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32 D&D Story Ideas | Dungeons and Dragons Remastered

D&D isn’t just about rolling dice (although that can be fun too). It’s about the epic stories you create together.

Feeling stuck for ideas on how to proceed with the next one?

This is for you, old hats and newbies alike!

We’ve got some story ideas to get your next campaign burning bright.

Let’s go.

D&D Story Ideas [Our Top Picks]

The Melody of Mirthwood: Deep in the heart of Mirthwood Forest, an enchanting melody echoes, drawing adventurers towards it. As they journey to find its source, they discover an ancient harp, guarded by ethereal spirits who once played it. The harp, they learn, has the power to weave or unravel the very fabric of the world, but to harness its power, they must first prove their worth through a series of trials built on trust and harmony.

City Beneath the Sands: The desert town of Sah’raen tells tales of a buried city beneath its dunes, once alive with magic now lost. When a sudden sandstorm reveals a hidden entrance, the adventurers are drawn into an underground metropolis filled with untouched treasures, but also awakened ancient curses. They must navigate the city’s labyrinthine passages, outsmarting age-old traps and reviving its forgotten magic.

The Clockwork Isle’s Awakening: Legends speak of an island where time doesn’t pass as it should, controlled by a massive clock tower. When the adventurers arrive, they find a society trapped in time loops, reliving the same day repeatedly. To free the island’s inhabitants, the party must climb the clock tower, battling time-twisted creatures and solving temporal puzzles.

Whispers of the Weave: The Weave, the source of all magic, is fraying at the edges, and magical anomalies are erupting worldwide. In the city of Magentia, the adventurers are recruited by a secret organization of Weave-keepers. Their mission: to venture into the ethereal fabric of magic itself, sealing rifts and combating chaotic entities born from the breakdown of mystical order.

The Hollowed Realms: Parallel dimensions are colliding as the barrier between them weakens. The adventurers encounter a village appearing only once every decade, filled with doppelgangers of themselves leading vastly different lives. As they confront the eerie mirror-images of their choices and what-ifs, they must also find the force causing the dimensional rips and mend the shattered barriers.

Eclipse of the Celestial Dragons: Every millennium, dragons of cosmic energy converge in the astral skies, renewing the world’s magic. This cycle, a shadowy entity seeks to consume this energy. Adventurers must ascend to the astral realm, joining forces with these celestial dragons against an enemy that threatens to plunge the world into a magical dark age.

The Labyrinth of Lost Echoes: Deep within a mountain range lies a cavernous maze known to trap souls, transforming them into spectral echoes of their former selves. Local legends speak of a heartstone at the maze’s center that can free these souls. As adventurers embark to find this heartstone, they confront reflections of their past mistakes and regrets, teaching them the true meaning of redemption.

Apothecary’s Alchemical Abyss: The renowned apothecary, Master Elion, vanishes overnight, leaving behind a store brimming with arcane potions, each with its mysterious effect. As adventurers sample these brews, they’re thrust into different realities, challenges, or even their deepest fears. The key to rescuing Elion and returning to their original realm lies in deciphering the alchemical riddles scattered throughout these alternate realities.

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D&D Quest Ideas

The Lost Paladin’s Pledge: An ancient paladin’s tomb has been desecrated, his legendary sword stolen. Local clergy beseech the adventurers to retrieve it, but the thief is a vengeful wraith—a former adversary of the paladin. The party must track down the wraith, unraveling a tale of betrayal and redemption along the way.

Mystic Mycelium: A small village has been struck by a mysterious illness after a new type of mushroom appeared in their surrounding forests. The party is tasked with delving into the mushroom-infested woods, discovering its mystical origin, and finding a cure before the village succumbs.

The Wyrm’s Tear: A gem known as the “Wyrm’s Tear” is believed to have the power to control dragons. Rumors of its existence have caused turmoil amongst dragonkind. The adventurers are hired, either to locate and secure the gem to prevent its misuse or to find it for someone who wishes to harness its power.

Puppeteer’s Playhouse: Children have gone missing, and all clues lead to a traveling puppet show. As the adventurers investigate, they find that the puppeteer has dark magic that can turn living beings into puppets. The party must navigate a twisted theater, battling animated marionettes, to confront the puppeteer and save the children.

Echoes of the Astral Monastery: Monks from a secluded monastery, reputed to hold the secrets of astral travel, have suddenly gone silent. The adventurers, venturing to this sacred mountain retreat, find it abandoned but haunted by astral specters. They must navigate both the physical and astral planes to uncover what befell the monks and where they’ve journeyed.

Bloodmoon Festival: Every century, a festival is held where werewolves can shed their curse under a rare blood moon. However, a cult seeks to harness this event to spread lycanthropy as a plague. As the moon rises, the adventurers must protect the ritual’s participants, unmask the cultists, and prevent their dark scheme from unfolding.

The Shattered Star: Fragments of a fallen star are scattered across the land, each holding immense power. Various factions rush to collect them for their own gain. The adventurers must locate the fragments before they fall into the wrong hands, all the while contending with the raw, unstable magic the shards emit.

Whale Island’s Secrets: An island on the back of a massive whale surfaces once every decade. Legend speaks of untold treasures and ancient magics hidden there. As adventurers set out to explore this transient land, they find that not only are they racing against time before it submerges again, but also against other treasure hunters, ancient guardians, and the mysteries of the whale’s own ancient spirit.

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D&D Villain Ideas

Seraphel, The Fallen Angel: Seraphel used to be good, but a bad force tricked her. Now, she thinks she’s doing the right thing by hurting people. She wants to get rid of anyone she thinks is bad.

Lord Tenebros, Master of Shadows: Lord Tenebros used to do magic tricks for a king. He tried a dark magic trick and it went wrong. Now he wants to cover the world in darkness and make shadows hurt people.

The Green King: This king loves nature a lot. He wants to make cities into forests and turn people into animals.

Lady Elara, Vampire Lady: Lady Elara is like a queen in big parties. She is a vampire who secretly turns important people into vampires too. She wants to control everything quietly.

Brother Malachi, Leader of a Scary Group: Brother Malachi leads a group that wants to end the world using monsters from a dark place.

Kerax, Dragon Man: Kerax tried to make a strong dragon armor but it changed him. Now he looks like a dragon and thinks he’s the best. He wants to make an army of dragon people.

Sirella, Mermaid Queen: Sirella is a mermaid who sings to control sailors. She wants to make the sea bigger by sinking cities and pulling people underwater.

Agnar, The Broken Wizard: Agnar had an accident with time magic. Now he’s in many times at once and it’s made him confused. He changes things in time, which can break reality.

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D&D Monster/Creature Ideas

Lumivores: Ethereal creatures that feed on light sources. They’re almost invisible in brightness but cast tangible shadows in darkness. Adventurers in dungeons might find their torches dimming and lanterns failing as these creatures approach.

Stonebound Serpents: Snakes that have integrated with the minerals in deep cave systems. Their scales are encrusted with gems and metals, granting them incredible defense and allowing them to blend seamlessly with treasure hoards or rocky terrains.

Whisper Wisps: Ghostly entities that thrive in places of strong emotions. They communicate by mimicking voices from a person’s past, often leading wanderers astray with familiar calls or luring them into traps with the promise of long-lost loved ones.

Crownbeasts: Majestic deer-like creatures with antlers made of crystalline structures. The crystals resonate with arcane energy, and when threatened, the Crownbeast can shatter a part of its antler, releasing a powerful spell.

Nexus Gargoyles: Statues carved at the convergence of ley lines. They absorb ambient magic and, when disturbed, animate to defend their territory. They can also channel the ley energy to heal themselves or bolster their attacks.

Tideborn Krakens: Smaller relatives of the Kraken, these creatures lurk in coastal waters, manipulating tides and water currents. Their tentacles contain pockets of compressed air, allowing them to create sudden whirlpools or water spouts.

Pyresprites: Tiny, firefly-like beings that originate from the Elemental Plane of Fire. They’re attracted to sources of warmth and can merge into a collective swarm, taking on a more formidable, fiery form. Alone, they are harmless, but in swarms, they can incinerate obstacles and enemies.

Galaxia Drakes: Dragonkin that have adapted to the astral and cosmic realms. Their scales shimmer like starlight, and their breath weapon releases a burst of cosmic energy, disorienting and possibly teleporting those hit to a random nearby location.