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.101
Planar Adventure Ideas
By
Monte Cook, Wolfgang Baur, Colin McComb, and Ray Vallese
We
say that the planes are full of possibilities. To
celebrate this month's print release of the new planar
sourcebook Beyond Countless
Doorways, we decided to put our money where
our mouths are. So here are 101 adventure hooks to
jump-start your planar campaign. Some are stand-alone
ideas, while others work with the planes of Beyond
Countless Doorways.
1.
Adventurers find a key that opens a planar portal
in mid-air; once the door is opened, the Ten Courts
of Hell have an entrance to the plane. Adventurers
try to close the door (see "Ten Courts of Hell").
2.
A civilized lizardfolk visits with a polite request
for mammalian slaves to display in a circus (see "Lizard
Kingdoms")
3.
A band of planar mercenaries is recruiting new members
from various planes.
4.
A visiting planar scholar follows locals around taking
notes on "native behavior". He won't leave
and becomes incorporeal when threatened.
5.
A plague of planar refugees arrives and creates a
tent city in a local town.
6.
An aasimar paladin or champion of light visits and
demands that someone help him banish demons from a
temple in the Nexus (see "Nexus").
7.
A sailor of the Ethereal Sea is washed up in an inn.
He is pursued by vengeful cultists for theft of a
sacred idol of solid emerald.
8.
Locals are stalked by planar cat people who haunt
the night, stealing food, mounts, and treasure.
9.
A recruiter for a successful privateer needs a druid
or weather wizard for a raid; he does not mention
that the ship is a flying boat on another plane (see
"Uomo").
10.
A flying pirate ship slips through a planar portal
and crash lands (see "Venomheart").
11.
A group of pilgrims seeks help getting to Mother Ocean
(see "Uomo").
12.
A group of evil psionicists approaches local mercenaries
asking for help destroying a party of pilgrims to
Mother Ocean (see "Uomo").
13.
A talking horse claims to be from another plane, and
that it can carry riders across planar boundaries.
In fact, it is a trap, a shapeshifting yamado (see
"The Ten Courts of Hell").
14.
A hell judge wants to retire and sends a letter to
a mortal for help (see "The Ten Courts of Hell").
15.
A wizard's experiment goes horribly wrong, releasing
elemental spirits and fiery salamanders throughout
the land. To gather them up, someone must find or
make a spirit bottle.
16.
A trogolodyte planar merchant arrives with exotic
metal goods and tall tales. He might be willing to
hire some guards, cheap (see "Lizard Kingsdoms").
17.
The inhabitant of a prison plane has escaped.
18.
A rare planar conjunction is near, and adventurers
from many planes are gathering at the Nexus to jump
through a portal (see "Nexus").
19.
A formian hive needs a new translator, as their old
one has died. They kidnap someone from another plane
and begin training him in their language.
20.
A bottle washes up on the shore. Inside, a tiny figure
moves and gestures for help. If released, it is a
djinni lord who seeks to corrupt all those around
himself -- and offers to take its rescuers with it
to its elemental homeland.
21.
A wayward meteor shivers Carrigmoor's dome (Carrigmoor).
22.
A caravan is lost in the Underlands.
23.
A group of mages called the Isolationists has been
attempting to sever planar connections. What effect
will this have?
24.
Rumors of wars on peaceful planes come just as others
spread rumors of peace on war-torn planes.
25.
The dead have begun to walk in the land of Spring.
(see "Faraenyl")
26.
A mischievous mage opens a shifting portal to the
various elemental planes, bringing floods, earthquakes,
tornadoes, and firestorms to the world.
27.
Planar gates begin redirecting spontaneously -- even
permanent links have gone awry.
28.
Priests stop receiving communications from good-aligned
deities. Has the plane been cut off from communication
with the heavens?
29.
An assassin has begun moving through parallel worlds,
eliminating a powerful ruler in each, attempting to
bring them all in line with a single, grand vision
(see "Through the Looking Glass").
30.
A god puts aside its divinity for a day -- and is
promptly kidnapped.
31.
A representative of the Ten Courts comes to Faraenyl
to discuss a mutually satisfactory bargain with Winter.
(see "Faraenyl", "Ten Courts of Hell").
32.
Hide and Seek: Time freezes on a plane, except for
a few select inhabitants -- and their enemies.
33.
A plain-looking weapon surfaces, but suddenly the
possessors are the focus of a planes-wide manhunt.
34.
Cave-ins occur in the Underlands as a buried, sleeping
creature wakes!
35.
A world built on the tomb of an imprisoned archdevil
slides toward Hell as the fiendish lord begins to
break free.
36.
A child priest, rumored to be an avatar of a god,
slips away from the temple and beseeches anyone for
help.
37.
A mote of chaos escapes a laboratory in a city of
perfect order; confusion (and hilarity) result.
38.
A nation of good-aligned living dead comes under attack
from an army of priests.
39.
An elder being inadvertently opens an alien gate on
a rural hamlet. Someone must close it without drawing
the alien beasts' attention.
40.
A demon is attempting to redirect the gate from Chaos
to his home plane, so that the world will fall under
demonic control. (see "Mountains of the Five
Winds").
41.
Local villagers kidnapped by grahlus slavers (see
"Yragon").
42.
Newly active volcano opens a planar rift to the Elemental
Plane of Fire.
43.
Mysterious gem that serves as keystone to emperor's
tomb is actually an object of great power on their
plane, say planar travelers.
44.
Lawful good benevolent planar travelers are marooned
on your plane; unfortunately for them, they look just
like bugbears.
45.
A local prince is tried in the Ten Courts of Hell
and sentenced to the Hungry Prison (see "Ten
Courts of Hell").
46.
Only cure to plague ravishing the countryside is a
plant that grows on Curnorost (see "Realm of
Dead Angels").
47.
Planar traveler returns from Kin-Li'in -- or is it
actually his shadow-form creature (see "Burning
Shadows of Kin-Li'in")?
48.
Trio of quasits arrives on your campaign world as
scouts for a potential invasion, but the right argument
can convince them to recommend the demon army go elsewhere.
49.
Hound archon appears and aids nearby town in time
of peril but then requires heroes to accompany it
to another plane in return.
50.
Planar gate opens up and out pours a steady gout of
water from the Elemental Plane of Water -- right inside
the local lord's castle.
51.
Interplanar merchant needs guards for a trip through
a dangerous series conjunction (see page 15).
52.
Plane-traveling showman appears, willing to pay huge
sums for dangerous beasts for interplanar circus.
53.
Sleep pirates appear to steal sleep from local lord's
family (see "Venomheart").
54.
The last line of an important prophecy can be found
only in a specific tome in a library on a faraway
plane.
55.
Local wizard needs a party to obtain a rare spell
from an arcane hermit on another plane.
56.
Planar travelers arrive in a mining town seeking guides
through the caverns to something called the Underlands.
57.
A swarm of giant insects arrives to plague a town,
followed closely by a flock of giant birds to eat
them. What's next?
58.
Well-known sorcerer's outsider patron wants her to
come to his plane to serve in his court, but she doesn't
want to go.
59.
Planar traveler leaves a package at a local inn, saying
someone will be along to pick it up. The package turns
out to be an egg, which hatches before anyone comes
to claim it.
60.
Succubus in disguise introduces a new drug from another
plane to locals.
61.
Dormant bioleche contraptions suddenly start working
again (see "Palpatur").
62.
A swallowed legion of baatezu emerges from the groundflesh
and assaults nearby cromungi (see "Palpatur").
63.
A cromungus seemingly gains sentience and issues frightening
prophecies (see "Palpatur").
64.
All forms of weather become more random, wild, and
deadly than usual (see "Palpatur").
65.
Tiefling tribes choose sides in a brewing holy war
over matters of faith (see "Palpatur").
66.
The sentient plane finally awakens but now is demented
and murderous (see "Palpatur").
67.
The formians try to cover up the recent death of their
queen so as not to embolden the aranea (see "Dendri").
68.
Slaadi arrive through a crater lake portal to fight
the formians in the name of chaos (see "Dendri").
69.
Aranea elders seek an alliance with offworld driders
who worship a spider queen god (see "Dendri").
70.
Disgruntled shrubgoblins begin to turn against their
formian masters (see "Dendri").
71.
The formians finally invade the Murk (see "Dendri").
72.
Treants throw a hive-city into chaos by animating
its pronewood buildings (see "Dendri").
73.
A half-human, half-lizard creature gains followers
by calling for peace among the races (see "The
Lizard Kingdoms").
74.
The Second Court is thrown into turmoil when its Yama
King goes missing (see "The Ten Courts of Hell").
75.
A planar traveler converts to the worship of Mother
Ocean and is compelled to found a new monastery (see
"Ouno").
76.
The town's "village idiot" discovers the
hidden entrance to Prince Mazzarut's castle (see "The
Maze").
77.
Spontaneous alterations strike residents of the five
cities (see "Mountains of the Five Winds").
78.
The Summer King discovers the underground Grand Cycle
of the Seasons, but he refuses to sacrifice himself
afterward (see "Faraenyl").
79.
House Cavendish plies mercenaries with mind-altering
substances to get them to discover the secret documents
of the Door Openers' Guild (see "Carrigmoor").
80.
In a parallel world, sleepers can dream things into
reality (see "Through the Looking Glass").
81.
A purveyor of dichotomy championing the cause of cold
is trying to gain a foothold in your plane, which
has attracted a horde of fire creatures to battle
his minions.
82.
A child who is clearly planetouched arrives in town
claiming to be the son (or daughter) of a leading
citizen.
83.
A "Planar Express" delivery courier is being
chased by foes who mortally wound him before he can
deliver his message. With his dying breath he asks
some adventurers to bring it to their king to stave
off interplanar war.
84.
A planar conjunction causes strange weather on two
different worlds.
85.
A traveler from another plane asks for some guides
to show him around as he gathers material for the
book he is writing.
86.
A strange being from another plane arrives in a local
town and no one can speak its language. Furthermore,
it seems immune to any spells that might help translate.
It seems to have something urgent to say, however.
87.
A purveyor of elemental air appears, seeking recruits
to help her on this plane -- but would the plane really
be better off if she gained control?
88.
An earthquake frees a demon long held prisoner within
a magical prison, and now it seeks vengeance.
89.
An inmate in an asylum insists that the strange voices
he hears actually belong to ethereal creatures only
he can hear.
90.
A craftsman of legendary repute is looking for help
getting to the site of a forge needed to create his
latest treasure. Unfortunately, the site is on an
elemental plane of fire.
91.
Angels come to the mortal world seeking volunteers
to help them retrieve a stolen item from a plane from
which their kind is eternally prohibited by a powerful
spell.
92.
A powerful lord goes to a parallel world and hires
his enemies' parallel counterparts to hunt and slay
them (see Through the Looking Glass).
93.
A magical sending goes awry and the message goes to
the wrong plane.
94.
A golem guarding a powerful treasure is accidentally
caught halfway through a planar portal. Now half the
construct is on one plane, and half on another. It
can still move around and take actions -- but only
with half its body.
95.
An entire temple disappears, stolen away by raiders
on another plane using a magical device that rips
chunks of other planes into theirs.
96.
A paladin seeking atonement for a misdeed must
travel into a hellish plane but seeks help finding
a way to get there.
97.
All contact (including the use of spells like summon
monster) between one plane and all other planes
ceases.
98.
The king's champion, who has never lost a challenge,
is rumored to actually be a devil in disguise.
99.
A child, missing for over 30 years, reappears the
at same age she was when she left, claiming to have
been trapped in a dimension where time has no meaning.
100.
Items made from a new, virtually magic-proof stone
being to appear in the hands of various locals. Rumors
of a merchant from another plane abound.
101.
Strange music begins to spread throughout an entire
plane, the source of which is a complete mystery.
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