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Campaign Ideas



Custom campaigns


Gamma World


System: Low-PL Mutants and Masterminds, D20 Modern Apocalypse, or get a Gamma World book
Size: Group or solo
Levels: Low-mid

Inspired by the Gamma World (external link) game setting, Jeremiah (external link), and The Postman (external link), run a game set in a post-apocalyptic US. Include normal humans, mutants, "pure" humans, and maybe some AI. A main antagonist could be the Knights of Humanity, a group inspired by The Postman's Holnists and the Gamma World's Knights of Genetic Purity who seek to kill or enslave all non-pure humans. Maybe throw in some Technomages (external link) from Babylon 5. Run as mostly a survival type game.


The Nine Hells


System: D&D
Size: Solo or small group
Levels: Mid-high

Using material from the Tyrants of the Nine Hells (external link) and the FFE d20 Devil Player's Handbook, run a game set in the Nine Hells. Have the PCs start as unique or post-lemure devils. Maybe run for the duration of the Reckoning of Hell (external link) and some Blood War (external link). Not necessarily an evil game. It can be manipulated to be viewed as acting as an agent of a noble lord, with missions and duties, improving in rank and position as you go just as you might do in a goodly feudal society.


Summer of Chaos


System: D&D Dragonlance
Size: Group
Levels: Low-mid or Mid-high

Run a Dragonlance game during the Chaos War (external link). Would allow for a wide variety of characters who would not normally be allied to be in a party and help save the world. Either run as a war campaign, with the heroes acting as a platoon in the war, or as independants trying to help. Would need a mission for the heroes to affect the outcome of the war, such as finding an artifact or something to be used against Chaos.


Collaborative Campaign


System: Any (though likely D&D for ease)
Size: Group
Levels: Any

Run a long-goal oriented game, but change DMs each session. Kind of like collaborative fiction where one person writes a paragraph or sentence, then passes it to the next person. An interesting effect occurs where the first person's idea of where the game is going is likely not where the next person takes the idea and so on. By keeping a basic long distance plotline, such as searching for the cure to a plague, the story remains coherent while being very fluid and dynamic. Could be fun while giving newer players a chance to sit at the helm without the burden of designing a whole campaign. They only need enough material for a single night and the next person has to pick up from there.


Armageddon


System: D20 Modern or Mutants and Masterminds
Size: Group or solo
Levels: Mid-high

Inspired by Hellgate: London (external link) and In-Nomine (external link), have the PCs be either demons or angels battling it out in the real world during the End Times. Could also be humans with supernatural powers bestowed by one side or the other such as Knights Templar or cultists. Perhaps have the early story focus on collecting religious artifacts (external link) for the war, such as the Spear of Destiny (external link), Holy Grail (external link), etc. A third faction might also arise, one which wants both Heaven and Hell to lose so humanity remains in control of Earth?


Political Intrigue


System: D&D Birthright (or maybe Forgotten Realms, or Eberron)
Size: Solo
Levels: Mid-high

Have the player start as the leader of a group; like a guild, church, or lesser nobility. Similar to Birthright (external link), have the player try to expand their influence against competing factions. Make it more RP than traditional Birthright, by using less of the ruleset of BR but use a lot of the same concepts. Focus on political intrigue, diplomacy, assassination, etc.


Nature's Vengeance


System: D&D Dark Sun
Size: Group or solo
Levels: Mid-epic

Idea from FreeDoM (external link). The druids of Athas were virtually wiped out by the Dragon-sorcerers, but have since recovered in numbers and power. Have a group of druids/rangers rise up in a guerilla style war against the sorcerer kings. Maybe throw in an Avangion as the leader of the movement. Possible tie-in to the Dregoth Ascending (external link) story from athas.org.


Printed Campaigns


The Shackled City


System: D&D Greyhawk
Size: Large group
Levels: Low-high

Evil schemes are afoot in Cauldron, a metropolis of merchants built into the caldera of a long-dormant volcano. To foil the agenda of evil cultists, your band of adventurers must brave haunted jungle ruins, slay mighty dragons, and bind themselves to a layer of the infinite Abyss. Will their swords and spells be enough to save the Shackled City?


Age of Worms


System: D&D Greyhawk
Size: Large group
Levels: Low-high

The Age of Worms develops from a small town of Diamond Lake, then leads to intrigue in the Free City and then on to a mysterious cult that exists only as a front to bring about the events leading up to the Age of Worms. As the players encounter the various architects of the plot, they uncover the nature of the coming age, and battle the ultimate masterminds behind it. In the end, they face the two primary antagonists: Dragotha and Kyuss.


Savage Tide


System: D&D Greyhawk
Size: Large group
Levels: Low-high

the Savage Tide Adventure Path, a 12-installment campaign designed to take characters from the heady days of first level all the way to the responsibilities of level 20. Running every month from issue #139 to the milestone DUNGEON #150, the Savage Tide takes players on an ocean voyage that begins in the fecund southern jungles and leads deep into the heart of the treacherous Lower Planes.


Nocturnum


System: D20 Call of Cthulhu
Size: Group
Levels: Low-high

A conspiracy of destruction. A blast of ill will from an ancient god. A hunt and a chase from the heartland of America and into the doom that waits in the East. A horrific jouney to the brink of sanity that lingers at the end of the world. Night falls.


Time of Crisis


System: Mutants and Masterminds
Size: Group
Levels: Mid PL

The Omniverse is Exploding . . .
One Earth at a Time!
Dozens of supervillains dream of destroying the Earth, but only the madman Omega, Lord of the Terminus beyond space and time, has the means to destroy four Earths, setting in motion a cascade effect that spells doom for the omniverse.

With the Freedom League battling the Crime League in orbit, the Atom family in Timbuktu, and the Next-Gen? studying for finals, it falls to your team of superheroes to put an end to Omega's dastardly schemes! Time of Crisis, a world-spanning adventure for the Mutants & Masterminds roleplaying game, challenges your heroes to save not just one Earth, but four!

Don your masks, unfurl your capes, and kick-start your power armor.

It's Time to Save Worlds!

Time of Vengeance


System: Mutants and Masterminds
Size: Group
Levels: Mid PL

Freedom City is about to learn an age-old lesson: Hell hath no fury like a woman scorned! When unknown supervillains unleash terrible plagues without warning, Freedom City's very existence is imperiled. Can the heroes unravel the mystery and stop the villains before the storm of vengeance reaches its terrifying and final crescendo? Written by Golden Age author Christopher McGlothlin?, Time of Vengeance is an all-new adventure for Mutants & Masterminds, the World's Greatest Superhero RPG. The book has everything you need to run the adventure, including a deadly new group of supervillains. Freedom City beware! The Time of Vengeance is at hand.


Red Hand of Doom


System: D&D
Size: Group
Levels: Low-mid

Rampaging hobgoblins and their allies threaten to destroy the realm and all who stand before them. Characters who dare confront the horde soon discover that these particular hobgoblins worship Tiamat, the evil queen of dragons, and eventually come face-to-face with her draconic minions.


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