100 Adventure Ideas

Original Post

By Firallon Adapted from Blue Rose


 * 1) A young child begins to manifest mage powers and is causing havoc.
 * 2) A couple forbidden to be together runs off to a dangerous ruin.
 * 3) The heroes must protect a noble from an assassin.
 * 4) A tinkerer is selling dangerous arcane artifacts to unsuspecting buyers.
 * 5) The popular new parties thrown by a noble are attracting the wrong type of attention.
 * 6) A Blood Mage cult is abducting people to use for blood magic sacrifices.
 * 7) Strange lights and sounds come from an old elven ruin.
 * 8) A dying miner claims to have found a mother lode of lyreum.
 * 9) A cursed item passes from hand to hand, corrupting those it touches.
 * 10) A demon possesses a living person to fulfill an ancient obligation made with a person no longer alive.
 * 11) Envoys are assigned to escort visiting ambassadors or representatives from nearby Banns.
 * 12) A friend of the heroes asks for help in settling a duel of honor.
 * 13) A respected noble is accused of serious crimes; is it a frame-up?
 * 14) The body of a respected Avvar or Chasind chief must be escorted to his homelands in honor.
 * 15) Intrigue abounds at a seasonal festival.
 * 16) An encounter with an ancient arcane item alters the heroes in some way until they can find a cure.
 * 17) The heroes dream about a previous Age. Are they reliving past lives?
 * 18) There are rumors of a Tevinter Magister still existing as a spectre.
 * 19) A mysterious killer stalks the nighttime streets of a city.
 * 20) Two port towns dispute over the ownership of a sunken vessel.
 * 21) The 'secret ingredient' of a fad food comes from the Korcari Wilds.
 * 22) A child or family is lost in the wilderness and is in need of rescue.
 * 23) Two embattled Teyrns are planning secret raids on a dwarven shipment of gold to the King.
 * 24) Darkspawn are gathering, but why?
 * 25) An ancient dwarven gate opens and disgorges darkspawn or other creatures.
 * 26) A new prophet rises up in Orlais, sensing the threat of a Blight growing in Ferelden.
 * 27) The Dalish call for aid against the werewolves invading their hunting grounds.
 * 28) Blight wolves and blight bears emerge from the wilderness to attack outlying towns.
 * 29) A young man begs the heroes to help stop a wedding because he is in love with the bride.
 * 30) Thieves steal the royal seal from the palace.
 * 31) Strangely intelligent darkspawn begin organizing into a mercenary company, working for the highest bidder.
 * 32) Pirates attack merchant vessels along the coast.
 * 33) A map to a lost artifact falls into the heroes' hands.
 * 34) Apostates organize into a coven and begin sowing dissent and misery in outlying farms and villages.
 * 35) A demon preys on dreams, twisting them into nightmares.
 * 36) A lost storehouse of ancient lore is guarded by possessed corpses.
 * 37) A terrible storm wracks the coast and islands. Locals believe it to be magical.
 * 38) Chasind barbarians, led by an apostate mage, raid coastal settlements.
 * 39) A wronged noble needs a champion to fight in a duel of honor.
 * 40) A child missing for years is seen running through the woods late one night.
 * 41) A quake in the Korcari Wilds reveals the ancient ruins of a Tevinter Mage's stronghold.
 * 42) The Chantry asks the heroes to aid in smuggling missionaries out of the Korcari Wilds or Avvar Tribal Lands.
 * 43) The heroes must guard a carvan through dangerous territory.
 * 44) The Chantry threatens to execute a well-known friend, claiming that he or she is an apostate.
 * 45) Accusations of corruption mar a deceased noble's memorial service.
 * 46) Animals mysteriously attack the local chantry, driven by an ancient artifact kept among its relics.
 * 47) A harsh winter leads to conflict between the Dalish and Chasind tribes.
 * 48) Everyone in an isolated village has disappeared without a trace.
 * 49) A fellen and dying hero seeks aid in achieving a measure of redemption and peace.
 * 50) A daring thief steals from the wealthiest people of a city.
 * 51) The planned site of a new settlement is plagued by darkspawn or worse.
 * 52) Fereldans and a tribal community (Avvar, Dalish, or Chasind) dispute the clearing of some forest land.
 * 53) Members of a powerful Tevinter or Dwarven merchant's family are targeted for assassination.
 * 54) The king of Ferelden must move the court to a distant city for a time.
 * 55) The heroes are assigned as the escort of a troublesome noble.
 * 56) Miners in the mountains uncover a lost Thaig.
 * 57) Tal'Vashoth raiders strike at outlying farms and villages, taking people to sell as slaves.
 * 58) An apostate begins working with demon possessed corpses in the Korcari Wilds.
 * 59) A Blood Mage cult hunts rare creatures to obtain strange arcane powers.
 * 60) Rumors arise of a corrupt gryphon in the Brecilian forest.
 * 61) The politics of the Circle Tower spill out into the most recent Landsmeet. Circle Mages demand appropriate representation.
 * 62) A follower of Andraste begins to whip up fervor against all magic, calling for an Exalted March to destroy the Circle Tower and more.
 * 63) An ancient dwarven golem is accidentally awakened.
 * 64) A region of the kingdom is struck by plague. The cure lies in distant lands.
 * 65) A young mage begins having visions of the future, which to date have always come true!
 * 66) The Orlesians plan another invasion of Ferelden.
 * 67) Foreign agents kidnap a noble's child to force cooperation.
 * 68) A seemingly idyllic village is a front for a potent Blood Mage, who enforces peace and justice through magic.
 * 69) The barbarian and tribal peoples of Ferelden contemplate war.
 * 70) Relics are stolen from a chantry.
 * 71) A Blood Mage or Apostate uses magic to grant unearthly beauty to any willing to pay for it.
 * 72) Mabari kennels are plagued by attacks from horrible creatures normally found in the Deep Roads.
 * 73) The son or daughter of a visiting foreign dignitary falls in love with a young knight in Denerim.
 * 74) The heirs of two feuding noble families wish to marry despite their families' wishes.
 * 75) A noble is poisoned in an assassination attempt, and the heroes must rush to find a cure in time.
 * 76) The heroes must enter the Fade to overcome a powerful demon's curse.
 * 77) Mages throughout the realm dream of someone calling for help from a distant land.
 * 78) A town suffering a blight claims they were cursed by the Dalish.
 * 79) A fire tears through a forest sacred to the Dalish (or other tribal community).
 * 80) A young city elf runs off to join the Dalish, but her parents insist she returns.
 * 81) The heroes awaken the morning after a seasonal festival with no memory of the previous three days.
 * 82) A mysterious performer, the toast of the theater, may be an Orlesian or Tevinter spy.
 * 83) A rejected squire seeks to prove himself worthy of knighthood.
 * 84) A contact claims to have information, then turns up dead.
 * 85) All of the children of a small community are altered or disappeared by darkspawn magic.
 * 86) A fiery Fereldan Noble agitates for a preemptive war against the Orlesian Empire to overthrow the usurper and liberate the people.
 * 87) A scholar asks for aid in exploring ancient ruins.
 * 88) A noblewoman's journal or love letters fall into the wrong hands.
 * 89) The heroes are asked to help break off an adulterous affair without the wronged spouse finding out.
 * 90) A few chantries in Ferelden have fallen under the sway of the Orlesian Chantry, attracting radical power-seekers.
 * 91) Avvar or Chasind raiders attack Fereldan settlers who inadvertently trespassed onto sacred ground.
 * 92) An intelligent darkspawn offers to establish a non-agression treaty on behalf of the Archdemon.
 * 93) A noble attempts a coup to become king of Ferelden.
 * 94) A girl in Orlais can perform miracles without magic, and receives visions from Andraste, or so it seems.
 * 95) A group of city elves want a settlement entirely in their hands.
 * 96) A group of werewolves claim they want to settle peacefully in a Fereldan forest.
 * 97) A ghost ship, captained by a shade, preys on vessels in the Amaranthine Ocean. (This could be changed to a pirate ship.)
 * 98) A noble widow receives advice from the shade of her dead consort. Is it a trick or threat?
 * 99) A radical noble appears to have the blessing of the Landsmeet to replace the current king.