Premade Campaign recipes

Stealing from LOST for Dungeons and Dragons

lost

The members of the party, for reasons of their own, are traveling by ship to a large city. Along the way, strange winds seem to follow vessel, sending it far off course. Without bearings, the ship travels for days until finding itself in the midst of a large hurricane, which rips the boat apart, dumping the passengers onto an unknown island. Before long, they realize that they aren’t the first people to ever land on the island, and they are not alone. Far from it.

There are many aspects of the show LOST that would make a great D&D (or, even moreso, Call of Cthulhu) campaign. Obviously, following too closely to the plot of the television show would become fairly predictable, and it’s best to take ideas from the show for a campaign. In fact, many of the plot points are synonymous with a survival story. Needing to find clean water, food, build shelter, and protect themselves from any indigenous life make good filler stories in-between plot ideas. There are other aspects that are simply good plot hooks, and below are a list of plot points which could be added to enhance the story: Learn more »

Premade Campaign 29: The Thieves’ Game

The Thieves’ Game is intended for Heroic Level Characters.

The party members are approached and asked for help retrieving a lost sword, which is rumored to have been stolen by thieves operating out of a neighboring city. They are asked to sign a contract, and are given an upfront payment of ten gold pieces each as a forward on their fifty gold payment. After leaving the town they are ambushed by several kobolds dressed in dark, sleek armors, trying to assassinate them. On the kobold’s bodies they find daggers imbued with a dark rune.

Once they see the rune, they realize that other objects across the world have similar markings, including their own hands.  Upon investigating they find that the sword they are trying to find is actually a powerful magical artifact called “The Thieves’ Sword” and is part of “The Thieves’ Game,” a competition of sorts between rivals Thieves Guilds across the entire world. Their signature on the contract has entered them as official members of the thousand-year tradition, and they have some very important decisions to make.

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Premade Campaign 28: The Final Offer

The Final Offer is intended for Epic level characters and is Part Three in a Three Part series.

The party is rewarded as the portals to hell begin to disappear. Townspeople flock around them, cheering their efforts and thanking them for saving them. Their happiness is short lived, though, as one portal opens again and the Imp slowly flies out, moving towards the party. The townspeople scream and run from the creature, expecting certain doom. The Imp informs them that their task is not complete and begins making more demands of the party and, for that matter, the world.

There are a few ways to respond to this insult…

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Premade Campaign 27: Into the Throat (2/3)

Into the Throat is intended for Paragon level characters and is Part Two in a Three Part series.

The party was forced into a portal for unknown reasons as part of a cease-fire with the demonic realm, and they awaken in a somewhat strange enviornment. While they were probobly expecting something more hell-like, the actual area they are in is somewhat placid in comparison. While not a proper location for a summer getaway, they find themselves in a large, open field of scorched earth. There aren’t any hellfired, demons, or beasts in sight, and the only sign of danger is from the distance as there are large clouds of smoke rising into the sky. They do not feel hungry or thirsty, and the party can regain any daily abilities with only a one hour rest. They also all benefit from regeneration 5, and regain several hitpoints every round of battle. In a way, it almost feels like paradise despite the macabre setting.

There is a reason for this blissful feeling, however, and the party soon hears blood curdling screams in the distance.

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Premade Campaign 26: The Mouths of Hell (1/3)

The Mouths of Hell is intended for Heroic level characters and is Part One in a Three Part series.

In cities around the world, strange portals have been opening and closing for unknown reasons. They last just long enough for someone to get a glance, but by the time anyone who might be able to identify their origin arrives they are gone, leaving no traces. Each time they appear they last longer, and word comes from across the sea that they have been identified as demonic portals, connecting the Nine Hells with the player’s plane. Around the world, civilization prepares to hold off against whatever deadly creatures are preparing to spill out of the portals, and they eventually begin their assault. All manners of creatures, both undead and demonic, start their attack. The damage is different from city to city, depending on the quality of the guards.

The players begin their journey in a city that has survived several assaults and is preparing to send some support to surrounding areas.

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Premade Campaign 25: The One-Eyed God (3/3)

The One-Eyed God is intended for Epic level characters and is an alternative Part Three in a Three Part series.

When we last left the party they were fighting their way up the Orcish ranks, attempting to figure out if the Orc god, Gruumsh, had really come to the world and was leading his people in person. Great debate is raging between the people of the party’s kingdom, with no one willing to admit that there is any possibility that Gruumsh would come back to the world and set the Orcs on a destructive path towards their kingdom – there seems to be no real motive. Others laugh at the idea of “He Who Watches” needing a motive for slaughter, and are begging the king to evacuate the entire land. The players might hear rumors of a revolution, for people fear that their king isn’t doing enough to solve the problem, and the party must hurry and uncover the truth before their land is faced with internal turmoil that rivals the outside battles. All hope seems lost as they clear out another Orc den and find nothing but religious books and tortured soldiers.

That is, until, they find a prophecy scribed onto a cave wall telling of a god destroying a kingdom and reclaiming his throne of power.

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Premade Campaign 24: The Two-Eyed God (3/3)

The Two-Eyed God is intended for Epic level characters and is an alternative Part Three in a Three Part series.

When we last left the party they were fighting their way up the Orcish ranks, attempting to figure out if the Orc god, Gruumsh, had really come to the world and was leading his people in person. Great debate is raging between the people of the party’s kingdom, with no one willing to admit that there is any possibility that Gruumsh would come back to the world and set the Orcs on a destructive path towards their kingdom – there seems to be no real motive. Others laugh at the idea of “He Who Watches” needing a motive for slaughter, and are begging the king to evacuate the entire land. The players might hear rumors of a revolution, for people fear that their king isn’t doing enough to solve the problem, and the party must hurry and uncover the truth before their land is faced with internal turmoil that rivals the outside battles. All hope seems lost as they clear out another Orc den and find nothing but religious books and tortured soldiers.

That is, until, they find a drunken giant in a tent, covered in nude Orc women and scrambling to find a bandage to cover his two, perfectly functional giant eyes.

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Premade Campaign 23: “Gruumsh Calls!” (2/3)

“Gruumsh Calls!” is intended for Paragon level characters and is Part Two in a Three Part series.

In the first ten levels of this Premade series, there was likely little plot progression as the party rushed from outpost to outpost to save the remaining soldiers from the unprompted Orc attacks. None of the brutes seem willing to explain why they are attacking without reason, and would rather die a bloody, meaningless death than to say who sent them. As the party finishes off the last of the Orcs they return to the town, where several groups of Orcs are being held for questioning by the town guard. As they are tortured, the warrior’s screams of “For the eye!” and cleric’s yells of “Gruumsh calls!” can be heard for miles. Eventually, one of the Orcs snaps, screaming out “Gruumsh is back, and Gruumsh will save us!” before collapsing in a bloody heap.

That’s a good reason to launch attacks on a local Kingdom, the earthly return of the God of slaughter and pillage.

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Premade Campaign 22: “For The Eye!” (1/3)

“For The Eye!” is intended for Heroic level characters and is Part One in a Three Part series.

The party members all work for their kingdom as guards and have been stationed at a fairly desolate station for basic training. Few people know of the outpost’s existence due to its location, and the only reason it is still commissioned is for use in staging exercises. This has not stopped a group of nearby Orcs from deciding to overtake the outpost by starving out the soldiers inside the walls; capturing and killing anyone who attempts to leave or enter. Their numbers are great, and any diplomats that attempt to leave to speak sense to them soon finds his head on a pike. Food, water, and other sorts of supplies are running low, and the outpost’s morale is quickly dropping. During the night, the party is kept awake by the sounds of war drums and screams of prayer to Grummish, the one eyed god of the Orcs.

It will not be long before they decide to smash the gates and slaughter the soldiers, and the party must act fast if they hope to make it out of this training exercise alive.

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Premade Campaign 21: One Last Spell (3/3)

One Last Spell is intended for Epic level characters and is Part Three in a Three Part series.

Alright, so you followed my instructions and gave your players a dozen or so plot holes and are wondering why I would ask you to do it, right? Well, you are in luck, because not only was I not being a dick, but I had a plan all along. The party works their way through the different areas of the island, saving those who they can and messing with the space-time continuum enough to make Marty McFly do a back flip, now what? It is time to start wrapping up all of those delicious loose ends, and give the players their final goal.

In a flash vision from Marcelin, the party is told that he needs them to prepare an attack on the Barbarian base to give him time to make things right. He asks that they meet him in his cell, which is continently located on the highest hill on the island (in the middle of the Barbarian camp, no less). The encampment is guarded very well, so it would make sense for the party to tap into any friendships they have in order to successful complete a siege.

The Epic section, as well as the entire campaign, lead up to one, final battle atop the hill.

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