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ADVENTURE IDEAS
Advanced Dungeons & Dragons

This adventure idea is something that I myself have used in the past. 
This may work on any group, whether they are already a adventuring company or this is your first gaming session. Here is how it works:

Here's the idea:
A local, very quiet wizard one day sends out some pupils into the town to distribute notices that Drakmar (the wizard) is hosting an Adventurer's Challenge. There are plenty of prizes & possibility of magical items. Use whatever is necessary to get your party interested in the contest. The contest will begin in one week from this day (of the posting).

During this week, all of the townsfolk are busy getting things ready for the event. It seems to be a great event in the way that the townsfolk are all fired up. People from nearby towns are making their way into the town to be part of the even in some way. If your party doesn't seem interested at first, make this seem like a really big deal.

On the day of the event, everyone is heading towards the wizards tower. There will be a large gathering at the back of his estate, and there are steps that lead down to a set of doors in the wizards property. The wizard is seated next to a standing leader from the town. The leader is welcoming everyone to the Adventurers Challenge, and that anyone who wishes to take the challenge may. Everyone is warned that they may die and that the things that they encounter are real. (Some are, some aren't.)

A good amount of people will enter the underground realm, led in be groups of ten. Use your judgment on how many groups enter. One of the last groups will be the adventurers (it actually does not matter when they enter).

The idea behind this adventure is that it is a trap. There are plenty of deadly traps in the basement of the wizards tower (a basement that extends well underground). The wizard wants to take over the small town and it's neighbors for some bad reason: To turn them into slaves, turn them into creatures, sell them into slavery, use them for very bad rituals, you decide).

You will have plenty of NPC's to spring these deadly traps onto, so kill them off at your whim.  If you want to introduce some NPC's into the group, now would be a good time (in this adventure). This is just the intro into the adventure.

The real adventure is when the PC's make it near the end and the wizard sends some of his lackeys to finish the job. Somehow the adventurers will find out about the wizards plans. Say,: an over confident lackey that decides to spill the beans before he kills the adventurers; a lackey that has been punished, or they reach the end and break into the wizards tower and overhear (or see plans for) taking out anyone who could get in the way of his plans. You get the idea.

Now, is this the end? Do the adventurers take care of this threat or does he escape to bother the party in the future? Maybe the party knows where the wizard escaped to and track him down? Your call!

Contributed By:
Nikademus

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