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Friday Favourite: Even a Regular Item Can Become an Adventure Hook

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From September 7, 2011, Dungeon’s Master once again presents: Even a Regular Item Can Become an Adventure Hook.

Sometimes the most interesting and memorable part of a D&D adventure is the stuff that happens between the structured encounters. These are often instances when the players do something unexpected and the DM is forced to fly by the seat of his pants. If the DM pulls it off successfully the result can be a scenario that is talked about for a long time. If only there was a way to scrip this kind of strange happenstance?

Spontaneity cannot be scripted by its very nature; however there are ways to still get the effect you’re looking for by giving the PCs a nudge in the right direction. And you don’t have to look any further than their equipment list. When it comes to inventory on a character sheet, most players are really only concerned with magical items and money. The other regular stuff is usually added to the list as an afterthought. So why not have so fun with the regular stuff.

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Adventure Hooks DM Resources

5 Adventure Hooks: Happy Birthday

Today is my birthday. Sunday is Wimwick’s birthday. So it seemed appropriate to write an article that was in some way birthday related. The solution: birthday-themed adventure hooks. Each of the hooks provided below are tied to someone’s birthday.

As a DM I find that I’m always trying to come up with a good reason for why something happens at a particular time in the adventure. Tying it to someone’s birthday is as good a reason as any.

I’ve tried tying key events in my campaign to a PC’s birthday but I usually experience two major roadblocks. 1) We don’t track time accurately (or at all) in most games. 2) Very few players ever bother to specify when their PC was born. In the end we just say that a PCs birthday falls when it’s important to the story or whenever the player wants it to happen.

In campaigns where tracking the passage of time (and by default birthdays and other milestones) was important we used to say that every PC you play has your birthday. However, in our group there are five Virgos so all the PCs ended up having their birthday within two weeks of each other. In the end we just let the power of plot drive PCs birthdays and that’s worked pretty well over the years.

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D&D: The Final Frontier

It’s unusual for a D&D campaign to take place in on location. Most adventures involve extensive travel and exploration. The heroes go out, adventure, kills some monsters, find some treasure, and then return home to spend their hard earned cash and brag about their accomplishments. As the PCs get more powerful they will usually venture farther out and fight tougher monsters, but inevitably they return home.

In most established campaign setting there are very few areas of the world map that are considered to be untamed or unexplored. The likelihood of the PCs finding someplace that is truly the frontier of society is extremely rare in most campaigns. By the time the heroes started their adventuring career everything had already been discovered. Sure some civilizations might have fallen and their runes are now a place of great mystery, but the idea of going someplace and finding something truly new (at least to the PCs in your campaign) is pretty much revolutionary. And you know what, that really sucks for the players. After all, trailblazing the wild frontier is a thrilling adventure in itself and can add considerable depth to any campaign.

This kind of adventure has nothing but potential. Think about it, in a campaign setting where vast expanses of the world are completely unknown the PCs will face danger and adventure with every single step they take. Getting there will be half the fun for the first time in a very long time. Random encounters will become the norm since they really have no clue what the standards are in a wild and untamed land.

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Adventure Hooks Humour

Adventure Hooks Inspired by The Simpsons (Part 1)

As a DM I’m always on the lookout for ideas that I can throw into my campaign. It doesn’t matter how seemingly irrelevant the source may be, once I put my gaming mind to work I can often come up with an idea for an encounter or an adventure in just about any source of popular media be it a movie, novel, video game, comic book or television show. The key is to imagine how the situation could be adapted to suit your needs. You’re not often going to find a situation or idea that’s perfectly suited for D&D when you experience it (sorry, the real world just isn’t a fantasy role-playing game) so you need to be creative.

To demonstrate the abundance of ideas in the most obvious places I focused my attention on The Simpsons. I think it’s safe to say that most gamers are fans of the show and that almost every scene and snippet of dialogue from the first few seasons is emblazoned in the minds of gamers in the 35-45 demographic. Yet even with a table of gamers who all possess near perfect recall of the earliest episodes of The Simpsons, you can still base an adventure or encounter around some of the best episodes and the players are unlikely to recognize that it was inspired by The Simpsons. To prove it, here are five examples.

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Time Travel in D&D

If you’re looking for a way to pump some new life into a long-running or stagnant campaign why not make a radical change like thrusting the PCs into the past. I can already hear some of you scoffing at the idea, but in a world with magic is time travel really that unlikely?

Players get bored when they’re not challenged. Sure you can throw more powerful monsters at them but even that gets repetitive. What I’ve found is that anything that takes them out of their comfort zone is good for the game. Players don’t realize how much the success of their characters relies on the familiar. High level PCs usually have a reputation and their deeds are well-known by the community. Taking all of that away from them can have a greater effect that you might think.

Although I’ve played multiple characters in multiple campaigns over the years every camping took place in more or less the same time period. In established worlds like Forgotten Realms or Eberron, keeping the action in line with cannon allowed us to interact with well-known NPCs and work elements from new releases into our games. Even though I played in numerous campaigns set in the Realms during my high school years they all happened simultaneously.

Now fast forward your campaign setting 50 years. Assuming there wasn’t a cataclysmic disaster (like the Spell Plague) and things progressed without any significant interference, what changes do you think happened to the world and the people in it during that time. Just think of how much things have change in the last 50 years in real life and imagine the kinds of change that will come in the next 50.

So in a world with magic what do you think their future will look like? How technologically or magically advanced to you think your campaign world will become in the next 50 years? A more important question is how much has your campaign world advanced over the last 50 years? While contemplating that brain teaser think about how your PCs would react if they found themselves thrust back into that time.

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Adventure Hook: The Magical Bazaar

I’ve always found the idea of purchasing magical items boring. As a player I’d rather my character risk life and limb to battle monsters and delve into dangerous catacombs in hope of finding a special magical item. However, the reality is that I usually only find one or maybe two items this way. In order to fill out the rest of my PC’s inventory I usually end up purchasing the majority of his gear. This is the way D&D works.

As PCs advance and level up they’re eventually going to accumulate vast wealth. It’s an unavoidable reality. With this abundance of gold pieces comes the inevitable request to purchase magical items. PCs many not be able to purchase magic items in the middle of a dungeon crawl, but as soon as they hit a larger metropolis there’s few excuses for why they can’t convert their hard gotten gains into something more functional and portable.

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Adventure Hook: The Metamorphosis Curse

When players create a character one of the most important decisions they make is choosing their race. Most often players look at the race that provides the best ability bonuses or most interesting racial power to compliment their class. It’s because of this min/maxing we tend to see the same race/class combos over and over again. Introducing the Metamorphosis Curse into your campaign will force players to try new races they might not otherwise choose on their own.

Let’s assume that you’ve created the perfect character. You’ve played through a few levels and you’re really getting to know this PC. He was built to kick butt and he’s doing a fantastic job so far. Everything’s clicking. What happens if his race is suddenly changed? How does this affect your character?

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Monsters on the Menu

When was the last time you gave any thought to what your character eats? If your gaming group is anything like mine you don’t even track rations on your character sheet. A lot of players are content to let the little details remain little and not worrying about them. (It’s a good thing they have faithful servant to see to these things.) But in a fantasy RPGs like D&D, the world is full of strange and exotic creatures. So doesn’t it make sense that some of these beasts would eventually find there way into common cuisine?

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Adventure Hooks DM Resources

Adventure Hook: The Town Meeting

How do you motivate the PCs to begin a new adventure? Meeting a guy in a tavern is old and overused. You want the PCs to go down the road you’ve paved with all your hard work. You’ve designed the campaign, chosen the adventure, drawn the maps, populated the dungeons, given stats to the important NPCs, balanced the encounters and planned your tactics. All you need now is a hook.