#campaign idea
Explore tagged Tumblr posts
Text
Fireball is actually an unfinished, unstable spell. It's just, no wizard has ever been ballsy enough to try and cast the complete version before.
836 notes
·
View notes
Text
SITUATION In an alternate history where time travel has been invented, a cabal of time-traveling traders and politicians are engaged in intertemporal arbitrage, using their future knowledge to corner markets throughout history. They've recently set their sights on the oyster trade of 19th century New York City, hoping to use their advanced refrigeration tech and insider info to make a killing. But their actions are destabilizing the timeline and threatening to erase key historical figures from existence. The party must unravel this temporal trade network and confront the mysterious mastermind behind it all before irreparable damage is done to the space-time continuum.
SETTING The adventure spans multiple eras, but key events occur in:
New York City, 1842 - The booming oyster trade has made the city the oyster capital of the world. Oyster cellars line Canal Street, shucking a staggering 700 million oysters a year. The docks bustle with oystermen.
The Far Future Oyster Vaults of Neo-Nassau, 2891 AD - Towering refrigerated vaults hold trillions of perfectly preserved bivalves. Chrono-barges zip through pneumatic tubes overhead. Neon-lit canals crisscross the city.
The Temporal Trade Hub, Outside Time - A mind-bending nexus where past, present and future intersect. Causality-defying architecture shifts like a kaleidoscope. Traders haggle over price fluctuations yet to occur.
CAST
Crassus Rockefeller III - Robber baron, mastermind behind the Oyster Futures Syndicate. Seeks to monopolize history's oyster supply. Wields a Causality Anchor that stabilizes him in spacetime.
Vivian "Viv" Wellfleet - Rogue chrono-trader with a heart of gold. Wants to stop Crassus and restore the timeline. Former collegiate oyster shucking champion.
Shucker Jim - Grizzled 19th century oysterman. Secretly an undercover Chronoguard agent. Rocket harpoon prosthetic arm. Loyal but haunted by a tragic past.
The Muculent Sibyl - Prophetic oyster-human hybrid from an alternate timeline where oysters evolved sapience. Whispers maddening future-truths. Chained in Crassus' vault.
Ostreida, the Oyster Goddess - Eldritch bivalve deity worshipped by a future oyster-cult. Seeks to flood Earth's history, returning it to a primordial sea.
The Chronoguard - Temporal law enforcement. Hardened time-cops in chromed exo-suits. Seek to stop illegal intertemporal trade by any means necessary.
The Oystermen's Union - Tough New York oyster workers, their livelihoods threatened by future sabotage. Burly, bearded, and brawny. Know the oyster beds like the back of their callused hands.
INITIAL CONDITIONS The 19th century oyster trade is booming, but prices have started fluctuating wildly and oyster shortages loom due to temporal meddling. Anachronistic tech has been found in oyster beds. Strange future-cultists lurk in oyster cellars, preaching the coming of an Oyster God. The Chronoguard has dispatched agents to 1842 to investigate, but Crassus' syndicate has a head start and deep pockets. The timeline is already fraying at the edges - historic oyster-lovers like Queen Victoria are fading from existence. The players arrive in old New York to find a temporal powder keg ready to blow.
GOALS
Crassus Rockefeller III - Corner the oyster market across all of history, making trillions. Ascend to economic godhood.
Vivian "Viv" Wellfleet - Stop Crassus, restore the original timeline, save the future. Maybe shuck some oysters along the way.
Shucker Jim - Complete his mission, avenge his partner, keep the space-time continuum safe from rogue traders and their greed.
The Muculent Sibyl - Escape her imprisonment, reveal cosmic truths, bring about the Oyster Singularity her visions foretell.
Ostreida, the Oyster Goddess - Flood Earth's history, make the world a oyster's paradise. Destroy upstart humanity.
The Chronoguard - Arrest Crassus and his cronies, stop the temporal trade in its tracks, preserve the integrity of the timeline.
The Oystermen's Union - Protect their way of life, drive out strange future interlopers, keep oyster prices stable and bellies full.
TOOLS/RESOURCES
Crassus Rockefeller III - Vast wealth, future tech, Causality Anchor, bribed officials across eras, oyster futures contracts.
Vivian "Viv" Wellfleet - Heirloom chrono-compass, knack for disguise, knowledge of oyster lore, her trusty quantum-shucking knife.
Shucker Jim - Rocket harpoon arm, Chronoguard combat training, 19th century street smarts, loyal oystermen contacts.
The Muculent Sibyl - Precognition, psychic whispers, eldritch oyster magic, fanatical mollusk-hybrid cultists.
Ostreida, the Oyster Goddess - Divine bivalve powers, oyster monster hordes, tidal magic, beachhead temples across history.
The Chronoguard - Jurisdiction across spacetime, stun-harpoons, chrono-cuffs, hardened exo-suits, orbital trawler-ships.
The Oystermen's Union - Strength in numbers, intricate knowledge of oyster beds, sturdy oyster boats, shucking solidarity.
SAMPLE SOLUTIONS
Infiltrate Crassus' syndicate posing as fellow traders, destabilize his operations from within while searching for evidence of his crimes. Coordinate with Chronoguard to arrest him in a dramatic sting.
Rally the Oystermen's Union to sabotage future tech and resist the Syndicate's strong-arm tactics. Stage a general strike to force the city to crack down on rogue traders.
Beat Crassus at his own game by cornering the oyster market first. Flood the market with your own supply via time travel, tanking prices and ruining his monopoly.
Cut a deal with Ostreida, brokering a compromise where oysters and humans can coexist across history. Use her power to threaten Crassus into surrendering.
Rescue the Muculent Sibyl and convince her to aid you with her prescient visions. Navigate the fluctuating timeways to always stay one step ahead of Crassus and his goons.
230 notes
·
View notes
Text
New Concept: Ghost Dnd Campaign
Whether it be out of ignorance for their deaths, a sense of dissatisfaction, a lacking desire to move on or sheer stubbornness-many spirits remain on the mortal plane-in a place between life and death that Occult Experts refer to as....The Haunting Plane. Unable to cross over and only slightly able to interact with the physical world; ghosts are often bound to places where they died and the circumference around it. In this case-a very large house.
You live in a house with your fellow ghosts. You are all of varying ages, varying backgrounds, varying time periods and even varying death days. While you all may not get along and have your disputes-you're here together for the foreseeable forever. So you all make it work and in a way, you're just a very unconventional blended family/roomates situation.
That is until the house is bought by the one thing that is a greater threat to Ghost kind than the Ghost Busters or Spiritual Medium Influencers: House Flippers seeking to Gentrify a beautiful old house into a modern minimalist hellscape and probably put it up as a rental for a sky high price unaffordable to the living wage.
The goal is simple; get rid of the new owners at ALL COSTS. If they renovate the part of the house you died in TOO much-you'll begin to fade from this world, not to the afterlife, but to somewhere where light touches nothing. The true terror of a ghost-to be completely erased from existence. However if parts of your house is restored with loving intent for preservation-you will become stronger.
Use your 'Classes' as different styles of ghosts. A Barbarian or a Fighter makes an excellent ghost to throw things-while a Wizard or a Sorcerer class could help you manipulate the arcane in your favor.
Roll Dexs to manipulate locks, windows and doors; Stength to throw objects. Constitutions to save against sage smudging and house blessings. Intelligence to manipulate new strange technology these house flippers are bringing in; Wisdom to know how to interact and use occult relics that are brought in to your advantage. And of course, a little Charisma with the Ouija board always helps.
Abilities like animal handling can be used to influence the vermin living in the house; Intimidations for more aggressive haunters. Use your Historical knowledge of the house to your advantage-or try your luck with the Arcane and try your hand at possessing an unlucky mortal to do your bidding.
Most common mortals can't see you; especially if they are close minded to the idea of a ghost-while open minded mortals; such as Children, Superstious folks and often times angsty goth teens hoping there's something at the very least beyond this experience we call life-are more prone to being able to see the dead. Make allies or enemies of these people-but don't let them die under your roof. Unless you want to end up with yet another spectral roommate.
Animals like dogs and cats can signal to your presence and may expose you if you're trying to go in for a scare; learn to evade them or distract them to keep the suspense and make the scare land.
Make your house a haunted home; or find an unlikely balance with mortals who GET you-the choice is always yours.
20 notes
·
View notes
Text
dnd campaign where you play as rats living in and exploring the dungeon, having your own tiny adventures, watching/interacting with human adventurers trying to get through the dungeon is this anything please
11 notes
·
View notes
Text
YOU. HEAR ME OUT.
YOU CAN MAKE. A POKeMON DND CAMPAIGN. IT WORKS PERFECTLY AS FAR AS I CAN TELL????? YOU CAN LEGIT JUST HOST A GAME OF POKEDND🧚♀️🧚♀️
YOUR PARTY PICKS OUT OF STARTERS- PAUSE. YOU CAN MAKE YOUR OWN POKEMON ASWELL. OR JUST,,, TAKE SOMEONE ELSES,,,
YOUR PARTY CAN PICK OUT OF STARTERS AND STUFF AND DO ALL THE DND STUFF AND POKEMON STUFF LIKE YOU CAN LI-
14 notes
·
View notes
Text
i need a DND campaign where it's some huge huge nerds and it's anticapitalist and they are fighting against a fantasy company that is taking away their freedom of information
7 notes
·
View notes
Text
This is an late almost 5am idea. That can be ignored.
For my dndads friends/moots mainly
But silly silly no brain offer of.
A campaign, a silly silly campaign. Semi dndads vibes semi based on whole campaign ideas i never got to do,etc:
Just an idea for a rp heavy campaign lvl by milestone most likely:
Theres a thin line between the normal world and the world of fantasy.
People often live blind to the strange oddities or even ignore them calling them myths or legends. Out of sight and out of mind.
But when a group find themselves forcefully exposed to the hidden truths of the world from a old prophecy.
Racing against the clock how will the group try to understand this prophecy they found themselves intertwined in?
Will they save this world or forever rewrite the future.
---
Note this is just an sleepless idea, an suggestion i aint no crazy dm i stumble and stutter but try my best lol xD
Also just a crave for more dnd games.[for both running & playing more lol]
Id be surprise if anyone would be looking to play but yea lol
Anyways imma hit the hayyyy[try to lol]
#dino stuff#dino rambles#dndads#vibes#sleep deprived af#sleepy deprived rambles from dino#look im just saying#if anyone of my moots is interested n dont mind a medicore dm who wanys more dming experience#just ask#it be probably 3-5 players at most if anyone is curious#campaign idea#dnd campaign#ttrpg
26 notes
·
View notes
Text
DND Campaign Idea-
Just the Deck of Many Things. That's it. You dish out a bunch of cards at the very beginning, maybe even deal out the whole deck, and the rest of the campaign is based on whatever shitshow goes down. Embrace the chaos. Fight a Death God. Go on an elaborate journey to find the player that got yeeted into another plane. See what happens.
168 notes
·
View notes
Text
dnd really gives you an addiction
i want to make so many more campaigns now
im currently running a home-brew campaign inspired by greek mythology with some body horror mixed in
i want to make a borderlands inspired campaign, think that would be fun especially for character design
i want to do a zombie apocalypse campaign inspired by the last of us
and a campaign in space
and so many more
my worldbuilding brain rot is strong
36 notes
·
View notes
Note
What's the new campaign about if you don't mind me asking?
Not at all! I love sharing this kind of stuff!
So basically, a group of heroes (still gotta find a group for it lol) get isekaid from world to world after they fail killing the bbeg of their own world. So far, I have two worlds fully thought out (fluffy cutesy child fantasy with ominous undertones and flashy oriental shonen world riddled with betrayal), now I just gotta properly build them. I still want at least one or two more worlds depending on the number of players I manage to recruit, but I'll figure those out when I get there. Anyway, there's gonna be some fun plot twists with the truth of the worlds' reality, and the heroes goal is to get back to their own world, because the longer they stay in different ones the more they become one with those worlds until eventually they'll be unable to leave. (Think how horse started blending in with Centaurworld in S1)
6 notes
·
View notes
Text
So a Sphinx would make a ridiculous Big Bad in D&D 5e.
Check out these crazy ass Lair Actions:
The flow of time is altered such that every creature must re-roll initiative - annoying but nothing much. Let's keep reading.
Every creature in the lair must succeed on a DC 15 Con save or become 1d20 years older or younger but never less than 1 year old - What the fuck. Every round the Sphinx can just babify any character who isn't at least 30 years old, even then, only the 40 years are still going to fit their armor after losing a max of 20 years.. Absolute madness but we have more.
Everything within the Sphinx's lair moves forward or backwards through time by 10 years - aaaaaahhhHHAAAAAAAAAA. Every round you are in an encounter with this thing it can be messing with you on a much grander scale. While a 3 second turn passed for you, 10 years passed outside. But wait, there's more!
A Sphinx shifts itself and up to seven creatures it can see to another plane of existence. Once outside of its lair, the Sphinx can't use its lair actions anymore, but it can return to its lair as a bonus action.
So here's the campaign ✨
The player party are a group of heroes who have been sent in to deal with a Sphinx who threatens the kingdom. It's an epic battle but unbeknownst to the characters, each round the Sphinx is moving time forward by 10 years, occasionally stopping to babify a character or two (cos fucking lol). Then after 10 rounds of combat the Sphinx shunts everyone to a random plane, and then on the start of its turn immediately warps itself back to its lair, stranding the players far from home.
The players are now determined to get back and deal with this Sphinx. After a short adventure to find interplanar travel and a greater restoration spell to re-age a toddler (I would totally replace them with Halfling stats) they finally arrive back at the kingdom.
To discover 100 Years have passed. Flung into the distant future where the Spninx's rule is law. Now the fools seek to return to the past and undo the future that is: Sphinx!
#dungeons and dungeons#dnd 5e campaign#campaign idea#dnd bbeg#dnd#d&d bbeg#i dont need more campaign ideas but I love how dumb this is#samurai jack#aku
43 notes
·
View notes
Note
A party made up entirely of regular, people-in-makeup type clowns, whose quest is to defeat a stereotypical IT-style monster clown because it's ruining the normal clown's reputation and business.
this would be a great monster of the week one-shot
433 notes
·
View notes
Text
dnd idea
Campaign Idea: the entire party is SENTIENT ANIMALS, and there is a permanent NPC (the translator) but just imagine: the dark lord just strolled in a curse the town, then this dude just shows up with like 10 billion animals, and's like "oh you guys got cursed? yeah this octopus can undo that for you." then said octopus just blinks and shifts a bit and the towns uncursed.
2 notes
·
View notes
Text
DnD idea that I've had stewing in my brain for a minute(was gonna be a campaign but my group cancelled)
Your PCs all die and wake up in this world(because isekai trope)
This world is the stepping stone between life and the afterlife(I called it the Hereafter)
People cannot die of natural causes, which makes this place a melting pot of cultures from different worlds, times, everything.
Then they find out that this world they are now residing in is a parasite that feeds off of the souls of people who reside there by creating monsters and disasters, and there have been no new souls in a very long time
#dnd#dnd campaign#campaign idea#gaming#ttrpg community#i spent far too long on this and then everyone cancelled on me
3 notes
·
View notes
Text
I really want to make a campaign where a group of adventures look for an all powerful book known as "The Doomsday Book". The party will open the book only to find out it's just a census that records how many people live in the kingdom and how much they owe in taxes.
4 notes
·
View notes
Text
Okay hear me out what if I made a True Lives of the Fabulous Killjoys themed DnD campaign? I would have to homebrew literally everything but I think it would kick ass
#tlotfk#true lives of the fabulous killjoys#my chemical romance#danger days#DnD#D&D#campaign idea#homebrew
10 notes
·
View notes