pech...

see: http://dungeons.wikia.com/wiki/DnDWiki:Pech

Simile
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Food for Thought

Adventurers crossing the Outlands as part of a caravan between Gate-towns take a detour to avoid a Blood War patrol. Unfortunately the caravan strays too close to the Caverns of Thought and comes under psychic attack. With over half the people in the caravans incapacitated, the minions of the Mind Flayer goddess bear down on the stranded group.

Eye Tyrants from the nearby domain offer to intercede with the mind flayers, but at the cost of eating / enslaving a quarter of the caravan.

Do the heroes flee with half the people who are still capable of escape? Do they take the deal with the eye tyrants? If so, do they renege on the deal afterwards? Or do they take their chances in fending off the mind flayers for long enough so that the whole of the caravan group can escape?

Simile
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Sigh of One

Short Adventure:

A patron of the adventurers calls in a discreet favour. One of his favourite courtesans at an exclusive brothel in the Clerk's ward has been killed. The brothel accepts clients only at specific appointment times and provides courtesans who are able to alter their forms to suit the desires of the clients. After tracking down a number of patrons who each bemoan the loss of their favourite courtesans, the truth finally emerges that there is only one courtesan - a Kitsune enchantress who is able to appear as the form each client desires most.

Simile
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Re-starting the investigations

Long Adventure

Sigil detective solves ever increasingly complex series of crimes. The trusty, plucky side-kick carefully selects which crimes his companion will investigate.

As the nefarious overall-plan of the nemesis of the now famous detective starts to emerge, the trusty side-kick suddenly disappears. Caught off-guard, the detective's success rate of solving crimes plummets.

Suspecting that the side-kick may have been the genius behind his crime solving abilities - the detective stumbles across the simple truth that has been under his nose the whole time. Not only was the side-kick enabling him to solve all his criminal investigations - the side-kick also built a nemesis persona to improve the reputation of the detective.

The detective appeals to the heroes for help in joining the Godsmen so that he can have better success at such tests in future. He also calls on their help to track down his side-kick nemesis who has joined the Revolutionary League.