Sidequest Ideas
Sidequest Ideas
1. A minotaur was victimized by a wizard, and now he will hire you to lead him through his own
labyrinth to his treasures.
2. A painter has been using magic to easily duplicate his own paintings to sell as originals. But a
fowl art critic with a penchant for theatrics is on to him and has sworn to reveal the secret unless
he is permitted to marry the artist’s only daughter. The artist hires you to eliminate the critic who
knows too much.
3. The sun set 26 hours ago. The world is in panic. The Drow are invading, and only the heroes
can stop them.
4. A madman who thinks he is a prophet is slaughtering the livestock of the local farmers in the
hopes that it will bring forth Ibanirox, the Night Eater, a long forgotten (and made up) deity of
immense power. The farmers offer the group 20 gold or 3 cows per adventurer.
5. A theatre director hires the party to keep his lead actor (who is marked for death by a crime
syndicate) alive long enough to perform in front of a powerful monarch. The assassins attempt to
make his death scene a real one.
6. A tribe of kobolds has taken up residence in the sewers and has been hunting dogs and cats as
food.
7. The pc’s are sent after a powerful artifact/weapon that will make their patron unstoppable.
8. The pc’s are hired by a Gensai sorceress to recover her mephit familiar from an enemy.
9. A character notices an error in a broadsheet posted in the city square, and quickly realizes that
the paper has been forged to deflect guilt from a minor noble. The noble hires thugs to “dissuade”
the party from investigating further by stealing some of their gear and shifting their attention to the
thieves.
10. Mind flayers are performing perverse rituals on local orc tribes and granting them psionic
abilities. The party must find and destroy them before psionic orcs destroy the kingdom.
11. Ancient prophecies predict that a star will fall at a precise location on a certain day. Whoever is
first to grasp the star will receive a wish. Various dark factions camp and await the coming of the
star, intent on making their wish.
12. A devil/caster/demon/warlock has set a fire using hell fire and it can only be quenched by the
waters from a spring in Celestia
13. A Devil prince coerces you to sabotage the wedding of one of his political rivals.
14. A besieged city holds a tournament to mock their enemies. The King asks you to sneak into the
city and win the tournament to demoralize them.
15. A wizard believes he has discovered the location of the wreckage of a legendary battleship, but
so has his rival. You must recover the arcane weaponry from the wreck before the opposing team
does.
16. You are hired to perform a filibuster in the legislative body of a monstrous nation. It proves
dangerous.
17. An ancient and complex prison facility for extraplanar criminals is malfunctioning. The party
must repair it as a group of imps attempts to use the facility against them.
18. The party is sent to investigate the disappearance of a missionary cleric in a vast and dark
jungle. Investigation reveals that the cleric has instead been converted by the demon-worshiping
jungle people and now mobilizes them against his former mission.
19. Gnolls have dug up the severed head of a lich in the desert, and it has promised them great
power if they reunite him with his body.
20. A band of Drow (or similarly evil humanoids) comes to town claiming to be not evil and seeking
asylum.
21. Ghostly dryads haunt the grove where their tree was destroyed and they can only be put to rest
if the grove is replanted.
22. A werewolf, seemingly immune to wolfs bane and silver terrorizes a village. He is in fact a
barghest.
25. The pc’s seek an item buried within a grove sacred to a centaur tribe.
27. The characters are sent to a primitive island to retrieve an item/find a treasure/seek an npc.
The island is filled with dinosaurs, near-humanoids, and dire animals. As the pc’s explore the island
they begin to devolve, as do their animal companions, mounts, familiars, etc.
28. The mayor, sheriff, high priest, has been replaced by doppelgangers.
29. A white dragon is freezing ships and carrying them off to his glacial home.
32. All news and shipments from a dwarven stronghold have stopped; the king frees a Duergar
attack.
33. Ettercaps have poisoned village children and carried them off, the pc’s know they have a
limited window in which to rescue the children before they are eaten (as ettercaps like to let their
dinner hang and liquefy before eating).
34. Hippogriffs, run off their mountain roosts by a red dragon, have begun devouring cattle.
35. All the townspeople in a village have contracted lycanthropy and become were-moose at the
full moon. The group must discover that the alchemist upstream of the village’s water supply has
been experimenting with dangerous chemicals to turn his beloved pet albino moose, Alabaster, into
a sentient best friend.
36. The pc’s break a law in an unjust and evil land while doing something good, but are later
pursued by a zelekhut for their actions.
37. The elementals that power a dwarven forge have broken free and must be captured without
harming them.
38. A thief tells the party about a dragon graveyard that contains the treasure of a dozen hoards,
but is haunted by ghostly-dragon guardians.
39. The pc’s require the help of a lillend, but she refuses unless the party’s bard can impress her
with his musical abilities.
41. Merfolk are waylaying ships from traveling over a sacred coral reef.
42. A gelatinous cube, used to eat waste, has escaped the sewer and must be lured back down.
43. Drunken satyrs have carried off a number of women from the village.
45. All the animals in the village have collected on a hill nearby and refused to come down.
46. A splinter cult of Drow are kidnapping townspeople and sacrificing them to a powerful aranea
sorceress, they worship as an avatar of Loth.
47. The pc’s hired by a local politician that fears he will be poisoned at an upcoming banquet.
48. Thieves have stolen dragon eggs and put the entire town in jeopardy as the angry mother
wreaks havoc.
50. A mage’s guild seeks thieves to steal an artifact that will hamper the use of magic. They plan to
use it to control all magic in the city.
51. A stray cat taken in by the pc’s is the familiar of an enemy spell-caster.
52. Mongrelmen living under the city are demanding citizenship and full rights.
53. The local wizard’s college wants to hire the pc’s to capture some new familiars.
55. The pc’s must stop an angry mob from attacking a peaceful tribe of orcs.
56. A glacier has been discovered with an enormous, nightmarish creature inside and the ice is
beginning to melt.
57. The pc’s are asked to serve as guardian to a young noble whose parents have been killed.
59. A dying dragon holds a contest to give away pieces from its hoard.
61. A vigilante is killing evil criminals in town. The party is hired to capture him, while the people
view him as a hero and champion of good despite his methods.
62. Something has driven all the game from the kings hunting grounds.
66. When the well goes dry, the villagers discover a glowing portal to Sigil.
69. The pc’s must acquire an artifact from the hoard of a fiendish-black dragon that resides in the
swamps of Othrys on the plane of Carceri.
70. People are disappearing and paintings of the missing are showing up in the inn/temple/manor.
71. Fiendish weasels are terrorizing a farmers chicken coop. The family is on the edge of hunger
and ruin.
72. A group of wild elves hire the pc’s to escort their clan to a new home in the Beastlands.
73. Something is causing the dead to rise from the local cemetery.
74. After a dark omen all cure spells function as inflict spells.
75. Wererats are stealing children and infecting them with lycanthropy.
76. After a Drow priestess is hanged, women in the city begin giving birth to spiders.
77. The pc’s encounter a strange man on the road how casts a spell on them/gives them a potion,
shortly after they arrive in town to see (with their arcane sight) that half the town are actually
changelings.
78. A farmer finds a possessed tablet in his field and begins going on a killing rampage.
79. The city’s most powerful adventurers return from questing in a temple of Tharzidun.
80. A child has been bitten by a rare spider, and the only antidote requires some of the spiders
venom.
82. A pc learns that his family lost a powerful legacy item to a dragon. The item is still in the
dragon’s hoard.
83. The party is left to raise a brood of silver dragon wyrmlings after their mother is slain.
85. The pc’s are shipwrecked and must build a raft to escape.
86. A child in the slums is spouting doomsday prophecies and is gathering a large following.
87. The pc’s are drugged and forced into naval service by a violent press-gang.
88. The party’s warriors are invited to participate in the alabaster cup (Com. Warrior).
89. The party is approached by an npc that claims to have detailed evidence of an assassination
plot. The npc even shows them plans that he stole from the assassin. After the attempt is made,
the pc’s are framed and they detailed evidence is found in their room at the inn.
90. An awaken golem is creating an army of warforged to wipe the lands free of living beings.
91. A barbarian horde threatens to invade unless someone can defeat their leader in single
combat.
93. A massive egg has appeared in the village square and cracks are forming.
94. Each night eerie organ music can be heard from the ruin manor on the hill; in the morning, a
townsperson is missing.
95. Lightning continues to strike the same gravestone every night for the last week.
96. A wizard, pretending to be goodly, hires the pc’s to retrieve his “stolen” spell book from a rival.
97. Cultists have obtained a scroll of Crushing Fist of Spite (BoVD) and intend on releasing it on
the countryside.
98. A party member’s soul has been purchased/stolen/bartered for, by Asmodeus and the party
must debate the Devil lord to get it back.
99. A gnoll army sweeps from the north, their leader wields what appears to be the Triple Flail of
Yeenoghu, Demon Prince of Gnolls.
100. A Cauldron of Zombie Spewing (BoVD) has been unearthed in an ancient ruin by clerics of
Neurull.
101. A mad cleric has resurrected the stuffed monster in the party’s favorite inn.
102. News spreads that a dragon was slain while away from his cave, a search for its unguarded
hoard is underway
103. A thief has stolen a powerful item from a lich and then joins the party for protection
105. Rat catchers are going missing under the city and a plague is spreading in their absence
106. A local caster has summoned a creature that they cannot contain and it is destroying the area
107. A charismatic charlatan claims (and has proof) to be the cousin/brother/son of one of the PCs
108. A wandering merchant trades a pc for their magic item for a fake he claims is more powerful
109. Shipments from a nearby mine have stopped when the PCs investigate they find the miners
crazed and covered with red welts apparently from exposure to a new element they uncovered
110. A white dragon is driving monsters from the north into the southern lands
111. A planar rift has formed and outsiders are seeping through
112. A powerful noble/wizard is hosting a masquerade ball where the guests are polymorphed into
monster as their costume, but an actual monster attends to kill the noble/wizard
113. A sorcerer has died of old age, strange things are creeping out of his tower as his spells, and
dweomers break down
114. A map has been found that leads to parts of an artifact that once reassembled, will summon a
fiendish kraken
115. The dead are rising as zombies one hour after their death
116. Slavers are capturing peasants and merchants on the highway and selling them to
mindflayers
117. A shop/traveling merchant sells pets/familiars that are actually polymorphed people
118. The PC’s are sent to find a hermit that lives on the “moving island”, a zircon/dragon turtle
119. A traveling circus/faire comes to town and completely vanishes in the morning with several
children
120. An Ur priest cult is killing all the divine casters in the area
121. Water drawn from a certain well is animating into water elementals/mephits
122. An evil druid has taken up residence in the sewers and is waging a guerilla war on civilization
123. Anyone who reads a cursed book, brought into town by an adventuring party, dies after
reading it
125. A member of a planar cartographical society offers the PCs membership into the elite group if
they can complete a scavenger hunt that leads them across several planes in one day
126. A mysterious helmed/hooded/masked figure has forged an impressive army by bringing tribes
of kobolds, goblins, orcs, and hobgoblins under one banner. The leader is actually a cleric
disheartened by the lack of faith and respect of his flock and means to increase belief and prayer
for his deity by leading an army of wolves against his flock
127. The owner of a failing inn claims to have the entrance to a mysterious dungeon in his cellar
hoping that the ruse will draw business from adventurers
128. A pack of displacer beasts/displacer beast lord is preying on farm animals and farmers alike
129. Two rival gangs are actually devils and demons fighting a Blood War battle on the city streets
130. The daughter/apprentice of a caster that polymorphed himself into a golden cup and placed
himself in the hoard of a green dragon in an attempt to learn more about dragons, but it has been
weeks and he has not come home contacts the PCs
131. Reports that a gold dragon is ravaging the countryside turn out to be true. The dragon, sick
with a rare disease, has gone mad and must be stopped
132. Grave robbers working for a necromancer are running out of graves and start looking for easy
prey
133. A “red” dragon demanding tributes from a village is actually an especially greedy copper
dragon
134. A killer is released from prison and the father of one of his victims stages a similar murder in
the hopes of framing him
135. A traveling “holy man” is selling relics that disappear in the morning
136. The new judge is in fact a devil hoping to harvest souls for not guilty verdicts
137. A logging camped is being haunted by the ghost of a treant/forest haunt and his dryad
followers
138. A band of fey has been stealing wine from a rural tavern
139. A good and helpful aranea has been captured and tried for murder while the true culprit is a
drider that resides close by
140. A college that teaches science over magic opens and arcane casters start going missing
142. The PCs are hired to retrieve a meteor, but find it is being worshipped by a tribe of
goblins/orcs/lizardmen etc.
143. Several women in the area are pregnant under strange circumstances, an incubus is to blame
144. An artifact is needed to avert a major catastrophe; its last known owner was Levistus the arch
devil trapped within a glacier
145. The PCs must find a rare herb only known to grow within Gith monasteries
146. The PCs visit a strange village where all the people are simulacrums, an ancient wizards
mark is seen everywhere
147. The PCs are sent to a distant land to find an NPC that it turns out has been dead for 20 years
148. The PCs must help a conflicted Erinyes to the Cradle of Creation (phb2) to be reborn into a
non-evil body
149. A map leading to the legendary Shield of Praetor has been found, it states that the shield is in
the cave of a dracolich. The map was sent by the dracolich’s minions in the hopes of freeing their
master who is sealed magically into his cave
150. A local orphanage is actually run by a demonic cultist that sacrifices the weak children and
raises the strong ones to be followers
151. A powerful artifact that will allow teleportation through the layers of the abyss/hells has been
uncovered and a race to claim it has begun. The PCs must beat the groups of devils and demons
that see the artifact as a powerful tool to end the Blood War
152. An overmatched Marut seeks assistance with a powerful lich/vampire/mummy
153. Rumors of “The most powerful sword” lead the PCs to an evil, intelligent, dancing sword that
can animate other weapons to fight for it
154. The PCs are sent to a battlefield to retrieve a family heirloom from a missing soldier where a
necromancer and his corpse collector golem are raising the fallen as undead
155. A cult of Tiamat have discovered a spell that ages living creatures and they are trying to use it
on dragon eggs to raise powerful allies
156. The PCs are sent to deal with a raiding ogre that turns out to be a gnome illusionist
157. The PCs are looking for an arrow used to slay a dragon a hundred years earlier, but when
they pull the arrow from the dragon’s skeleton, it animates and attacks
158. The PCs need the help/information of a treant that will only add them if they agree to be
shrunk down to clear out an infestation of insects that invaded his roots
159. The PCs are invited to a Three Dragon Ante tourney, either as guards, VIPs, or to play
160. A lawful good lich (Monsters of Faerun) seeks the PCs to protect him from a zealous paladin
on a quest to rid the world of undead
161. Thieves have plundered a tomb and until his golden burial mask is returned, a
ghost/ghast/specter will continue to kill innocent people
162. A group of fire giants has taken up residence in an inactive volcano, their activity threatens to
awaken the volcano and cause widespread devastation
163. A grandmotherly, if slightly senile, NPC asks the players to rid her attic of rats. The rats are in
fact a group of thieves trying to open a magical doorway left by the wizard that previously owned
the home
164. A monster seen roaming close to town is actually a cursed person and not evil
165. The PCs find a genie in a bottle, but the genie agrees to help/grant wishes/serve only after the
players travel to the City of Brass and save someone the genie cares about
166. The PCs find a wounded angel that is being hunted by powerful outsiders
167. A newly discovered dungeon is actually a complex trap to harvest souls/magic/life energy
168. The PCs must break an innocent man from a complex magical prison
169. Murders attributed to a small girl are being done by her doll, a slaymate (libris motris)
170. An ancient beholder has gone mad and his destroying the Underdark, driving monsters to the
surface
171. A gnome settlement has been overrun by Drow displacing hundreds of citizens
172. A mad wizard has been selling potions that have poisonous/odd effects
173. Mind flayers are draining people of their quintessence in hopes of using the substance to
return to the far realm from which aberrations came
174. A spelljammer has crashed in a remote forest/jungle and the inhabitants seek materials to
repair their helm
175. A foreign diplomat seeks the party’s monk to protect him on a mission to a country/city where
magic and weapons are not allowed
176. The tarrasque is wreaking havoc on the countryside and the party (lvl 10ish) must slow it
down until the champions (20th) can arrive, but the tarrasque is actually a simulacrum (cr 10) sent
by an outsider/caster/etc. and not the real thing
177. Cultist seek a tablet that depicts a ritual that will summon a Fist of Spite (BoVD)
178. The party must save an NPC from the stomach demiplane of Dalmosh (MM5)
179. The guild master of the cooper’s guild wants to discredit the owner of a local winery with
whom he has had an argument by poisoning his barrels
180. A local sage/astronomer is convinced that a massive meteor is going to strike the
kingdom/city/town
181. The normally-inert gargoyles atop the temple/castle/mansion have animated and started
attacking people who approach the building
182. A group of bulettes is keeping anyone from entering or leaving the city/town/inn
183. A doppelganger/changeling serial killer claims the identity of their most recent victim for one
week before killing again
184. A gnome settlement has been overrun by fiendish duergar led by a demon
185. PCs seek out a powerful dwarven, smith who traded his soul to Asmodeus for unearthly
crafting abilities. Before the smith will help the PCs, they must reclaim his soul from the arch devil
186. The players find/are sent to a city that reflects the entire multiverse scaled down with a neutral
inn in the center run by a power caster
187. The PCs search for a legendary library that when found, has no books only the corpses of
long-dead sages and librarian clerics that use speak with dead to obtain the knowledge
188. The PCs need a party member/NPC raised from the dead but the only cleric powerful enough
to do so has recently been turned by a vampire he was hunting
189. The PCs find/buy/are given a strange bag of holding that has a small pocket dimension inside
it where a frightened caster hides. He/she created the bag to hide in and saw that it ended up in
the PCs hands to keep it safe
190. The PCs seek an answer/information from a forgotten bard. When they find him, he is a ghost
and he will only help them if they give him peace by finishing his final poem/song/movement
191. A chaotic good horselord (CAd) has led all the horses in the region/city/town away into the
hills to freedom
192. The huntsman of a local lord/mayor has kidnapped the NPC’s daughter, and only a highly
trained tracker can follow the trail and find the girl
193. An aged and grizzled warrior is going town to town offering his magic sword/shield/armor to
any fighter that can best him in honorable combat
194. After returning from a diplomatic journey, the noble/diplomat/prince/queen is acting strangely.
The PCs are asked to look into it only to find that the NPC is a
doppelganger/changeling/simulacrum/charmed/possessed
195. A pair of ethereal filchers are stealing all the curative magic in the area/city/town
196. The answer/riddle/name/code that the PCs require is etched onto the helm of a massive
golem that paces a deadly dungeon
197. Monthly full moon attacks are blamed on a good lycan, and are actually being carried out by a
pack of Moon Rats (MM2)
199. Centaur knights (phb2) are running any humanoid from their forest
200. The PCs are sought by the patrons of a desert land where a despotic temple of cleric charges
impossibly high rates for fresh water to people not of their faith
201. A temple has hired a large number of bards for a festival where music is to be played from sun
up until sundown, the only problem is that no one recalls the obscure holiday because it is a ruse
to mask the sound of tomb robbers breaking into sealed vaults below the church
202. A xenophobic elvish lord has begun to arrest non-elves after his daughter eloped with a
human
203. "Wild" boars raiding villages are actually trained to forage for a gathering Goblin host.
204. A village butcher is slaughtering Humans for Orcs/Goblinoids in order to pacify the horde and
prevent invasion.
205. A pair of noble Half-Elves need to be escorted around a major city. They have a secret
scheme for one of them to kidnap the other to test the mettle of their escorts for future missions.
206. An apothecary requests an exotic mushroom called Jengwort from the edge of a dangerous
jungle, learned of only from their teacher's old journals. Jengwort turns out to be a Myconid with
the body type of the described mushroom.
207. Rejected potions from a disreputable apothecary are mutating oozes in the city sewers.
208. A Doppelganger hires the party to spy on a nobleman, pretending it’s the other way around
and that he's the real nobleman whose position has been usurped.
209. Gold pieces are being mangled and torn up. It's secretly a Gold Dragon hiding in plain sight
as a beggar, nibbling on change.
210. A crazy farmer is making claims of alien abduction. It turns out to be entirely true - Neogi are
kidnapping people and stealing organs like Invader Zim.
211. A Lich who wanted to return to life cast the Clone spell with the plan to destroy his undead
body, then had second thoughts about if the process would work. He's now destroyed and his soul
is inside a Ring of Mind Shielding, and he wants the party to destroy his Clone body so he can
reform from his Phylactery correctly.
212. A "coral" reef has been discovered that's made out of thousands upon thousands of skeletons
fused together. It turns out to be this same idiot Lich who lost his Phylactery under the ocean and
was repeatedly killed by crushing pressure as he tried to reform from it, leaving all these skeletons
behind.
213. Villagers concerned about a Hag's roaming cottage walking the countryside and stealing their
children. Turns out to be a mobile house made out of and full of Mimics.
214. An organized crime boss has information the party needs. In order to get that information,
they have to do a favor for the boss by shaking down business owners in the area. They aren't
allowed to kill the owners, but they have to get the delinquent 'protection money' from them one
way or another.
215. There is a great "Healer" up on a hill who actually just transfers wounds from person to
person. The people in the hill town love him, but in the lower valley town, he has a different name.
216. The towns people in <VILLAGE NAME> are enamored with their new mayor and would die to
protect him or her. The mayor has used ancient magics to literally steal the hearts of the people
and keeps them in jars.
217. A couple of local halflings were kidnapped by orcs and taken to a place that sounds like
Isengard (Isenburgh, Heizenkard, etc). Go and rescue them.
218. A farmer approaches the party and needs help. One of his chickens turns a strange neon
green when placed in moonlight, and he needs help figuring out why.
219. Your party finds a list of 10 names including someone they are close to. The first 4 names are
crossed out.
220. A courier catches up to the party. They have been left a run down mansion in the will of
someone they have never met. The only condition? It be lived in for 5 days. It is of course...
Haunted!
221. A well known constellation disappears from sight. The village is divided between people who
remember it, and those who don't. The debates begin to spark an escalating series of feuds and
fights.
222. A large river begins inexplicably stops for 1 hour before sunset.
223. You enter a clearing where 2 duelists lash out at one another. The clearing is in a time loop,
repeating the duel over and over again.
224. Rumor reaches your ears of a traveling merchant peddling sets of cursed sewing needles.
225. Old Jeb the farmer claims his sheepdog had puppies, but they all have split tails and he
doesn't know their sire.
226. The sawmill catches fire. The bucket brigade keeps it contained, but it refuses to extinguish
after 2 days.
227. For exactly 1 round a day, everyone in town falls sway under the HOLD PERSON spell. Life
continues, but everyone is on edge. "Protection" totems begin surfacing in every market shop.
228. Strange, mud-coated animate skeletons have risen in a nearby swamp. They won’t attack
unless attacked first and try to speak with anyone nearby, but the coating of mud makes their
speech indecipherable.
229. Snowberry bushes only bloom before a blizzard. Collect five snowberry blooms for an
alchemist before the storm hits.
230. A suit of enchanted armor with dozens of arms has been razing nearby villages. Watch out,
each arm holds a hand crossbow, and each one can attack every turn.
231. A goblin comes running towards you and yells "he's coming!" and dies.
232. A small pack of wererats have taken up residence in the city sewers, and keep causing
trouble for the locals.
233. A farmer says he's heard strange singing in the night in his corn field, but whenever he goes
out to look, he doesn't find anyone. If that wasn't strange enough, one morning he found his
scarecrows had been moved into a circle.
234. The party is told of a local merchant who specializes in Magical items. The merchant's name
is Foezek and is described as an intelligent, compassionate Shedu. But, when the PCs seek out
the shop, they find another being claiming to be Foezek and is more interested in them leaving the
shop than dealing with them. In truth, this bandit killed Foezek and is dealing his magical items to
an adversary of the DM's choosing. Foezek's body can be found in the shop (basement, or behind
the counter, etc.).
235. The party is walking through a town when they meet an blind old man who is crawling on the
ground looking for his ring. A guard watched him drop it and took it for himself.
236. The party finds a dagger on the body of an enemy that is much heavier than a dagger should
be.
237. The party wakes up mixed up in each other's bodies after night of drinking at an inn.
238. A small chest from the spell Leomund's Secret Chest falls from the sky. When the party finds a
wizard to open the chest is filled with their own equipment, along with a note book keeping track of
their actions.
239. The party continues to wake up in the same inn, but different rooms each morning.
240. One of the party members is suddenly extremely allergic to cats, the rest of the party
members clothes are suddenly made of cat fur. The change in clothing isn't immediately noticable.
243. One of the party members suddenly starts to sleepwalk, and breaks dishes in his sleep.
244. An angry gnome tinkers with the sleeping party's equipment. Everything now has combination
locks.
245. Weird noises have been heard at night coming from an older resident's home in town. When
investigated, you discover a worried old man attempting to disguise his worry at your interest in the
noise and his business. If convinced that your aid is genuine, or if more discreet measures of
observations are taken, you discover his wife is afflicted with lycanthropy despite having no bite
marks.
246. The local towns people are complaining about a goblin tribe that has set up camp near by.
They are acting strange and have begun constructing statues of a goblin with a pointy hat all over
the area.
247. As the party is walking through a road they come across a beggar. He is crippled and asks for
some money to help him buy food. As the party continues to walk down the road they find another
beggar who looks exactly like the one they just met! When asked he says that he doesn’t have a
twin brother or anything of the sort. He doesn’t know what the party is taking about and just wants
some coin to buy food. As the party continues to walk they find the same man yet again. He to
knows nothing. Upon further investigation they discoverer that the man was once an assistant to a
local wizard. And the wizard is an expert in human cloning.
248. The daughter of a local politician/Noble person keeps getting kidnapped by local goblins. The
party is hired to solve it once and for all.
249. A horse with no rider, but fully equipped is walking in the opposite direction of the party. There
is a note pinned to it's saddlebags, "send help!"
250. The party takes a shortcut through a friendly looking forest not shown on their map. It seems
oddly silent, and soon notice all the wildlife is deep asleep - including insects and even flowers. As
their eyes get heavier and heavier a wild man bursts out of the bushes, eyes propped open.
251. Traveling through the forest the party is stopped by the sound of a booming voice nearby
"Your Wish has been granted!". Shortly after they come apon a clearing filled red mist and a goblin
holding a brass lamp laughing maniacally. The party now has to deal with what stuipd thing he has
wished for.
252. You are confronted by a party of identical adventurers, who seem more surprised than you.
They have been tracking you down for a long time, following rumours of a party of adventurers
giving them a bad name. Worst of all they seem to have been adventuring longer than you...
253. Construction of a new museum has been halted when its found that all the workers continue
to forget what they're building, could the new exhibit be to blame?
254. You've gotten word about a logging village up north that has put up a massive reward for any
adventurers willing to travel to the village, investigate the rash of disappearances and locate any of
the missing persons: dead or alive.
255. A cranky old man in town complains that his pocket watchers stolen, and he has his
suspicions on who the thief is. The townsfolk say that he’s a senile old man who probably lost it.
256. As your party steps through town, you suddenly start to feel the ground shake as a group of
Monsterous Centipede's erupt from the dirt, attacking the party. As they are defeated, it becomes
apparent that they were summoned creatures.
257. One of the party's magical or valued items has been stolen and is now held in a high security
bank in a bustling city. The party must now break into the bank to retrieve their items.
258. A farmer asks for help. His crops are constantly getting trashed. He wants the group/player to
keep watch over the night. It ends up being that the poor farmers’ trusty scarecrow has been
brought to life by dark magic. It is optional to buy or make a new scarecrow.
259. A PC gets bit by a werewolf. There is a cure for it, however they must convince the mad
wizard to give it to you.
260. A passing man swears to you that he is a genie who will most definitely grant you three
wishes if you return his stolen lamp to him.
261. Every town or settlement the party goes to has an outline of a fish stenciled on a main
building. The first one is really big and noticeable; the rest are subtle enough that the party won't
see them unless they announce that they're examining the place. The town where the quest will
happen has the WORD "fish" stenciled on a building.
262. You come across a trail of blood (unicorn) leading to a spooky forest.
263. The party is followed by an owl, hooting softly, eyes glowing the gentle yellow that might be
magic or might be simple reflection. Over the next several days more owls join, until when the
group sets down to sleep at night all they can see are hundreds of owl eyes staring down at them.
Then, one of the owls scratches a message into the dirt, before flying off into the night- FOLLOW.
264. An unknown NPC mage has dimension doored into the middle of a fight, after all healing
spells have been used by the team. He/She is on death's door and carrying a note with his/hers
killers name. He says a few words before dying.
265. Graffiti is scrawled on the walls of two buildings in town. It appears to be some sort of code.
The messages are marked “1” and “3”. Message “2” is nowhere to be found.
266. A scrap of paper floats on the wind. It glides on the breeze. Eventually in a gust the paper
catches on one of the adventures faces. Tearing it off their face, and looking at the parchment they
see it is...
267. Gold! Adventure! Fame! Cries an elf on a soap box, "the faint of heart need not apply!" (For
adventures who need more than obvious plot hooks.)
268. Looking off to the distance, they can see a flashing light (similar to a signal mirror). Someone
is trying to signal far off. Whether it is aide, is indiscernible to the group as the light stops almost as
soon as it starts. There is only one way to find out...
269. While passing by a pond, you hear a deep bellowing noise, only to see a fisherman trapped
by a giant frog. He calls for help.
270. A paladin with the insignia of a lion's head on her shield asks you to solve the local pest
problem. Turns out the "pests" are full sized orcs.
271. A house outside of town is being circled by hundreds of birds. Upon approaching, the party
sees that their beaks are lined with teeth, and the birds are twitching as though trying to escape
possession. From the sounds inside, someone is clambering to hide within the building.
272. Kobolds have been attacking the town. All wearing similar regalia and a matching symbol. a
raving man claims to have escaped from the kobolds' lair. He describes a terrible dragon as the
source of worship for the kobolds. The dragon is really a pseudodragon with delusions of grandeur,
trained in illusion magic and has duped the kobolds into gathering a hoard for him.
273. In a large city, urchins are a regular problem. This trio of kidlets, however, has been luring
travelers in to abandoned alleyways, where the deranged doppelganger among them eats the
human and the other two children keep what was it his/her pockets.
274. A dryad clad in wooden armor leans against a tree his side torn wide open. He hands the
party a pouch full of tiny leaves. Taking a pinch and blowing them into the air will lead the party to
an ancient temple entrance almost over grown with vines. When close the pouch of leaves
crumbles to dust along with the vines covering then entrance of the temple.
275. You find a small silver coin in the middle of a street and upon picking it up, in your mind you
see a small hut deep in the forest. When you come back to reality, only you can see it but a small
fae pixie glowing bright blue will show you the way.
276. The party encounters a man running out from the wood-line, coming towards then. He
appears to be in shock over what he has seen, and tells the party that he was attacked while
hunting. The man directs the party to the spot were he encounter the creature.
277. A local temple has reported strange events in the surrounding area: beasts attacking villagers,
bandit lords more closer to the village, and mysterious lights and sounds that can only be observed
from within the village.
278. A bounty hunter asks the party if they known any of the names on a list of his. The list
contains about 20 names, roll a d20 for the characters knowing any of the names, 1-10 unknown
and 11-20 known. The names on the list can be from characters backstory or names of NPCs the
party has met throughout the campaign. The bounty hunter will known what each person on the list
as done, and how much the reward is for the capture.
279. A seemingly exorbitant amount of gold is offered on the message board to get rid of a 'house
spider'. It turns out that it's about a spider-like mimic in the shape of a house.
280. The moon stops traveling across the sky, and everyone's time pieces stop working. Word
around the continent is a group of warlocks are attempting to gain power from a new patron - the
god of Time
281. More than three people in a given town have all their teeth fall out at the same time
282. A nearby civil war is raging, and one of the high ranking officers of one side or the other holes
up in a cave. If approached, they will act incredibly defensive. A child is crying somewhere deeper
in the cave, and this person refuses to answer any questions about said child.
283. An allegedly crooked officer of the law is found dead in an alley way and only one person in
the whole town seems to care about it at all.
284. The party is on a faire where a magician is performing tricks with a severed head that can
talk. Throughout the show the head blinks in weird patterns. The party talks to the head to find out
he is kidnapped and begs for help in finding his body back.
285. The party comes across an Inn in the middle of nowhere and they decide to stay. They wake
up on the ground where the inn used to be and there's no sign of any building ever being there.
286. Walking through town, the party suddenly gets surrounded by the city guard. A respected
captain was murdered. Witnesses say they saw someone looking similar to one of the party
members. Upon looking through their things, said member appears to have lost an item easily
traced back to him (one half of a pair of gloves/earrings/daggers, family insignia, one of a kind
necklace etc.). Sure enough, said item was found at the scene of the crime. Someone is framing
them. Not necessarily a doppelganger.
287. The party stumbles across a dead old man. Amongst his meagre belongings is a thick tome
with extensive records about everything they’ve done right up till today, with even more detail than
they themselves knew.
288. The party finds various dead animals with missing pieces, almost torn and shred. As they
approach the heart of the forest the number of dead creatures increases. Upon investigation they
find out it's the guardian spirit of the forest who has been corrupted and it's confused.
289. A flyer appears in the sacks of each party member. A mid level demon has opened a store and
invites all those with ambitions to visit to make deals.
290. A rumor reaches the party's ears of a group of brigands hiding out in the woods. They have a
code that is the reverse of Robin Hood and his Merry Men: Steal from the poor, and give to the
rich. None of the local nobles seem interested in the pillaged goods of their subjects, and are
constantly giving back the loot they keep finding on their doorsteps.
291. The local apothecary is desperate due to the sudden absence of all the local medicinal plants
in the area. All the groves and clearings appear to have been picked clean, and even the owner's
secret garden is now empty. She had told no one of her hidden garden, and so has no idea who or
what could have taken all of the plants in the brief period of time between her most recent check
and her previous one.
292. A human peasant and a member of the fey came across each other in the woods and, over
the course of multiple moonlit encounters, fell deeply in love. The peasant's family has a deep-
rooted fear of the fey, and is actively trying to put a stop to the pair's relationship. The family is
even more fearful that the peasant will leave for the Feywild and never return, and goes to the
party to convince them to help break the two lovers up. The human is in love with the Fey's
otherworldly allure and sharp wit; talking to them makes the peasant feel alive in a way that they've
never felt before. The Fey was originally only interested in the concept of a secretive human lover,
but eventually came to love the peasant's dedication to their relationship despite the risk of
alienating other loved ones.
293. While at the market waiting for another adventurer to arrive, you pass the time by idly
counting the number of stone gargoyles mounted on the town hall. There are fourteen, all with a
silly grin.
294. While at the blacksmith to repair your armour, you overhear the blacksmith explaining to his
apprentice to not stray off to the hills to see his new sweetheart because he heard from the baker's
cousin's stepmother that there are kobolds about.
295. While waiting patiently for your turn to see the Bishop, you get your ear bent by some local
shopkeeper about how the town council is a bunch of idiots, and how they simply wasted all that
money on getting 13 gargoyle statues erected on the town hall. Thirteen! That's an unlucky
number!
296. A street urchin attempts to filch your purse, he runs off down an alley. The urchin escapes, but
in the alley you found a homeless halfling bum. Clearly dead. Looks like he fell from a great height.
297. The price of that foreign wine you like so much has tripled in price. The barkeep mutters
something about pirates. The barkeep explains it's just a euphemism for the wagoneers guild and
their extortionate ways.
298. A dead homeless halfling found in an alley had a small bottle of very cheap whisky. The label
has a brand mark you've not seen before - 4 vertical slashes and 2 short slashes across the
bottom.
299. The pommel of a sword you found on your last adventure rattled loose. Inside you a scrap of
parchment with lots of scratchmarks, almost looks like writing.
300. A wanted poster has been nailed up - Wanted: Black Pete, for Brigandry.
301. The scribe you made inquiries with last week has got back to you. She says the Tomb of
Three Chieftains can be found outside Millthorp.
302. While at market, you saw three wagons being carefully guarded by scruffy and shifty looking
mercenaries. There are barrels of cheap rotgut in the wagon.
303. A pilgrim accosts you in the street. He asks if you'll be travelling east anytime soon.
304. The bakery has no cake. He explains it's because there's a shortage of milk.
305. A patrol of the Kings Guard rode fast down main street. They almost ran you over.
306. There's a parade of pilgrims on main street, heading for the commons. They appear somber
and morose.
307. Southbridge, just outside town, has been closed to traffic due to disrepair. Merchants
complain about the 2 hour detour they now incur by first heading east.
308. The town guard are seen practicing new drills on the common. Apparently a local bandit has
enlisted a wizard, and so training in avoiding fireballs is called for.
309. The local priesthood is paying gold for water collected from the Opal Caves to treat a
spreading fever
310. An apothecary will pay for certain herbs growing in the Frog Marches.
311. The local Stonecutters Guild are not petitioning for work contracts; labourers are grumbling.
312. A frost giant approaches the group. The giant politely asks for help. He lost his pet owlbear
and needs help finding it. He promises a very handsome amount of gp as well as “a powerful ally”
if you find the creature.
313. A goblin in noble clothes crashes through the window and rolls over the ground. The symbol
of the king's guard is embroidered on his half-cape. As he gets up, he panics and looks around,
fixing his eyes upon the party. "The Goat-Riders are coming! Please, hide me!"
314. A large burly man has started a daily ritual of throwing a goat at the side of a local noble's
house. He is not damaging the house, so he is not doing anything that will make the local law
enforcement arrest him, but the noble wants him dealt with, and will pay you to get rid of him,
however.
315. A sword in the stone can be sensed by all creatures in the land with "Detect Magic" but lately
it seems that the presence is becoming overbearing. Magic users are worried that unless the true
king draws the sword, proving his lineage, or the spell "Detect Magic" will become obsolete.
316. As the group walks through the forest, one member hears very quiet crying. The crying is
coming from a lost juvenile harpy. It is the job of the group to protect this harpy. They can either
keep and raise the creature, or return it to its mother.
317. The party finds a smouldering crater containing a metal wreck. Inside, they find an eccentric
kobold who insists she has returned from the moon.
318. A local musician plays a song every night to keep an angry beast at bay. The musician goes
missing. If the townsfolk cannot find a replacement to play the soothing toon by nightfall, the entire
town will be in danger.
319. The players must infiltrate an illegal dice casino run by a Goblin Mob. They will need to find a
set of "magical dice" to defeat the goblin kingpin at its own game
320. The characters meet a druid who has a stunning collection of butterflies he keeps in jars. But
they soon find out from a local fairy the butterflies are actually innocent adventurers and forest
creatures he has captured and transformed for his devious plans.
321. Traveling in the mountains some unstable ground collapses and the players fall into an
abandoned mineshaft. They must find their way out.
322. The players rescue a young child from a party of orcs. She tells them her family is being held
captive in an orc stronghold to the East.
323. The PCs arrive at a large city and quickly realize the king and queen are extremely brutal and
corrupt. The locals need only the slightest nudge before a full scale rebellion is set into motion.
324. Bounty Hunt: The players are hired to track down and bring in a notorious gang of thieves
hiding out in the nearby forest.
325. Captured by evil dwarves, the players are stripped of their weapons and equipment and
thrown in dark cells deep in the dwarven city.
326. An old deserted castle looks like a great place to find some loot but a troll infestation may
make the players think twice.
327. A sprite approaches the characters pleading for help. The forest home of her people is being
clear cut by a massive army. Will the players help her turn the army away and save the forest
creatures?
328. The characters catch word about a rumor of riches and magical items held in the abandoned
castle of a recently deceased nobleman. Upon entering, it quickly becomes clear the castle is
haunted.
329. A mask is uncovered in a mining excavation and the wearer gains supernatural powers. Will
the players wield it or will it fall into the wrong hands?
330. People have been reported missing in town. Initial investigations indicate a pack of wild dogs,
but tracking them down leads to the discovery of a group of evil shape shifters.
331. The city clock tower hasn't worked for years, then one day it mysteriously stats running
again... backwards, and time with it.
332. Vampires are on the loose across the province – the king will pay handsomely for each one
the PCs can dispatch.
333. Traveling by sea, the players and the ship's NPCs are attacked by pirates. They wash up on a
deserted island and must survive while devising a plan to get home.
334. Drunk at the local tavern, the barkeep challenges the players to step through a magic portal
where they must outsmart their evil doppelgängers.
335. Captured as prisoners of war, the PCs are thrown into gladiator pits with rusty weapons and
armor. They must fight to the top while devising a plan of escape.
336. A local dragon is devastating the countryside, but after defeating it the characters awaken in
the local inn in to find it was all a dream. Or was it?
337. The town's water supply has been poisoned and people everywhere are deathly sick. It'll take
some serious detective work to follow the clues but what they uncover is an intricate plot to
assassinate a noble family.
338. The sewers under the city are built upon the bones of an ancient castle and legend tells of
unlimited riches within.
339. An illusionist tricks the players into murdering helpless gnomes, which they think are goblins.
Once the truth is discovered, and the illusionist is challenged, they find he is protected by a
powerful black dragon. Or is that just an illusion too?
340. A crazed lord is chopping off heads left and right. It's well overdue that someone challenged
his authority.
341. The players are given a tome of medical remedies which cures the sick and heals the
wounded, but with the turn of events they find out it is slowly turning the treated into zombies!
342. A dragon and dryad have fallen in love but the dryad's family doesn't approve. The dragon
humbly asks the characters to stage an attack on the dryads so the dragon can protect them and
prove his honor. It has to look real so hopefully no one gets hurt, and hopefully the dryads don't
catch onto the deceit.
343. A traveling merchant sells the players a plethora of Potions of Strength, which they must use
to defeat an onslaught of trolls. Unfortunately it is a bad batch and while the potions significantly
boost strength, they also decrease wisdom and intelligence, leaving the characters practically
useless until they wear off.
344. A dwarven blacksmith needs a special sulfur to make her signature, exceptionally finely
crafted weapons. If the players gather some for her she'll reward them with the finest weapons
they have ever seen. Oh yeah, the sulfur can only be found in the inner tunnels of an active
volcano which is riddled with wyvern nests.
345. The kingdom's darkest catacombs is where they toss the most notorious criminals. It's an
underground city of filth, death, and backstabbing thieves. Unfortunately the king impulsively threw
away a master thief with critical information about his enemy's military activity. The PCs are hired
to enter the dungeon, locate the thief, and get to the extraction point in 24 hours.
346. A twitchy tavern keep hires the characters to deal with a rat problem in his cellar. Upon
investigation they find no rats but a homeless sleeping old man curled up in a corner of the tavern's
rather large basement. The man doesn't respond to talking but upon being touched or prodded
starts to shriek and grows long brown hair, transforming into a huge rat-like humanoid (a wererat).
The players can fight the wererat or talk to him. If they engage in combat, keep in mind that
wererats can only be harmed by silver or magical weapons. If they attempt to talk to the wererat
they may find that the tavern keep is also a wererat. The tavern keep infected the man in the
basement, who is the real owner of the tavern, before taking over the old man's business. How the
adventure winds up in the end is up to the players.
347. The city guard of a port town hires the characters to deal with a shark problem. The local
fishermen and travelers have been getting eaten by a monster blood thirsty shark. The characters
are going to need a boat.
348. The heroes are hired to investigate why goblins, orcs, giant spiders, you-name-it, are
randomly popping out of the sewers, being found trapped in basements, and washing up on the
shore of the near-by-river. Upon investigating they find that monsters are being smuggled into the
city underground by a wicked cult. As they investigate the city underground they spring a trap and
a giant boulder comes rolling down the passage (Indiana Jones style) and forces them to retreat in
the opposite direction. After running for their lives they find themselves trapped in an underground
gladiator cage where the cult leader announces, "New blood has entered the arena!" The heroes
must fight tooth-and-nail against enraged monsters for the cult's entertainment. Will the players be
able to escape and report what has befallen the city?
349. A drunk city mayor tells the adventurers that a necromancer has decided his city's cemetery is
the perfect place for her new tower, offering a handsome reward to drive her out. The cemetery is a
few miles out of town where people have reported strange goings-on. Upon investigation the
players find a friendly necromancer raising the graveyard's dead into zombie and skeleton laborers
to build her a wizard's tower out of gravestones and chunks of ruined crypts. Will the players help
the mayor by convincing the necromancer to leave or by driving her out by force? Or maybe they'll
help her build her tower and make some cash on the side—running errands and clearing out
underground crypts.
350. The players discover a magical bottle. When opened one or more random enraged monsters
are summoned. The bottle seems unbreakable by any sort of normal means. When left somewhere
or buried it mysteriously shows back up in the inventory of the last player who touched it. Anytime
someone is left alone with the bottle they must make a successful saving throw to resist opening it.
The bottle is undoubtedly cursed and becomes bound to whoever touches it. Will the players find a
way to destroy it? Seek someone who can dispel the curse? Or maybe trick an unsuspecting
bystander to take on the curse?
351. A mountain village is plagued by inexplicable earthquakes. It's actually the wrath of a Greater
Earth Elemental, who had an eye ripped out by a clueless miner who thought it was a normal gem.
352. The party comes across a gladiator stadium and is offered money in return for fighting.
357. The party meets several groups of travelers headed in the same direction, claiming to be
going to something called "The Games."
359. A very superstitious village is holding a witch trial, and a party member is mistaken for a
famous paladin and called to act as the judge.
360. The characters are shrunk by an evil wizard and have to find a way to reverse the spell.
361. Strange, glowing runes appear on the door of the town hall, forming a riddle.
363. A merchant comes to the characters to ask them to retrieve a chest that was stolen by
furbolgs. When the group finds the furbolgs, they are told the merchant had been hiring
mercenaries to hunt and kill them so he could trade their pelts.
364. A prideful orc is challenged by his friends to arm wrestle the strongest member of the group.
From the looks of things they aren't giving you a choice, and they are forcing a wager.
365. Distinct armor recently looted by the party turns out to have once belonged to the father of a
local hero, who identifies it and confronts the party.
366. Soon after looking into an enchanted mirror, the characters meet shadowy copies of
themselves.
367. A little girl is in reality a horribly powerful vampire. She wants to play...
368. Searching for a person (who doesn’t want to be found) on behalf of a well-to-do citizen.
369. Every night, fey creatures from a nearby grove kidnap a person in their sleep and force them
to take part in a drinking contest.
370. The Dead have risen and, while not attacking the nearby towns people, they refuse to let
anyone pass in order to protect their still-living loved ones from something that now inhabits the
graveyard...
371. A knight asks you to capture a relatively weak monster and sic it on his kind hearted but
cowardly squire, hoping he will toughen up from the fight.
372. Your party stumbles across the corpse of a recently murdered merchant. On his body is an
I.O.U for a vast sum of money, promising payment from someone with a name you don't recognize.
If your party can track down whoever owed the merchant money, they just might be able to cash it
in for a small fortune. On the other hand, more honest characters might suspect foul play and want
answers to the questions that the merchant's suspicious death raises.
373. The party walks into an inn to rest and have a drink or two. While drinking, a fight between an
alcoholic orc and a drunk dwarf erupts at the far end of the bar. The fight escalates to a dangerous
level and the whole bar becomes a free for all arena. Will the party cease the brawl peacefully or
join in and beat up everyone in the bar?
374. The party meets a shy hill giant whose beloved pet goat has been kidnapped by some nasty
ogres who are threatening to eat it. The hill giant is too scared to fight the ogres himself, so he
asks the party to rescue his goat.
375. While traveling the heroes see a plume of smoke on the horizon. As they draw near they spy
a village in flames and ruin. Luckily most of the villagers escaped to the nearby woods before they
were attacked, however there are still many injured. Livestock and crops have been stolen, houses
and barns destroyed. Rather than picking up the sword and seeking revenge, the villagers need
the heroes to help them extinguish fires, heal the wounded, rebuild structures, clear and sow fields,
and round up any loose livestock.
376. the resident mage has gotten his hands on a tome that accidentally cast a town wide spell
(eg. Silence) now the party has to deal with it while also having the problem of a roaming band of
young orcs hungry to test their mettle.
377. Party runs across petrified people on the way into town. Party told they were petrified by a
Medusa, when she attacked them on the road. Party finds Medusa's home. There are no petrified
people around. There are, however, letters. Letters reveal the Medusa had been writing to a man
from the town. They fell in love. She eventually revealed to him that she was a Medusa. The two
agreed to meet. Party also finds a note explaining what had happened. The man had arrived at her
ruins at the same time as a party intending to kill her. The man got to her first, but she accidentally
petrified him. The note also said she was leaving the ruins to find a way to cure him. There was
one more note. She had been attacked by bandits on the highway. A woman travelling alone is an
easy target. She managed to petrified some of them, but the others inflicted a mortal wound on her.
Knowing she was going to die, she travelled back to her home, wrote the last note, and crawled up
around the petrified body of the man she loved to die. The party travelled back to where they found
the people on the road. They now know these people attacked her — an innocent woman just
walking along the highway — and not, as they had claimed, the other way around.
378. The players stay at an inn along the road, nothing around for quite a distance. During they
night they keep feeling like they're being watched and weird shadows keep barely staying out of
the corner of their eyes. Anything that might unsettle the players, go for it. When I made this
encounter I had the players fight some shadowy mass they can't identify deep into the woods.
When the shadow is defeated the players wake up on the side of the road where they thought the
inn was, awaking from their collective dream.
379. The pcs hear rumors about giant beasts rampaging in a forest nearby. Arriving in the forest
they find sentient dinosaurs waging war on eachother. One of the sides composed mostly by
herbivores are friendly to the pcs, and when spoken to reveals the location of a secret lab in the
forest. Investigating the lab the pcs discovers blood everywhere, giant cages, research notes and
the diary of a gnomish researcher experimenting on dinosaurs. Turns out he as a part of his
research made a large group of dinosaurs sentient including a t-rex to use them as a weapon for
the gnomish kingdoms. He also augmented the T-rex with various steampunkish upgrades. This
leads to the pcs needing to stop the t-rex before it's rampage hits local towns.
380. half elven young have gone missing, it is suspected that the graveyard is haunted, and there's
a legend of a ethereal woman wailing all night. The players find nothing during the investigation of
the graveyard suggesting a haunting, and are attacked by wolves on their way back to town. The
player might spend the night in the tavern. Many players will make the logical conclusion that it's
probably the wolves that caused people to go missing, but a smart player will question why it's only
half elves attacked by animals. When they get back to town that might be the end of it, but if they
investigate they'll learn that the romantic interest of the barmaid was only going home from the bar
when they went missing. The truth is revealed when they follow signs of a struggle (using a
sufficient track check) and discover a crazed elven hermit at the edge of the small town who
abhors the mixing of his superior elven race with mere humans and has been kidnapping and
killing half elves.