Random musings
Campaign Ideas
Just some brainstormed ideas for future games:
Table of contents
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
The Nine Hells
System: D&D
Size: Solo or small group
Levels: Mid-high
Using material from the Tyrants of the Nine Hells
Summer of Chaos
System: D&D Dragonlance
Size: Group
Levels: Low-mid or Mid-high
Run a Dragonlance game during the Chaos War
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
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
Nature's Vengeance
System: D&D Dark Sun
Size: Group or solo
Levels: Mid-epic
Idea from FreeDoM
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.






