April 25th, 2023
dailyadventureprompts

The Daily Adventure Prompts Masterpost

After several years of running this blog, it’s become more and more evident that I need some central reference where people can access all my different DM advice posts, important tags, and ongoing series. Sharing my ideas with people and helping to improve the art and craft of being a dungeonmaster was always the point of DAP after all, and its of no help to anyone if the answers to important questions are buried under a hundred or more pages of my rambling.

To that end, I present this post as an ever expanding catalogue of my thoughts. Something that you can page through at your leisure in hopes some of my hardwon lessons will be of use to you.  

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January 16th, 2026
dailyadventureprompts

faultstitchpod:

A musical showcase from our most excellent composer, be sure to keep an ear out if you’d like a lil preview of what the mood is going in to future episodes.

Also check out their FANTASTIC Magnus Archives reaction series. I promise you it’s like nothing else out there.

Reblogged from Welcome to the Lees
January 16th, 2026
dailyadventureprompts

Yeknow, I could probably write a whole thesis on the overlap between “what makes a good rpg group” and “healthy BDSM practices” but I don’t think some of ya’ll are ready for that conversation.

That said, everyone I’ve ever run into who’s vehimitly anti-saftey tool, it always turns out they just so happens to be:

  • mysoginist to the point where they feel persecuted by “the woke”
  • concerned with players trying to “subvert” their authority
  • totally incapable of understanding how their actions affect other people
  • deeply invested in using rpgs to live out THEIR power fantasy
  • the sort of person who takes joy in being abrasive/making others uncomforatable
  • bases their entire worldview around “defending western values” which pretty much just boils down to letting white guys do whatever they like to whoever they like
  • just like, generally unplesant to be around
January 15th, 2026
dailyadventureprompts

dailyadventureprompts:

Villain: Ohlzelth, Visionary Parasite


“…it was then that the gods granted me a vision, the revelation of the burning tree, that I knew meant I was meant to drive the heathen faiths and their paganistic worship of nature from our lands. For so long I had awaited their sign, to cleanse the world for their coming. Don’t you see? The gods wanted this! How am I to be condemned? “

Brother Valdius Reannt, lay brother of Stillbrook monetary, last testimonial before execution for the murder of eight.

Setup:

Those who seek conference with the greater mysteries of the multiverse would do well go guide their mind, as there are all manner of tricksters and hazards that would gladly prey upon them as they travel the uncharted paths of the cosmos. Ohlzelth is one of those hazards, an entity somewhere between a virus and an idea that infects the minds of those with oracular gifts in an attempt to propagate itself across the multiverse. From there it takes root, binding itself into the material of the plane as it spreads through the minds of others.



Adventure Hooks:

  • A villain casts “modify memory” on one of the party members, instilling in them a terrifying vision and an alien compulsion nested within it. Will they be able to fight off this entity’s influence, or will they succumb to the purpose and the powers that it offers?
  • Investigating a cult lairing in a nearby dungeon, known to participate in abduction and intimidation to swell their ranks. After fighting their way past a few crazed, desperate defenders (as well as the other hazards id the dungeon) the party enters the inner sanctum to find they are too late, and all that remains if the cult’s leadership are a few twisted, resinous treethings, their roots spiraling down deep into the earth. The cultists have corrupted the local laylines, and soon many others will be receiving peculiar visions while indulging in magical practice. 
  • While recovering from a bad fever inflicted by a nasty wound, a bandit leader has seen a vision of a particular village’s central-square tree on fire, and is now mustering their strength and their forces to put the whole town to the torch. Bonus points if this is a villain the party faced down before, and  they’re suffering from a wound the party gave them. 

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January 15th, 2026
dailyadventureprompts

dailyadventureprompts:

So I was introducing a new group to d&d today (went fantastically thanks for asking) and one of the players who has no real backgorund in the hobby asked me if there was a pop-culture reference point for warlocks. It took me a second to think of something but then I had a god damn lightbulb go off:

Frodo Baggins Is a warlock, Think about it

  • Is inexorably tied to a powerful, unknowable entity who would lend him power and use him as a pawn
  • This bond is represented by a magical object of inexplicable origin which grants him abilities that trifle in compare to his mighty allies but come in useful in a pinch.
  • Frodo being the ringbearer IS his pact, promising to take on the corruptive weight that would destroy anyone else if given the chance.
  • As his connection to the ring grows he unlocks new abilities, needing to eat and sleep less as he’s stretched thin like Bilbo and Gollum before him… granted the ability to see ghosts and other things of the hidden world, eventually (depending on how you interpret the source material) even allowing him to cast a curse on Gollum that results in his inevitable death, in effect: “If you touch me again you’ll be cast into the fire”….. which is exactly what happens.
  • Likewise, as Sauron’s influence over him grows, Frodo is constantly tempted to perform actions that would aid the dark lord in his ascension: namely allowing his quest to end and letting the ring fall back into Sauron’s hands.

I’m actually going to make it my default touchstone for explaining warlocks from now on because it works so well. 

January 14th, 2026
dailyadventureprompts

dailyadventureprompts:

Villain: Devil lord Oppbithonn, The Manifold Duke

Yes, yes, can we move this supplication along? You’ve no idea how busy we are down here in hell. Who could have expected eternal torment to be such a chore?

She appears as a colossal mold covered skeleton, bearing a mantle of fungal blooms and a golden crown that hovers above his shattered skull. Oppbithonn is known as The Shambler or “she of the strings that rot”. Not the most ambitious of hell’s princes, she claims only a small infernal fiefdom where he can entertain supplicants and collect tribute. Oppbithonn’s great infernal power is her mantle of mold, which infests other corpses and allows the devil lord to possess them. Unlike other infernals that can only possess one host at a time, Oppbithonn possesses all of her victims simultaneously and exerts unilateral control over all of them. They are in many ways a hive mind, save that there are no wills or thoughts in the amalgam save those of Oppbithon.

Setup:

  • Fifteen years ago, the powerhungry ruler of a small nation became a tyrant by having one of his arcane advisers enter into a pact with Oppbithonn: All the riches he could ring from his lands in exchange for a legion of mold-possessed corpses to work the fields and defend their borders. The devil assented, and over the next decade made that small nation a force to be reckoned with, conquering many of its neighbors and using thier subjugated citizens to feed the endless need for treasure and bodies.  That was up until month ago, when the “Drudges” stopped in their tracks, when that arcane councilor died very suddenly of respiratory distress ( mold will do that to you), leaving the tyrant almost completely powerless save a small army of mercenaries. Now a revolution brews, and the party is caught up in the middle of it all.
  • Oppbithonn is not a creature of ambition. she does not want to spread across the multiverse and remake everything in her own moldering image. Being an ever present hivemind means she must do all the gruntwork of his multitudinous bodies, which has given her a withdrawn and slothful disinterest in the politics of the other devils. She stopped the drudges because the deal she made with the adviser was open to renegotiation upon the adviser’s death, and Oppbithonn doesn’t want to take any actions that a potential new contract might let her slip out of. She is willing to give the party what they want ( the dissolution of the dredges, or their continued use in defending their nation) if they pledge to him sufficient gifts and a year of service each.  A year of busywork in hell for the fate of their home? that sounds like a pretty good deal to the Manifold Duke. 
  • If the party or the sovereign delay on the deal ( or if she just feels like making things a little more interesting) Oppbithonn will allow the drudges to bloom spreading a pestilent rot all over the kingdom which will not only blight the fields and make people sick, but will give rise to all manner of fungal monstrosity.
January 14th, 2026
dailyadventureprompts

dailyadventureprompts:

Villain: Entombed Celestial, Srolhizar

Lore: Once the right hand of a powerful and righteous deity, the angel/burning wheel of eyes now known as Srolhizar was privy to millennia of the god’s secret doings and innermost thoughts, The application of subtle miracles, where great evils were bound, and the secret words to invoke or dismiss either with a whisper. An endless tenure of dutifully acting as council and spymaster for the divine led to him hoarding a vast cache of secrets, including the secret faults of other angels, fallen and otherwise.  Influence begat coercion which begat blackmail which begat conspiracy, and even as the celestial spymaster tried their best to push the heavens into alignment for their patron’s aims, he betrayed them through the use of underhanded means. 

When Srolhizar’s underhandedness was exposed, the divine flayed him off all honors and hurled them to the mortal realm with force enough to bury their former council in the deepest caverns of creation, imprisoning the now fallen angel beneath the infinite crushing weight of the earth.  

Goals: 

  • Confined in their tectonic prison, Srolhizar has undergone endless agonies, their wheels crushed, their eyes blind, and their fire smothered. Above all Srolhizar wishes to escape, though what happens after that is obscured by the veil of pain and madness imposed by their isolation. 
  • Though his patron god ordered all knowledge of him purged, the rites to summon the fallen spymaster survive in scraps of forbidden texts favored by occultists and historians. Known in such circles as “The Broken Wheel”, or the “Keeper Beneath”, the angel manifests in such rituals as a violent fissure which gives way to a peering inhuman eye.  In this form Srolhizar offers up the divine secrets he once horded in exchange for promises of fealty and aid. Above all the fallen celestial demands that the summoner eventually share the summoning rites with others, as to be forgotten would mean being trapped forever beneath the earth. 
  • If bargaining fails, the broken wheel can inflict mental torments on those within his influence: the crush of claustrophobia, the ceaseless urge to dig or to compel others to do so, to impart the terror of prophecy and psyche rending visions of the divine. These harsher gifts are reserved for those who’s influence Srolhizar wishes to make use of, those that can weild earth-rending magics or enslave kingdoms to the task of quarrying.  

Adventure hooks: 

  • Across the continent, it’s become a curious habit that some rare scholars and booksellers begin suddenly to turn to stone. Such happenings are quickly covered up by the church, who whisk the bodies off never to be seen again. As the petrifications become more common, rumors spread of a vast vault beneath the great temple, of a curse of divine disfavor besetting the land. In fact, it is an agent of Srolhizar’s patron at work in secret, imprisoning those who stumble across lore that could lead to the fallen angel’s escape. 
  •  A vast vein of precious crystal was created as a byproduct of the angel being cast beneath the earth. Through its agents, it will send visions of this wealth to avaricious rulers, in the hopes that decades of greedy mining may break its prison and unleash it upon the earth. 
  • Repeated raids by slavers lead the party to be chained together and walked across the badlands. Word from other captives is that there’s a warlord out across the wastes behind it, forcing all those captured to excavate some ancient temple or ruin and deep into the earth. 
January 13th, 2026
dailyadventureprompts

dailyadventureprompts:

Campaign Start: Windfalls & Wyrmlings

It takes a village to raise a child, lets just hope the village isn’t razed in the process

Setup:  It’s been years since the dragon Zaurigel terrorized the skies over the hinterlands settlement of Colver’s Deep, brought down by a now famous team of hunters who’s names have been sung across the land ever since. 

Our story does not begin with these slayers, instead we follow a band of hardluck sellswords and their tagalong companions who missed out on the dragonhunt altogether, and have only now stumbled into the events that will make them into heroes

Despite the beast’s glorious death, no one was able to find Zaurigel’s lair you see, and the vast horde of wealth that was rumored to be contained within. No one, until one of the party managed to discover a deep cave out in the mountains that bore clawmarks and telltale blue scales deep within its reaches. Assembling a few of their trusted friends together to brave against the dangers of the wilderness ( and help carry all the loot), they set off to make their fortunes.  Traveling to the horde is not all that dangerous. Sure it takes a bit of climbing, and in the dragon’s absence some beasts have moved into the cave…. but the true adventure begins when the party looks out over a cavern full of riches and realize how woefully unprepared they and their community are for such a vast inheritance. 

Adventure Hooks: 

  • Unlike most underdog adventures, this campaign start is less about grinding to the top meant as a test of what happens when people unprepared for power suddenly handle it. The party should all have financial woes that this wealth could go to alleviate, great ambitious that it could fund…. but walking into town and paying off your family’s debts to the local land baron is likable to raise some eyebrows. They HAVE to be careful with it, or else they’ll end up thrown into a dungeon and tortured by the avaricious until they’re forced to give it away. Whether it be bandits, Colver’s deep’s own corrupt authority figures, or those dragonslayers who catch word of that long deferred lootdrop. 
  • Perhaps the greatest treasure in the horde is a single mottled, melon sized egg, one that will quickly hatch after the party begins fussing over it and expunge a derpy little wyrmling the party will be forced to adopt on the spot out of sheer cuteness. What better metaphor for unexpected responsibility than becoming unwitting parents to an undersized apex predator that will totally blow their cover if the townsfolk ever catch sight of it. 
  •  In addition to the valuables contained within the hoard, there are also a plethora of obscure magical objects, that the party will have to spend time discovering. hijinx are guaranteed to ensue, as each of these treasures can become an unexpected adventure hook in their own right. Expect cursed items, sentient items, and things that are just a little too magical to sit still once the opportunity for escape has been presented to them. 

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January 13th, 2026
dailyadventureprompts

dailyadventureprompts:

Settlement: Rotbottom

Background & Environment: A goblin fishing hamlet located in the center of a vast and fetid swampland, Rotbottom considers itself to be a haven for outcasts, scoundrels and the unsociably odd. Rotbottom is a ramshackle place, built of salvaged wood and stolen nails, and against all odds operates under a spirit of optimism despite the overwhelming sense of decay. The people there are ramshackle too, the many goblin families accepting and even adopting those found monstrous or maligned by other settlements. 

Mood & Themes: Moral degeneracy and acceptance, the entire settlement is “the wrong side of town”. 

Who’s Hiring:

  • Despite Rotbottom being ostensibly lawless, someone has to prevent the all the malcontents from terrorizing the innocent fisher folk and instituting some kind of stabbing based hierarchy of thugs. That’s where bugbear Thumbscrews McThunk comes in. Thumbscrews ( or “Screws” to his friends) is the settlements self appointed enforcer of the common good, Maintaining that order in a place like Rotbottom is about three things: 1) Respect, 2) Kindness 3) Gutting anyone who doesn’t respect you alive and hanging them out by their noodly-bits over the dockside to send a message. McThunk has recently been laid up in a brawl with a local gang interested in throwing their weight around and he’s willing to pay the party to do some legwork ( read: kneebreaking) for him. Doing so will not only net the party some coin, but respect around Rotbottom for outsiders such as themselves.
  • Aside from the goblins and other wretches who trawl the swamp’s waters netting and spearing as they please, the biggest employer in Rotbottom is the Wiggleworm Distillery: an industrious operation that produces a number of uniquely gobbish goods and hawks them all along the waterways of the swamp. Easy to spot by its hook & worm branding and mismatched chimneys belching foul miasmas out over the already polluted lake, the distillery spends each day producing bottles of rotgut, wormwood heavy absinthe , and a surprisingly artisanal selection of spirits distilled from the local root/berry/algae species.  Frozen out by more “respectable” rivals in towns outside the swamp, Wiggleworm is happy supply the players as bootleggers, with the intention of creating a public demand for their products to use as leverage in future trade negations. 
  • Castigated and exiled after delving into heretical knowledge, an occult scholar has made a begrudging home in  Rotbottom, residing in a skeletal wooden tower as far away from the village’s stink as they can. Willing to trade spellcasting services for coin and civilized comforts, the occultist can also send the party on numerous missions in the hopes of gaining enough power to “make those fools rue the day…. (yada yada)”. Regardless, they pay well, and if their attempts at revenge don’t end up causing the end of days, they’re sure to be entertaining to watch.

Rumors & Goings on:

  • In an effort to curb street violence (and have something more interesting to bet on) The Rotbottom chamber of commerce has introduced the “Rotbottom Bugball League”, a completely fictitious sports bracket for a competition they made up in the moment. Rules are fluid, but generally involve two (or more) teams trying to move a ball down a dock, jetty or quay that’s been roped off for the event. As if the game needed any more chaotic elements, the ball itself is infact an oversized woodlouse native to the area, which after being thoroughly tenderized by numerous kicks and slams is to be devoured by the victorious team.
  • Anyone around Rotbottom can tell you that Catfish Cait is the most trustworthy of riverguides. Unlike most who come to the hamlet, Cait isn’t a criminal at all, and simply grew up in the swamp and loves ferrying people through it on her proudly maintained skiff. An old hand at avoiding beasts, robbers, and the shifting banks of the fen, its supprising that Cait hasn’t been seen in some weeks. Folk are starting to worry, as even though they might be a town of cutthroats and outcasts, the people of Rotbottom have hearts, and truly do care for their own.
  • As a fishing community, respect in Rotbottom is often held by the one who can bag the biggest whopper, though there’s lot of debates as to whether or not that solely applies to fish. Those with a desire for acceptance and a lax regard for fishing & game law could put themselves on the path of crocodiles, dire catfish, the king of the bullywugs or even a legendary kelpie that’s said to haunt the surrounding swamp. Provided they can hook the beast or spin a good enough yarn, one could get quite the adulation among Rotbottom’s populace. 
January 12th, 2026
dailyadventureprompts

Hello there! I'm a new follower but love your stuff, it has really helped inform the development of my island-hopping campaign. I have an encounter idea based on some fun visuals but need help fleshing it out further - Frost Giants are invading a tropical island, inhabited by revelrous satyrs. Perhaps to begin a ritual, requiring visits to many similar sites, to terraform the neighbouring continent OR to simply honour their fallen, conquering in order to carve a worthy burial mound. Any ideas?

dailyadventureprompts:

image
image

Adventure: The Boreal Blitz

I suppose everyone wants to get away to the tropics now and again.. I just wish they’d left their stormy dispositions at home. 

Setup: A horde of marauding fleet of icegiants have emerged into a tropical sea, after traveling through a doomscar that has unleashed an unpredictable glacial tide into the warm southern waters. 

While the local trade ports and naval fortresses are more than equipped to handle the local population of pirates and other maritime dangers, few of them are prepared to handle the Ice giants’ unique method of raiding: stirring up a blizzard to cover their approach, crashing through any seabound defenses with magically propelled glaciers that precede their own vessels as rams, then freezing the targeted harbor solid to both slow the defenders and allow their towering warriors to make an unhurried landing. 

Though seemingly motivated by nothing more than petty greed, the jotun are led  by a mystic named Rimyr Skycarver, who sees their collective banishment  as the first step in a grand pilgrimage across the boughs of the world tree.  Rimyr wields a magic that allows him to control the weather through the cruel manipulation of the land’s laylines, an art deemed heretical by his fellow mystics as it was seen as  a mutilation of the very world itself. Rimyr cared little for their judgement and has spent the decades away form his homeland learning to imitate the most devastating forms of weather of each new realm he visits.

Adventure Hooks: 

  • Far more disastrous than a simple portal, a doomscar is like a tectonic fault between dimensions, creating disaster with the violence of it’s opening and bleeding out calamity like a wound in the world. Before the giants ever make landfall or encounter another vessel, the party will likely have to deal with the minor tsunami or typhoon it kicks up striking the settlement they’re staying in, or atleast hear of it making land nearby. 
  • Rimyr and his raiders were infact cast out of their homeland long ago, and have been plundering their way through the realms for some time. Weighed down with the wealth of many dimensions, their custom is to seize or construct a network of fortresses stretching out frim their incursion point  to better guard a potential retreat. These encampments will be fortified with ice and altered to fit the giant’s needs, serving as a place to repair their ships, house their accumulated spoils. Any assault on this fortress is likely to be complicated by the many captives from this world and others, all taken by the giants to serve as thralls. 
  • Though his weather magic is a threat in and of itself, what Rimyr seeks above all is the right nexus of laylines that would allow him to assert total control over a landmass, breaking the locals with endless storms until he and his raiders ruled over the frozen remains of a kingdom, rife for subjugation. He’ll keep raiding, using various divination methods to tell him where, until his search for such a nexus is exhausted and his cast runes tell him to move on. 

Art 1

Art 2

January 12th, 2026
dailyadventureprompts

I was wondering if you could do something of a Monsters Reimagined for Luthic. It always struck me as odd that even though she is a deity of childbirth and fertility and motherhood she is evil simply because she is an ORC deity.

Anonymous

dailyadventureprompts:

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Monsters Reimagined: Luthic, Cavemother

There are no easy births: it always a matter of blood and broken bones and shit and curses and pain in the desperate hope of getting through it alive and maybe bringing something good into the world in the process. It would stand to reason then that the god who claimed birth as her domain would have to be strong, hopeful yes, but tough as old boot lather and not afraid to get her hands dirty.

Luthic is that god, who lends her strength to those who bear life as the process threatens to rip them apart, who councils with midwives, grannies, bonesetters, and village witches who keep the hardwon knowledge of the fever-herb and staunching poultice.

It is said that before she took her current form Luthic was a god of the dark and secret places of the earth, who first encountered mortals when they sheltered in her caves from the bickering of other gods and their aims during the primordial dawn age. The mortals were new, not yet knowing the design of thier own bodies, and when it came time for the first generation to give birth to the second, someone had to step up and help them through it. Like any mother Luthic encouraged them through their explorations, as playing with sticks led to spears and tools, and painting on stone walls led to art and language. When they were ready, she brought them blinking into the light, and then retired to a well deserved state of distant reverance as her adopted children took their place in the world above.

Adventure Hooks:

  • Like the great bear that is her crest, the cavemother likes to keep to herself much of the time, unless some idiot stirs up enough of a ruckous to wake her from her hibernation. This time it’s some upjumped priest king that’s convinced that if he can just impregnate the right woman he can sire a word redeaming chosen one. The only problem is that he’s not giving the “right woman” much of a choice in the matter, and has decided to invade the party’s homeland to search for and capture her. Luthic isn’t going to stand for it, and appears to the party in the form of a local medicine woman to set them on the right path and patch their wounds along the way. Once they’ve earned her trust, she’ll put an ancient bone knife in their hands sharp enough to cut through an army of zealots and imply that they should use it to feed the priest king his own cock. Something about a lession in not sticking it in where it’s not welcome.
  • The caves marked off as sacred to Luthic are wellsprings of primordial power, resounding not only with the wisdom of previous generations but the energy of creation itself. Its said that if you pilgramage into their dark depths one might emerge remade, free of illness or debilitation, or reborn into a body more fitting of who they truely are.
  • Seeking the holiest of holy places to consummate his marriage to his longtime rival and off again on-again flame, an orcish champion has sought out a long-abandoned mountain temple dedicated to the Cavemother. His dreams of altartop honeymooning has been shattered however as he’s discovered that the temple and surrounding highlands are overrun by the brood of Shub-Nuggrath and her cultists. Having perhaps bitten off more than he can chew, he requests the party’s aid in ousting the “goatfuckers” from the region.


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A repository of free inspiration for all your Fantasy Tabletop Storytelling. Every day I share adventure ideas, artist sourced images, and other story inspiration for YOU to use in your games. Check the sidebar for our tagging system if you want to find something in particular, request an adventure, or support the blog.  P.S.- Call me Dapper

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