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Some adventure ideas for Mystara in Glantri

by Aoz

The heroes are hired by a Glantrian noble to investigate a mysterious disappearance of his daughter, who was last seen near the Great School of Magic. The trail leads them to a secret cult that worships a Demon, that grants extra magical power for blood sacrifices.

The heroes are invited to a masquerade ball at the Great School of Magic in 1012 AC and Prince Etienne d’Ambreville, reals himself and claims he has returned from the Great Beyond. However, they soon discover that the prince is actually an impostor, and this modified flesh golem is an agent of Alphatia, Glantri’s rival empire.

The heroes are caught in a feud between two rival wizard-princes, who are competing for the title of Grand Master of the Great School of Magic. Each prince tries to sabotage the other’s experiments, and the heroes must either choose a side or find a way to stop the conflict before it escalates into a full-scale war.

The heroes are hired by a Glantrian merchant to escort a caravan of exotic goods from the Savage Coast. Along the way, they encounter bandits, monsters, and hostile natives. They also learn that some of the goods are actually cursed artifacts that can cause havoc if not handled properly.

The heroes are contacted by a mysterious benefactor, who offers them a large sum of money to explore an ancient ruin in the Broken Lands. The ruin is said to contain a powerful artifact that belonged to an ancient civilization that once ruled Glantri. However, the ruin is also guarded by deadly traps, puzzles, and guardians.

The heroes are invited to join a secret society of werewolves, who live in harmony with nature and magic in Glantri. The society offers them a chance to learn more about their lycanthropic heritage and abilities, but also warns them of the dangers of being exposed by the Glantrian authorities, who view werewolves as abominations.

The heroes are hired by a Glantrian scholar to help him decipher an ancient tome that he found in a library. The tome contains secrets of the Seven Secret Crafts of Magic, which are forbidden by the Glantrian laws. The scholar hopes to unlock new realms of magic, but also risks attracting the attention of the Inquisition, a secret organization that hunts down heretics and renegades.

The heroes are asked by a Glantrian diplomat to accompany him on a mission to Thyatis, Glantri’s ally and trading partner. The mission is to negotiate a new treaty and to strengthen the relations between the two nations. However, they soon discover that there is a plot to sabotage the mission and to start a war between Glantri and Thyatis.

The heroes are hired by a Glantrian adventurer to help him find a legendary treasure hidden in the mountains of Boldavia. The treasure is said to belong to Prince Morphail Gorevitch-Woszlany, the ruler of Boldavia and a powerful vampire. The adventurer hopes to claim the treasure for himself, but also has to deal with Morphail’s minions and rivals.

The heroes are hired by a Glantrian wizard to help him test his new invention: a flying ship powered by trapped fairies. The wizard wants to use the ship to explore new lands and make new discoveries. However, he also has to face various challenges and dangers in the air, such as storms, hostile flying creatures and other fairies.

The heroes are hired by a Glantrian artist to help him create a masterpiece that will impress his patrons and critics. The artist wants to use magic to enhance his skills and creativity, but also needs inspiration and materials. The heroes must help him find both, while also dealing with his rivals along with getting him some Burrowers' blood as the main material for his paint.

The heroes are hired by a Glantrian spy to help him infiltrate a secret base of Alphatia in Glantri. The base is said to be conducting experiments on magic and psionics, and to have plans to overthrow the Glantrian government. The spy hopes to gather evidence and expose the plot, but also has to avoid detection and capture.

The heroes are hired by a Glantrian noblewoman to help her find her lost lover, who was kidnapped by a rival nobleman. The lover is actually a polymorphed dragon, who fell in love with the noblewoman while disguised as a human. The rival nobleman wants to use the dragon’s power for his own purposes.

The heroes are hired by a Glantrian alchemist to help him find a rare ingredient for his potion: the blood of an immortal. The alchemist believes that the potion will grant him eternal youth and wisdom, but also needs a willing donor. The heroes must help him find an immortal who is willing to share his blood, or convince him to give up his quest.

The heroes are hired by a Glantrian explorer to help him find a hidden valley in the Ethengar Khanates. The valley is said to be the home of a peaceful and enlightened civilization that has mastered the secrets of magic and harmony. The explorer hopes to learn from them and share their wisdom with the world, but also has to respect their culture and customs.

The heroes are hired by a Glantrian witch to help her perform a ritual that will summon a powerful entity from another plane. The witch wants to make a pact with the entity and gain its favor and power, but also needs to prepare the proper offerings and protections. The heroes must help her find the necessary materials and protect her if anything goes wrong.

The adventurers are hired by a wizard who needs a rare ingredient for his spell: the eye of a beholder. They must find a way to enter the Blackhill Caverns, where a colony of these aberrations dwells, and obtain the eye without being killed or petrified by their deadly rays.

The adventurers are contacted by a mysterious collector who wants them to acquire a unique trophy: the horn of a unicorn. They must travel to the Forest of the Curse, a region in the Savage Coast, where these elusive King of the Unicorns is rumored to live, and lure one out of hiding. They must also deal with the ethical dilemma of harming such a noble and innocent beast.

The adventurers are recruited by a smuggler who needs their help to transport some illegal goods across the border. The goods are actually parts of various monsters that are banned in Glantri, all types of lycanthropes parts and teeth. They must avoid detection by the authorities, as well as other smugglers who may try to steal their cargo.

The adventurers are challenged by a renowned hunter who boasts that he can hunt down any monster in Glantri. They must compete with him in a contest of skill and courage, and prove that they are better hunters than him. They must also be careful not to fall victim to his dirty tricks and traps.

The adventurers are contacted by a Glantrian noble who wants them to steal a rare and valuable artifact from the vault of another noble. The artifact is a horn of plenty, a magical item that can produce any kind of food or drink. The horn was originally made from the horn of a minotaur, and it still retains some of its power. The adventurers must infiltrate the vault, bypass the security measures, and grab the horn without being caught.

The adventurers are recruited by a Glantrian explorer who has discovered a hidden valley in the Altan Tepes Mountains, where a lost civilization of lizardfolk lives. The explorer wants to establish trade relations with the lizardfolk, and he needs the adventurers to act as his emissaries. The adventurers must travel to the valley, learn about the lizardfolk culture, and negotiate a trade deal that benefits both parties.