Page 14 - Adventure Ideas
P. 14
variable (easilY adjusted
to aNY partY level)
iNNer moNster
Premise. After a now-terrified group of city guards failed
to put an end to whatever is causing mayhem and harming
people who travel deep into the woods around the city at
night, their superior enlists the party instead. After finding
the person, they realize the guards were right… it IS a child.
The child will play innocent and tell the party she is lost and
wants to go back home to the city. If they choose to attack
the child, it spawns a demon. If they lead her back to the city,
she hugs and thanks them while crying and runs off. During
the following days, countless people around the city begin to
go missing and livestock are found mangled in their pins.
Villain. Applicable demon for your party’s level.
Plot Hook. The party overhears a terrified group of city
guards explaining through gasps to their superior about the
“thing” that they were after. What they thought they were
going after was a crazed person, a monster of some kind, a
wild animal perhaps, even. But what they found was a child.
The guards go on to tell their superior how “that ain’t just
no child.” “A vampire!” one shouts, “powers, it had!” says
another. The guards refuse to go back after the child, and the
superior instead enlists the party, disappointed in her guards
and insisting they’ve gone mad. If they complete the task, she
offers a gold reward (amount balanced for your party) that
she will give them five days after they return to the city to
ensure they are not lying.
reversiNG favors
Premise. A seemingly remorseful oathbreaker paladin seeks
the party’s help in regaining his patron’s favor by defeating
the very demons he released. However, he’s releasing more
by the day.
Villain. Demons applicable for your party’s level.
Plot Hook. A visibly drunk paladin sits at a table near the
party in a tavern. He can be heard talking to himself rather
loudly about how he “didn’t mean to do it” and speaks as if
he’s talking to someone who isn’t there of his plans to defeat
the demons he released. He will notice the party and stumble
over to their table, saying in a noble voice, “You there! You
will help me! Yes… yes… Thank you!” If the party asks what
he’s talking about, he happily rambles in probably more
detail than is necessary about his issue and how he needs
the party to help him. If they tell him no, he stumbles back
to his seat and glares at them. No matter the outcome, he
excitedly finds the party the next morning in full gear and
asks when they will be setting out on their journey with him.
He will insist that they agreed to help him last night (due to
not remember what exactly happened in his drunken state,
he whole-heartedly believes they did) and is heartbroken if
they reject him.
RPG ADVENTURE IDEAS COLLECTION - THE DM LAIR 14

