5 Quick 5E Adventure Ideas…

I have been reading through the 5E Basic Rules I had printed out at Office Depot. The Starter Set was not readily available early in my area and I did not pre-order from Amazon but I am getting one as soon as it hits the stores. In the meantime, I have been writing down ideas for adventures when I get a home campaign up and running. These are just quick fire ideas that are not fully fleshed out. I am keeping this list here for future use and maybe someone else can use them also.

Quick Adventure Ideas

A local trade caravan has recently fallen victim to several raids. The characters have been hired to guard the caravan on its trade route.

Rumors have been circulating among the town folk about the dead rising from the grave. The local law enforcement has dismissed it as drunken ramblings but when they investigated further there were disturbed graves with foot prints leading away from them.

The local gold mine has hit a dry spell so the miners have started digging deeper for a new vein. The miners that have been down to the lower levels speak of “something” lurking in the dark that attacks some of the workers. Recently, several of the workers have disappeared during their shift.

The last surviving member of a local, wealthy family has not been seen for months and their manse has been silent. Suddenly, people have seen sporadic lights and movement in the windows. Has a member of the family returned? Are their squatters staying in the place? The magistrate has posted an announcement looking for a group of people to investigate further.

A local lord’s daughter has come up missing. Did she run off with her boyfriend? Was she taken for ransom? Did she run off and join the new cult in town? Is the answer something even more sinister?

I am ready to get a game up and running!

Discussion of Arneson & Snider’s Adventures in Fantasy

Just a heads up here, but it you are interested in discussion of the mechanics and/or possible house rules for Arneson & Snider’s Adventures in Fantasy role playing game then head on over to The Comeback Inn and join the discussion.  Currently, the efforts seem to be on house rules for cleaning up and clarifying the game.  I hope these are gathered together in an unofficial supplement at some point.

Toldara: the Fractured Faith of Humanity

Reading over the D&D Basic Rules has got my creative juices flowing.  I had a few ideas about religion in my campaign world of Toldara but I never got past a few notes here and there.  I tapped into that creativity and was able to jot down more than just a few simple notes.  This is just an initial attempt at detailing the most practiced human faith of Toldara but this is a good starting point for expanding at some point later in time.


The faiths and religious movements of Toldara are just as varied as our modern world.  Even among members of different faiths there are often shared themes, doctrines, and other similarities.  The religion with the highest number of adherents when doctrinal differences are ignored is the Fractured Faith of humanity.  Even when each denomination is considered separately the number of followers is still rather large.

The Fractured Faith

The Fractured Faith began as one movement, The Faith, among the various areas of humanity in the First Age.  Towards the end of that age and on into the Second Age, The Faith began splintering due to regional differences and then various doctrinal differences began surfacing.  Eventually, these disagreements led to new factions to splinter off from the original church.

Many of the religious paths share several similarities – holy books, holy sites, practices, holidays, etc. – but are separated by some prominent differences such as prophets, holy day, translations, and even more areas.  Nearly all of the various factions in the Fractured Faith are in complete agreement about the following subjects:

  • A belief in one god responsible for the act of primary creation.
  • The adherents often refer to this god as “The One” or “The Creator”.
  • They believe the name and nature of The One is incomprehensible.
  • The One uses minor gods to interact with the mortals.
  •  Approximately one-third of the minor gods were led in a rebellion by Grax to overthrow The One.

Some of the more prominent divisions in the Fractured Faith include:

The Combined Path: This faction believes that no single fragment of the old faith has all of the answers so they look to the teachings and beliefs of all the various factions of the Fractured Faith to guide their spirituality.

The Scripturists: This faction believes that only the words of the Holy Scriptures should be their guide in determining matters of the faith.  Simply put, only scripture can guide or lead to understanding of other passages; the words of men may be able to enhance but can never supersede the words of The One.

The Purists: This faction believes that only The One is worthy of worship or adoration and do not recognize the minor gods as anything other than something comparable to angels.

The Orthodox Branch: This faction is an attempt to revive the early form of the religion in the modern era.

The Revelationists: This faction believes that a prophet who receives revelation from The One guides their sect.  These teachings and revelations are gathered together and added to their Holy Scriptures as time passes. A new prophet is selected when the current prophet dies.  There has been several disagreements on who the selection of the new prophet at times.

Church of Grax: This is the movement that has sided with the rebellious minor gods and they work in direct opposition to the Fractured Faith.

Every human city has a temple or meeting place for one of these factions.  It is very common for the larger cities to have several of these sects represented in their community.  Some of the factions are peaceful towards each other while others are very nearly hostile when it comes to interacting with the others.  Obviously, the Church of Grax is in direct opposition to all of the other groups.

D&D 5E Basic Rules


I downloaded the D&D 5E Basic Rules yesterday and I have not given them a thorough read through but I have glanced through them several times stopping and different areas to see what a random section has to say on a subject.  I don’t have a lot to say about the new rules other than Wizards officially has my attention, now keep it.  I have really enjoyed what I have investigated so far.  I have heard some people claim it’s “not perfect” but is any of these games ever perfect?  Of course not.  I fully expect there to be things I want to change or wish they had done differently just like every other edition of D&D so that’s par for the course.  I honestly expected to never be interested in another edition of D&D after the 4E era but I am now pleasantly surprised.  I want to see the full PHB now so I can see more of the options.  5E just might have me returning as a regular player…

Spotlight on Swords & Wizardry: FITZ’S VERSION

I stumbled upon Swords & Wizardry: FITZ’S VERSION earlier today as I was checking out some of the forums I frequently read.  There are several differences between this house ruled document and the official Swords & Wizardry rules but the change that really caught my attention was the addition of the six sub-classes (Barbarian, Bard, Druid, Paladin, Priest, and Ranger) that “are not fully-fledged classes in their own right, but are designed as modules to be attached to one of the four core classes. They add capabilities to that class, and increase the amount of experience required to go up levels.”.

I have toyed with this idea myself on several occasions.  I have yet to be satisfied with any of the systems I have devised; they have been a little rules-heavy for my tastes.  I have put the idea on hold several times hoping to return to it and finally get it right.  Fitz seems to have done it much more eloquently than all of my previous attempts.  For all intents and purposes, this is basically a trimmed down “prestige classes done right” for basic style games!  If you are interested in that type of stuff you should check it out.

Old School Fantasy Heart Breaker: Outline

There is no doubt that D&D spawned an entire hobby industry that quickly rose in popularity and passed the related war gaming hobby and also paved the way for other games to follow.  These games varied in their approach.  Some stuck pretty closely to the D&D rules while others paved a new path of innovation. Somewhere in the mix were games that tried to “do D&D better” by offering more of everything in D&D.  If D&D had 6 abilities then it should stand to reason that a game with 8, 10, or even more abilities should be even better, right?  That seems to be the guiding philosophy that several of these games followed in their design.  That is the guiding force behind my efforts to design an old school fantasy heart breaker… 

In an earlier post I mentioned this idea.  I have had it for quite some time and never pursued it very far. Here are some beginning notes and and an outline of ideas to pursue further.  The point is to include more options for most everything but also be a playable game.  The rules may be a little obtuse in some places but the game should still be playable.

Name: All games should have a cool name.  I want something like Maximum Fantasy, Phantasis Maximus, or something that sounds similar to “more is better”.

Dice: I want to include the use of all of the normal polydredon dice – d4, d6, d8, d10, d12, and d20 – and will try to incorporate some of the more unusual dice.

No Universal Task Mechanic: I know that it seems to be all the rage to have a universal task resolution system in most games today but this game is not built around that idea.  Some tasks will use a d20 while others use percentile dice and others might use a d6 to gauge success.  The whole point of the game is that it is supposed to be somewhat of a mess.

Attributes: The natural or base chance of most tasks will be represented by the attributes. Since this is a fantasy heart breaker I will need more than D&D so something like Might, Endurance, Coordination, Manipulation, Charisma, Intellect, Will, Influence, Perception, and Charm.  That list may not be final but it is an indicator of what I am looking to do.

Races:  All of the typical races plus several more exotic ones.  Simply put, closer to the selection available in the Palladium Fantasy RPG.

Classes:  The list of classes will be expanded greatly by one of two methods.  I can start with 4 to 6 basic classes and the characters can later “graduate” from them until a  multitude of advanced classes OR I can just have a ton of classes available right from the start.

Magic:  As there will be a lot of options for spell-casting classes, the spells and magical powers available will be unique for each spell-casting class.  There will be  no master spell list but there will be an individual list of options for  the mage, witch, sorcerer, elementalist, and the rest.

Priests:  The holy men will each be unique and run the full range of the pantheon.  Priests will have some spell-casting abilities but will also have other abilities granted from the gods; exorcism and divine intervention are just two examples.

Combat: There should probably be two flavors of combat resolution – a quick playing basic option with just a few options and a slower playing more advanced form with many options.

Armor: Will not make you harder to hit but will offer damage resistance and./or reduction and incur penalties to coordinated movement and actions requiring balance.

Weapon Skills: The training for weapons will be represented by a single skill for each weapon instead of broad categories such as sword, club, bows, etc.

Skills: A long list of skills available for player characters.

Psionics: I am not even sure if this will be included in the game; might be a good reason for a supplement…

Morals/Ethics: Similar to the alignment mechanic but there will, of course, be more options.

Experience: Similar to the old class & level systems.  Experience will represent your character’s actual progression in knowledge of their class & career path.

Reputation: Characters will begin play with a blank slate and can gain a good reputation or bad reputation.  Their reputation can influence NPC reactions if they are that well known.

Social Class: Characters can be of low birth to high birth status and it will also influence NPC reactions. Other effects will include a  modifier on wealth and starting gold.

Inheritance: Characters will have a chance of starting play with an item passed down to them by a family member or a teacher.  An apprentice mage may begin with a scroll or a warrior may begin with a weapon, for example.

This is a good starting list of topics.  I may never get around to doing anything with this but I wanted to get the idea out of my head so I could move on to other things.  The main idea is to be somewhat obtuse in the game design but not to the point that people can not understand the rules or have fun with the rules.  If either of those occur then the design is flawed and needs modified.  I am unsure if I will do any additional work on this but this basic outline is here for the time I decide to expand on it. More later?