One hundred side quests that test the morality of your party, leaving their ethics in a state of ambiguity.
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1 | The party is tasked to hunt down a pack of wild animals that has been attacking settlements. Upon investigating, it turns out this is the last of the specific animal species in the area/world. If the player's kill them, they are wiping out a species potentially needed for maintaining the Eco system, but letting them live runs the danger of them continuing to attack settlements. |
2 | A necromancer has been sending his undead to a nearby villages to raid supplies in an otherwise barren land and has been accused of grave robbing. When confronting the necromancer, the party finds out that he is only gathering supplies so he can find and restore his long dead family; spouse, children, pets. He only wants to see them one more time. |
3 | A local cult have become very vocal that they are looking for new members to join them in spiritual bonding and meditation in a clearing near a waterfall. The townsfolk nearby think it’s fishy and are getting riled up, but it doesn’t appear that these cultists are doing anything wrong or magical at all... except openly admitting that they’re in a cult. |
4 | The party is hired to retrieve a rare and valuable medicinal plant from a dangerous swamp which will be used to create a potion that can save a dying noble. When they find the plant, they discover that it is actually the last of its kind and uprooting it will force the plant's extinction. |
5 | A local priest asks you to stop the string of grave-robberies in the area because they could disturb the souls or even create angry ghosts. The culprits, however, are destitute farmers who claim that they need the corpses as fertilizer or else their crops will fail. |
6 | A warlord is buying the contract of all the prostitutes and gambler from a life of respectable servitude. They seem to be bringing war into a new era of steel and fire, but, at the cost of the forest and druids. |
7 | A noble family is paying a lot of gold for someone to kidnap the child of their child's kidnapper, in hopes they can do a prisoner trade instead of having to fulfil the kidnappers demands. |
8 | There is a powerful lich that needs to be stopped. Unlike other liches its soul is bound to its descendants. Investigation into its family tree reveals that most of its descendants are good people. So, long as one survives the lich cannot be truly defeated. |
9 | A former soldier approaches the player characters, asking for their help in protecting him from the wrath of his former comrades. He deserted his post during a battle, leaving his fellow soldiers to die. The players must decide whether to turn him in to face justice or to help him flee from his pursuers and keep his secret safe. |
10 | You are hired by a "holy" organization to hunt down and kill a small family as they believe their tombs foresee this family to be some kind of threat to their cause. The family does not know about the prophecy or who this organization is, they live their lives like every other commoner. |
11 | A noble-turned-bandit chief is in the dungeon, soon to be tried for killing a cousin of the king. The chieftain's wife has two respectable monks who witnessed the death and can testify to the chieftain's innocence. She wants you to get them safely to the court to clear his name; the bandits' second-in-command, happy with his new position over the bandits, will be opposing you. The problem is, the chieftain has murdered many commoners, murders he will never face justice for; this trial may the only semblance of justice his other victims ever get. |
12 | The Lord of Redfallow has been robbed of a family heirloom, it is quickly made clear that the culprits are band of goblins. Upon tracking down the goblins though, it is revealed that this supposed family heirloom was stolen from a nearby tomb, and the disturbed spirits within have been terrorizing the Goblins village until they find the ring. However, it's soon discovered that returning the ring may empower those dark spirits rather than silencing them. |
13 | A newly chosen leader of a town's council is demanding the farmers there to not sell their crops to a nearby city. The councilman claims the good farmers have been underpaid for their labors, while the lord of the city has not claimed taxes from his citizens as a recent plague has left many unable to work. At his wit's end, he offers to hire the party to either convince the councilman of the dire need for food, or quietly get rid of him so the lord's men may negotiate payment the lord can actually afford. |
14 | The High Priestess is gravely ill. She has forbidden an expedition to try to find medicine for her; it would be, she says, refusing the gift of death the gods have prepared for her. Her followers, terrified of going on without her guidance and protection, want you to go find medicine that they can give her in secret. |
15 | In a land where inheritance is strictly to the eldest child, a lord seeks professional assistance to terminate his stupid and vicious eldest son to clear the way for a more competent and reasonable younger sibling. |
16 | The player characters are tasked with investigating a small village that has been cut off from the rest of the world for many years. Upon arriving, they find that the village is ruled by a powerful and mysterious sorceress who has promised to keep the villagers safe from harm in exchange for their loyalty and obedience. The players must decide whether to overthrow the sorceress and free the villagers, or to try to work with her to uncover the dark secrets that the village is hiding. |
17 | The fair maiden wants help eloping with her true love against the wishes of her overbearing parents. There are disturbing signs that her true love is a cad and her parents may have a point. |
18 | The King wishes you to safely escort a foreign princess to their kingdom, you later find out the princess was setup with a forced marriage arrangement between the two kingdoms to improve their diplomatic relations. She is actually in love with another person back at her home and wishes to be set free to return. |
19 | The party is tasked to find the culprit of a murder that could start a war on the realm if it goes unpunished. The murderer is revealed to be a close friend of the party. It was just an accident and they didn't know what to do, so they fled. |
20 | A noble/wealthy trader's child is gravely ill and they are quickly building up a debt trying to pay for healers from far and wide. The party has been tasked to end the child's life to prevent the town from falling any further into debt to its neighbors and loan sharks. |
21 | The party is tasked with defending a peace summit between two nations, one much stronger than the other. The peace deal is clearly lopsided to the stronger side. The party soon discovers a plot to disrupt the peace summit and assassinate an important figure on the stronger side by freedom fighters/terrorists on the weaker side. Protecting the summit will mean the weak nation will be stuck with a bad deal, but letting the assassination go through (or assisting it) may mean it will be conquered entirely. |
22 | You are tasked with bringing down a pirate queen by local authorities, but as your party investigates, it soon becomes clear that there is a power struggle in her organization, with many chaffing against the "benevolent" codes of the Pirate Queen (in my game it was banning slave traders but you might want something lighter). Removing her from power will bring in a new pirate lord that is far more dangerous and has far fewer scruples. |
23 | A small village has been plagued by a mysterious curse that causes crops to wither and animals to sicken. The players are asked to investigate the cause of the curse and remove it. However, as they delve deeper, they discover that the curse was placed by the villagers themselves, as a last resort to protect themselves from an even greater evil. The players must decide whether to lift the curse and risk unleashing the evil, or to leave the village to its fate. |
24 | The people of a town talk of a demonic force that is terrorizing a few buildings and they want it gone. The demonic force is a very young child who lost their parents and made a pact with a fiend/devil to play with the child and keep them company forevermore. |
25 | An executioner for the local power, a church, has asked you to rescue their child who has been kidnapped by a group of "bandits" attempting to stop the execution of their leader. The group of bandits are freedom fighters attempting to stop the merciless and corrupt church who is killing any who dare to question their authority, using ways that's not necessarily readily seen as beneficial to the regular people. |
26 | A group of wood elves hires the party to sabotage a factory that is polluting the local river and killing the wildlife. The gnome factory owner claims that the pollution is an accident and that they are working to fix the problem, but the elves insist that the owner is lying and that the factory must be destroyed. The party must decide whether to trust the elves or the factory owner, and whether to take action against the factory or try to find a peaceful solution. |
27 | A local lord enlists the help of the party to track down a monster that has slain some of his guards and destroyed a small cottage in the woods last night, killing all inside. It his escaping into the mountains, and they must hurry. As they follow the trail of the creature, they learn that the creature was [Summoned / Brought Here / Created] to be the focus of a great hunt the lord wanted to hold for their birthday. The creature proved too powerful to contain, and it is trying to head home, now. All deaths related to it are a result of the lord's efforts to stop and recapture the creature. |
28 | The party is hired to investigate and prevent a series of horrible and bloody murders in a nearby village. They eventually discover that the murders are caused by a creature who is seeking revenge against the villagers. The villagers had conducted a desperate magical ritual in hopes to bless their failing crops, but with little knowledge of magic, it failed horribly, corrupting one of the villagers, whom they then ran out of town in shame and disgust. The villagers are ashamed and resistant to explaining the truth. The monster just wants justice, at any cost. |
29 | The player characters are hired by a wealthy merchant to investigate strange happenings at his isolated country estate. Upon arriving, they discover that the mansion is haunted by the vengeful spirits of the merchant's ancestors, who were murdered for their wealth and power. The players must decide whether to help lay the spirits to rest, or to try to use their powers for their own gain. |
30 | The party is tasked to hunt down an assassin who is currently responsible for a considerable number of gruesome murders in the city, with the bodies being left on display after each killing. The assassin is actually systematically dismantling the large merchant organization who was responsible for the bankruptcy and subsequent ruination of her family when they refused to sell their family business to the organization and were undercut and outbid on every following contract in the region. |
31 | A local dwarven mine owner asks the party to investigate the spread of a dangerous drug amongst the workers. The mine has great strategic importance because it is a rich source of magic crystals vital for the kingdom's protection. During the investigation, the adventurers learn that mine workers only use the drug to dull their physical and emotional pain because the working conditions are unbearable. The drug is provided by kobolds living in the deeper parts of the mine who brew it themselves. In exchange for the drug, the kobolds want to stay there and mine crystals themselves, as they did before there was a dwarven-owned mine. |
32 | A wealthy merchant hires the party to retrieve a valuable and rare magical artifact from a group of bandits who stole it from them. The bandits claim that the merchant is not actually the rightful owner of the artifact and he stole it from them first, and that they are simply trying to reclaim what is rightfully theirs. The party must decide who to believe and whether to return the artifact to the merchant or to the bandits. |
33 | Goblins have been attacking a newly constructed dam above the village, the party is hired to stop them. The goblins claim that the dam has caused their underground homes to flood. If the dam is broken the town will be hit by a tidal wave. |
34 | The party must bring a famed healer from her remote mountain village to the capitol so that she can heal the ailing prince. But she is busy fighting an outbreak of disease at home, and patients will likely die if she leaves. Then again, the death of the prince would throw the succession into chaos and possibly bring a civil war. |
35 | Villagers are complaining about a feud between two mad scientists. One is a necromancer who was surrounded himself with the ghosts and zombies of his dead family and the other is "Frankenstein" type that is trying to steal those family members to use as spare parts. The law of the land offers no protection to the undead and the scientist offers the party a discount on grafts or modifications should they assist with the capture of said undead. |
36 | The party comes across an armed caravan being attacked by paladins and knights. They are in the process of being defeated, and the last few defenders are guarding a young child. The party intervenes and saves the child, and on the deathbed of the last defender, are asked to bring them to the Temple of Happy Times. The party may face more resistance along the way, with more paladins and champions claiming that the child is evil and will destroy us all. They get the child to the temple, are rewarded, and all seems well. Until hell breaks loose because they were the last piece of some doomsday puzzle the Temple was trying to release. |
37 | The party is hired to protect a caravan that contains medicine for a far away castle filled with plague infected commoners. A different town which is also far off hears of this, and attempts to raid the caravan to acquire the medicine for their own people who are also infected. There is not enough medicine nor time to get to both places. |
38 | The local lord would like the party's help defeating a band of villains that are gathering just outside his territory. There is strong evidence that the band will attempt to annex part of the Lord's land in the coming weeks. When the party investigates, they find that the villains are in fact exiles of that area who are attempting to retake their homes. The exiles were harsh rulers, and the current lord is not much better. |
39 | A farmer needs help dealing with a undead scourge. The undead is the original owner of the farm, having come back for vengeance as a revenant after a bandit murdered him and his family so he could steal the land. |
40 | The only magical user and healer of a newly colonized island port is known to be a friend to both natives and newcomers and has been staying neutral in the conflict for the sake of both people. You have been tasked to either convince her to divulge the location of the leader of the natives or stalk her when she travels out of town as rumors grow of an imminent rebellion by said leader after random buildings and ships have been set on fire in recent weeks. |
41 | A famine has plagued the nearby countryside. A caravan of merchants carry food to sell to the stricken region. An accident occurs and the caravan wrecks as the party passes by. Starving villagers descend on the food and begin stealing it. Do they party turn a blind eye but potentially bankrupt the merchants or can they stomach beating back the poor starving villagers who may get the food anyway? |
42 | A group of dwarves hires the party to retrieve a valuable gemstone that has been taken by a group of trolls. The trolls are using the gemstone to power a magical artifact that holds great religious significance to them. The trolls claim that the gemstone is an ancient artifact that rightfully belongs to them, and that the dwarves have no right to it. |
43 | The party is approached by a group of influential and powerful smugglers who ask for their help in transporting a shipment of illegal and exotic animals across the border. Many of the animals are near extinction. They claim that the animals are going to a prominent zoo where they will be well tended and encouraged to breed. But a local Druid circle wants them all freed to their natural habitats. |
44 | The party is hired by a group of rebels to sabotage a military research facility that is developing new and advanced weapons. The rebels claim that the facility is dangerous and unethical, but the facility owner insists that their research is necessary for the defense and security of the kingdom. |
45 | Some strange fungus has been discovered growing in the woods. A tabaxi alchemist will pay handsomely for samples but it is implied that he will use it to make strong poisons. |
46 | Reports have indicates restless dead at the settlement's cemetery. Investigation reveals a group of necromancers are attempting to raise their own loved ones, but their magics are also raising other dead. Do the players stop the necromancers and deny them their wish of seeing their loved ones again, or do they allow them to continue and risk an undead infestation stopping the settlement's people from visiting their dead? |
47 | A gnome society is attempting to dam up a water fall and river to generate power for their village, however a pesky Hobgoblin Druid keeps destroying their progress or attacking their work site at night. They want the monster removed so they can finish the damn. Upon investigation, the Druid will warn the party that backing up the river will cause flooding of the nearby cave network. Although the animals this will displace could be harmful, he is more concerned with the enchanted sleeping green dragon he has enchanted deep within the cave network. Should the caves flood, he will be awakened, and will bring destruction upon the region in a way the Gnomes have forgotten. |
48 | A local gang has been selling illicit alcohol that has not been authorized and properly taxed by the governing authorities. The party is hired by a government official off-books, to sneak into and poison the product, thereby eliminating the buyers and the illicit business. |
49 | A mage is infecting a village’s water supply with a magic potion that charms everyone that drinks it. The main effect is that it forces all that drink it to obey the mage’s instructions. The mage is actually benevolent, and acts as the village's prefect, resolving disputes, giving advice and orders. The village runs smoothly, but no one has any free will. The son of the butcher in the village had stopped drinking the water as he got lost in the woods for a few days and now knows what's going on. He hires the party to kill the mage. The party also finds out the sordid history of the village and its many years of warring, violence, and blood games that are now a thing of the past since the mage arrived. |
50 | An incredibly old Dragonborn wants the party to reclaim his families Silver Mine from bandits. These bandits haven’t stolen anything, but are rumoured to have captured prisoners. The whole town is nervous and is on the brink of sending in an angry mob! Turns out the rumours are somewhat true, but the bandits see themselves as bounty hunters and recently caught a group of cultists. |
51 | Defend a wizard's tower while he's casting a ritual. The town's folk are up in arms because (half-way through the battle the party realizes) the wizard kidnapped a child for blood sacrifice. |
52 | The party is hired to rescue a young nobleman kidnapped by an evil cult. It turns out that the cult's evilness is somewhat exaggerated, and the young man is sincerely committed to it. |
53 | The party receives a request to stop a necromancer, who is robbing graves to create undead. It turns out that the necromancer is using the undead to run a large farm, which supports several surrounding villages. |
54 | A powerful being is approaching the city. It causes death and destruction where ever it goes. There is an artifact, that can permanently kill this being. However the artifact itself is evil and corrupts whoever uses it. |
55 | People have been getting food poisoning without any apparent reason. In secrecy, the local wizard or alchemist has been magically changing the corpses of humans (or rotten dead animals) into prime livestock meat. The town will starve without the extra food, but will continue to fall ill with it. |
56 | A lynch mob has gathered to hang someone accused of murder. The accused proclaims their innocence and the fact they have not received a trial. The evidence given by the crowd is not concrete: things like people seeing him near the house before the murder or someone finding bloody clothes in his house when he had been slaughtering pigs the day before. Does the party stand by and potentially let an innocent man die, or do they risk drawing the ire of the settlement by fighting them to free him? |
57 | The player characters are approached by a wealthy noble who asks them to track down his missing son, who was last seen in a nearby dangerous forest. As they delve deeper into the investigation, they discover that the noble's son may have been involved in a dark cult that sacrifices children to a powerful demon. The players must decide whether to turn the son over to the authorities, or to try to save him from his own evil actions. |
58 | The players are hired by an upper class Epicurean's Club to find and kill a specific beholder for them to eat. Meanwhile, a second group claims that this is immoral, since beholders are sentient beings, and to instead bring the beholder to justice by capturing it alive or killing it. However, when the party finds the beholder, they discover that it, while not willing to be killed or captured, much prefers being eaten to letting itself go to waste. |
59 | Evil cult is trying to bring their deity back so it can do its evil thing. An order of knights is working to eliminate this cult and the threat it poses. A third party hires some individuals to stop the order from eliminating the cult, claiming that the being which trapped the cultists god managed to power the cage with worship, if enough (thoroughly evil) cultists die then the god will break free and wreak havoc. |
60 | The party is hired to drive off a group of "terrorists" using magic to awaken trees and grow plants to attack a nearby city. However, the "terrorists" are actually druids that seek to regrow the forest where the mayor's men burned it to the ground to expand their city. The druids do not see their acts as terrorism but as an attempt to protect nature from the ones that want it destroyed and replaced with civilization. |
61 | The party is hired by a foreign government or entities within the current government to infiltrate a peaceful protest and surreptitiously turn the protest violent. This will either give the government the justification it needs to send in soldiers to suppress the locals, or it will propel the protest into a revolution to overthrow a corrupt regime. |
62 | The party is asked to investigate why anyone who enters the woods returns with no memories. A Fey creature who encounters them prevents their death from a terrifying creature, but wipes their memory so they cannot tell others about its home. |
63 | A new city is going to be built on the sight of an old mill town that’s been abandoned for decades. Unfortunatly, the old inhabitants died off for a reason, and they are willing to rise from the grave to protect that terrifying secret. |
64 | An evil magic user is capturing people and draining them of their life energy. It turns out that, in an attempt to gain more power the mage summoned a powerful entity. The mage quickly realized that they were unable to control this entity, so they trapped it in a magical prison. The prison requires life energy to maintain it. Stop the mage and potentially release something far worse or allow the mage to keep stealing people's life energy. |
65 | A hunting guild is struggling to produce any food and the town they serve is beginning to starve. To top things off, two of the hunters returned recently, very badly injured. The party is asked to investigate the hunting grounds and try to figure out what has happened to the animals. The party eventually discover that the hunting grounds have recently come under the protection of a druid, who's animal friend had been injured by one of the hunters months prior. |
66 | A baker is sentenced to death for selling poisoned goods. The man has proof he is innocent. Unfortunately, the real poisoner is a very powerful man, and especially hard to get to. If the baker is killed, his guard will be down, giving the authorities their only chance to apprehend their cities most notorious criminal. Should an innocent die to stop a serial killer? |
67 | A family seeks to find their missing child who is missing from their home, upon further discovery the child ran away from the home due to negligence on part of the parents. The child claims abuse or lack of provision. |
68 | The party must seek out a famed healer to treat the heir to the land/fortune/guild. The healer travels with a group of servants with oddly shaped lesions hidden beneath their robes. In order for the healer to cure the heir they must use a magic orb that painfully transfers the disease to their servants leaving fresh lesions in the same shape as those floating in the orb as the disease is transferred. |
69 | The Sage of Windmere hoards countless books, some of them one-of-a-kind, refusing to let others copy or even see them. The Monks of Yewlane consider this an intolerable restriction on knowledge that mere property rights cannot justify; they want you to sneak books away from him, then return them once copies are made. |
70 | A Lord sends the party to investigate the lack of supplies coming from a usually thriving village in the woods. The Village is falling apart because the fruit and vegetables that they gather from the forests are rotten and shriveled. The reason for this is because the section of the forest is controlled by a group of overly charitable dryads that give their lives to supply the food and now the forest is dying with the last dryad. |
71 | Goblins have been attacking a newly constructed dam above a village, and the party is hired to stop them. The goblins claim that the dam has caused their underground homes to flood, and the party must decide whether to prioritize the safety of the village or the homes of the goblins. |
72 | An entire mountain village are advertising a magical wellspring that can grant any who bathe in it the power of a dragon! The opportunity (although incredibly expensive) is too good not to investigate. What they’re NOT telling everyone is that this ‘Magical Wellspring’ is actually the crystal blue blood of a dragon that is beyond ancient and the last of its kind. They have it chained up inside the mountain it used to call its home and have bled it to the point that it’s almost dead. What will the party do? Fight these dragon infused people? Or let an innocent, good hearted creature suffer? |
73 | An important diplomat or authority seeks the PCs to help him fake his death. Desperate to retire and be rid of the pressures of his position, he simply wants to live a “normal” life from now on. Unfortunately the kingdom is having a big peace meeting with a rival nation, that will likely go wayward without them. If he attended the meeting however, his work would be required to maintain peace with the other nation for years to come. |
74 | A collection of prophecies written by a sage have mostly come true the last few years. The last one which has yet to pass indicates that a child born with a certain birthmark will cause great calamity if they grow up in this country. A child with this mark is born. Do the players uproot an entire family who may not be able to afford or survive in a new land (potential issue of no other country wants to take them) or do they convince the people to stay and run the risk of the prophecy coming true? |
75 | A town seeks your help in slaying a monster that has been reported to kill a certain number of theirs. When confronting the monster, it admits to killing the town folk, but as a result of an attack on their home at night. The monster was acting in self-defense and would prefer to be left alone. The town is wanting to use the monster's sanctuary as development for expansion and business and have been trying to scare or kill it away for months now. The town is outgrowing its current infrastructure and have been unable to get the monster to agree to leave. The town leaders believe they had no other choice. |
76 | The party receives a request to stop a necromancer who is robbing graves to create undead. They soon learn that the necromancer is using the undead to run a large farm that supports several surrounding villages.. |
77 | The party is hired to find a criminal that has been terrorizing the town. The party is monitored loosely and is expected to give updates on their progress to ensure that the town is getting their money's worth. The party tracks the individual but finds that the individual is actually two souls in one body, and transforms to reflect so. The innocent soul in the body has no recollection of what the other half is doing, and is completely harmless. If the party does nothing, the guilty soul will continue to terrorize the town. |
78 | A pirate captain has stolen a great treasure from the King. Gain the pirate's trust by aiding them in their piracy to find out where he's hidden the treasure. |
79 | Ever since the local kingdom's royal family was executed some 10 years ago, the area has existed in peace and harmony as a result of the Accord of the Three, a treaty amongst the three dukedoms, now minor kingdoms, to work together as a confederacy. The area economy has benefited incredibly for the people of these small kingdoms as a result. All the while, uncorroborated rumors abounded about a single male heir, a baby with curly red hair, dark complexion, and vivid green eyes, that escaped with the royal nursemaid on the day of his birth, the day of his family's death, persists. A small but strong rebellion loyal to the old royals has never been far below the surface. You are called to an audience with representatives of the three kings. A 10yr old boy matching the description of the potentially lost royal has been sighted 100 miles north by northwest in a small town. Find him. Kill him discretely before his existence becomes common knowledge. Upon your success, you will be rewarded handsomely, and, if you fail, the three kingdoms will devolve into bloody war. |
80 | A group of villagers hires the party to investigate a series of strange occurrences in a nearby forest. The villagers believe that the forest is cursed and that they are being punished by the spirits of the forest. The party discovers that the forest is actually being damaged by a group of loggers who are clear-cutting the trees and polluting the water. The loggers claim that they are providing jobs and resources for a neighboring community. |
81 | A local lord has hired you to remove the goblins that have taken over the church and has started to take over the surrounding buildings. Upon arrival you see they take in orphans as forced labor. The orphans are miserable but asking whether they prefer staying in the streets versus the meals and boarding the goblins provide, they choose the church. The choice is whether you leave them be or remove the goblins, because they will continue to take over the rest of the village. |
82 | The party is tasked by local clergy with finding homes for three orphaned siblings: two boys (about 12 and 10) and a girl (about 6). A local farmer and his spouse are willing to take only the boys (to work on the farm); a wealthy, childless widow visiting her cousin will take only the girl (she wants an heir). The children want to stay together. No one in town can afford to take all three children. The widow will take the girl back to the place where she lives in two days when her visit ends. The children, who were found wandering the road, have no living relatives and no local ties. Will the party negotiate these arrangements? Talk one of these parties into taking all three? Donate to a completely different family who will keep the children together? Take the children to another town and hope for the best? Leave the clergy to handle it? |
83 | The heir apparent is not the rightful heir; get this evidence to the palace on behalf of his older brother, who should replace the dying King. The older brother has been considered illegitimate, but we have a wedding ring and testimony from the priest who secretly married the king to his mother before he was born. What's more, the younger "heir apparent" has known about this all along and knows that his older brother deserves the throne. Problem is... the older brother is an idiot; the rightful heir according to the law, but probably a terrible king-to-be. |
84 | The party is hired to clear the nearby forest of a small pair of deadly owl bears so that the hunters may roam the forest in peace. On their way to slay the beasts, they find many signs and instances of Gnoll corpses and signs of fighting against them. If they chose to investigate, they will find on the far side of the forest is a band of Gnolls who fear the owl bears, and have been kept from exploring deeper in the woods (and thus discovering the village) because the Owl bears keep them at bay. Should they be removed, it is likely the Gnolls will push deeper into the forest and find the village. |
85 | PCs are hired to clear out kobolds from their mine nearby, so that humans can mine their silver. |
86 | The party is hired to bring a crate of valuable medicine to a faraway city facing a debilitating wasting disease. You are warned that you will face opposition on your way, and may have to smuggle it in, and that it would be confiscated if found. Your party is approached with urgency and paid handsomely. However it's not medicine, it's all addictive narcotics. |
87 | The party has been hired as bodyguards, to escort a negotiator to a peace conference between two warring city states. During the journey, the more time they spend with the negotiator, they learn that he’s actually a former warlord, accused of war crimes and cruel experiments against enemy prisoners of war. He was supposedly shot several times with arrows, crossbow bolts, a couple of ballista bolts, stabbed, hanged, decapitated and burned at the stake. However, the body was never reliably identified. |
88 | The party is asked to eradicate a kobold/goblin pack outside the town for stealing from local farmers. The pack is only stealing because they've been pushed out of their home by the town. |
89 | A devil promises one wish in exchange for his release from magical shackles. |
90 | A town lord wants you to protect the construction of a large public works. They are rerouting a river through a different valley which would mean far more fertile land for his people. However, the valley the river is being diverted from is occupied by a smaller village. Without the river, it will turn into a ghost town. |
91 | The king has a rebel untamed frontier region that is always in need of purging of humanoids. Recently there is talk of an Evil Beholder/Dragon/Big Monster amassing a tribe of giants and that they rule that region limiting humanoids but also human settlers. Once you meet the leader of that tribe you find him to be intelligent and amendable to almost every propositions. However he is amassing tribes after tribes under his banner and will soon have much more power. If the players get rid of the leader, the giants will not go away and a worst leader may take his place. If the players wipe the giants, the humanoids will bounce back and be even more of a problem. |
92 | The player characters come across a notorious bandit who has recently been injured in a robbery gone wrong. The bandit offers them a deal: if they help him retrieve a valuable artifact from a nearby ruin, he will give them a large sum of gold and information that could lead them to even greater treasures. However, the ruin is guarded by powerful magic and the artifact may have a terrible curse attached to it. |
93 | Ruthless cultists have kidnapped the baron's son and daughter-in-law and promise to kill them. The baron wants you to rescue his son but not his daughter-in-law, who must be "accidentally" left behind. Once his son is widowed, the baron has a new highly favorable political marriage lined up for his son. |
94 | A local woodworker asks you to retrieve a special kind of wood from a grove nearby. When you reach the grove and attempt to fell one of the trees a dryad appears. The dryad will ask for a trade, you may take a tree from the grove if you agree to take a sapling to plant in another location (she may describe a particular kind of location eg: near the shoreline). |
95 | A thief keeps stealing from a farmer and his farm is in danger of being unable to provide food for the local town if it continues. A prominent member of the community, the nasty head of the thieves guild chapter, has been arrested and charged for the crime. However: he is adamant on he is innocent and has never used their skills to harm the residents of the town. It turns out, a group of destitute children are the thieves, but they are doing so as their single mother is extremely ill and is unable to work to provide for the family. Without food, they and their mother will surely starve. However, an innocent man will soon lose his hands for a crime he did not commit if they are not brought to justice. |
96 | A farming community tell of a beast that has been killing their live stock. The beast is in fact a wild man, cursed by a witch to become a rampaging wolf at night. The witch cursed the man because he rebuked her love for the love of another. |
97 | Players get hired by a Wizard for protection. As of late, the Wizard has been hunted by devils/demons/twisted creatures of some sort from another plane. Turns out though, these creatures used to be living people- the Wizards former apprentices, who are coming back for revenge. |
98 | The party is hired to liberate a recently invaded border village. On further investigation, this is far from the first time the village has been "liberated", and multiple groups have a claim to it as their home. |
99 | A lord has asked the party to dispatch some low-life bandits who are terrorizing the local people. The bandits call themselves freedom fighters, fighting against the over taxing of the lord, taking the money off the middle class to fund for weapons, not wanting to give up vengeance against the lord who let their children starve. |
100 | The party is hired to escort a caravan of civilians through a war zone between two nations. Along the way, they discover that one of the covered wagons contains weapons that will prolong the war and break the fragile armistice. The party must decide whether to continue on their mission and deliver the weapons, or risk their own lives and the safety of the caravan to prevent the weapons from reaching their destination. |