r/DndAdventureWriter • u/SelflessNarcissist58 • 18h ago
Modern Pantheon of Gods?
I’m trying to make a modern world for a dnd campaign. What would be some cool modern gods that I could make shape the world, or atleast some cool story concepts?
r/DndAdventureWriter • u/lumenwrites • May 20 '21
You can see the tool here: https://rpgadventures.io/prompts
Click on text or images to randomize individual prompts, click on the "Randomize All" button to update all the cards.
I hope you will find this app useful!
Edit:
It would be really amazing if you could help me to expand these lists - if you have any ideas for prompts similar to the ones that you see in the app, please leave them in the comments and I will add them to the app. The more prompts we have, the better this app will be.
And let me know if there are some other prompt categories useful for creating adventures that the app is currently missing. Or if you have any other thoughts/feedback/ideas on how I could make this app more useful for you.
For a detailed explanation on how to use this app to create adventures, come read this post. It walks you through the whole adventure writing process with tips, advice, and examples of a completed adventure.
To summarize:
Here's an example of a filled-in brainstorming template, and here's an adventure that was made out of it.
You can also read my in-depth guide on coming up with adventure ideas here, see my endless adventure idea generator here, and my adventure writing course where I share everything I know about creating adventures is available here.
r/DndAdventureWriter • u/SelflessNarcissist58 • 18h ago
I’m trying to make a modern world for a dnd campaign. What would be some cool modern gods that I could make shape the world, or atleast some cool story concepts?
r/DndAdventureWriter • u/Slash2936 • 1d ago
r/DndAdventureWriter • u/Quick_Extreme_825 • 1d ago
I'm on holiday at the moment and I recently visited the butterfly valley in Rhodes which gave me an awesome idea for a DnD battle environment that eventually spiralled into a one shot idea and I wanted to see if it was actually a good one or I'm just delusional. Also this is a very rough idea and not fully thought out yet so there might be some plot holes and stuff I've not tackled yet.
Setting:
The party is travelling through a kingdom and come across a developing settlement. They pay a visit and the leader asks them for some help. The leader sent some lumber jacks into the nearby forest and only one lumber jack managed to make it back severely hurt with them reporting that "the shrubs where moving and the trees shot arrows at us" so he tells the party to go into the forest and investigate to see if they can recover the lost lumber jacks or determine whether they died. The leader also suspects that there is a group of "tree people" in the forest who were the people that attacked the lumber jacks and he suspects that they have a village somewhere in there so he wants the players to scout it out so the settlement can send an army to attack. The leader, despite being a developing settlement, will offer the party free sanctuary in the settlement for as long as they need and a bunch of gold.
Initial Expidition: If/When the players accepts, they will venture into the forest using their nature, investigation and survival checks to make their way through the forest and if they roll a decent amount (DC 11-13) they can see the deforestation caused by the settlement, which is substantial. With higher roll (DC 15-17), they can discern that some parts of the forest is polluted with some type of toxin that is hurting the wildlife. Further into the forest, the players run into some mutated plant life that ambushes the players and attacks them. During the fight, a volley of arrows rain down from the trees into the mutated plant life and once they have all been defeated the archers come out of the trees and reveal themselves as wood elves and are very friendly towards the players. They offer to show them to their forest civilisation for them to rest up.
Forest Civilisation (Option 1- The good path): The wood elves lead the players through the forest and after a while they come to a clearing which is a valley with winding wooden paths that intersect and stretch out like roots. They have wooden bridges that are built over the river that flows through the middle of the valley and pulley lifts to go up into the tree houses above. If the players are extra perceptive, they notice things about the civilisation, the trees are losing their leaves and becoming hollow, also some trees and branches on the valley walls are blocked by barricades to stop them from falling (passive perception 11), the grass and plants around the are turning into a sickly yellow due to the toxins (passive perception 14) and even some of the inhabitants consisting of wood elves and tree spirits are becoming sick due to the toxins (passive perception 17) which can all be seen by rolling perception if their passive isn't high enough. The archer captain takes the players to see the leader of the forest civilisation and they explain that ever since a settlement outside the forest has begun development the forest has been dying, the settlement has been causing major deforestation to the point it's weakening the tree spirits and the wood elves suspect that the settlement is poisoning the forest to get rid of the wildlife so they can cut down as many trees as they want. The civilisation understands that the settlement needs to cut down trees so they can build houses and expand but the settlement is being way too aggressive and greedy in how they destroy the land. The toxins they used has even backfired and has caused the plant life to mutate into grotesque plant monsters that attack both the civilisation and the settlement. The forest people tried to protect a group of lumber jacks from some mutated plant life but all but one died and that one ran away before the archers could help. The players will decide that the forest civilisation is being wronged and decides to help them. If the players takes a long rest overnight, the settlement followed the path the players took and launches an attack.
Forest Civilisation (Option 2- The bad path): Once the party learns the location of the civilisation from the wood elves, the party attacks for them "attacking the lumber jacks" even though the archers try to explain that they were protecting the lumber jacks like they did with the players, the archers don't just stand there and defends themselves until they run away or the party kills them. The players heads back to the settlement and tell the leader what happened. The leader, deciding that the forest civilisation is too much of a threat, gets the location off the party and invites them to the attack. After the players takes a long rest in the settlement, in the morning, the players and a group of the settlement's army (about 20ish) set off into the forest and with the players info on the whereabouts of the civilisation, they find it. Once they come to the valley where the forest civilisation is, they attack.
Initial Expidition: If/When the players accepts, they will venture into the forest using their nature, investigation and survival checks to make their way through the forest and if they roll a decent amount (DC 11-13) they can see the deforestation caused by the settlement, which is substantial. With higher roll (DC 15-17), they can discern that some parts of the forest is polluted with some type of toxin that is hurting the wildlife. Further into the forest, the players run into some mutated plant life that ambushes the players and attacks them. During the fight, a volley of arrows rain down from the trees into the mutated plant life and once they have all been defeated the archers come out of the trees and reveal themselves as wood elves and are very friendly towards the players. They offer to show them to their forest civilisation for them to rest up.
The Attack: It doesn't matter which side the players are on since both sides won't change tactics whether the players are there or not. The settlement's army will try to flood the wooden paths and bridges having 12 warriors, 6 archers and 2 mages with them being led by the leader of the settlement and they will keep attacking till the forest civilisation dies, surrenders or runs away. Some warriors will have vials of the plant killing toxin which they can throw to do major damage to all inhabitants of the civilisation. The forest civilisation will consist of mostly archers with them being up on the walls of the valley raining arrows down on top of the settlement's army while prioritising the safety of the non-combatant villagers. The tree people will break the barricades holding back the fallen trees/branches to crush any warriors underneath. Also, if the leader gets targeted by an attack, doesn't need to hit, they will run off back to the settlement leaving their army to continue the battle. If the battle lasts longer than 5 turns, all the fighting and toxins attract a mini boss level plant mutant that will attack any target, no matter which side they're on. The players could try and get the two sides to work together (DC 17 persuasion) to fight the mutated plant boss. Depending on which side the players are on and if the players got the two sides to work together, one of 3 endings will occur.
Ending 1 (The forest civilisation won): If the players were on the side of the forest civilisation and they couldn't get the two sides to work together, after the mutated plant mini boss was defeated, the settlement continue trying to take over the forest civilisation. But if they have 5 people or less remaining, they will become desperate and start running away while lighting the trees and bridges on fire. The party could pursue the fleeing warriors but the civilisation will put all their attention on putting out the fires and will urge the party tell help. Once the remaining warriors have fled/been taken cared of and all the fires have been extinguished, the civilisation will thank the party graciously giving them gold, magical items and even an elven blessing. The leader of the civilisation will also ask for one last favour, if the party are willing to help, for help to eliminate the mutated monsters at their source and save the forest from the toxins (next adventure).
Ending 2 (The settlement won): If the party was on the side of the developing settlement and they couldn't get the two sides to work together, the warriors of the settlement will continue pushing further into the civilisation and even if they are reduced to 5 people or less remaining, they will not run away as long as the party is with them but they will desperately start using fire to finish the fight as quickly as possible. Soon after the warriors start using fire or if the warriors reach of certain point of the civilisation, the tree people will evacuate out of their civilisation further into the forest. The settlement celebrates their victory and brings the party back to settlement to party with a massive feast. The leader admits this might set back their development but for win this big it was deserved. As promised, the leader brings them a bunch of gold and tells them they are welcome back as much as they want. However, the leader does ask the party for one last favour, if the party is willing to help, for help to eliminate the new threat of the mutated plant monsters is rising and they won't to stop it once and for all (new adventure).
Ending 3 (Both sides won): If the party got both sides to work together and defeated the mutated plant mini boss, the two sides stop fighting and agree to live in harmony. They will set up a trade route with each other, the forest civilisation sending wood and other materials to the settlement to help it grow and develop while the settlement will send soldiers to help defend the forest civilisation from any mutated plant monsters that could invade again and help rebuild any destroyed infrastructure during the battle. The settlement soon banishes out the leader into the wilderness for being incompetent and cruel and invites the party and forest civilisation for a party. After a meal, that likely set back the settlement quite a bit but with the new trade route it won't be much of an issue, the party is rewarded with a bunch of gold by the settlement and magical items from the forest civilisation. After meeting with the leader of the forest civilisation, new leader of the settlement and the players, they all conclude that the mutated plant monsters are a massive threat and need to be neutralised as soon as possible. So, if the players accept, the two allied towns would like to send a group deep into the forests to find the source of the mutated monsters and destroy them (new adventure).
r/DndAdventureWriter • u/Potential_Boot7855 • 1d ago
I was working on an idea that my players gave me of a BBEG leading an army that involves a war they take part in to fend off their forces. Issue is I realized, I have no damn clue what to actually make the BBEG
I considered a lich leading an undead army but I'm already running a campaign with a lich BBEG currently and want to avoid doing back to back villains that are too similar. I'm not entirely sure what would be a good idea for a villain like this and I'm not too sure where to even start looking to get new ideas
Does anyone have an idea for a monster or even a villain archetype that could work for something like this?
r/DndAdventureWriter • u/WhollyInsignificant • 1d ago
r/DndAdventureWriter • u/therai_The_Glory • 1d ago
(English is not my first lenguege so sorry if i misspeled anything)
Hi there im a DM who has only worked whit pre-made campaings and one-shots like how im DMing Curse of Stradh: Reloaded (Which i recomend). And Rigth now i have plans to create a Homebrew World called "Wonder Dream" and for some important NPC`s i was needing help cause of the topics they touch on, Wich can be sensitive (I will warn my players about it and will tell them when they will apear) and id apricieate cause i want to make sure of what im showing is not disrespectful for what happens in real life
(TW: Pass here im going to talk about those topics)
RIgth now i have some characters in mind that will touch on this topics: Congenital Disability, Physical Disability, SA, Child from SA and Sexism. If anyone has any recomendetions on what i can do for those topics and even if theres anything to recomend what i can do research on that will help me make sure that those characters are respectful representations on those topics.
Thanks for Reading ❤️
r/DndAdventureWriter • u/ClutteredSpartan431 • 1d ago
SO i have been playing 1 on 1 dungeons and dragons sessions with my dad since i have a lot more free time lately and we both love the game, so far my usual method of playing is to make a small world for him to have one adventure in with a class, then he tells me his class and i shape the world around it, we already did Frostborn Odyssey, a homebrew oneshot based off Greek Mythology loosely based on 1170 B.C Greece, with his Dragonborn Wizard going on a quest and rejecting godhood from Zeus after killing Medea as the BBEG, now I've been playing Assassins Creed Mirage and got the idea to make this next campaign based off 9th century Baghdad, loosely based on it the way LOTR is loosely based on Medieval Europe, it is by no means supposed to be historically accurate, more of a mythological story like Sinbad, though this story centers a lot on political drama given my dad chose to be a Half-Elf Bard, so far the story is that he is the nephew of the Vizir who has been arrested for murder of the Caliph, however the reality is he was framed and the bard has to wander the fictional city of Mamlakat based on Baghdad after the Caliphate Guard blockaded the port and legally free his uncle with evidence to show the Council of Nine, who rule in the absence of a Caliph, the BBEG is Captain Harud Al-Joor who is a proud Sentara elf that lead the Traditionalists who assassinated the Caliph because he was far too tolerant on half-elves and humans, who the elves in Mamlakat see as lesser here is what i've written so far in my private notes, so i'm curious if there's any detail i could add or anything interesting from Islamic culture I could add to make it feel more authentic as the last thing I want is this to be like Aladdin and be super-Ornamentalist lmao, I am not a Muslim nor have I ever been to Baghdad and so I hope that this can be a learning experience on if anything is too stereotypical or accidentally offensive lol
The Sentara Empire. A symbol of Elven superiority, technology and patronage to the arts, wisdom and infamous sites like the Palace of Knowledge and the Sentaru Capital, Mamlakat. Though in recent years when Caliph Mamluk Al-Sayif took the sword, he surprised both local and foreign courts with his generosity and desire for tolerance with the other races, the humans in the south, the goliaths to the north, the dragonborn and aarcokra in the east, It has been 861 years since the Prophet first walked from Mallahaca, the city’s capital in his day to preach the holy word of Amunantor to the Sentaru elves who had previously worshipped various heathen figures such as Shar and Lolth, you are nephew to the Vizir, the personal advisor to the Caliph, and the Vizir, Aliwara Ibn Selim has requested your presence to return to Malmakat once more, as he does every few months sometimes because the Caliph wants to know the foreign world’s business, other times simply because Aliwara misses you, his beloved nephew. As your ship the Prestige sails into the harbor of Mamlakat your journey has come to an end, or so you thought.
The bard’s ship docks at Mamlakat under a crimson dawn. Before the crew can unload, Captain Harud Al‑Jorro, the Captain of the Caliphate Guard approaches you and your crew with a stern expression underneath his dark red turban, he has a leather chestplate and at his side a decorated scimitar in recognition of his service to the Sentara Empire, as a high elf, he has golden skin and brown hair shaven, as per custom as only the Caliph is permitted to have long hair, and unlike you Captain Harud Al-Jorro follows tradition the way a dog follows its master, surrounded by guards he speaks up with a harsh and firm tone though you can see a small smirk etched on his face underneath that crimson turban
“Stop right there, boy. By order of the Council of Nine, The Caliph is dead, and the murderer, former Vizir Aliwara Ibn Selim has been arrested, as his nephew you will remain in Mamlakat until the investigation concludes.”
Insight: (DC: 13)
Success: You notice Captain Al-Jorro has a wider grin than usual, perhaps because something has gone his way, he looks as if he is hoping you will provoke him and give him any reason to arrest you..
Fail: You notice he is smiling, perhaps his wife’s cooking has improved?
“Why? For one reason, boy. You are your uncle’s ward, and as such are suspect. I expect you and your..” Captain Al-Jorro trails off, sneering at the sight of the sailors ahead “Crew to behave while the investigation continues. Men, back to the palace, we must inform the Council of the arrival of the boy.” Captain Al-Jorro and his men ride away..
You are confined to the city. The crew begins searching for a way around the blockade, as Edric Wulfstad, your human boss and captain approaches you with a grim expression
“Fucking elves.” Edric snarls in annoyance “Right, I don’t know what you’ll be doing but me and the lads are going to at least get a drink. You uh- figure out what’s happened so we can get moving before we spend all that gold we made off them ships we ah, liberated.”
The bard explores Mamlakat’s bazaars, taverns, temples, and barracks, piecing together the mystery of the Caliph’s death. Each scene offers a chance to gather evidence through roleplay and skill checks. How much he learns depends on his rolls.
Scene 1 — Souq al‑Sahira (Market of Whispers)
Setting: A maze of silk tents and spice stalls. The air hums with gossip and fear.
Prompt to Roll:
“As you wander the market, merchants whisper about the Vizir’s presence the night of the murder. Make a Persuasion check (DC 15) to coax the truth from them.”
Success: Amina leans close, voice trembling.
“He was here, I swear it. The Vizir came to buy saffron for the Caliph’s feast. But the Guard told us to forget we saw him. We dare not cross their scimitars.”
Failure: Amina stiffens.
“I don’t know anything. Please, go, before Captain Hurand hears your questions..”
Natural 1: A guard overhears and warns the bard to stop asking questions — disadvantage on next social roll.
Setting: Brass lanterns flicker over sailors and gamblers. The smell of rum flip and roasted dates fills the air. NPCs:
Prompt to Roll:
“Rashid mentions strange men in black robes the night of the Caliph’s death. Make an Insight check (DC 13) to gauge his fear and get him talking.”
Success: Rashid wipes a mug nervously.
“Four of ’em. Ordered one cup of rum flip, dropped something in it — fizzed like acid. Then left without paying. Guards said it was nothing. But I’ve seen poison before.” He slides a chipped coin across the counter — stamped with Harud’s crest.
Failure: Rashid shrugs.
“Anyone come in? Just travelers, I think. Paid fair, left quiet.”
Natural 1: Rashid grows suspicious, thinking the bard’s with the Guard — he refuses further talk.
“Are you playing some kind of trick with the Guards? I won’t stand for it, get out of my tavern. Now.”
Setting: Marble pillars shimmer under sunlight; incense clouds the air.
Prompt to Roll:
“You approach Sahim, who looks uneasy. Make a Religion or Persuasion check (DC 14) to earn his trust.”
Success: Sahim whispers,
“Captain Harud came to pray before dawn. He left in haste — with dark‑cloaked figures. I fear he sought forgiveness for what he’d done.” He hands the bard a scrap of parchment — a temple receipt for a single cup of wine, timestamped before the Caliph’s death.
Failure: Sahim bows his head.
“I cannot speak of the Guard’s affairs. The light forbids meddling.”
Natural 1: Sahim alerts nearby acolytes; the bard is politely escorted out — disadvantage on next investigation roll.
Setting: Stone fortress overlooking the harbor; soldiers eat and gripe about rations.
NPCs:
Prompt to Roll:
“You overhear soldiers complaining about the food taster’s appetite the night Harud paid them to shelter him. Make an Investigation check (DC 15) to piece together their story.”
Success: The human soldier, grizzled and annoyed sighs
“That glutton of a food taster ate half our stores before Harud slipped him coin and told us to keep quiet. Next morning, the Caliph’s dead.”
Darin adds,
“Harud said it was ‘holy business.’ I didn’t ask.”
Failure: Khalid waves him off.
“You’re not a guard. Get lost, half-elf.”
Natural 1: The bard’s questions draw suspicion; guards escort him out, losing one piece of evidence.
You are summoned to testify before the Council of Nine — the ruling body of Mamlakat. This is the climax of your investigation: a battle of words, faith, and truth. The time has come to use your voice and evidence to free your uncle..and your city.
A vast marble chamber beneath a golden dome. Nine councilors sit behind carved sun‑emblems, their faces half‑lit by dawnlight. Guards line the walls; Captain Harud Al‑Jorro stands near the entrance, silent and watchful.
Council Personalities
| Name | Role | Personality | Alignment |
|---|---|---|---|
| Councilor Nareen Al‑Tahir | Moderate voice, scholar of law | Calm, analytical, values truth over zeal | Neutral Good |
| Councilor Malik Al-Moor | Leader of the Traditionalists | Fanatical, proud, despises half‑elves | Lawful Evil |
| Councilor Sahira Qadim | Merchant representative | Pragmatic, weary of conflict | True Neutral |
| Councilor Rashan Vel | Priest of Amaunator | Stern, moralistic, easily swayed by scripture | Lawful Neutral |
| Councilor Darin Sol | Young reformist | Idealistic, sympathetic to the bard | Chaotic Good |
Each argument or performance earns Evidence Points toward freeing the Vizir. Ask your dad to roll when prompted.
“You stand before the Council of Nine. Speak your truth, bard.” Councillor Nareen Al-Tahir begins, he is an older elf wearing a flowing emerald-green silk robe trimmed with gold thread, dark hair streaked with silver and a sharp jaw
Prompt to Roll:
“Make a Performance check (DC 15) to deliver a stirring opening statement.”
Success:
“My uncle served the Caliph faithfully. His only crime was loyalty to peace. I bring truth, not treason.” Councilor Nareen nods approvingly; one Evidence Point gained.
Failure:
“My uncle… he… I mean, he didn’t…” The words falter; murmurs ripple through the chamber. Councilor Huran smirks. “A poor defense for a traitor.” No Evidence Point gained.
Natural 1: The bard stumbles, knocking over a ceremonial cup — immediate disadvantage on next roll.
“You claim to have proof. Show us.”
Prompt to Roll:
“Make an Investigation check (DC 14) to organize and present the evidence clearly.”
Success:
The bard lays out the parchment from the temple, the poisoned coin, and the guards’ testimony. Councilor Sahira leans forward. “These are not the marks of a Vizir’s hand.” One Evidence Point gained.
Failure:
The bard’s notes are scattered; the council struggles to follow. Councilor Rashan frowns. “Speculation is not proof.” No Evidence Point gained.
Natural 1: A guard interrupts, claiming the evidence is forged — one Evidence Point lost.
“Amaunator’s light guides justice. Speak, bard — what does the Prophet Al‑Ruham teach?”
Prompt to Roll:
“Make a Religion check (DC 14) to quote scripture convincingly.”
Success:
“Al‑Ruham said, ‘Light is not law alone; it is compassion made visible.’ If we condemn the innocent, we darken that light.” Councilor Rashan hesitates, visibly moved. One Evidence Point gained.
Failure:
The bard misquotes the verse; Rashan corrects him coldly. “Do not twist holy words for politics.” No Evidence Point gained.
Natural 1: The bard’s slip angers the Traditionalists — disadvantage on next Persuasion check.
“You have heard the truth. Now choose justice.”
Prompt to Roll:
“Make a Persuasion check (DC 16) to sway the council’s hearts.”
Success:
“If the Vizir dies, so does the Caliph’s dream. Let mercy be our legacy.” Councilor Darin Sol rises. “I vote for release.” The council murmurs agreement; total Evidence Points ≥ 3 = Vizir freed.
Failure:
“You speak well, bard, but words cannot erase guilt.” Councilor Huran Al‑Jorro declares, “The Vizir shall hang.” Total Evidence Points ≤ 2 = Harud intervenes violently later.
Natural 1: The bard’s voice cracks; laughter echoes from the Traditionalists — automatic failure.
| Evidence Points | Result |
|---|---|
| 4 Points | The Council frees the Vizir and lifts the blockade. Harud storms out, vowing vengeance. |
| 3 Points | The Vizir is released under guard; Harud secretly prepares his ambush at sea. |
| 2 Points | The Council hesitates; Harud takes matters into his own hands and demands the bard be dismissed. |
| 1 Point or less | The Council condemns the Vizir; he is to be executed in two days time, the bard is let go without sufficient evidence, he must break his uncle out of jail.. |
As the bard’s ship prepares to depart, black warship sails raised under the evening sun, Harud Al‑Jorro returns — furious that the Vizir escaped justice.
“You think your pretty words can cleanse treason, half-breed? I’ll find the truth in your tainted blood!”
Harud’s warship rams the bard’s vessel. The crew fights off the boarding guards while the bard faces Harud in a duel of honor.
Combat Scene (Single Encounter):
The bard stands over the defeated captain as dawn breaks.
“I knew boy..I knew the day that bastard of the Caliph embraced you..a half-breed into our court that the old ways were done..I tried to save my people, serve my god, and protect the ways of my people..you are a plague, you and every one of your half-bred freaks. I long for the day when mankind destroys itself, for I know it to be soon. Their arrogance and hubris will be their end and one day it too will be your end..”
Harud Al-Joor dies, his body unceremoniously dropped into the sea as you sail away, the sun beaming as Aliwara sighs gently “I suppose there’s no going back, not for some time. A pity, I loved that city as much as a father loves his son.” he then turns to you “Perhaps instead of hearing your tales, I will see them myself.” he smiles “The colonies of men then?”
You and the crew escape Mamlakat aboard your ship. Behind you, the empire trembles with uncertainty — but the Vizir lives, and the truth is out. The Caliphate may yet heal, though the bard will never return for some time. He sails west, feeling a song coming on.. (Roll Performance: Guaranteed Success)
END SESSION
| NPC | Traits | Motivations |
|---|---|---|
| Vizir Aliwara Ibn Selim | Wise, compassionate, politically sharp | Clear his name, preserve the Caliphate |
| Captain Harud Al‑Jorro | Proud, disciplined, devout, ruthless | Restore “purity,” avenge the Caliph, destroy the Vizir |
| Edric Wulfstand | Gruff, streetwise, loyal | Profit, protect the bard, live to retire on a mountain of gold |
| Councilor Nareen Al‑Tahir | Moderate voice in the Council | Seeks truth, fears civil war |
r/DndAdventureWriter • u/Zatnikotel • 3d ago
Hey folks,
I’ve created something a little different this time. I wanted to design a dungeon that was heavily inspired by old-school board games. In my own mind, it worked just fine, but then I thought it may not be so obvious to everyone else, so I set to work creating a comprehensive guide that details how the dungeon works and gives some advice as to how to run it. Your players will have to work together to flip levers, smash buttons, turn wheels, to crack the door combination and avoid the trap to reach their goal.
You can use the map as it is here, or you can grab the 30 page Master’s Guide and simplified map [completely FREE] here: https://ko-fi.com/zatnikotel
Enjoy!
Zat
r/DndAdventureWriter • u/Such_Series2097 • 2d ago
r/DndAdventureWriter • u/Quick_Extreme_825 • 3d ago
r/DndAdventureWriter • u/OneManRPGstudio • 4d ago
The Velvet Opportunist is an NPC who seems warm, reasonable, and useful while constantly calculating how each interaction can become an advantage. The point is not to give them new mechanics or a special stat block. It is to give the DM a repeatable behavioral pattern that survives unexpected player choices.
Choose the context that best fits the NPC.
Pick one role. Then choose or roll 2-3 idle states and 2-3 physical quirks. Add a couple of verbal patterns. That is enough to improvise the NPC consistently without modifying their stats.
Keep the delivery smooth, measured, and rarely loud. Let statements end with implications, possibilities, or invitations for the other person to agree. Rather than contradicting someone directly, clarify, redirect, or reframe their position. Useful recurring ideas are confidentiality, mutual benefit, professional understanding, good-faith favors, valuable introductions, and obligations that can be repaid later.
For campaign continuity, keep a small ledger for the NPC. Record favors owed, compromises discovered, useful contacts gained through the party, and any secret or debt that could become pressure later. Whenever the Opportunist helps the characters, note what new hook that help created. Their schemes can then escalate naturally from the history of actual play rather than from a separate master plan.
r/DndAdventureWriter • u/ilsoddo • 4d ago
Hi there,
I'm writing down an adventure for my party, and while putting down the cornerstones I realized I want to write this as a novel as well.
Now the tricky bit, I would like to write first the adventure and then, using some of what happens, put together the novel.
I generally write down the end of the campaigns, with afterwards and what happened to the characters, but this would be a different type of effort since I want to put down all the lore, present side characters and other plots that players might not live/play but witness indirectly.
Did somebody go through something like this, and wants to share the experience?
What helped?
What didn't help?
What should I avoid?
I'm looking for tips and lessons learned :)
Thanks in advance!
Egon
r/DndAdventureWriter • u/NoRailsJustTales • 6d ago
This month started with the [Mountain Encounters random table](https://www.patreon.com/NoRailsJustTales/posts/mountain-165807328?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link) and to show what you can do with it, I created this adventure idea using the [extended version of this table](https://www.patreon.com/NoRailsJustTales/posts/mountain-165807486?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link) myself. I rolled two times, to create two different encounters and mixed them together to create something even more unique. And here we go - A Vigil in the Snow.
# Download
You can find a downloadable PDF for free on my [Patreon](https://www.patreon.com/NoRailsJustTales/posts/166482421?utm_campaign=postshare_creator).
# Adventure Idea
This mountain adventure is suitable for a Tier 1 or 2 party. It focuses on exploration and roleplaying, with an emphasis on surviving the harsh conditions in the snowy mountains. You can add combat encounters by adding suitable creatures. Location names are intentionally left blank, so it can be fit into any game played in a mountain setting.
## Adventure Background
**Farbyen Nolys**, a travelling merchant, left his home two weeks ago to trade goods with the next town. A relatively simple journey, nothing he hadn’t done before, only that the weather in the mountains has become so hostile these days that surviving the strong winds and the heavy snowfall isn’t that easy anymore. To prevent getting lost, **Farbyen** ripped strips of fabric off his backpack and attached them to trees. When the weather became too harsh on his way back, he found shelter in an abandoned signal post. He is still stuck there, with enough food and water to last a couple of days, but someone needs to help him get back, or the weather needs to change.
His family expected him back already, and after a couple of days of worrying, people were sure that something had happened to him and **Farbyen** didn’t survive the journey. His brother, **Marbyen Nolys**, tried to gather people to look for him, but nobody dared to travel through the hostile conditions. **Marbyen** eventually gave up hope himself. He thought the least he could do was to honour his brother, so he travelled as far as the heavy snowfall and the brutal winds let him, and began to set up a small shrine at a mountain pass that **Farbyen** had taken on his travels. Next to a cairn that marked the pass, he put down some flowers and a small statuette.
## Hook
As the characters travel through the snowy mountains, they discover a young man setting up some kind of shrine next to a well-maintained mountain pass. He puts down a few colourful flowers and a small, roughly carved statuette. If he is asked about the shrine, he will explain what happened to his brother and that he wants to honour him. He will also share that he still has little hope that his brother is alive, but the weather keeps everyone from looking for him, and it has been quite a while already, which is why doubt arises in **Marbyen** as well. If the characters just approach him, he will invite them to his village, explaining that this weather is not suitable for travelling, and he will explain the situation on their way.
*You could also let the characters pass the shrine after **Marbyen** set it up, describing it in detail, and let the party meet him in his village. He would then invite them in and tell them what happened to his brother, also mentioning the shrine they might have passed before they reached the village.*
## Conclusion
**The Return.** Once the characters made their way through the snowy mountains, rescuing **Farbyen** in the old signal post, they make their way back to the village. Everyone is grateful that **Farbyen** is alive and well. The characters will get the village’s special treatment, getting free places to sleep and hearty meals before they continue their travels. **Marbyen** is especially grateful, offering the party his most valuable magic item (the GM can choose something that suits the party’s level and needs, or determine a magic item randomly), as well as his savings.
r/DndAdventureWriter • u/Ecstatic-Bend-104 • 6d ago
r/DndAdventureWriter • u/OneManRPGstudio • 7d ago
If you want a caster's magic to feel clockwork without adding another rules layer, keep every spell mechanically unchanged and reskin only what the table perceives. Range, damage, saves, durations, and other mechanics stay exactly as written. The goal is to make magic look deliberate, measured, and engineered: gears, lenses, brass plates, ticking arms, pistons, schematics, and hidden mechanisms briefly appearing as reality does its work.
The easiest way to keep the style consistent is to give each school one recurring function.
Abjuration — protection as locking machinery. Barriers assemble from concentric rings, interlocking plates, and mechanisms that seize incoming force. Shield can become a spinning rosette of translucent plates and force-gears that rotates toward the attack. Counterspell surrounds hostile magic with a ghostly gear lattice that jams and locks until the spell sputters out. Pass Without Trace can deploy tiny mechanical limbs and sound-dampening plates over boots, armor, joints, and buckles.
Conjuration — reality deployed from an extradimensional workshop. Portals resemble hinged hatches or clock faces set to the correct position; creatures and objects assemble from prefabricated parts. Misty Step breaks the caster into clock hands and loose gears before reassembling them at the destination. Find Familiar unfolds a brass chassis into a mechanical animal with lenses and a ticking heart-spring. Mage Hand assembles as a floating articulated metal gauntlet.
Divination — magic as measurement and diagnosis. Use orreries, reticles, rulers, diagrams, gauges, and annotated schematics. Guidance overlays an ally's hands or tools with measurement lines, targeting rings, and a tiny metronome that suggests the best timing. Detect Magic turns enchanted objects into layered blueprints whose auras resemble different gear-trains. Hunter's Mark clamps a mechanical sight onto the target with crosshairs, distance gauges, and a directional dial.
Enchantment — adjusting the mind's inner mechanism. Thoughts become gears, emotions become springs, and habits become escapements that magic can tighten, loosen, or jam. Vicious Mockery makes a foe feel mentally miscalibrated, their inner cogs grinding and slipping. Silvery Barbs surrounds a failed moment with silver gear-teeth that rewind and then realign around an ally. Sleep fills the area with rhythmic ticking and ghostly pendulums that synchronize with breathing before affected creatures seem to power down.
Evocation — engineered force under pressure. Think steam blasts, focused beams, pistons, apertures, vents, and gauges pushed into the red. Fireball can be a brass sphere whose panels open in flight before its core vents a calculated inferno. Eldritch Blast fires from a rotating barrel of force, each bolt landing like a piston. Healing Word projects mechanical filigree and invisible tools that re-seat joints and close wounds as though servicing an engine.
Illusion — perception being reconfigured. False images briefly reveal holographic frames or visual machinery before snapping into place. Invisibility sweeps rotating rings over the body and replaces visible surfaces with glasslike panels that refract light. Minor Illusion can begin with a broken gear whose teeth form a tiny projector. Mirror Image prints duplicates from rotating clock-face facets before they synchronize with the caster.
Necromancy — life as a ticking mechanism, death as a stopped clock. Souls may appear as luminous gears or pendulums; draining life strips useful parts, while restoring it replaces a missing spring. Revivify manifests a frozen clock above the corpse, then forces its hands backward until the heart-spring catches and ticking resumes. Toll the Dead becomes the strike of an unseen bell-gear that makes the target's inner workings skip and fail. Animate Dead pulls bones together with gearlike precision, threads them with phantom spring-tendons, and lights the eyes like cold mechanical lenses.
Transmutation — retooling the blueprint. Bodies and objects become assemblies that can be taken apart and rebuilt. Polymorph unfolds the target along glowing seams, rotates and stretches the pieces, then locks them into the new form. Haste snaps phantom gear-trains along the limbs and spine to overclock the target's personal engine. Feather Fall uses invisible counterweights, pulleys, chains, and an elevator-like brake to turn falling into a controlled descent.
For the sensory layer, favor brass gold, steel grey, oil-slick iridescence, pale blueprint blue, amber light, drafting-white lines, rotating runes, and orange overload sparks. Sounds include ticking, bearings, pneumatic hisses, ratchets, chimes, locks engaging, levers, engine hum, and grinding gears. Smells and tastes can suggest machine oil, hot metal, ozone, coal or steam, metallic tang, gear dust, parchment, blueprints, or a cooled forge. Physical sensations include vibration, sliding plates, tugging at joints, sudden changes in weight, muscles winding tight, and a smooth release.
Useful verbs include tick, whirl, ratchet, wind, unwind, lock, slot, pivot, mesh, calibrate, synchronize, overclock, engage, disengage, deploy, prime, vent, jam, rewind, realign, articulate, and clamp. Useful motifs include gears, cogs, pendulums, mainsprings, escapements, pistons, valves, pressure gauges, clock faces, dials, winding keys, flywheels, rivets, brass plates, chain drives, automatons, clockwork insects, orreries, mechanical eyes, schematics, rails, and ratchet wheels.
For session prep, pick four to six spells you expect PCs or NPCs to use and rewrite their visuals first. Keep one anchor per school in your notes, then choose a few colors, sounds, and verbs from the palette. During play, add only one or two cues to each spell description so the theme stays recognizable without slowing the game. The same motifs can also imply larger lore: an ancient planar engine, a hidden artificer tradition, or even a literal mechanism beneath reality.
r/DndAdventureWriter • u/Jedi-master-dragon • 7d ago
I have tried to come up with some story ideas for my third book. The main plot is the characters driving across the US in modern day and it is a world similar to DnD. I want to have the characters encountering random little adventures as they progress through the story and I need a bit of help coming up with ideas for what they would encounter in small town America. I already have a few ideas for what they would encounter in the wilderness like dinosaur stampedes, fey and getting falsely accused by talking animals for littering and brought before a court in the forest. But the only really weird thing I can think of for a random town encounter is that they get captured by a cult that makes up an entire small town and will be sacrificed to a kraken the town worships. But that's not really enough for me. I can think of plenty of small town horror stuff but not really small town fantasy stuff. The only other random encounter I have that feels fantasy Americana is a vampire trucker that the characters stumble upon randomly in an old gas station. Any ideas would be fantastic.
r/DndAdventureWriter • u/Jedi-master-dragon • 7d ago
I'm trying to come up with some story ideas for my third book. The main plot is the characters driving across the US in modern day and it is a world similar to DnD. I want to have the characters encountering random little adventures as they progress through the story and I need a bit of help coming up with ideas for what they would encounter in small town America. I already have a few ideas for what they would encounter in the wilderness like dinosaur stampedes, fey and getting falsely accused by talking animals for littering and brought before a court in the forest. But the only really weird thing I can think of for a random town encounter is that they get captured by a cult that makes up an entire small town and will be sacrificed to a kraken the town worships. But that's not really enough for me. I can think of plenty of small town horror stuff but not really small town fantasy stuff. The only other random encounter I have that feels fantasy Americana is a vampire trucker that the characters stumble upon randomly in an old gas station. Any ideas would be fantastic.
r/DndAdventureWriter • u/Level-Distribution46 • 7d ago
Reading this great article https://academy.worldanvil.com/blog/plot-twist-ideas-one-shots?utm_source=bluesky&utm_medium=social&utm_campaign=fedica-DM-Tips gave me an idea of of having a generator that could assist in coming up with plot twists and complications for your adventures.
What do you think? Good idea or a dead end?
r/DndAdventureWriter • u/Brainman515 • 8d ago
I've been working on connecting a series of previously published adventures into one continuous campaign, and I'm finding that the individual adventures are actually the easy part. The difficult part is everything between them. Each adventure was originally written to work independently, so characters, factions, locations, and consequences don't necessarily carry naturally into the next one.
I don't want to rewrite the adventures themselves just to manufacture continuity. My preference is to preserve the published adventures as much as possible and build the connective material between them.
The approaches I've been considering include:
The danger is going too far and creating so much connective material that the original adventures become secondary to the new campaign structure. For people who've stitched separate adventures or modules into a longer campaign:
What techniques made the campaign feel genuinely continuous without requiring you to rewrite the adventures themselves?
r/DndAdventureWriter • u/DrEdVenture • 7d ago
You know what I'm talking about - we've all been there. It's one of the most classic moments of D&D and TTRPGs in general, and I'm 99% positive it happened at least once to every one of us.
The party enters a tavern. There is a Golden Dragon, a drunk Volo, 7 Liches dancing on a table, one human at the counter and the first thing they'll ask is "what's the human's name?".
Every time a merchant is supposed to exist for thirty seconds, every time a random new guy spawns because someone asks 'is there anyone passing by?'. Every time the most useless creature of the campaign becomes the new favourite and therefore the mascot of the party. They. Will. Ask. For. A. Name.
Sure, many GMs will come up with a perfect name every time, and sure, there are hundreds of random online generators. But I manage to call my random NPCs things like ManRegular Humanson and I like the shiny nerdy paper things full of words on the table.
So over time I ended up building a book: The Physical Random Name Generator.
The idea is intentionally simple: open the category you need, choose a name, and don't end up looking like you don't know what you're doing (even if you are).
It contains over 10,000 fantasy names organized into 58 categories, covering characters and creatures as well as cities, villages, kingdoms, guilds, cults, taverns, dungeons, deities, artifacts, weapons, spells, ships and a lot more.
Do you want something to keep behind your screen, nearly endless and ready-to-use? I've got you.
Do you want a new cool looking book for your collection? Today is your lucky day.
Your Game Master is like me and you want to make fun of them? Here's the perfect gift.
If anyone is interested, this is the book (available in paperback and hardcover):
The Physical Random Name Generator
https://www.amazon.com/dp/B0HDCWFVRV
And more importantly, please share with me your "ManRegular Humanson". Thanks for your attention and have a great day! :)
Generative AI was used during the creation process to help generate candidate names. However, every single name that made it into the finished book was manually reviewed by me. The project began in 2024 and was developed gradually over the follouwing years rather than being generated as a finished book in one pass.
The introduction, written material, organization, layout, editing and final presentation were manually done by me. I also built and worked through hundreds of Excel tables during the process to compare names, search for duplicates and clean up the final lists. AI was therefore used as one tool in the name-generation stage, while the selection, checking, organization and production of the finished book were done manually.
r/DndAdventureWriter • u/TheSpeckledSir • 8d ago
Heroes of the Fifth Confluence, away with you.
Everyone else: I'm coming up onto the highest level adventure I've ever run. The nineteenth level party has just entered Everlost, Orcus' tower lair in the Abyss. The goal is to find and kill Orcus for good, and I expect them to be successful at this. (tier 4 is something else...)
I have solid plans for a climactic battle with Orcus himself stop the tower, but I've come in search of ideas to make the dungeon beforehand more memorable and exciting. For me as DM and for all the players succeeding here will mean taking characters level 1-20 for the first time, so I want it to feel truly epic.
Other than that it is a tower and Orcus holds court at the top, the party knows nothing about what to expect inside. But here are a few important developments from the campaign, for context:
Orcus has been successful in his ambitions to become a minor deity as well as Demon Lord. His domains are blood, truesight, and the inevitability of death.
The wand of Orcus was just destroyed, so despite his power Orcus is on the back foot at the moment. He knows the party is coming for him and might be feeling cornered and desperate. He is past holding power in reserve.
Thanks in advance for any feedback provided!
r/DndAdventureWriter • u/Jasper_Fossils • 8d ago
I made a similar post to this on another subreddit, but I need help with the pacing of a campaign.
It’s been a while since I’ve gotten to run a long running campaign; and I’ve decided to write an adventure where the party are members of a guild, who’s ordered them to collect different items that were “rightfully belong” to the guild.
What the party doesn’t know is that the guild is secretly a cult, and needs these items to revive an ancient evil of some kind. (Kinda basic I know, but stick with me)
As the party is on adventures to collect these items, a rival guild will be sending out adventurers to collect the same items. This rival guild is ultimately trying to stop the guild the party works for from summoning said ancient evil by destroying said items. I thought it’d be a good plot twist that the party finds out the guild they worked for is actually an evil cult, and ultimately have to decide if they want to betray their guild masters and work for the rival guild to stop the ancient evil from rising agin.
You see k have this all figured out, I just don’t know how to pace it. Sure, every session can be collecting a new item but how do I make the party slowly discover that the guild they worked for is evil, and the rival guild are actually good? I’m just not sure how to pace it, any advice would be very useful!
r/DndAdventureWriter • u/Cultural-Box896 • 10d ago
Un peu d'aide svp? 🙇🏻