Post by Head Moderator on Jan 12, 2015 19:23:52 GMT -5
These are just ideas to spur your own missions, or roleplay or storylines! I'll rotate them out here and there, and ask that you only do each mini-hook once per character! These can be full out quests (for DM's), group or solo missions, or even just a really good story write up or something to do on a lazy boring night!
•When a rich necromancer moves into his new mansion complete with graveyard, he asks the PCs to defeat the hallow spell that prevents him from creating undead there.
•One of the heroes is contacted by someone claiming to be a planar traveler stuck in Navahla.
•Undead mind flayers twist the psychic energies surrounding a small village cemetery.
•An aging painter preoccupied with her mortality turns to a necromancer to provide a new type of canvas for her paints.
•During a school play about an old fable of the Keeper, a schoolboy goes missing -- and investigators find a bloody scythe nearby.
•A powerful mage born two thousand years ago has been cheating death by combining the clone spell with repeated violent deaths -- she could be a villain hatching a millennial master plan or a wise sage spanning Arith's history.
•The Library of the Mage College in Bryony hires the adventurers to locate certain crucial maps from a war refugee's journal that went missing during a bizarre raid by savage halflings.
•A living mass invisibility spell somehow gets transported to a crowded market and causes havoc when people and objects begin vanishing at random.
•An important official in Zyon goes missing but reappears just before a crucial vote involving policies on changeling rights; the heroes are hired to investigate what happened.
•A warforged thespian takes a break between scenes of a high-profile play and is never seen again.
•An ancient village once thought lost to time reappears on a misty night during the conjunction of four planes -- and may vanish again when the conjunction ends.
•An arcane marked letter of credit from a bank in Doxenia must reach Navahla, Sarkotos, in two weeks' time, but witnesses at a small inn along the way say that the courier vanished, leaving his traveling equipment in his room.
•The stone gargoyle decorations on a castle have gone missing overnight; royal scions hire adventurers to aid in their recovery.
•A local university loses contact with their team of archaeologists on a dig. Coincidentally, a cell of spies and assassins have taken up residence in the vine-covered ruins the scientists were uncovering.
•A pair of wererat criminals are captured but they vanish from their locked coach during their transfer to Shatter Island.
•A scandal in Kir'viir involving a half-burnt, bark-bound tome requires a consultation with a very particular treant.
•A loremaster's research seems to indicate that one of the PCs plays a crucial role in a draconic Prophecy.
•A black-striped clawfoot dinosaur recently ate a halfling patrolman -- along with his unique and important bejeweled key.
•A gypsy offers this advice to a PC in need of moral guidance: Travel to Kierl Heights, avoid the goblinoids and wyverns, and meditate among the ancient drawings (Picto) of the caves until an omen appears.
•The royals of Doxenia sponsor a fencing and archery tournament with the hidden agenda of rooting out a famous thief.
•A changeling is unjustly burned at the stake in a Rumerian village, sparking a revolt of a surprising number of changeling residents.
•A mysterious cult of chaos-worshipers conspires to destroy an ancient dimensional seal in the swamps of Madder, threatening to unlock a manifest zone tied to the plane of Chaos.
•An avalanche uncovers the ruins of a dead civilization of giants in Alzorc -- and awakens their elemental minions.
•The PCs receive information that a disguised rakshasa will attend the coronation ceremony of a prince in Doxenia.
•The bones of a lich come up at auction, and a shadowy agent hires the PCs to bid on his organization's behalf -- but the agent is found dead after they win the remains, and many factions turn their eyes to the heroes.
•One of the PCs finds out that her heritage links her to the family of an ancient Dunsany king, and now Kullyr stands in the way of her claiming the land.
•A tribe of bugbears sends a force of guerrilla warriors to threaten towns in Kyngfeld -- but a scholar suspects their efforts are meant only to distract from a more serious threat to come.
•A well-disguised warforged serial killer lurks somewhere in bustling Navahla.
•A Rumerian noble is found with a blade slipped between his ribs.
•A historical society discovers that a thirty-year-old mission undertaken by the troops came back missing a vital wartime artifact.
•The captain of a small town's constabulary needs help locating the artificer who must be behind a rash of attacks and thefts perpetrated in the town by wordless constructs.
•A beholder's minions, posing as the assistants of an artificer, hire the party to locate components for a horrific eldritch device.
•A University has contracts with the PCs and another party of adventurers to recover a cherished relic from a ruin -- the race is on, and the winner gets an even bigger contract.
•The City Watch is hiring anyone who can catch gangs of airborne gladiators who fight over Navahla's rooftops on flying carpets and spider eaters.
•A merchant has purchased a tract of farmland believed to be haunted, and he is hiring brave souls to investigate; he doesn't tell them that he knows most of the ghosts personally.
•A case of mistaken identity lands one of the PCs in deep trouble with the Doxenian authorities; a changeling or doppelganger may be responsible for the mix-up.
An elven couple goes missing near the entrance of a dungeon infested with living spells.
•A PC discovers that a lost relic belonging to her family is on sale in the Navahla marketplace, and the party traces it back to an unscrupulous salvage gang.
•The PCs receive word that a medusa assassin has stowed away on board a ship on its way to the mainland.
•A lycanborn child begins seeing visions and speaking in an unknown tongue after nearby trees and crops become stricken with a mysterious withering disease.
•The heroes track a rogue's associates to the Scarred lands and discover an underground slave trade stealing humanoids.
•A legend of a woodland witch who grants wishes kindles interest in one area of the Anoi'pua Islands.
•A warforged with silver tracery seeks adventurers to help him defeat an unusually well-equipped pack of werewolves.
•Ancient cave markings (Picto) indicate the coming of an astrological event that may awaken a slumbering evil.
•A Black Mage constructs a massive chessboard in his lair, and then he collects prisoners to act as his living chess pieces.
•A bard appears out of thin air, wounded and haggard, in the center of a small town, claiming to have been transported from a brutal land full of vicious monsters; he asks for help before he is transported back again.
•A cultist secretly charms a street-gang leader, changing the gang's agenda from vandalism and petty theft to one of kidnapping and secret blood rituals.
•The heroes need information from fire giant Gordan Ashlord before they can begin a relic-hunting expedition.
•When a rich necromancer moves into his new mansion complete with graveyard, he asks the PCs to defeat the hallow spell that prevents him from creating undead there.
•One of the heroes is contacted by someone claiming to be a planar traveler stuck in Navahla.
•Undead mind flayers twist the psychic energies surrounding a small village cemetery.
•An aging painter preoccupied with her mortality turns to a necromancer to provide a new type of canvas for her paints.
•During a school play about an old fable of the Keeper, a schoolboy goes missing -- and investigators find a bloody scythe nearby.
•A powerful mage born two thousand years ago has been cheating death by combining the clone spell with repeated violent deaths -- she could be a villain hatching a millennial master plan or a wise sage spanning Arith's history.
•The Library of the Mage College in Bryony hires the adventurers to locate certain crucial maps from a war refugee's journal that went missing during a bizarre raid by savage halflings.
•A living mass invisibility spell somehow gets transported to a crowded market and causes havoc when people and objects begin vanishing at random.
•An important official in Zyon goes missing but reappears just before a crucial vote involving policies on changeling rights; the heroes are hired to investigate what happened.
•A warforged thespian takes a break between scenes of a high-profile play and is never seen again.
•An ancient village once thought lost to time reappears on a misty night during the conjunction of four planes -- and may vanish again when the conjunction ends.
•An arcane marked letter of credit from a bank in Doxenia must reach Navahla, Sarkotos, in two weeks' time, but witnesses at a small inn along the way say that the courier vanished, leaving his traveling equipment in his room.
•The stone gargoyle decorations on a castle have gone missing overnight; royal scions hire adventurers to aid in their recovery.
•A local university loses contact with their team of archaeologists on a dig. Coincidentally, a cell of spies and assassins have taken up residence in the vine-covered ruins the scientists were uncovering.
•A pair of wererat criminals are captured but they vanish from their locked coach during their transfer to Shatter Island.
•A scandal in Kir'viir involving a half-burnt, bark-bound tome requires a consultation with a very particular treant.
•A loremaster's research seems to indicate that one of the PCs plays a crucial role in a draconic Prophecy.
•A black-striped clawfoot dinosaur recently ate a halfling patrolman -- along with his unique and important bejeweled key.
•A gypsy offers this advice to a PC in need of moral guidance: Travel to Kierl Heights, avoid the goblinoids and wyverns, and meditate among the ancient drawings (Picto) of the caves until an omen appears.
•The royals of Doxenia sponsor a fencing and archery tournament with the hidden agenda of rooting out a famous thief.
•A changeling is unjustly burned at the stake in a Rumerian village, sparking a revolt of a surprising number of changeling residents.
•A mysterious cult of chaos-worshipers conspires to destroy an ancient dimensional seal in the swamps of Madder, threatening to unlock a manifest zone tied to the plane of Chaos.
•An avalanche uncovers the ruins of a dead civilization of giants in Alzorc -- and awakens their elemental minions.
•The PCs receive information that a disguised rakshasa will attend the coronation ceremony of a prince in Doxenia.
•The bones of a lich come up at auction, and a shadowy agent hires the PCs to bid on his organization's behalf -- but the agent is found dead after they win the remains, and many factions turn their eyes to the heroes.
•One of the PCs finds out that her heritage links her to the family of an ancient Dunsany king, and now Kullyr stands in the way of her claiming the land.
•A tribe of bugbears sends a force of guerrilla warriors to threaten towns in Kyngfeld -- but a scholar suspects their efforts are meant only to distract from a more serious threat to come.
•A well-disguised warforged serial killer lurks somewhere in bustling Navahla.
•A Rumerian noble is found with a blade slipped between his ribs.
•A historical society discovers that a thirty-year-old mission undertaken by the troops came back missing a vital wartime artifact.
•The captain of a small town's constabulary needs help locating the artificer who must be behind a rash of attacks and thefts perpetrated in the town by wordless constructs.
•A beholder's minions, posing as the assistants of an artificer, hire the party to locate components for a horrific eldritch device.
•A University has contracts with the PCs and another party of adventurers to recover a cherished relic from a ruin -- the race is on, and the winner gets an even bigger contract.
•The City Watch is hiring anyone who can catch gangs of airborne gladiators who fight over Navahla's rooftops on flying carpets and spider eaters.
•A merchant has purchased a tract of farmland believed to be haunted, and he is hiring brave souls to investigate; he doesn't tell them that he knows most of the ghosts personally.
•A case of mistaken identity lands one of the PCs in deep trouble with the Doxenian authorities; a changeling or doppelganger may be responsible for the mix-up.
An elven couple goes missing near the entrance of a dungeon infested with living spells.
•A PC discovers that a lost relic belonging to her family is on sale in the Navahla marketplace, and the party traces it back to an unscrupulous salvage gang.
•The PCs receive word that a medusa assassin has stowed away on board a ship on its way to the mainland.
•A lycanborn child begins seeing visions and speaking in an unknown tongue after nearby trees and crops become stricken with a mysterious withering disease.
•The heroes track a rogue's associates to the Scarred lands and discover an underground slave trade stealing humanoids.
•A legend of a woodland witch who grants wishes kindles interest in one area of the Anoi'pua Islands.
•A warforged with silver tracery seeks adventurers to help him defeat an unusually well-equipped pack of werewolves.
•Ancient cave markings (Picto) indicate the coming of an astrological event that may awaken a slumbering evil.
•A Black Mage constructs a massive chessboard in his lair, and then he collects prisoners to act as his living chess pieces.
•A bard appears out of thin air, wounded and haggard, in the center of a small town, claiming to have been transported from a brutal land full of vicious monsters; he asks for help before he is transported back again.
•A cultist secretly charms a street-gang leader, changing the gang's agenda from vandalism and petty theft to one of kidnapping and secret blood rituals.
•The heroes need information from fire giant Gordan Ashlord before they can begin a relic-hunting expedition.