A few months ago I started writing daily TTRPG Campaign Seed ideas on twitter. Since that website is dying I figured I would archive all 151 of them here.
Feel free to use 'em directly, or as inspiration for, yer TTRPG campaigns etc.
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The World is a Ritual performed by the Gods.
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Dreams drip from the head of a giant. A great city is built and prospers beneath.
The giant's sleep is troubled, dreams turn to nightmare. -
The Ice That Sings has called forth all the sailors of the world. They meet in grand concourse, far upon the Northern Seas. They return forever changed.
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Ruins across the world have begun to rebuild themselves. These places were forsaken for good reason, yet now they return to power.
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The God of Art curses the Realm until artworks plundered by the Royal Court are returned to their rightful place.
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The Tomblands refuse the dead, they must now be lead to a new Place Beyond Death.
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The Fae Lieges hold their Court in the castle of an ancient Undead, rather than their own misty realm.
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The Four Prime Elementals arrive in a enormous globe of burning ice, swiftly establishing a new realm of swirling beauty and dangers unknown.
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The Cult of Fire and the Cult of Iron seek an alliance beyond mortality.
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Flowers bloom in pleasant smoke. Nature's long smouldering Heart has rekindled. All is in flux.
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The Leader of a legendary order of knights retires and opens a tavern. However, their long term sorcerous rival has also opened a tavern... right across the street!
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The Queen of Gloaming Skies, out of boredom or sorrow, has decreed an endless twilight. She entertains those that entreat her to end the spell.
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A maze like construction erupts suddenly, dancing with dangers it towers into the sky and coils into the earth.
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Angels seek to escape the Heavenly Order by birthing a new God, an artificial star of formless souls to rival the Sun.
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The Great Salamander Dragon dies and leaves their treasure hoard to 'any and all who brave the perils of my Immaculate Domain.'
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The Cosmic Ouroboros begins to shed, fractal scales spill forth into endless worlds of possibility.
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A peerless Necromancer has dug a massive pit of un-living bone deep into the earth. It is the Underworld they seek.
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A great howling storm cloud forms. Within the cloud are souls of the dead seeking to return to the living realm.
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A Raven, in search of mischief or food, solves the Puzzle of Power and thus ascends to Godhood.
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The Demon of Dance holds a ball in their mirrored realm. A feast of song, dance and dangers unbound.
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The Capital City comes alive, gutters groan with strange voices, streets twist in toothy grins. The City has demands and it makes them known.
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A hermit troll rapidly replanted a forest by growing seeds within their own flesh. This new forest hums with the Song of Creation, a nexus of possibilty.
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The Turtle who carries the world on her back meets another. During their ritual greeting the two worlds intertwine.
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The Book of Thieves, which records all criminal acts of daring thievery, has itself been stolen. It must be retrieved lest the Law acquire it.
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The King of Rats has need of agents to map out dungeons and report back their design so that he may construct his own Undermanse.
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The Eternal God Skeleton, upon which all living beings reside, has begun to regrow flesh and blood.
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The Un-Goblin dances away with all the shadows of the world. The Moon remains full each night, a canvas upon which the stolen shadows are moving paint.
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The King of Gulls is on a swooping spree, seeking to steal seven royal crowns from Seven Royal Realms.
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The rivers begin to flow backwards and up into the sky. The Great Salmon God rejects the Order of the Ocean.
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Demons and Devils seek the aid of mortals to turn the Hellish Deep into a new Paradise for all those rejected by the Heavenly Order.
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The Galactic Egg that hatched the World was part of a clutch. The other eggs hatch and soon the Mother will return to feed her young.
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The chosen one of a major religion must be sought 'where the shadows crawl with nimble feet and the light peers with burning eyes.'
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All the world slumbers, lost in a maze of dreams dreamt by those beyond.
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A new wind begins to blow, ships that sail upon it find themselves upon an unknown sea of roiling strangeness.
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A silvery spectral moth flies out of the Abyss and into the mortal realm. It must be caught before it destroys itself upon the light of Heaven.
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The Geography of Magic has changed. The Leylines and Guidestones must be remade and redistributed across the world.
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A Demon trapped inside a music box by a greedy king has been expanding their prison. The box towers and chimes now, a sprawling silver castle of dancing gears from which the Demon must be freed.
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The World Tree is ailing. A scared thread must be linked from the roots, through the twelve Great Branch Cities and up to the summit.
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A New King takes power, claiming to be chosen by the God of Death. He does indeed wear the mask, and bare the mark, of such a God.
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Certain wizards, on a whimsical lark, decide to replace their heads with scintillating globes. This attracts the attention of the Great Globe-Headed God from beyond, who now begins globe-ifying things in earnest.
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An undead unicorn tells of a great sadness that must be distilled into a bottle and poured into the sea.
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A veil of skin stretches out across the sky, strange veins paint a map against the stars. Those who follow the map shall be rewarded in flesh.
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The rain cools no more, the frost does not bite. The Ice That Sings has called back all Coldness into herself and must be bargained with for its return.
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The Path of Glory and Wonderment has undergone renovations and must now be tested for various factors including dangers untold, strange sights beheld and, of course, glorious wonderment.
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A renowned ogre stew maker is hiring agents to seek out impossible herbs for her extra dimensional garden.
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The Ever Burning Torch begins to flame blue. It must be quenched in The Ever Bubbling Brook to restore it to the natural green flame.
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Slain animals return to the world as ghosts, haunting the farms, the wilds and the cities they lived in.
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Frogfolk open a swamp spa, eating the mosquitoes attracted by the warm blooded guests. Business is good, however a portal to the fairy realm opens in the deepest bath pond.
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The Spiral Isles must be ascended to rekindle the Fire Bird's Nest.
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The Inner Flame of the Wrath Iron Keep must be swallowed by a worthy successor to carry on its grim grinding task.
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The Machine Moon has begun to slow in its marvelous machinations, the cause for this must be found before it ceases to move at all.
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The Slithering Choir chants a song of joining, the land and the sea become one.
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The God of Death opens a Gaming Hall. Guests both living and dead are invited to wager or participate in games of chance, gladiatorial combat and sporting events. Stakes range from anywhere from treasure to a chance to win the prized gift of un-immortality.
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The Volcano Sisters yearn to be reunited by ash, by flame or by stone.
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The City of Precious Stone has turned to diamond, a defensive measure to ensure safe haven. However, the source of the threat cannot be ascertained.
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Fungi of the Healing Spore must be cultivated and spread across the greed blasted wastes left by the Fools of Yore.
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The Tiny God of Rain and Moss must be carried in their sacred terrarium to a new holy mountain home.
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The footsteps of the Wandering Shade must be followed to undo a terrible curse.
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Sprites and Spirits decide to attach themselves to mortals. They guide their hosts to various mischiefs and boons, seeking nothing more than what they consider a 'chaotic good time'.
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The Empty Sword requires a sheath in stone upon the Farthest Mountain.
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The Cold Star rises, now is a time of dread dooms and un-living lieges.
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The Floating City will soon arrive at a fork in the Endless River of Eternity. Great commotion ensues as a decision upon which path to take must be made.
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The earth hums a song, low and mournful. The Caverns of Sadness must be explored to find the reason why.
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The Goblet of Dust has filled at last, a magic seed must be found and planted within to begin the Regrowth.
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Twenty-Four Archmages must be convinced to hold a concourse beyond time to bulwark against a Cosmic Storm.
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The sky fills with flying cloaks, capes, dresses and robes of wondrous fabric. The fashion world is forever changed as the clothes settle to earth and their chosen wearers.
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Blue worms bloom from the ground, each carrying a secret of the dead, for which they ask only a commensurate quest in exchange.
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The Fire Bird streaks across the sky, scattered feathers fall like embers. Those who carry these flame feathers back to the bird are said to be granted their most burning wish.
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The Un-Goblin holds a concert at the center of the Musical Maze, those who brave the Percussive Perils and Dancing Dangers shall be Rewarded in Song.
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Smoke from the funeral pyre of a fallen champion does not stop with its flame. Rumours are that following the billowing trail will lead one to greatness.
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An Angel fallen to earth and a Fae Liege fall in love. They require mortals to travel to both Heaven and the Fae Realms to unwind binding spells that keep them from being together.
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A colossal Earth Elemental seeks agents to dislodge a wizard who has carved out a mega-dungeon inside the elemental's massive stone body.
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The Mind Elephant has eaten something that disagrees with her psychic digestion. She requires agents to enter her Mind Realm and sort things out.
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The Keeper of the Grand Library requires that all her magical portal books be re-categorized. She needs agents to enter each Storybook World and organize them all by type, danger and enjoyment level.
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The World Wurm twists free from its slumber, all dimensions are unanchored in a marvelous fashion.
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An abandoned city is claimed by a rift into the Deep Fae Realm. Suddenly the streets dance with sprites mimicking the lives of ordinary people in a chaotic and mysterious fashion.
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The Maw sprays a stream of sparkling silt across the world, before retreating into the Deep. The Wizard Council fears this magical sand, and hires agents to collect it from even the most dangerous of places.
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The Loathsome Coward Worm was right all along. Someone must undertake his quest to fetch the Song of Nothing and teach it to the Mouth of Everything, thus creating a world saving Paradox.
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Millions of flower petals burst forth from the cavern near town. As the petals land they begin to glow, leaving a sweet smelling trail deep into the caves.
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A shimmering rainbow cloud disgorges a sudden storm. When the storm stops an enormous fungal city springs up, complete with inhabitants and adventures a plenty.
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A new bearer of the Writhing Crown must be found. Those willing, and potentially strong enough, must be tested.
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The God of Cats requires that a specific jar be knocked off the shelf at the very heart of the Prime Necromancer's Sanctum.
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Root-bound steps grow up from the forest, leading to the Realm of Verdant Growth. The Tree Liege, keeper of that realm, has need of agents to sow a mycelium network across their land, thus ensuring swift communication between all plant-life.
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The Archwizard has finished their Ten-Million-Year-Time-Shifted-Meditation, they now crave earthly pleasures in the form of the rarest and most delicious foods from the rarest and most distant realms. Snack gathering agents are dispatched, posthaste.
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An enormous bumblebee arrives to carry agents to the Realm of Nectar, where the nightmares of the Warden of Bloom must be prevented from causing havoc in the very place she dreams to protect.
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A famous Satyr Hoof Hiker Prince has written a travel guide, claiming that those who visit the locations in the book will find hidden treasures beyond belief.
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The Prophet of Tea requires a fresh supply of water with which to brew their predictive leaves. Three barrels worth must each be drawn from the Well of Possibility, the River of Time and the Pool of Potentiality.
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A giant, weary of the attention his stature attracts, is hiring agents to find the Bell of Shrinking lost within the Rat King's City Maze.
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The forests begin to shake and shiver with malice, the Lord of Leaves is in argument with the other gods and must be soothed by mortal agents.
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A small glass marble is revealed to be the new Orb of Universal Joy. However, mere moments before this revelation, it was lost down the drain leading to the Sewer of Endless Sorrow. It must now be retrieved.
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The Knightly Order decides that jousting upon the backs of dragons is the newest fashion. Agents are hired to brave the elementally unstable realms of these primordial lizards in order to convince them to take part in this new sporting competition.
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The Prime Elementalist has vanished into the Snarling Crag Cave, from which now pour forth dangerous elemental constructs of all types. Agents are hired to find the wayward wizard, and put an end to the elemental threat.
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Citizens of the City decide that magically growing as tall as possible is the height of fashion. Now the Prime Elemental of Earth must be sought out, as only they can conjure enough stone to construct a new City of Giants.
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The Magic Sewing Needle was lost in the Haystack Dimension and must be found.
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The Echoing Doom Echo has returned once more. The Cavern of Crystal Calamity, in which it will be contained, must be cleared of the Crystaline Doom Echoes created by the last Doom Echo echo.
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The Sky Master completes her life's work, all clouds once ephemeral become solid and sturdy. This allows the creation of cloud-ships, cloud-cities and cloud-cloth. Thus the Age of Sky Mastery begins.
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A pilgrimage to the Doom Slime Who Swallows Misery is made. Each brings their own sorrows to be dissolved as tribute to the Monstrous Ooze Who Grows Ever Larger.
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The Horn of Summoning is sounded, heroes from across all planes of existence are called together for a task. This quest, however, is not particularly difficult, so the heroes in question are not particularly experienced.
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The Squirrel God has hoarded too much for the coming God-Winter, jubilant treasures and other wonders swell his tree. The excess must be redistributed amongst the other Gods, mortal agents are hired to ensure the task remains impartial.
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The Misery Bell rings three times for each of the Three Sisters. On the third ringing for the Third Sister the Bell breaks, shattered. The Bell shards, scattered across the realm, must be reassembled before three times three years have passed.
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The Pondering Wretch has finished their ponderous pondering. However, their Wretched Revelation is dismissed by the feuding lords of the realm, so a great quest must be undertaken to ensure that it is shared amongst the people.
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The God Moon breaks the horizon and comes to earth, heroes must prove themselves before being taken up for its next questing orbit.
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The Wolf Angel hunts again, she invites any and all to join her on her newest extra planar escapade.
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The winged imps who ferry people to and from the Flying Isle seek agents to collect various brimstone artifacts from the Demon Realm to aid in their work.
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Tears cried in secret by the Ocean God have fallen into mortal waters, a chosen group of agents are granted water adaptation and sent on a great quest to retrieve them.
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The Oblivion of Death is poised to consume all unless a tribute to the Long Dead God is written in the light of a Candle of Souls in the final chamber of the Heavenly Tower.
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A crack in the Wall of Knowledge has grown large, all-consuming ideas spill forth uncontrollably. The wall must be sealed by reading from the Tome of Bricks, long lost within the Drifting Dimensional Library.
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Moss flowers and blooms into a fragrant path deep into the woods, an invitation to danger or to become heroes of the Fae Court.
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An Immortal, weary of the burdens of eternity, seeks to become mortal again. Agents are hired to find a being, strong enough and willing, to have the undying gift transferred into them.
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The door finally opens to the Nightmare City, where you may go to face your deepest fears to perhaps overcome them.
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The Spider that weaves the Web of Fate has caught a fly. This distraction from her spinning allows for a new age, where all are free from their Destiny.
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Six enchanted nails must be forged to seal the final coffin of a Vampire Liege, recently slain. Each nail must be imbued with energy from six different Vampire Castles across the Realm of Night.
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The Furnace of Woe requires fuel to continue powering its protective ritual. To this end agents are hired to collect fallen branches of the Misery Oak, deep within the Forest of Anguish.
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The Swillsword Smiths, who quench their blades in beer and ale, hire agents to acquire a keg of Divine Ambrosia in order to forge a legendary sword.
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A city is founded in the gemstone pommel of a sword wielded by a giant knight. Those slain by the knight find themselves transported to the Sword City to live anew.
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A mysterious snail traveling the realms has finished their long journey. Those who follow the snail's slime trail will find great adventure and an even greater boon.
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The Lighthouse in the Land of Burning Mist has been snuffed out, and so a spark within a beating heart steeped in sadness must be carried to the beacon to rekindle the light.
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The Man Who Bathes in the Sun has returned to earth. He now asks tribute in the form of twelve great tales told by those who undertook twelve great tasks.
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Angel feathers fall to earth and take the form of incredible birds. These strange creatures must be sought out, as they each possess a secret to overthrowing the Heavenly Order.
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The Immortal Frog that holds back the onslaught of Daemon Flies has been kidnapped. This eternal amphibian must be returned to their magic pond within the next year, or all shall be consumed by the Hellish Swarm.
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The Dream of Disappearing Dust has been trapped in a bottle by a prideful Elementalist King, it must be freed lest the world fade to nothing. The King violently defends access to the bottled Dream, which he considers his greatest treasure.
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A songbird enchanted by the God of Victory has escaped his heavenly cage. As the bird flies his songs recreate great battles and challenges that must be re-won in order to dismiss them.
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The long polluted toxic lake has finally been cleansed. Now a quest to reignite the Spark of Nature's Soul must be undertaken to bring life back to the area.
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The village befriends a talking goat, who hatches a plan to overthrow the local lord. The lord, however, has captured the goat and plans to eat them on the next Day of Feasting.
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Sorrowfully, the stars in the sky, each in turn, cease to burn. The Herald of Shadows beckons their master forth from the Void.
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The Ghost of Fingers has filled all the jars in her castle, she now spreads her hands out across the land.
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A massive gourd grows up from the farmland outside town. Imps appear overnight and carve a door into its flesh, a passage to the Realm of the Pumpkin God.
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The Prime Earth Elemental has decreed that 'All Flesh shall return to Earth unless the Living Gem is returned there first.'
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The Mirrored Road has cracked and broken, a path between dimensions can now be walked by the foolish or the brave.
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A song echoes out from a cavern near town, quickly spreading across the land. The Maker of Harmonies has awoken to threaten all with dread reverberations.
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The Great Castle-Bridge to Heaven descends into the mortal realm. Traversing its many trials allows adventurers to ascend, becoming Champions Eternal.
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The Toad Dragon lost a bet with the Dread Frogosaurus and must now hire agents to transport a large number of highly valuable living gold insects across the mortal realm and into the Plane of the Swamposaurs.
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Sap from the World Tree has been fashioned into a sweet candy destined for the gods. During delivery, the Squirrel God dropped the magical treat into the mortal realm and now hires agents to retrieve it, before the other gods find out.
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The Witch of the Wiggling Woods requires magical hay to build a nest to hatch their new Bird Legged Hut egg. Agents are hired to collect grasses from the Plane of Plains, the stuffing from inside a Demon Scarecrow and straw from the God Pig's banquet.
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The Tomblands hold a crypt design competition. Agents are hired to explore the deadly depths of each entry, which are then rated on their challenge level and overall fear inducing beauty.
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A mountain in the shape of a hand rises up, spiraling finger print paths lead to the summit. Incredible treasures await those who brave the dangerous trials of the palm and fingers.
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The Demon of Empty Promise offers the boon of total abnegation to agents who retrieve all the lost pages of the Book of Broken Pacts.
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Ghosts rise for a night on the town, however a few of them drank too many spirits and missed their return to the Underworld. They must now be escorted to the far Undergate, lest they fade away forever.
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Moss has overgrown the Sepulchre of Sorrow, a grave omen. A sample of the plant must be taken to the Floating Botanarium to discern any potential portents.
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The hammer that hangs over the Anvil of the World has struck three times. The ancient forges must be reignited by willing pilgrims of flame.
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Corpsetopia's great revelry of flesh and bone has spun wildly out of control. Pieces of the Unliving Relic Saints are strewn across the world and must be carried back to the undead city.
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The Mole Queen has dug a deep path to the City of Worms, diplomatic ties must be established by questing agents completing services for the Writhing Court.
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The Shepherding Serpent wants to coil up for an eon of slumber, however three of their flock have been lost in three different Realms of Existence. Agents are granted Realm Access and tasked to retrieve the wayward lambs.
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The first round of the Eternal Game has concluded. New Players are rotated in and their new Pawns selected.
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A tree falls in the forest, no one is around, yet it is perceived by all.
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The Fane of Wallowing hires agents to acquire magical mud from the Pig God's Manse.
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A legendary sentient sword hires agents to carry him to the Forge of the Mountain God, where he can be magically smelted into a new body.
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The Theater of the Lost has come to town. Those who volunteer to perform upon the stage shall be granted their deepest wish, assuming they survive the deadly phantasmal story they must act out.
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The Crying Jester's List of Lamentations grows long and threatens to engulf whole kingdoms unless quests are undertaken to alleviate his lugubriousness.
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The Muttering Crust has unleashed its secret upon the world.
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The Wild Goose has been caught, but she requires that three heroic feats be accomplished before she grants anyone their one true wish.
Thanks for reading the whole list, wow! (I know no one is actually going to read the whole list, but we can pretend.)
Please let me know if you end up using any of these for anything!
