101 Ongoing Plot Hooks for DnD and Pathfinder For my SWEETIE PIE (KISS)…C. 1. Stolen sin A series of robberies throughout Kazan have targeted churches, wizard’s studies and alchemical laboratories. The robbers unique modus operandi of bypassing security measures through finesse and infiltration identifies them as a freelance group made up of an elven thief, a dwarven sorcerer and a halfling cleric. Every item and piece of lore taken from each location relates to sins, vices and guilt. The PCs must investigate who hired them and why. 2. Hunting for the Veil The PCs work for Bureau 2 of the Veil, and are tracking an unauthorized necromancer. The necromancer follows bandits and orcs, waiting for them to attack unlucky travelers. After the battle ends, the necromancer waits for the corpses to rise as undead and then takes control of them. The PCs must deal with the hostile forces that the necromancer has been following and stop the necromancer from assembling his army of zombies. 3. Hunted by the Veil After being publicly exposed as magic users, the PCs are being hunted by the Veil. The PCs must find a way to escape the Veil’s trackers or somehow prove that they are not magic users. If the PCs are caught by the Veil, they are told that their deaths must be faked and they must begin a new life. 4. Hunted by Magesith One or more magic users in the group are being hunted by a magesith, a type of cruel warrior that inflicts large amounts of pain to subdue and control their opponents. Magesith are trained to hunt magic users, to embrace pain and to feel no pity or mercy. Quick Template: Magesith (CR +1) All attacks deal nonlethal damage, and leave their opponent staggered for one round. Gains Spell Resistance equal to new CR + 10. 5. Help undead regain control
After dying and not being given a proper burial, an NPC rises as a zombie. The PCs are friends with the NPC or are hired to help the NPC regain control. While the zombie retains the memories and personality that it did in life, it’s overwhelmed by an insatiable hunger. The hunger can be suppressed for one day with a restoration spell or cured with a greater restoration spell. The PCs must prevent the zombie from hurting himself or others while keeping him safe and searching for a greater restoration spell. 6. Rescue NPC before eldritchah conversion After hell was abandoned during the cataclysm, an infernal faction known as the Umbra began making deals with the races of the Prime, starting with the orks. The Umbra enhanced their followers on the Prime, permanently augmenting them with magical items. After an attack, the eldritchah return their surviving victims to their Umbra masters who will wipe their minds and convert them into new eldritchah. The PCs must rescue an NPC before he can be converted by the Umbra. 7. Gather details of eldritchah conversion to develop countermeasures The PCs are hired by the Veil to follow a band of eldritchah and infiltrate an Umbra camp long enough to gather general information about the Umbra’s eldritchah transformation process. 8. Defend against shadeling A magic user PC or NPC traveling with the group captures the attention of a shadeling. The PCs must find a way to protect the magic user and kill the shadeling, without using magic that will feed the shadeling and make it stronger. 9. Capture shadeling The Pyramid of Providence hires the PCs to capture a shadeling for study. The Pyramid gives a silver flask to the PCs. The flask’s unique runes and magical preparations will allow it to safely contain the shadeling once captured, but the PCs must lure it into the flask by using a magic aura as bait.
10. Prevent NPC from exposing the Veil and the false war An NPC has learned that the war against magic users is being controlled by the Veil. The PCs must convince the NPC not to reveal the truth or to silence or discredit him before he can. 11. Soylent Harvest A shipment of meat meant for the Imperial Marines is diverted by a minor, local corrupt noble. Unknown to the noble, all meat for the Imperial Marines is harvested from the Tarrasque held in Harvest City. Without the discipline of the marines’ training, the locals are unable to deal with the increased aggression. The PCs must subdue the locals, who have developed fast healing 1 until the meat’s effects wear off in a week. 12. Ring of rapture drug dealers Rapture is a drug made of distilled primordial energy. Rapture causes a feeling of sublime ecstasy and provides the user with a small charge of energy which can be used to power a single first level spell. After enough uses of rapture the energy buildup would cause the user to transform into energy and depart, or ‘ascend.’ The PCs must find the local rapture dealers, and stop them from selling anymore before it claims a life. When the PCs begin to investigate, however, they discover that the rapture dealers have ties to a cult. 13. Survive Blackest Night Normally, blackest night is a predictable event. When it happens unexpectedly and the PCs lose access to their spells and their magic items stop working during what should have been an ordinary mission, they must find a way to survive until dawn. 14. Celestial or Crazy A stranger appears in town, claiming to be a celestial who has been robbed of their celestial abilities and outsider traits. The gods refuse to comment on the issue, and the town elders ask the PCs to get to the bottom of things.
15. Infernal or Insane Across the continent in another ordinary, another stranger appears ‐ claiming to be an infernal who has been robbed of his outsider traits. The gods refuse to comment, and the PCs must determine whether he is insane or truly an infernal creature. 16. Defend against Praxis An assassin who is immune to divination magic is hired to kill the PCs while they are on a mission. The PCs must find a way to defend against the assassin while still completing their mission. 17. Join the Veil One of the PCs wants to become an agent of the Veil, despite their refusal to admit non‐magic users. The PCs must find a way to convince the Veil to admit her in spite of this. 18. Whispering Angels Years earlier, one of the PCs ran into a mysterious individual who offered a piece of advice which unpredictably changed their life forever and was responsible for their becoming an adventurer. Years later, he sees the man again, although he has not aged a day. When the PCs begin to investigate, they discover he’s part of a secretive group of celestials dedicated to subtly influencing the lives of mortals. 19. Dark Elf in disguise When an elf’s heart is consumed by darkness, it becomes a dark elf and its skin and hair lose all pigment. While visiting a village of elves, the PCs begin to suspect that one of the elves is a dark elf in disguise. 20. The Living Dolan The Cult of Dolan is a sect of prophets which allow themselves to be stung by the cephalatroph, a creature who’s poison is believed to be 100% fatal and to induce infallible, but cryptic, prophecies. While transporting a cephalatroph back to their monastery, one of the monks of Dolan is stung. However, the monk does not
die but instead goes insane. The PCs must find the monk and return him to the monastery. 21. Faust’s Marines A contingent of Imperial Marines, led by Commander Faust, stop reporting back to the Imperium. The PCs are hired to investigate the fate of Faust’s Marines, but when they locate the marines they learn that they have defected from the Imperium and sworn loyalty to the Dukes of Hell. 22. Company Zero The PCs are caught in the aftermath of a group of adventurers known as Company Zero, a mercenary special operations group which includes several magic‐ users who are known enemies of the Veil. Both the Veil and the Imperium are offering a reward for the capture of Company Zero. 23. Killer Clone A wizard’s experiments with a new clone spell have gone awry, and the clone woke up prematurely. Possessing all the memories and abilities of his creator, the clone is insane and intends to kill the original and take his place. The PCs are hired to protect the wizard and stop his clone. 24. Paradox Mage The PCs are hired by the Veil to investigate a strange man who is believed to have killed several magic‐users. He exhibits no spell‐casting abilities until in the presence of a magic‐user or magical effect. When they confront him, the PCs learn that he is using the paradoxes that result from spell casting to create his own magical effects. Whenever a spell is cast in his presence, he is able to cast a spell up to one level lower in the following round. 25. Infiltrate House Kazan The PCs are hired to recover an item which belonged to the ancestors of House Groomwar from House Kazan. The Kazan nobility have refused to return the item or sell it back to House Groomwar. The PCs must retrieve
the item while making it appear to have been part of a robbery commissioned by someone else. 26. Encounter with member of the Family The PCs encounter a member of the cult known as the Family. They must gather as much information about the individual and the Family as possible, without losing their lives. 27. Retrieve information from the Dreaming After an NPC dies in their sleep, the PCs must enter the Dreaming to find his spirit and retrieve a crucial piece of information and guide him to the afterlife before the NPC’s soul becomes permanently lost in the Dreaming. 28. Frauds of futures past A changeling approaches the PCs, claiming to be one of them from the future and needing their help to avoid some crisis. The PCs must discover the truth and foil the changeling’s real plans. 29. Elven proxy wars When a dark elf begins attack the enemies of the high elves, the PCs recognize that something is amiss. They quickly discover that the dark elf is taking orders from high elves, and must learn why. 30. Undead friendship One of the PCs’ friends has died and risen as an undead. After he learns to control the hunger and tracks the PCs down, they must decide what to do with them. 31. Troll Army of One sends one troll to invade each town The troll Army of One sends a single troll to attack each town in the southwest of the Imperium. The PCs must locate the troll and stop it before it can multiply by regeneration and become a true threat to the town. 32. Haunted dreams The dreams of the PCs are haunted by the ghosts of their slain enemies. The PCs must find a way to calm the
spirits of their enemies before the exhaustion leads them into madness. 33. Insane asylum An obscure sect determines that the PCs are murderous hobos, and that their violence is proof of mental illness. The PCs are captured while they sleep and brought to an insane asylum, where the Sisterhood of Light attempts to “cure” them. 34. Silvergate prison lockdown during a visit While visiting a friend who was wrongfully accused and imprisoned, the inmates of Silvergate prison attempt a jail break. The PCs must survive and protect their friend while the prison goes on lockdown. 35. Dragon fear and loathing A town’s existence is threatened by a dragon that flies overhead when traveling to and from its home. The fear and madness caused by the dragon has driven away all visitors to the town and stopped supplies from entering the town. If the PCs are unable to persuade the dragon to avoid flying directly over the town, it will be completely abandoned. 36. Eldritchah conversion survivor An attack on an Umbra outpost disrupts the eldritchah conversion process. One of those undergoing the conversion process survives and retains his individuality and personality. The PCs must escort him back to the High Tower of Sorcery for study, while other eldritchah forces attempt to stop them. 37. Southern Waste components The PCs are sent to the forbidden zone in the Southern Wastes to collect rare spell components, all relating to primordial and necromantic energies. While traveling back from the Southern Wastes, the PCs encounter several intelligent undead who bizarrely crave the spell components. The undead attempt to bargain for the spell components, claiming they will help them “elevate.” If the PCs refuse, the undead attack 38. Goblin tribe discovers trove of magic items
A goblin tribe discovers a cache of magic items and begins using them in their attacks on human settlements. The goblins are neither disciplined nor able to properly control the magic items. The PCs must minimize the damage caused by the goblins. 39. The Forgotten The PCs encounter a man who is able to insert himself into the memories of others without otherwise significantly altering the memory or the personality of the subject. They must prove this to NPCs and find a way of negating his abilities. 40. Rage plague A town comes under the influence of rage plague, a magical illness connected to the Bloodthirster. Those suffering from rage plague are afflicted with the rage spell seemingly at random as well as increased aggression. The PCs must find a way to cure the town of rage plague before it tears itself apart. 41. Bloodthirster’s berserkers A pair of berserkers escape the Last Tomb of the Cult of the Bloodthirster, signaling the primordial’s active return to the prime material. The berserkers begin hunting down paladins, and the PCs must find the daemonic berserkers and stop them before anymore paladins are slain. 42. Arena Annual The PCs enter the Great Arena’s annual team or individual competition, giving them a chance of glory in front of the bravest warriors, most powerful magic users and richest nobles of the Imperium. 43. Blackheart goblins outpost The PCs are forced to travel through a cavern complex that extend underground and through some mountains. While journeying through the caverns, they come across an unmapped outpost occupied by goblins from the Blackheart tribe. The Blackheart goblins are strong tactical fighters and block access to the caverns exits. The Blackhearts avoid attacking the PCs, preferring to
starve them out or slay them when they try to breach the goblin’s defenses. The PCs must find a way to escape or to negotiate with the Blackheart goblins. 44. Divinity Games Once every ten years, the gods host the Divinity Games ‐ an event where mortals can compete for deification. Every entrant in the competition sacrifices their life, and the energies of the losers are used to empower the new deity. If, in ten years, the deity has gathered enough followers to sustain their godhood they continue to live. Otherwise, they are sacrificed to the other gods. A mentor to one of the PCs has entered the competition, and requested the PCs act as his cornermen and aid him in the competition. Without their help, he does not stand a chance so the PCs must dissuade him or assist him in the competition. 45. The Druidic Movement Comes Under Attack A group of druids have begun buying property in the Great City with the intention of turning the land into public parks. One of the minor noble houses is not happy about this despite the overwhelming public support, as it will interfere with their development projects. Several of the nobles conspire to smuggle orcs into the Great City to launch disruptive attacks against the druids. The PCs must discover who is responsible, and stop them. 46. Golem skin A gnome wizard has recently developed a new type of “wearable golem” which a demihuman can step inside and wear like a suit, gaining the physical attributes of a golem while maintaining direct physical control. The golem skin is stolen when the wizard is attacked while testing it. The PCs must recover the golem skin without destroying it. 47. Drake Firestorm After making a mysterious pact with Samael, formerly Asmodeus, a dragon attacks a troll stronghold. Every one of the trolls are killed, along with several human nobles that were on a diplomatic mission. The PCs must track the dragon down to discover why it attacked, and if there’ll be another one.
48. Amnesiac changeling The PCs encounter a changeling who is mimicking one of them. The changeling is confused and disoriented, and entirely non‐hostile. They quickly discover that the changeling has lost all of its memories, but deduce that it was hired by someone to imitate the PCs. The PCs must work with the amnesiac changeling to discover what happened. 49. Destruction of the Burnt Jade Monastery The PCs are visiting the Burnt Jade Monastery when it’s attacked and destroyed by eldritchah. The temple is quickly destroyed by the kamikaze attackers, and the Burnt Jade monks scatter across the kingdom. The PCs must track the monks down and help them reunite so they can found a new monastery. 50. Perception filter test run Unbeknownst to anyone, the Veil performs a test run of the first perception filter spell in a small town. Perception filters have the effect of directing attention away from the object or its bearer, rendering them virtually unnoticeable without making them invisible. When the Veil decides to test the limits of the spell, strange things begin happening in town. The PCs must investigate. 51. Ethereal Whispers The PCs come across an abandoned wizard’s laboratory operated by the Veil. The laboratory was recently attacked, and it appears that there were no survivors. When the PCs examine the lab, they discover notes about a spell which will allow the Veil to “listen to the aether.” This will allow them to discreetly observe things across long distances, or even into the recent past. The PCs must decide whether to return the incomplete notes to the Veil, or destroy them before anyone else can find them. 52. Great City serial killer The Great City is attacked by a mysterious serial killer who uses magic to bypass locks and defenses, brutally slaying his victims in the night. Attempts to resurrect
the victims have failed, and when speak with dead has been cast the victims have only said “the tree” and “Orpheus.” The PCs must quickly take one of the corpses across the kingdom so that an expert necromancer may attempt to extract more information about the killer. 53. Veiled Wars The Imperium’s policy of noninvolvement in the orc‐ork “civil” war is clearly exploitative and designed to let the greenbloods kill each other off. Many speculate that the Imperium is quietly encouraging the war, and possibly supplying both sides to perpetuate the slaughter. The PCs discover that the war was deliberately started by the Veil, and that it seems to be part of a larger plot. The PCs must decide whether to join the effort and help the Veil or try to expose the organization while surviving attempts to silence or discredit them. 54. Divine Monsters A renegade faction of celestials follow the example of Samael and believe that necessity is the genesis of all action. Doing what they deem is necessary, they begin recruiting demihumans from the prime material to convert them into “divine monsters” that will combat the darkness. 55. Carnival of Crime While attending a traveling carnival, the PCs recognize one of the performers from a wanted poster. After some investigating, the PCs discover that the carnival is a cover for a group of criminals that perform high end robberies and assassinations across the Imperium. Realizing their cover has been blown, the carnival quickly leaves town and begins to “sanitize” their operation. The PCs must track the carnival down to determine what their last job was. 56. The skull mask The PCs encounter a magic user who wears a strange anima’s skull as a helmet and mask. He attempts to play mind games with the PCs, but finds himself outmatched and gets himself killed. When they examine his body, they find it and his clothing unremarkable. The skull,
however, radiates a strange magic and seems to come from an animal which never existed. 57. Death of a Bloodline The PCs have been captured by several vampires of the Kath bloodline. The vampires have already drained several NPCs and are holding the PCs until it’s time to feed again. Before the PCs can meet their end, each of the vampires crumbles to dust. The PCs eventually free themselves, and discover that all vampires from the Kath bloodline have been destroyed. The other bloodlines attempt to seize the power vacuum, leaving the PCs caught in middle of a war between undead. 58. What Is The Pyramid of Providence? The Pyramid of Providence is known to be much older than nearly any other organization. The first known member of the Pyramid was Baal, who uses the Pyramid of Providence as his holy symbol. The Pyramid’s ancient purpose has been forgotten, and the PCs must travel to the Lost Tower to recover the original charter. 59. Discovery of the Southern Deadlands The PCs become lost in an arid part of the elven sovereign lands when they realize they’ve wandered into an uncharted patch of deadlands, where all magic fails. Without a way to call for help, the PCs must survive the desert orcs and other threats that wander the region ‐ without the aid of magic. 60. A Town Called Arkham The PCs arrive in Arkham, and quickly notice two things: everyone in the town seems “off” and the marshall seems very interested in them. When the PCs are ready to leave town, a powerful rainstorm washes out the road and the townsfolk announce that they will hold a small feast in honor of their guests. At the dinner, the townsfolk invite the PCs to become permanent residents but the marshall insists they must leave as soon as the road is passable. The PCs leave in the morning without discovering the secrets town and are told they are welcome back anytime. When the mayor extends the offer to the PCs, he cryptically comments that “it’s just a matter of time…”
61. Help shopkeeper fake death to escape the Dreaming Cartel A friend of the PCs has recently run into trouble with the Dreaming Cartel, who don’t appreciate competition for custom made magic items. The Dreaming Cartel likes to make examples of anyone that threatens their monopolies, placing a virtual death sentence on the PCs’ friend. To save his life, they must convincingly fake his death so that he can begin anew. 62. Rescue Grabthar from the spice mines Grabthar, a half‐orc associate of the PCs, has been captured and forced to work in the spice mines. Grabthar possess vital information about the orc’orde and must be rescued so the information can be relayed to the Imperial Marines. The PCs must infiltrate the spice mines and exfiltrate Grabthar before he’s worked to death. 63. Assassination in House Chexim A friend of the PCs and the son of a minor noble in House Chexim is assassinated. When the House mage investigates, he discovers that it appears he was killed by a lich’s touch. The PCs are certain that a lich couldn’t have gotten close enough, and so must solve the mystery of the murder. 64. Tryouts for Dragon Corp When the PCs cross paths with the elite Dragon Corp, they decide to try to join the “best of the best.” There are only 144 members of Dragon Corp, and every spot is currently filled ‐ so the PCs will have to do something remarkable to be deemed worthy of replacing some of the existing members of Dragon Corp. 65. The Praetor Conspiracy The PCs realize than an old urban legend about the Praetors, a group of noble families that have pulled strings behind the scenes for generations, embedding themselves into the very social fabric of human society in general. The Praetors goals are unclear, but it’s certain that they don’t like the fact that the PCs have become aware of them.
66. Terror cult A cult of terrorists attack a series of churches seemingly at random, defiling them and murdering the attendees. The cult has left no obvious message and has no known goals. As church attendance in the city begins to slow, the PCs are asked to step in before the holy sites become abandoned entirely. 67. Rapturous orcs A group of orcs encounter a small lake of rapture, the primordial energy, shortly before encountering the PCs. In a unique reaction, the orcs have lost all aggressive tendencies and want philosophical and spiritual enlightenment beyond that of One‐Eye. The PCs must help the orcs find a place where they can live in peace without being attacked by intolerant humans or orcs. 68. The Orrery While exploring an ancient dungeons, the PCs come across an orrery that mimics the outer realms and the solar system of Exegesis. At first the orrery seems very ordinary, but shifting the relative locations of the planets alters the relative strength of different types of magic within the dungeon. Rotating the orrery too far forward will exhaust and dehydrate the PCs, without actually altering the flow of time. While experimenting with the orrery, the PCs realize they are not alone in the dungeon. 69. Succubus seduction Countess Isabelle Anders hires the PCs to prove the Count is being seduced by succubus. The Count is quite aware of her suspicions, and insists that she is merely jealous that he has fallen in love with someone else. As the PCs investigate, they discover that the woman was hired by the Countess as part of a scheme to push the Count into asking for a divorce in exchange for the majority of their assets. 70. The Creeping Desert The deserts in Cir have been slowly, but steadily, expanding. The sages agree that the desert should be holding steady, and the nobility is worried that it will allow the nomads to expand their unofficial territory in
the center of Cir. The PCs are hired to investigate any connection to rumors of a elemental earth worms that have recently migrated from the outer realms. 71. Soul Hunter When a soul hunter comes to capture and preserve the soul of a fallen friend of the PCs, they must stop the soul hunter from taking his soul and preventing it from finding peace in the afterlife. 72. Gibbering Madness An eccentric wizard believes that the endless yammering of the gibbering mouther is some sort of divine or infallible speech. He hires the PCs to capture a gibbering mouther without harming it so that he can study its mad speech. 73. Spawn of Dagon The Veil dispatches the PCs to investigate rumors that a town has had its population replaced by the spawn of Dagon, who wear the bodies of the towns people like suits. The PCs must corroborate this information and report back without making their presence known among Dagon’s spawn. 74. Spectre of revenge The Spectre, a manifestation of revenge itself, has turns its eye to the hometown of one of the PCs while they’re visiting. His target is truly wicked, but the Spectre does not mind collateral damage. The PCs must help the town survive until the Spectre’s vengeance is complete. 75. Past Tense Prophet A member of the Cult of Dolan is stung while transporting a cephalatroph back to the monastery. He died alone in the woods, and the PCs must find his remains and find a way to learn what the prophecy was. 76. Steal shipment from House Racktide for House Elmdoe House Elmdoe hires the PCs to steal a shipment of newly minted currency from House Racktide. Without the new currency, House Racktide’s legitimacy will be
undermined and the economy will be destabilized. The currency is heavily protected, but House Elmdoe will be satisfied if it’s simply destroyed and not stolen. 77. Imperial Suppliers The PCs are hired by House Kazan to monitor the city of Harvest and discover who has been producing supplies for the Imperial Marines. When the PCs begin to investigate, they discover that the supplies are being supplied by a single house but they are being made to look like different pieces were produced in many different kingdoms. 78. The Inquisition and the Veil An Inquisitor PC or NPC realizes that House Nyza has begun to hide many of their resources, especially those relating to magic. Suspecting that something is afoot, they investigate but eventually learn that the resources are being shuffled around as part of a Veil operation. 79. Skyfall Small meteor fragments crash to the ground. Each fragment is under the effect of a variant of the contagion spell, afflicting those in the area with random diseases. The PCs must discover the pattern and discover the origin of the fallen fragments. 80. Dinner at Ravenloft The PCs are invited to dine at Castle Ravenloft, and given amulets of protection from vampires. The Veil hires the PCs to take advantage of the invitation and gather as much information as possible about the castle’s new resident. When they arrive, the PCs learn that they were not the only ones invited by the mysterious vampire called Misty, but his agenda does not become any clearer as the night wears on. 81. Thief at Magitek Academy While touring the new magitek academy, the PCs discover that one of the new students is a thief who has infiltrated the complex. Somehow, the individual is avoiding attempts to identify him with divination. The PCs must determine who the thief is and who hired him
before he can get away with stolen designs and magitek prototypes. 82. Murder in the High Tower An apprentice is found murdered in the library of the High Tower of Sorcery. There’s no apparent motive, and the killer was able to disguise himself using magic. However, the tower itself is aware of every magic‐user that enters or exits the structure. The PCs must help the council of the High Tower identify the killer. 83. Eldritchah raid on a town While sleeping in an inn on their way to the city, the small village comes under attack by eldritchah. The town’s small guard is no match for the monsters, and it’s up to the stop the town from being overrun. 84. In the balance Feeling powerless against the local nobles, a town hires the PCs to kidnap the noble’s son to persuade the noble to return their land, which was recently “redistributed.” The PCs must take care not to harm the noble’s son, they must simply keep the threat alive. 85. Dark elves firebomb elven village Dark elves use elemental magic to firebomb a local elven village. The PCs must help the village fortify against future attacks, and track the dark elves down to administer retribution. 86. Find adventuring agent Recent rumors have spread about a bureau of agents for adventurers. The agents help the adventurers optimize their missions by finding multiple sponsors and interested parties, and providing relative side missions that the adventurers can conduct along the way. The PCs must find one the agents and prove their worth as clients. 87. Lockdown Imperial Inquisitors put a town on lockdown, knowing that a cultist and murder is hiding in the town. The dark one tries to murder the PCs by framing them as evil so
that inquisitors will put them down. The PCs must prove their innocence. 88. The Scarfeather Uprising A contingent of griffins, led by the rebellious Scarfeather, have begun to refuse to recognize the authority of the Imperium or even the other griffins. The PCs find themselves in the middle of Scarfeather’s rebellion as both sides attempt to recruit the PCs to their cause. 89. The Minotaur‐Goblin alliance The minotaurs ally with the goblins against House Cisk, as both want to expand their territory. The minotaurs promise the goblins their strength and access to their territory as a base of operations, while the goblins provide the minotaurs with their connections and access to supplies beyond the minotaurs’ territory. 90. Darkwood fire A elementalist wizard keeps summoning fire elementals into the darkwood forest. The PCs must investigate and find out if he’s insane or trying to destroy the darkwood and in either case, they must find a way to stop him. 91. Minas Dogft ghost ship A ship arrives at Minas Dogft in Cir, completely devoid of any crew or cargo. The Elder Dwarves at Minas Dogft are at a loss, and request the PCs help in investigating and ruling out the possibility of the Lichlands being involved. 92. Sinking orcs An orc ship in the Sea of Klanthe is sunk by an unknown group. When the PCs go to salvage treasure from the sunken vessel, they discover that the vessel was sunk by a small colony of water elementals. 93. Resting In Peace It’s widely assumed that the necropolis of the Great City has its share of undead, but when the PCs go to lay a friend to rest there they discover that the necropolis is completely devoid of all undead ‐ despite radiating
strong necromantic magic. When they investigate, they discover that the necromantic magic lures the undead into a system of catacombs that lead out of the city. 94. The Duchess and the Concubine Well aware that their marriage is purely one of political convenience, the Duchess of Groomwar has never been happy about her husband’s love for Lady Celia. Despite not loving the Duke herself, she is unable to stomach the Duke’s affection for someone else or the embarrassment of being seen as “less lovable than a mere concubine.” When the Duchess hires an assassin to kill the Lady Celia, the PCs must protect her. 95. Expedition to the Lichlands The PCs are hired to travel to the Lichlands to open up communications between House Racktide and Womoor Castle. Simply arriving at the island of dark magic threatens the lives of the PCs, who must find a way to negotiate with power hungry undead. 96. The demon’s gauntlet The PCs enter a competition for the demon’s gauntlet, an unholy magic item which slowly turns its wearer into a demon. The PCs must win the competition or find another way to acquire the gauntlet before it can cause more damage. 97. Torif’s secret negotiations with Kordash The PCs are hired by House Torif to travel to the Kingdom of Kordash and begin the early negotiations for a joint crusade against the dark Nosgith Empire. Though kind, the Kingdom is extremely strict and will offer the PCs no quarter. They must establish an initial contact without offending anyone or finding themselves under arrest. 98. Prismatic Storm over Nosgith When a prismatic storm appears of Nosgith, the entire Pyramid of Providence takes notice. A similar spell was once rumored to have been studied by the last apprentice of Allor the archmage. The PCs must locate his student and learn who else might have had access to the spell or been able to recreate it.
99. The Emperor’s brother A lone traveler arrives on the west coast, claiming to be the Emperor’s brother. To the public’s knowledge, the Emperor has no family. The claim is quite sensational, and is attracting attention from the Imperial Inquisitors. 100. The Cult of Prast Prast, the wizard warlord who was defeated by the Emperor just prior to the founding of the Imperium, still has followers even now. One of the last Cults of Prast has recently become active around Osshyrst Castle and declared their intention to try to resurrect Prast. 101. The Book of Artifacts The PCs discover a catalog of minor artifacts. The artifacts are described and identified by number, but no name or location is given. The PCs must determine what the catalog correlates to without letting it fall into the wrong hands. 100 Things to Find in Rooms in a Dungeon A book containing 1,001 curses. An elven prince, turned to glass. A beautifully flowering plant with a heady aroma. 144 champagne flutes filled with differing amounts of amber liquid. A time‐stop bubble containing an infant in a cradle and a collection of various limbs. A pair of rats playing a game of chess and engaging in political discourse. A bathtub filled awith crystal clear hot water. A portrait of a landscape. With the right pass phrase, an onlooker can enter the world of the painting. A single kobold with a spiked chain standing on a bridge over a pit. An unlamp that sheds darkness as a lantern. A mosaic with a strange phrase in large lettering at top. A basin filled with slime‐covered grubs. Touching the slime or grubs burns with acid. 1 in 20 chance to gain insight into the first sorcery of the Bilewurm.
A humidor on a desk containing carefully preserved larvae. Delicacies in some regions. Stores of unrefined tree sap. Raw material for incense used in some religious services. A carpet of yellow fungus. A small hand mirror affixed to the ceiling, pointing straight down. A mirror, painted over with black paint. The local king's 43rd adviser. A knight encased in armor. He speaks cryptically and laughs morosely after most statements. A skeleton. He only wants to remember what it was like to be alive. He will trade free passage for something that can remind him. A moth‐like creature with wings that fluctuate in shape and color. A statue‐ left half is stone, right half is mostly rotten flesh and exposed bone. A medusa who is blind in one eye. An ornate and finely decorated habitat for small rodents called spellthieves. The animated digestive tract of a large predatory animal. A long hallway, with oil on the floor. Stepping through the doorway triggers the Third Spell of Gravitational Axis. 15D10 falling damage. A hallway with paintings lining it. Each one houses a vengeful spectre that will haunt whoever releases it. A long hallway with a majestic gilt oak door at the end. No matter how fast you run, you never move closer to the door or further from the entrance. 8 stone statues of various creatures and individuals, in a ring in the center of the room. If someone enters the room, a “Stone to Flesh” spell animates the statues, who immediately try to trap the others and escape themselves. As soon as there are only 8 living creatures left in the room, a “Flesh to Stone” spell transmutes those remaining into statues once more. A few glass statues, and a fine powder of glass dust on the floor. Energetic activity in the room kicks up the glass dust, which carries a contagion that slowly turns the infected to glass. A long lost tome of hymns to Solaire, god of sunlight and scaphism. Recovering the book from its location immediately alerts all true clerics of Solaire, who come hunting for it. An interlocking series of cisterns and tubes, all crafted of elemental metals. Fiddling with the setup has a 5 in
20 chance of drenching you in elemental proto‐slime, and slowly transforming you into an ooze. A jeweled scepter laying against an ancient throne. Reads as mundane, but is actually detection‐shielded. When removed, an ancient order of mummified assassins mobilizes to recover it. A rod of burnt ivory. Carrying it to a location with over 100 individuals in a 1 mile radius causes 5 in 20 chance of a spontaneous wedding, and 5 in 20 chance of a spontaneous murder. The dagger of decimation. 3 charges. Consume 1 charge to make 10 attacks on a single target. Turns to dust when charges reach 0. On a roll of 1, all the attacks are against the wielder. A parasitic blob of flesh, with feeler hairs and a primitive eye stalk. It follows a target slowly until it attaches itself to them. An ebony rod with a pair of metal studs in the handle. Activating it causes the user to disappear for a moment. Roll 1d100. On a 98+, the user went somewhere very unpleasant. On a 00, something came back with the user. A Xeriscape with a number of exotic plants and cacti. An uneducated person has a 1 in 6 chance of grabbing a poisonous plant, and a 1 in 6 chance of grabbing a helpful plant. A chest under a metal cage, attached to a chain. A crank in the corner is also attached to a chain. Turning the crank lifts the cage over the chest and, when turned all the way, activates a poison gas trap. A large statue of a lizardman holding a valuable crystal orb. Picking up the crystal orb casts a “Stone to Flesh” spell. The room was carved from the stoned flesh of a giant, and the entire room reverts to mush. A fountain with a bright beam of sunlight hitting it. Stepping with 10' of the fountain unveils the shading spell and subjects the viewer to a bombardment of Prismatic Spray. A colony of dung beetles rolling balls of dung away from a massive dung pile. A room, open to the sky, filled with snow, and pacing footprints. (survey_says) A reposed suit of armor, made of glass, with embalmed remains visible inside. A room with a weapon rack on the side. Each weapon the players pick up causes an identical weapon to animate.
(depressioncore) A room with treasure inside it. On close examination, these are tiny creatures that look like gold and gems. A crystal bottle filled with a clear liquid on the table. When uncorked it releases a plague that covers the landscape. A sword sticks out of a stone and anvil in the center of the room. When removed, the anvil and stone collapse inwards and the room opens up and unleashes a massive scaled beast with six legs and a tentacled face. (brilliantmaster) An impaled little girl in the center of the room, reaching out towards you. If you touch her, the stone of the floor unleashes tentacles, and the room reveals itself as a predatory creature. (Endaline) A room filled with carvings of hundreds of monsters. As soon as one's name is spoken, it comes to life and attacks. A horse‐sized golden idol bolted to the floor. Viewers gain an innate sense of the direction it rests, and they have a 1 in 6 chance each night of having a nightmare about the idol. An ancient man in a crown sitting on a throne of gold with bags of gold coins behind him. In the hollow of a tree, a delicious nectar based draught. If you drink it, a random body part is transformed into the body part from a random animal for 1d6 days. A book in an ancient language. If you tattoo the complete text on your body, you enter the covenant of Mak Rigor, the god of writing things down and forgetting them. (Deathdoom9) A floor panel before the room clicks down, weighing the party before they enter, and setting up a number of weights in secret panels behind the walls. In the room, three solid gold statues rest on pedestals. At the exit of the room, another floor panel weighs the party again. If the weights differ, the statues come to life and attack. (Stormnl) A choir sings in the center of the room in a circle. If interruped, a great evil is unleashed from the floor below. A demon is trapped in a magical circle. He just wants to be let out, and promises a Wish spell if the players let him out. He's telling the truth. A demon is trapped in a magical circle. He just wants to be let out, and promises a Wish spell if the players let him out. He is lying. A poisoned needle that causes the afflicted to puke out a random monster once every 8 hours.
(Sssxc) A very narrow rickety bridge across the center of the room. It will only bear the weight of one person; the first person to cross bravely dispels the illusion, and the bridge is revealed to be solid and wide. A large ruby on a pedestal. If anyone tries to take it, it animates and zips out of their grasp in the direction of the nearest, most dangerous monster or trap. A wrought iron cap sealing a shaft. When opened, a noxious rot‐gas escapes, spreading over the landscape for 2d4 miles around. All who inhale it must save or be turned into ravenous cannibalistic ghouls. A lake, with an island made of carved marble in the middle of it. A rowboat rests on the shore. If a player makes it to the island, a beautiful, sweet‐seeming woman will plead for the player to row her ashore. This is a bad idea. A cavern with a lake. In the bottom of the lake is a golden glowing sword. It looks 4 feet deep, but is actually 40. Players attempting to swim to the sword must save to turn back if they start drowning. A guard standing between two doors. He says, one door = life, other door = death, yadda yadda. This is all a ruse. He tries by any means necessary to get a player to hold his Halberd for a moment. If anyone does, that person will be stuck to the halberd by the hand, and the guard will be released. Five Graven Idols to various dead gods. A locked and iron barred chest, hooked up to a crank via a series of very large gears. Turning the crank slowly turns the wheels and will eventually open the chest, but the crank grows hotter and hotter with every turn. A pit of bolas. When approached, the bolas animate and fly out of the pit, attempting to drag anyone nearby into it. An oubliette, containing a wizard who has been sustaining himself on magic for hundreds of years. Leakage has been resurrecting the dead in the surrounding lands, but this is entirely unintentional on his part. A foot‐long slug with glittering skin. Rubbing its slime on your skin causes fleshy, glittering tendrils to grow for 1d6 days before falling off. These give the impression of great beauty to onlookers. A construct made of a thief's mummified eyes, ears, and severed hand. Speaking a command word will cause the object to animate and seek out and steal the most valuable object possessed by a given target. Three frogs in glittering cages, with a bottle of amber liquid between them. When each is given a drop of the
liquid, the frogs sing an oracular song about the location and nature of a magical item within 5d20 miles. A sword crafted of razor thin bone scales. Creatures touched by its blade grow thick, heavy eruptions of scale from their wounds almost instantly. 5% chance to affect the hand wielding the sword as well. A large, disembodied, slowly drifting heart. Coming within 7'7” of it causes you to be overwhelmed with paralyzing sorrow. Six blind swordsmen, in a pseudo‐ mexican standoff. A well furnished sitting room, on the ceiling. A man sits in an armchair smoking a pipe. A pile of birdcages. A single, man‐sized mushroom. Three blind mice. A fancy pack of playing cards. A jeweled comb. 1 in 6 chance of being poisoned. A desk with fountain pen, ink, and paper. On the paper is a letter from a random party member, confessing to a murder. A small ivory statue of a sloth, inlaid with gold. An echo chamber. A cask of wine, in an excellent vintage. A fully stocked kitchen, and a very excited chef. A complete, though cracked, set of glassware. A glistening, opalescent egg. It hatches into thousands of centipedes when disturbed. A bird's nest containing an egg. A statue of a rooster stands nearby. A well. Meathooks, hanging meats to cure. A playroom for a luxurious‐looking cat. It ignores you. A golden ball that rings softly when moved. A garbage chute. Something gurgles and grinds at the bottom. A row of hammocks. A mosaic of a labyrinth on the ceiling. A miniature‐sized fork. A tuning fork. A fishtank, obscured by algae. A work of fiction.