The fifth edition has a strong emphasis on narrative and story-telling. To that end, all of the three core rulebooks are liberally sprinkled with story ideas, settings, and interesting set pieces for adventures. My goal with this post is to list them all for your ease and inspiration. (Some seeds are repeated several times (e.g. venturing into dismal ruins); I have omitted the repetitions when they don't add anything new to the list) I don't think I will be able to do this in one sitting so this post will be an ongoing project which I add to over the next few weeks. Let us begin with the Player Handbook.
Player's Handbook
- Explore a dark dungeon, a ruined city, a haunted castle, a lost temple deep in a jungle, or a lava-filled cavern beneath a mysterious mountain.
- An adventure might feature a fantastic setting, whether it's an underground dungeon, a crumbling castle, a stretch of wilderness, or a bustling city.
- A wizard walking through the streets with an animated shield guardian as a bodyguard.
- A cult leader seeks to awaken a god who slumbers beneath the sea, a hag kidnaps youths to magically drain them of their vigor, a mad wizard labors to invents an army of automatons with a facsimile of life, a dragon begins a mystic ritual to rise up as a god of destruction.
- He aspires to someday reclaim Mithral Hall, his homeland, from the shadow dragon that drove the dwarves out.
- Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deeps mines and blazing forges.
- What begins as one dwarf's hunt for vengeance can become a full-blown clan feud.
- A dwarf might seek to restore a clan's lost honor, avenge an ancient wrong the clan suffered, or earn a new place withing the clan after having been exiled.
- A dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago.
- In cities deep in the Underdark live the duergar, or gray dwarves. These vicious, stealthy slave traders raid the surface world for captives, then sell their prey to the others races of the Underdark.
- [Elves] live in places of ethereal beauty, in the midst of ancient forests in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze.
- Human nobles compete for the service of elf instructors to teach swordplay or magic to their children.
- Some might join with rebels fighting against oppression, and others might become champions of moral causes.
- [Drow] are a race of demon-worshipping marauders dwelling in the subterranean depths of the Underdark, emerging only on the blackest nights to pillage and slaughter the surface dwellers they despise.
- Lolth, their spider-goddess, [...] sanctions murder and the extermination of entire families as noble houses vie for position.
- Most halflings live in small, peaceful communities with large farms and well-kept groves.
- Migration and conquest
- A constant hum of busy activity pervades the warrens and neighbourhoods where gnomes forms their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter.
- Demagogues blame tieflings for strange happenings.
- Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters.
- [...] Enter long-forgotten tombs, discover lost works of magic, decipher old tomes, travel to strange places, or encounter exotic creatures.
- Orphan raised by a hag in a dismal swamp.
- [...] stumbled into the clutches of a hag, making a bargain for a musical gift in addition to your life and freedom, but at what cost?
- Seeking holy relics in ancient tombs.
- [...] study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can.
- Chasing away lies.
- Hunt the evil monstrosities that despoil the woodlands.
- Inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation.
- Stealing from the rich, freeing captives
- Oppose cults of Elemental Evil and others who promote one element to the exclusion of others.
- Lead raids against [aberrations (e.g. beholders or mind flayers)j or undead (e.g. zombies and vampires)]
- Drive off a trespassing monster.
- Serve as spies or assassins at the command of their leader, a noble patron, or some other mortal or divine power.
- Protecting their neighbours from monsters or tyrants.
- Accomplish a greater mission than merely slaying monsters and plundering their treasure.
- Merely slaying monsters and plundering their treasure.
- Delve into an ancient ruin or dusty crypt.
- Seek absolution
- Evil forces slaughter helpless villagers
- An entire people turns against the will of the gods
- A thieves' guild grows too violent and powerful
- A dragon rampages through the countryside
- Hunting the orcs [they know] are planning a raid
- Hunting the monsters that threaten the edges of civilization-humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons.
- Defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild.
- Scams and heists.
- Infiltrating ancient ruins and hidden crypts.
- Exterminate the enemies of your deity.
- Seek a greater understanding of [a] magical force.
- Piece together arcane secrets to bolster their power.
- Baleful spirits require exorcism.
- Portals to other planes must be closed.
- Recover some stolen gems.
- Negotiating with the beggar prince.
- Take on a hobgoblin army.
- Doing some jobs on the side for the local thieves' guild
- Uncover dark secrets and sinister plots
