Posts Tagged ‘12 Campaigns of Christmas’

Adventuring! The great equalizer! Where anyone, from a beggar to a prince could gain riches, fame and glory by plumbing the depths of the countless dungeons that existed in the various kingdoms.

Aware of this fact, an enterprising Gnome Illusionist founded the first Adventuring Academy! Open to students of all socio-economic classes, the Adventuring Academy taught students all the necessary skills to survive and thrive in a dungeon, all for a percentage of all wealth discovered, and first purchase priority of all magical items found therein.

The player characters play the role of young teens that study in the Adventuring Academy, delving dungeons for course credits, fame and fortune armed only with their wits, My First Adventure Kits ™ and the third, revised edition of “Dungeon Delving, Survival and You” by Harrison and Harrison.

Here’s something that will work for D&D and for just about any of the traditional fantasy rpgs. This opens up possibilities for all sorts of interesting hooks from childish shenanigans to interesting coming of age stories.


When you guys delivered the Ghost Rock to the doc, he never said anything about leaving you all stranded on Mars with tele-portation doo-hickey he’d cooked up as thanks.

Things are weird here, but you and your crew ain’t quitters. So in a world full of green and red aliens, a shocking lack of decent clothing, and bizarre gizmos and weapons, it’s time for you and your posse to start kicking butt and taking names.

You’ve got a whole new planet as your frontier, after all.

Essentially Deadlands! Reloaded set in Mars, this little bit of Genre Bending draws a lot of inspiration from John Carter, except rather than just having one person, let’s send an entire dirty posse of Player Characters to make their way through the red planet, carving out a place in their new home.

What had begun as a fun trip to the countryside to see your Grandmother and participate in a local festival has taken a strange twist, when a Celestial Dragon made of the Void with stars as eyes manifested from the night sky.

You remember fainting in shock and horror, but nothing could have prepared you for what happened next.

You awoke in the middle of an ancient-looking Rokugani palace, surrounded by people dressed in Emerald Empire Era clothing.

“Are you certain of this?” One of them spoke, the important looking one in robes of gold.

“I… I can only say that the Void calls what it must.” the other, dressed in crimson robes replied, hesitantly.

“Then we must do what we can with the champions chosen by the Void.” the man in gold said, “For only they can save us from Fu Leng, now.”

Time travel, ancient Rokugan, teenagers who grew up in an age of apathy, cellphones and pop culture. Modern day sensibilities and common sense vs. ancient Rokugani culture. Teenage spunk and courage vs. an evil God.

Here’s a quick one for Dark Heresy (just in time for the new edition!)

Avenge me.

Those were the last words of the Inquisitor, the one woman responsible for your current employment as part of the Inquisition’s Ordo Hereticus, those charged with finding the threats that lurk within the Imperium of Man.

Ordinarily, your band would be disovled by her higher-ups, and you would all be reassigned to other duties, perhaps among other Inquisitors, or even in the Imperial Guard.

But those last words haunt you.

Whoever murdered the Inquisitor knew what she was investigating, and to simply disband was unthinkable.

Someone has to bring her killer to justice. She gave her last command. You intend to follow it to the letter.

Without an Inquisitor, any form of investigation would be a breach of conduct that could very well mean your execution if you were caught. Navigating the byzantine nature of the Imperium’s power structures while hunting down her killer would be a monumental task, but you were all chosen for your specialties to ferret out even, even if it hid within the beating heart of the Imperium.

Here’s one for Demon: the Descent. The player characters are a Ring of Demons who have come to the city on hearing rumors of the existence of a particularly powerful artifact of the God-Machine. Nobody is certain of what it looks like, or how it functions, but everyone knows what it is: A “Get Out of Hell, Free” card, a back-door into the God-Machine without being disassembled or destroyed in the process.

No strings, just an instant ticket for reunification with the God-Machine. Needless to say this has gotten Demons of all Agendas and Agencies looking into it. If they’re lucky, it’s only a rumor. However, if it’s not, it could be a very powerful weapon.

The Integrators are the most obvious Demons to be looking for it, but the Saboteurs think that if they get their hands on it, they can fashion it into a weapon. The inquisitors want to make sure that they know who has it, and the Guardians want to make sure that the status quo remains.

Is it a ploy by the Angels to draw the Demons in, or is it a real loophole that the Demons could use to change the God-Machine forever?