Summary: A wealthy citizen has decided to start up a private menagerie of exotic creatures, and has commissioned the PCs to locate and capture the creatures.
Tips: Look through the Monster Manuals (or equivalent resources for your chosen game system) and pick half a dozen creatures that have interesting qualities, but that, for whatever reason, have never come into play in your game. The more unusual the creatures, the better! Your players will likely enjoy an encounter with a rare beast. Try to select creatures from very different environments so that the PCs can explore regions they have not yet encountered (such as volcanic mountains and caves, under the sea, or perhaps even a different plane of existence).
Potential Conflict: Lots. What if a band of druids finds out about this plan, and tries to sabotage the characters' efforts? What if the wealthy citizen actually wants to enslave the creatures for selfish purposes, or use their blood to fuel a dark ritual? What if one of the creatures is considered a holy totem animal by a tribe that lives near its lair? And, of course, the beasts themselves will probably not come along without a fight.
Trouble on the Farm
Summary: The PCs pass through an isolated village where something is very... wrong. Though the farmers' families are facing starvation, they will not raise a blade to slaughter their livestock, or raise a bow to hunt the wildlife in the surrounding forest. The truth of the matter is that the local lord is a famous lycanthrope-hunter, and a band of lycanthropes has joined together to overtake his region. Vicious were-boars ensure that no hogs are slain. A group of were-bears and werewolves stalk the forests. Were-rats and were-ravens slink about, acting as spies, and reporting any residents who dare try to go for help. Because the Lord's keep is well-fortified, the were-creatures dare not attempt a frontal assault; instead, they have chosen to starve his people in order to force a confrontation with him - and to dispose of him once and for all.
Tips: Be creative with your use of were-creatures. You do not want this to turn into yet another, "Oh look: all the villagers were really werewolves" adventure. Try writing up your own creatures. (Your PCs have probably encountered werewolves, or at least know that they theoretically exist; but nobody expects a lycanthropic horse.) Also, play up the drama of the villagers' plight. Though they desperately need help, few are willing to talk about what's going on, for fear that the rats and ravens will report them. Make the PCs do some investigating if they want to know the truth. Perhaps the town drunk could mumble something about seeing a boar that walked like a man. Then, later, a brave villager could come to the PCs to beg for help, only to catch sight of a raven on the windowsill. The raven's presence would cause the villager to stop talking before divulging the truth, and the villager would hurry away with much more fear than a raven would usually warrant. To increase the suspense, any time an NPC drops a clue to the party, have that NPC disappear shortly afterward.
Potential Conflict: Fighting a small army of cooperative were-creatures will be new territory for most characters, and is the major source of conflict here. Feel free to put in some plot twists if the adventure seems too straightforward. What if the creatures are actually being employed by the local lord to create a crisis among his people, allowing the lord to ride in and "save the day", thus garnering greater loyalty from the villagers? What if the lord himself carries the dark secret of lycanthropy?
When the Stars are Right...
Summary: A student of arcane lore has determined that, on an upcoming night, the stars will be aligned in such a way that something really big and bad will wake up and leave a trail of destruction in its wake. The last occurrence was so long ago that most people consider the prophecy to be nothing more than a myth. The student tries to warn everyone that precautions must be taken, but meets with scorn and ridicule. Even his masters discourage his foolish study of "folklore". Desperate, the student turns to the PCs to help prevent the catastrophe that is about to befall them.
Tips: As the DM, it is up to you to decide which big, bad thing is about to stir. (I have always been fond of the Tarrasque in D&D.) Depending on the level of your characters, the big baddie could be anything from a powerful lich who will raise an army from the local cemetery, to a minor deity thought to be eons-dead. Unless your characters are truly epic, it should not be possible to kill the antagonist easily. (Think of Lovecraft's monsters, who were very large and would destroy us all.) But you don't want to actually obliterate your party; if the creature does awaken, think of alternate ways to appease it. Maybe the PCs could divert a hungry monster's attention to the brigand band that has been preying on travelers. Perhaps a newly awakened deity could be appeased by a revival of the old clergy that used to revere him. Figure out what the monster wants, and offer the PCs a chance to deliver.
Potential Conflict: The PCs must figure out a way to convince everyone that, yes, in fact, this creature is about to wake up - and find a way to prevent this from happening. This could be done by finding proof that the prophecy is real (in the form of ancient tomes detailing the last occurrence, or by speaking with an ancient creature who was an eye-witness, such as a dragon). With the proof should come information on how to prevent the creature from awakening. The party could venture out to destroy the lich's phylactery, or to vanquish the cult that is trying to revive the dead deity through ritual and sacrifice. Again, the details are up to you. Whether or not the monster awakens and causes calamity, your PCs should have attainable goals that will make a difference to the storyline, and they should find plenty of adventure along the way.
Enjoy!
Published by Janna Weiss
I'm a wife, mom, and pet-owner who recently founded Mid-City Pet Care (www.midcitypets.com). View profile
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