101 (or more) Adventure ideas for Lone Wolf

Nice one mthomason. I didn't know how I was going to get to 101 by my self. :wink:

Come on guys lets have some more ideas. If we get this one done we could start a thread of NPCs.
 
50. A group of Nadziranim have created a device that churns a thick black smoke eastwards into the Sommerlund sky. With every passing day, there is less and less sunlight showing through the dark clouds. The characters must journey into the Darklands and find the device. Just following the trail of smoke isn't enough - they must avoid the patrols too.
 
51. A Kai Warmarn has gone missing from the Monastery. His best friend claims that the Warmarn had found a fine-cut, maroon gem within the ruins of Raumas a few days before his disapearence. The last anyone saw of the young Kai he was traveling on horseback west.
 
52. A Kai Master is sick in bed, poisoned with the rare herb, Moonbane. The only explanation is that a Kai has turned against his/her master. The PC's have twenty days to outroot this traitor by asking questions of those staying at the Monastery. If the traitor is not found and the cure extracted from his person within the twenty days the Kai Master will die.
 
53. A party of Durenese Knights of the White Mountain (use the Sommerlund Knight class until they get a class of their own) are dispatched to defend Ryme from Vassagonian raiders. Time to break out that copy of the Ultimate Game Designer's Companion and Mongoose's d20 Mass Combat rules for the main combatants, while running a concurrent adventure with the Knights trying to locate the Vassagonian commanders. The more commanders they can take out, the more penalty can be applied to the overwhelming Vassagonian forces.
 
54. The King of Durenor concerned at reports that the Vassagonian fleet is growing at an alarming rate has gathered together a group of agents to infiltrate the Vassa ship yards and Naval bases. What they discover is a new type of ship designed to carry up to four Iktar on long range voyagers that can be used for scouting and to attack an enemy fleet before it even knows their opponents are at sea.

55. Such is the overwhelming might of the Vassagonian fleet that the King decides he cannot wait for them to make the first move and orders a raid on the Vassa shipyards. Merchant men loaded with oil, fleeces and other flammable material will be sailed into the harbour hopefully setting fire to a large part of their fleet. Two issues need to be dealt with one is the patrol ships and the other is the huge chain that is stretched across the harbour entrance.

56. The Vassagonians respond to the destruction of a large part of their fleet by allying with the Lakuri Pirates. The pirates realise that with the Vassagonian fleet out of the way they will probably be next. Spies must carry word to Durenor pursued by pirate ships.

If they are successful in this they will be sent to Sommerlund with a royal seal to ask for assistance from the Sommelending navy. Pursued every step of the way by agents of the Zakhan they also have a price placed on their heads of 10,000 gc a piece.

57. Vassagonians use their only surviving Iktar Carrier to seize hostages from the families of high ranking nobles from the coastal regions of Durenor. Whilst the combined fleets of Durenor and Sommerlund clash with the Vassagonian and Lakuri fleets. Some how the adventurers have to capture a fast Lakuri Ship and use it to rescue the loved ones of the great and the good of Durenor and destroy the last Iktar carrier before it reaches Vassagonia with its cargo.
 
58. While cataloging the archives under the monastery, a group of Kai Initiates discover a strange gem in a metal setting, on a silver chain. The gem glows with all the colours of the rainbow, in sequence.

The Master in charge of the archives says it is giving off an aura of evil, and refuses to believe their story of discovering it - it appears on none of the monasterys records, which stretch back to the day of the monastery's founding.
The Initiates are chased out of the Monastery by a group of Kai Lords intent on their destruction.

Once at a safe distance, the gem starts cycling colours faster, until all are shown simultaneously in a bright white light.

The characters notice subtle differences in their surroundings, and looking back to where the monastery should be are horrified to find it has disappeared. Even more worrying is the fact that their Kai disciplines no longer work. They notice a figure in the distance, sitting where the monastery should be...

The man is dressed in armour, carrying a sword and a shield with the sunburst crest of Old Sommerlund. He tells them he is the Baron of Toran, chosen by the god Kai to fulfill a holy quest. In a dream last night, he was told to come here and he would be sent assistance for impossible missions that lie ahead of him.

Over the coming years, the former(?) Initiates help the man who will become Sun Eagle to retrieve the Lorestones of Nyxator. Eventually, after ten long years, Sun Eagle returns with them to the spot they first met, to build the Kai Monastery. Hopefully they will remember to tell him to find a safe spot for a certain amulet, and to ensure it gets entered on the monastery records...

At which point the world changes around them, and they find themselves back in front of their old Master, who is holding a strange amulet and looking in the academy records. Ah, there it is, it's one of the very first entries...
 
59. One of the Magi Regnanti, while on a hunting for an artifact of the Elder Magi rumoured to be in Klarnos, has been captured by agents of the Darklords.

The characters, a mix of Magicians of Dessi and Telchos Warriors, must put aside their differences and stage a rescue attempt before the prisoner is taken out of the country.
 
I was wondering if you all would mind if I adapted this list for my Lonewolf website. Adventure hooks can be hard to come by in the world.
 
WinterHawk said:
I was wondering if you all would mind if I adapted this list for my Lonewolf website. Adventure hooks can be hard to come by in the world.

I don't mind it would be good to see all of the hooks available in a PDF. All I'd ask is for a note saying it was produced by various Lone Wolf fans on this forum. :)
 
60. A party of Kai Lords visit a small village in the southern reaches of Sommerlund, and are made to feel extremely unwelcome. They are given scathing glares, nobody is willing to talk to them, and some of the village children even spit on them. Even the local innkeeper says no more to them than he has to in order to conduct business. Everyone refuses to acknowledge their presence if questioned. Some of the houses on the outskirts of the village are totally abandoned.

That night, while asleep in their room, they are attacked by a gang of armed villagers who apparently want back a large sum of money they were conned out of by a group of Kai Lords a few months earlier. They were told that for a good "donation", Ishir and Kai would bless their Crops and a good harvest would be forthcoming. This years harvest was if anything, even worse than the year before and the people are slowly leaving the village to seek a better life elsewhere.

After persuading the villagers that they had nothing to do with this, and that the "Kai Lords" in question must be imposters, they set out to track down the culprits - coming across a number of villages in similar situations (and hopefully having the sense to switch their Kai cloaks for something less conspicuous and likely to cause a riot)
 
61. A remote town asks the characters to clear humanoid lizard-creatures out of a tunnel system nearby, as they have been raiding the town. A group of the creatures were captured a few days ago, and are being held in a stockade.

The tunnels begin at the base of a hill, and soon twist downwards to a damp underground cavern system.

Assuming the characters begin the indescriminate slaughter of the poor creatures, they soon discover the women and children, and signs of a thriving lizard-creature community. Finally, one of the elder creatures who can speak the language of humans in this area is brought forward and begs the slaughter to stop (he has learned by hiding near the human community and listening for many years). If the characters take the time to listen, it turns out that they claim to be peaceful creatures who have lived in these tunnels for hundreds of years. They have kept to themselves until now, as their food stocks have been depleted - the fish supply in their underground river is growing less and less with each passing season.

Their first trip out was to visit the human town nearby to attempt to trade for food, but when they tried trading with the humans their contact party was attacked and captured.

Returning to the village, the characters disciver the villagers natural fear and hatred of the creatures does not allow them to believe this story, despite it being true. The captured creatures are without their leader, who was killed in the initial encounter with the town. Unfortunately he was the only one able to speak the local language (learning in the same way as the elder mentioned earlier).

The reason the fish supply has run so low is that the townspeople have dammed the river to power a flour mill. A small grate allows water to pass through, while the fish are unable to pass.

If the elder is brought to the village to attempt communication, it might be possible to help the town and the creatures to negotiate a symbiotic truce from which both will benefit - the lizard-creatures will use their great fishing ability to produce food for both communities, as well as providing repairs to the dam (which are performed far easier by amphibious creatures who can breathe underwater than by the humans), while the humans in return will farm the area to provide additional food, and will provide tools to the lizard-creatures and teach them how to use them. Neither community need be short of food ever again, and both can benefit from the expertise of the other.

Of course, the characters may simply decide to slaughter the lizard-creatures... :D
 
Winter Wolf said:
WinterHawk said:
I was wondering if you all would mind if I adapted this list for my Lonewolf website. Adventure hooks can be hard to come by in the world.

I don't mind it would be good to see all of the hooks available in a PDF. All I'd ask is for a note saying it was produced by various Lone Wolf fans on this forum. :)

Well if you would like to organize all of the hooks in said PDF, I would host the file.
 
While visiting the one of the realms in the Stornlands at the request of their patron (for intelligence gathering or on a diplomatic mission etc), they are invited to the wedding of one of the Kings daughters to a member of another royal family. However, on the eve of the wedding the princess goes missing and the characters are asked to help find the kidnappers. A note has been left saying that she will only be released if the wedding does not go ahead. Accusations fly across the borders of the two realms as several noble houses would benefit from the wedding being cancelled as their claims to the throne would be stronger should something happen to those closer to the thrones of their countries. The characters must find out who is responsible for the kidnapping. (As it turns out, there is no kidnapping, the princess has ran away with her lover, a prince from a rival noble house and they had left the note as a ruse to allow them time to be married in secret, then intending to return to their families and openly declaring their love for each other.)
Plenty room for courtly intrigue and a few assassinations on either side and the threat of open warfare between the nations hanging over the characters if they can't sort everything out.
 
afetr posting on TotS I share here a couple of ideas I have got reading through Darklands:

1- a dark cultis preparing for the ritual to obtain the second naar pact needs either a King's eye or the heart of a Kai lord..
our heroes learn of this (spies near the darkcultis or stopping part of the team sent to recover said object) and have to save the king or kai lord..
if not succeding a hunt can start to preventing the dark cultist to accomplish the ritual.. or even try to interrupt it..
a dark cultist reaching 8th level is not a major menace but is still better to take one out at the time
if the dark cultist is not killed he may try to accomplish the ritual with the other object a month later thus giving a recurrent adversary to our heroes
2- again a dark cultist (cannote be the same one even if it was not stopped) is trying to accomplish the 3rd Xhagvash pact..
rumors of a huge army (over 1000 troops) reaches Holmgard and our heroes.. the king mobilitizes a even bigger army (over 2000 troops) to face apropriatelly the menace..
spies learn of the mobilitization but no sign of the dark army stopping and desisting is seen.
Our heroes may be in the king's army or just escorting it or stumble upon it by chance..
but when the battle field is reach the dark army recults very diminished...
is just a suicide batallion of 500 units that faces the King's forces...
the dark cultist will roam the battle field in disguise to obtain at least a drop of summlending blood and all of the blood of the dark troops..
Our heroes have to figure out why such a weak force has been sent and try to stop the ritual..

hope you enjoy this ideas
 
64 (ish)

Children on their way to the Kai monastery are failing to arrive. In one case, all that remined of a family and their gifted little girl Lysa was a smashed cart and a tattered piece of cloth, vassagonian cloth.

Great forum BTW :)
 
65. Ghagrim begin leading concerted raids against outlying villages on the Danarg. Someone or something has taken control of them, and is focusing their efforts on claiming more territory.

66. A party of adventurers has made a foolish assault on Kazan Oud, and among them is a member of the Durenese nobility. His father pays the heroes to attempt a rescue, and the Magicians of Dessi are willing to aid in the attempt.

67. A rumored treasure in the Forbidden City draws the party south, promising great knowledge and riches in the realm of the Mad King.

68. A group of Agtah is somehow thrust from the Daziarn into Sommerlund, causing panic among the citizens.

69. A group of political rebels in Skaror threaten to undermine the Darklord regime and bring light to a growing Drakkar underground. The player characters pose as mercenaries from the Hardlands in order to assist the rebels against the Drakkarim overlords.

70. War in the Stornlands draws the characters in as defenders of a small village (whether for honor or for pay). As tension grows and greater numbers of enemies move against the small group, it becomes apparent that the village is built upon the ruins of an ancient Shianti temple, and protects an ages-old secret not meant to see the light of day.
 
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