Professional Documents
Culture Documents
[Murder Mystery]
1. The town elder was brutally killed in his home on the full moon. Large claw marks lead to a local tavern.
2. Local blacksmith knows a little too much about the local killings. All the victims were killed by a well-crafted blade.
3. A young maiden husband just died. Funny enough she is about to get married to her new husband next week. That's the third husband that has died in two
months.
4. One of the party members wakes up to find his weapons are wet with blood. Later that day, someone turns up dead... with markings similar to the PC's
weapons.
5. A local official is dead. An ambassador from a rival kingdom/tribe/race/etc. happened to be in town that night, and members of the local military are ready
to put him to death without further evidence.
6. A woman is desperately seeking help. Every night, her family is brutally murdered. But they always wake up fine the next morning.
7. An impoverished tween girl with a real force of personality begs you to help you sort out who's stealing her chickens. She's so poor she only has the chicken
coop, and she sleeps in there; but there's another chicken missing every day.
8. A tavern maiden appeared dead with what seems to be signs of an already known beast in the area, further investigation shows that the beast died long
ago.
9. A local politician hung him/herself, leaving a suicide note. The surviving family insists a mind-control spell was used and that the letter is a forgery.
10. The ne'er-do-well third child of a local noble family was found dead, encased in a ten-foot cube of ice floating down the local river.
11. The local priest went missing. One anonymous tip later, and the body was found in a crypt that hasn't been entered in over 10 years.
12. The king/leader of the region was killed by masked assassins during a speech at a town fair.
13. The party is invited to a mansion in the countryside along with a bunch of NPCs and receives a secret message from the host before they arrive. The host is
terminally ill/cursed/bored of this whole 'living' thing and their life insurance doesn't cover natural death/insert other option here, but wants to go out with
STYLE, and essentially writes the party into the will/policy/etc. if they stage a murder-mystery. Alternatively, the contractor is a murder mystery novel writer
looking for a publicity stunt or something. Feel free to have either go sideways.
14. Last week, a local wizard's apprentice turned him/herself into the local jail after confessing to killing their master in a laboratory accident. Investigators did
a cursory inspection and found evidence of the accident, but nobody. The supposedly dead wizard turns up alive within the week, claims a miraculous
escape to another plane that took a week to return from, but refuses any sort of investigation. The apprentice dies in mysterious circumstances in jail
overnight. (Wizard is secretly a lich.)
15. An entire family of hemophiliacs were slaughtered in their house. Some suspect an over-zealous monster hunter who mistook them for vampires, but is the
truth darker than that?
16. An elder red dragon takes the entire capital city hostage until someone can solve the mystery of the murder of its mate.
17. The reed of a famously kind elven bard was poisoned, and she died playing in the local tavern the party was staying at. Who would target such a kind elf?
18. Bdeocles, a devilish imp and former familiar of fifty years has been accused of the murder of his/her master. The imp is a wicked tempter and a natural liar,
but seemingly very earnest about not murdering the one long-time trustworthy friend the imp had on the prime plane.
19. Your party is attacked by two-dozen high-level mind flayer warriors and hauled off to their deep city. The mind flayers' high priest and the highest-ranked
drow diplomat in their city were murdered. A war with the drow will likely break out unless the perpetrator is brought to justice. They also discovered they
have all been infected with a memetic suggestion that prevents them from looking at the case objectively. Even the elder brain is affected. The brain came
to the conclusion surface dwellers were needed to sort the mess out. Solve the case or have your brains eaten.
20. In a locked basement, in an abandoned house, a skeleton/corpse is found starved to death. In their own words, carved into the walls they wrote who their
killer is, but time has worn it away. Finding out would depend on finding the identity of the prisoner and discovering their history in the town.
21. A particularly hairy man is discovered near the woods with a silvered knife in his back.
22. A local villager was recently killed by some kind of creature while out hunting. His body was returned for burial by his fellow hunting party. Yesterday,
before the burial ceremony, his body went missing.
23. Several patrons and a local lord running for governor died shortly after drinking his favorite spiced wine from a tavern. Funny enough, that spiced wine was
a gift to the tavern from a rival lord running for governor, however, he claims innocence. Suddenly, the tavern owner joins the political race, shouting in the
square about the brutality of the local lords and how they need to be replaced.
24. A group of children went to a lake that supposedly can supposedly show the true form of whatever enters the lake. While skipping stones, the rocks appear
to transform into numerous corpses. What psychopath has been killing villagers and how has no one noticed them missing?
25. Victims in a small town are dying of blood loss overnight. The only problem? There are no wounds to show it.
26. A group of elderly men, who are or were very prominent in the town (councilors, wealthy merchants, guild leaders etc.) start dying, one by one. At first it
seems to be accidents, but soon it escalates to blatant murder. One of the numbers had died of natural causes sometime before, and his body was
exhumed, mutilated, and his skull left in the house of one of the others. After the third death, two and two was put together and rumors begin to flow - this is
exactly the group of men that were accused of the gang rape of a beautiful young teen girl, many years ago. They are now closing ranks again and have
been seen visiting each other's houses to confer. At the time, the power of these men led to the girl's family abandoning her and accusing her of lying. She
then disappeared, apparently fleeing to lead a life of her own.
27. The town's woodworker was found murdered in his shop, lying over his workbench, a wood axe in his back. On the workbench are carving tools and
shavings of a very expensive type of wood.
28. A man was found on the street, seemingly dead from a fall, but there are strange runic markings all over the victim’s body.
29. A man is found dead, drained of blood. However, he holds a large holy symbol in his outstretched hand.
30. An entire batch of home-brewed beverages sold in the market square were poisoned - 20 people are dead. Is it the work of a serial killer, or is the mass
poisoning a cover for a specific slaying?
31. A pair of twins are found dead by strangulation on opposite sides of the town; both seem to be killed at the same time. Each was found holding a small glass
marble.
32. A man is found slumped in his creaking rocking chair on the porch of his shack, congealed wax trailing from his head and encrusting his clothes. His bloody
eyes, mouth and ears are each stuffed with a thick candle, wicks shouldering in the light breeze.
33. The Lord was found murdered in the wine cellar; his body completely drained of blood. There were no marks of violence to his corpse. His son has
ascended to his position, and despite the young man's previous know-nothing attitude, he's proven to be oddly adept at managing local affairs. Many have
said he takes after his father to an uncanny degree.
34. The party comes to a new town and stays the night at an inn. Everything seems normal, but when they go downstairs the next morning, they find the
innkeeper and all the patrons from the previous night have been brutally slain. (Optional: the rest of the town has absolutely no reaction to this.)
35. A special item is going to be shipped in secret to his future owner across the sea. The crew has a heated disagreement at the port tavern for some reason
(between them, or with a local or the captain finds his daughter with one of them). The captain spends the night prior to the departure at a private lodging,
after some business. In the morning of the departure, the captain is nowhere to be seen on the ship, the already stowed away item is missing, and a boy is
screaming bloody murder on a back alley. It's the captain with a bludgeoned head and pierced heart. A chip of a half-orc tooth is found nearby, as well as a
delicate earring inside the captain's pocket.
36. You, the party, awake in the morning to find you are dead. You’ve been murdered in your sleep, and now as spirits flirting between the ethereal and material
plane you must solve your murder and find some way back into your cold bodies, lest you be really dead, like, forever.
37. You are in an inn and you hear a commotion. You run towards it and enter the room. The only person in the room is dead and has no pants. Upon further
inspection the pants are nowhere to be found.
38. A powerful magic inducer is brought to town (think transformers' allspark). A scholar at the nearby museum dies during the night as if he was being chased
by some weird monster (pixies, orc, you choose). A new painting has been delivered the week prior and might shed some answers to the death. The inducer
created a night at the museum scenario and some paintings from a specific wizardly artist gained life and roamed during the night. The scholar wasn't
particularly amicable but had great knowledge and might have had relevant information for the party.
39. The PCs are asked to investigate a local mining company that is producing over three, sometimes four, times the usual amount of processed ores than
expected, with the miners having no memories of working their shifts in the newest, deepest shaft. The smelting workers claim that the ore was never
processed by them and show proof that it uses an older, now-banned technique.
40. Your adoptive Mother, who took care of you and your brothers in childhood in an orphanage was found dead in the woods with an amulet from one of your
brothers.
41. A Cranium Rat approaches the party and asks for their help. Someone in town has been killing Cranium Rats to the exclusion of killing other forms of rodent
pests and somehow, the psychic connection between the Cranium Rats breaks before death, denying the Hive from knowing their killer.
42. An apprentice to the community's wizard is in jail for killing his master. It seems a Clay Golem they were building tore the head off the wizard and then ran
into the woods. The only people who could have given orders to the Golem were the wizard and his apprentice so it’s obvious the apprentice did it, yet he
claims he is innocent.
43. Two powerful wizards have been feuding for years, but until today it was always fairly civil: written letters, disputations published in scholarly circles, and
the occasional annoying and irritating curse (May your nose hair grow ten feet!). Today one of the wizards was found dead in his/her lab with the other
wizard's dagger in his/her back.
44. The Local Lord's poison taster fell grievously ill during a dinner party and everyone panicked. The Chef and all of her staff were arrested on grounds of
attempted murder, the Alchemist was seen in the kitchens and so he too was arrested, and the King's cup bearer is under suspicion as well. On top of it all,
the neighboring Lord is riding about the border 'hunting bandits' and sending patrols into the local county...
45. A serial killer is loose on town! The fourth body has been discovered and all share a shocking trait: each one is a dwarf, recently came to town to work the
nearby mines. Is someone targeting dwarves or is there another link between them? And why now?
46. A prominent businessman in the timber industry goes missing. His body can be found with a tree growing from his chest in the forest.
47. A righteous, or perhaps not so righteous warband/military unit, was completely slaughtered overnight in their fort. There are signs of a massive battle, but
all the carnage is within the walls.
48. First it was random children of peasants that had gone missing. When the city watch began investigating, the children of watchmen started disappearing!
Can the PCs, who have been selected because they have no family, determine the cause of the child abductions? Without endangering any other children?
49. The entirety of a town gets invited to the noble‘s annual dinner party at his colossal mansion. Shortly after all the guests have arrived the noble seems to
have disappeared, but his body was found later with a dagger in his back. Then the lower-class guests start disappearing and dying in various different
ways. The killings seem to be gradually going up the social ladder.
50. An adventurer asks you to solve their own murder. They and their party were exploring a dungeon, but got separated, then the adventurer was killed
instantly, but the body was later found and resurrected. The only people that should have been in the dungeon were their own party.
51. In the evening a bard gives a song in gruesome detail of a brutal murder. The next day a body is discovered that is multiple days old but matches the
description of the bard.
52. In the middle of a stunning performance, the band's lead singer and bard were murdered! The culprit was covered by the mist and fog created by the band's
crew as special effects. Who could have killed them on stage in the middle of all this chaos?!
53. A little boy is found slain inside a locked room; his throat slit. A doll, his favorite, of a small woodcutter is found on the floor next to him. In its tiny hands is
a tiny knife.
54. A man is found dead in his home, his body completely drained of blood. All 1.5 gallons of his blood have been neatly stored in glass jars around the corpse.
55. Corpses have been showing up near the town. They all have the odd quirk of the victims seemingly asleep, if it weren't for the total lack of all organs and the
corpses randomly being cut into pieces with near surgical precision. Also, the town's medics are all clerics, with nobody having the sort of precision tools or
skills to cut super finely through bone.
56. The party receives a letter from a noble, calling them forth to his court. Soon, he reveals that a threat of murder is afoot. A devil walks among them, and the
party must route them out.
57. A family moved away from the village further into unsettled territory. It has been almost a month since anyone has heard from them, and it appears that
after some madness and violent ends, the surviving family fled to a lighthouse owned by a relative.
58. Tasked to retrieve an item from an old castle and village, the party, contractor, and an extra crew make their way there to loot the location. However, as a
storm sets in and a crew member is found dead, something foul is afoot.
59. Seemingly out of nowhere, a screaming body comes plummeting towards the ground. It appears to have been aimed at someone...
60. A few days after the party where the local woodworker was drunkenly bragging to a PC about how he has a shipment of rare wood used for detailing and
instruments, he was found dead, murdered with his own wood axe.
61. The party arrives at a port city and finds tensions running high. The local nobility, guild masters, working class and underworld are in a four-way standoff
over expected payments, quality of products and working conditions: negotiations were already tense and then the first body showed up. So far, the victims
have been the children of working-class leaders, but now the daughter of a prominent and universally respected guild master (thought to be the best chance
at a peaceful resolution) has vanished. The city's ruling family has been silent on the matter, mercenaries are pouring into the city and maritime trade has
dropped sharply...
62. The party wakes up in the crypts of a large town or city, with no recollection of their deaths and each carrying an invitation to a formal event, dated two days
ago. Investigating the event's location reveals that it is currently locked up by the city guard to investigate a mass killing, the victims being the party
members themselves!
63. Tragedy erupts in the quiet hamlet of Miramide, as the morning patrol finds the body of the woodworker, murdered in the night. All apparent evidence points
to the murder being the work of Illid, a golem created for the express purpose of protecting Miramide.
64. A room at the local brothel was found covered in blood with drag marks leading to the nearby river.
65. A series of brutal killings are going on, every month a new victim is found torn to shreds by a wild animal. At first the town suspected Mr. Lazuli as he got
bitten by a werewolf last spring and the local priest hasn’t come to remove the curse. Only these killings take place on a New Moon, while Mr. Lazuli
transforms on a full moon ...
66. The city has a serial killer on its hands! Maybe? There’s a new death every few weeks, but always killed in a new way, cut, shot, impaled, tortured. The
strange thing is the victims look identical, not like anyone the police recognize. But the bodies are all the same man. Dying with a grin on his face ...
67. A lich wants you to solve his own murder. He insists on coming along with you to play “good cop, bad cop”.
68. A mysterious man in red has been killing violent criminals and corrupt officials throughout the city. The mayor was positively gleeful at first, but ever since
his cousin’s ties to a crime ring have been made public, he’s been pressing the guards and bounty hunters to find and capture the man in red under the
mantra; “Vengeance is not justice!”.
69. The man in red, a vigilante who’s been killing violent criminals and corrupt politicians in the city, has been found dead. The city guards aren’t touching this
case because the man in red had powerful enemies, and it looks like one of them had him killed.
70. A person explodes in a gout of fire. Then 2 more nearby. A creature is possessing these victims before they ignite. Then the creature turns on the players! It
could be that the victims (or at least one of them) are connected somehow. Are there more victims throughout the city? It's clear that the heroes must find
this out before it happens again! Chasing the clues might reveal that the creature was summoned and specifically targeted (at least one of) the victims!
What do the players do when they find out that the original summoner is attacked? Did the victim(s) deserve it? Is the threat resolved? Does the creature
make another attack?
71. Household 'Otto-Servant' warforged automatons have recently become a trend among the well to do. The inventor sends a message to the players asking
for help using an unassuming middleman as cutout. It seems the inventor fears for their life. Then the inventor is attacked by one of their inventions!
Rumors of the devices spread like wildfire, and copycat attacks seem to be happening! Can the players protect the life of the inventor, and prove that the
automaton WASN'T the source of the attack? Has the inventor died by the clamps of their own creation? Perhaps there is a competing product being used to
ruin the inventor’s reputation! Maybe the inventor stole the idea, and the original creator is getting revenge?
72. No Body at all. Victim of a disintegrate spell.
73. A body is found with no visible injuries on the outside, but an autopsy reveals the internal organs have been burned and melted together. (Heat metal on a
surgical implant.)
74. A man was seen crying in the middle of the street. When someone tried to pull him out, he screamed and collapsed dead. Autopsy reveals heart attack.
(Mental Prison).
75. A large number of people have seemingly contracted dancing sickness. They keep dancing no matter what. Ones without anyone to feed/water them die of
thirst. (9th level mass suggestion, which lasts 'a year and a day')
76. A wealthy brewer was found dead of extreme dehydration. (Blight)
77. A body is found with what appears to be a plant growing out of its mouth. (The victim consumed some seeds and a Druid caused them to rapidly grow inside
the victim’s body.)
78. A man mysteriously dropped dead during a heated argument. It appears to be a freak accident but a detect magic spell reveals he was killed with psychic
damage. (The other person in the argument killed him with vicious mockery.)
79. A town guard is found dead having been cooked alive, but his armor is fine. Upon close examination the armor is slightly warped from extreme heat. (Heat
Metal)
80. Victim has several holes blown through their body; autopsy shows signs of acute blunt force trauma. (Magic Missile)
81. Victim dropped dead for no apparent reason, autopsy showed that all vital organs seized up at once and their heart had completely decayed. (Power word:
Kill)
82. Victim found foaming at mouth and showing signs of a Seizure, Autopsy found that their brain had boiled in their own skull (Synaptic Static/Mind Spike)
83. Victim’s lower half found but other half has not been located, cut appears completely clean having gone through their armor with little apparent resistance
(A creative use of Gateway/Astral Gate)
84. A house was destroyed and all inside were killed. Strangely, half of the house exploded outward in an incredible fireball, the embers of which are still too hot
to approach. While the other half was encased in a sheet of ice so cold that touching it with a body part requires the skin to be pulled off to let go. If you
pass a high arcana check you realize that the murder was most likely caused by someone using the demon Maxwell.
85. Body frozen solid, found in an environment not cold enough to freeze it.
86. Body melted into goo. Only identifiable by the clothing, equipment & jewelry that the victim had on them at the time.
87. Body partially phased through a wall or other solid object.
88. Body transformed into sand. Only identifiable by the clothing, equipment, & jewelry that the victim had on them at the time.
89. Skeletal remains of someone who was alive just a day ago. Identified by clothing, equipment, and bone injuries that the victim suffered during life.
90. Witnesses say the victim was struck by lightning, while inside a building.
91. Body found in an alley behind a well-known tavern that is frequented by high societal patrons who don’t want to know or be seen visiting with specific types
of people. (Thieves, murderers for hire, drug dealers. Dealers of other material that is not quite common to keep around.)
92. A body apparently exploded into large chunks, a significant amount of mess on the floor but no blood on the walls. (Flesh to stone, topple the statue,
dispel).
93. In the city’s main temple, a well-known noble is found dead in the inner sanctum. It is known there is only one way in or out, and it is by being accompanied
by a member of the temple’s high court. Upon investigation, the cause of death appears to be hanging (broken neck and rope burn around the neck) but
there is no rope to be found and nowhere in the sanctum to be hung from. (Rope Trick).
94. A roughly circular area in the slums of the city contains an emaciated corpse, several dead rats, and a good number of dead insects. (Circle of Death).
95. A body that clearly fell from the sky in the middle of town with no trees or real buildings around.
96. An archeological dig at an ancient tomb has been going on for weeks. But the crew are no fools. They've brought in experts and priests to avoid traps and
curses the place has on it, as well as hiring the party to take out any other threats that lurk in the depths. It's good pay for several days of killing bulettes,
cloakers, umber hulks, and the occasional mummy that may arise, etc. There are protests by the locals of disturbing a sacred site, vocal but nothing violent.
The head archeologists are very secretive however, and seem to be searching for something specific, dismissive of other treasures. Then, one night, the
main team is found dead in their study area, lungs filled with sand, clutching at their latest notes.
97. The dock-master has gone missing for several days, and the harbor is in disarray, wondering where he went. That is, until a group of children find his body
tied up and beaten to death in their secret cove hideout that they thought only they knew about. The bruises look like they were made by a fist wearing rings
on each finger. In the dock-master's inside coat pocket is a letter blackmailing him with instructions to find and come to this cove.
98. A hermit witch is both feared and revered by the locals for her seemingly dark powers but also the magical potions and tonics she sells to the village to fix
various mundane problems like hair loss or love interests. Last night, a horrible, blood-curdling scream was heard throughout the entire village, coming
from the remote hut. Upon investigation, the witch is nowhere to be found, except with a message scrawled on blood on the floor: 'THE BLASPHEMOUS AND
HER FLOCK SHALL BE PUNISHED'. The villagers are begging you to find the culprit and save them from whatever is coming.
99. A collection of incredibly realistic sculptures are found in the courtyard of a local noble's home, delivered with a single letter signed 'W'. Each statue depicts
a different member of his family in the exact garbs they were wearing the night before, when they had coincidentally been at a dinner party. They had
returned much later than expected...
100. An experienced herbalist is found dead in their ransacked store. There is no sign of struggle.
ARTS (01)
1. Free outdoor art gallery with paintings, sculpture, food vendors and musicians. A note is passed to the party from a stranger.
2. A new play from a famous playwright is debuting at the local theater. The party receives an invitation from an anonymous source via a messenger.
3. A street band is playing raucous tunes outside the party's lodgings and a crowd prevents them from entering. If they persist, they accidentally start a
brawl.
4. A festival is being held in the city and all citizens and visitors are required to attend and pay fealty to the city's ruler. During the parade an explosion
destroys some buildings and kills nearly 100 people. The party is very close to the blast and sees a hooded figure fleeing via rooftop.
5. A local busker who always recites bad elven poetry is found one morning turned to stone.
6. A band of mimes have come to the city to perform a series of comedy shows. One of the mimes is a Doppelganger and is here to assassinate one of the
party's allies.
7. A dance troupe, known for their public and surprise appearances (a "flashmob"), starts a performance in and around the party in the street. During the
performance one of the dancers lunges at one of the party members and whispers, "Help me" in their ear, before carrying on with the spectacle.
8. A mysterious sculpture garden has "sprouted" in a main city street, seemingly grown from the very ground itself. All of the figures are depictions of body
horror and some spectators have been driven mad or died after looking at them for too long.
9. Artist paints caricature portraits of passers-by which come to life at night to cause havoc.
10. There is a sand castle contest at the local beach. While digging a pit one contestant finds a wooden chest. It is sealed with arcane sigils and very
dangerous. Inside is a lifeform.
11. The party is asked to investigate a local art gallery as the last known location of a model that has disappeared. The party finds extremely life-like statues
of various people, missing models included, and discovers the sculptor is a Maedar, with a pet Basilisk, trying to replicate his dead mate (a Medusa).
12. The party is invited to a studio for free painting lessons. The paint fumes trigger a spell that sends the party into a collective Dream. They must find their
way out and defeat the Artist-Wizard and his pet Nothic before they are bled dry (to fuel a hideous ritual).
13. An audience-participation theater-event is occurring in one of the parks, and the party is encouraged to join, and are asked to put on some simple
costumes. Upon doing so, they are swapped with hidden Clones, who continue the performance, while the party is teleported to an underground prison
full of holding cells. There are dozens of other trapped citizens there.
14. A new popular song is all the rage and being sung by drunken bravos and university students alike. The song has a 10% to transfer an audio-parasite, that
will drive the singer mad and ultimately into a catatonic state over the course of 7 days. During this time they will be compelled to sing the “hook” over
and over, in the hopes of infecting any nearby listeners.
15. A master tattooist has set up a temporary shop on the fringes of the city. For a hefty fee, the customer will receive an exquisite piece of personal art, and
on full moons, the tattoo will be able to sense the presence of magic, poisons, disease, or creature types (DMs choice). The master will leave after 24
hours, never to be seen again and the tattoo will fade completely after 30 days.
16. An artist is painting landscapes on the street. She says she’ll paint any place the customer desires. For a fee, she can make the painting a one-time portal
to that place. The portals always go to the wrong location (this is discovered after travel has occurred).
17. A local homeless man, who mimes for money along the Promenade and in the Park, suddenly finds his invisible walls and pretends the ropes are real.
Passersby run into invisible walls of force left behind by him, people are dragged to him by his invisible rope, and he now hides in a corner of the park,
afraid he will hurt others with this newfound power. The local Telekinesis Guild (bunch of filthy impostors and con artists, mostly) are furious that he has
what they secretly do not, and has put a bounty on him, paid upon live delivery to their guild house.
18. A local street band is performing the show of their life and the music has become magical. Any Bards present will be able to “draw” 1-3 new spells from
the performance. All others will be Blessed for the next 48 hours.
19. An artist has set up a crude telescope, pointing at the ground. For a small fee, you can look through the telescope and see a miniature world, full of tiny
blue humanoids in a stone-age environment. The telescope is enchanted with a very detailed Major Illusion spell that allows the humanoids to be seen,
and is also Cursed to drive the viewer mad by causing them to see the tiny blue humanoids everywhere they go. The curse will begin 24 hours after using
the telescope and will persist for 30 days or until the victim goes mad, or dies. The Curse will manifest the humanoids as watching, then menacing, then
threatening, then murderous.
20. Some Elven sculptors have set up a “Century Garden” - plinths of stone overhung by apparatus with funnels in different angles and locations that drip
acids onto the stone - slowly forming the final form of the artist's vision. The artist is selling tickets (valid in 100 years) to attend the ceremony.
NIGHTLIFE (02)
1. A local tavern is showcasing a new lager and a spruiker is on the streets handing out "1/2 off" coupons to passersby. The party is given "2 free drinks"
coupons on purpose by the NPC. A stranger is waiting inside that wants to talk to the party.
2. A dance club, on a typical night, has been infiltrated by an Avatar of Bacchus and has caused the party to spill into the streets where it has been pulling in
passersby. The party is caught up in the crowd.
3. An exclusive nightclub has opened, membership only. One of the party’s allies goes missing and was last seen there. The club is a coven of Sorcerers
and every night they sacrifice a kidnapped customer to try to summon an Eldritch Horror.
4. A hot club in town is secretly run by vampires. Cover charge is 1 pint of blood. Thralls being thralls, one of them talks, and a Hunter has gotten wind of the
nest. The party will see him interrogating a thrall and escalating to torture.
5. A drunken brawl spills out of a tavern near the party. The fight is brutal, involving makeshift weapons and ends up overtaking the party. If they do not flee,
during the fracas the party notices that one of the brawlers is biting his opponents and swallowing the flesh. If they do flee, they hear the next day that a
pile of half-eaten bodies was discovered in the aftermath. A new zombie-master has come to town.
6. While out drinking, the party sees a Silver Elf enter the tavern, and time slows to 50% of its current speed for all but the party and Elf, who remain at 100%.
The Elf asks the party if they would like to play a game of chess. If they say no, the Elf vanishes, and time returns to normal. If they agree they must wager
a precious/strong/important memory against the answer to any question. The Elf has an INT modifier of +4 and a +4 proficiency in gaming. Upon the
conclusion of the game, the Elf vanishes and time returns to normal. The bar patrons never see the Elf.
7. While in a tavern, a game of darts among some locals concludes in violence and 2 end up dead. On one of the deceased bodies is a treasure map that
leads to a guarded vault in the wilderness.
8. A particularly virulent STD is going around the brothels. Over the course of 72 hours it turns the afflicted into a receptor for mental dominance from a
powerful psion. The “Mind Taker” uses these puppets to rob the afflicted and deliver their valuables to a guarded location. Then the psion drains the
puppet of its final mental faculties and stores it as an energy source for later. The bodies are then destroyed using a Rod of Disintegration. One of the
party’s allies (or a party member themselves) has come down with a case of “The Threads” (so named for the red lines of infection radiating from the
genitalia into the legs and torso.
9. A dance club has been cursed by a witch to afflict some (30%) of the customers with “Otiluke’s Irresistible Dance”. Some patrons have been dropping
dead from it and the club owners are covering it up by secretly burying the bodies in the basement and drugging the witnesses. The party is present for
this or one of their allies goes missing.
10. A man attempting to throw a party so massive he will officially become “the God of Partying” wants the players to help him throw an absolute rager. If
they help, he will remember them fondly when he reaches godhood. The party could overrun the region/city.
11. The party finds a club throwing a rager in the party’s honor. All night, people toast the party members, dance with them, and celebrate. No one in the party
has to pay for drinks. The next day, the party gets the bill for everyone's drinks. The tavern was told the event was for the party and would be paid for by
them as well.
12. A new fad in the high-end taverns of the city, catering to young noblemen with too much money and not enough sense, is a drink called The Kiss. One
part grain alcohol, one part puffer fish venom - a shot of this causes hallucinations and numbness, in addition to more than the usual drunkenness. Two
young men, heirs to fortunes and titles in the court, have died in the last two nights. Word is they drank too many of these. The noble families want blood,
and put bounties on all known bartenders serving This Kiss. The guard don’t want a riot on their hands if they interfere with the Mixologist’s Guild, the
most powerful multinational trade guild in the world. A representative from the Crown has summoned the party, to discreetly investigate the explosive
situation.
13. A group of drunks stumble towards the party and push through/past them. During this, the party will each be subject to a Pickpocket attempt (+8 Sleight
of Hand). If discovered, the “drunks” are a pack of rogues who “own” this territory. If challenged, they will flee and return with a number of Thugs equal to
the number of party members.
14. A grifter comes up to the party and bets that they can guess “where you got your boots/shoes”. The answer is “on your feet” (where the footwear
currently is). The grifter will demand a small amount of cash after this, and will become hostile if denied or hassled.
15. An avatar of Bacchus/Dionysus appears in the area and begins a Revel. Those who hear the music or see the dancing/drinking must save vs Wisdom (DC
20) or join in. The Revel will last for 72-96 hours and leave partygoers with 3 levels of Exhaustion (and be many miles from where it started).
16. A Dwarven “thrash gnome” band is throwing an impromptu concert on the roof of a local tavern. The noise is deafening and a large brawl will erupt after
awhile - during the fracas an object will find itself at the feet of one of the party members. It is a powerful Fetish that was stolen from a Witch (who has
been seeking it, and is nearby).
17. The party enters a tavern to discover their money is “no good” and they are suddenly crowned “Lager Kings/Queens' ' for the night, and feted and
welcomed by each individual tavern patron. The party will, as the sun rises, be poisoned by the insinuate poison that was in each successive drink, and if
they fail a Con check vs a high DC, they will be magically Sleep’ed and find themselves strapped to a basement altar for a hatchling Gold Dragon to feed
upon. If they succeed on the check, they are very ill and considered Incapacitated for the next 24 hours.
18. A new tavern has appeared in the area, and will vanish after the night’s festivities to appear in a random location in the world the next night. The tavern
patrons are all Fey, and this is the “Wandering Druid Pub”.
19. A dealer is handing out “free tokes” of a new narcotic. The narcotic is powerful and hallucinatory, but harmless otherwise, except for the addiction rate,
which is near 100%. A Con check vs a high DC is required. If failed, the user must take the drug again in the next 24 hours or suffer 2 levels of Fatigue.
Every day without the drug thereafter confers another level of Fatigue. If the check is passed, they will become violently nauseous every time they take the
drug again.
20. A group of Gnomish Brewmasters have set up a tasting booth on the street and are giving out free samples of “Old Brown Mare” - a powerful stout that
has a tiny side effect - 10% of the imbibers are shrunk to Gnomish height for 24 hours.
21. (OPTIONAL) - A cadre of bound Incubi and Succubi have escaped from a brothel and are desperately seeking an escape from the area. They will make any
deal possible to make this happen.
SHOPPING (03)
1. While looking for weapons, a party member "accidentally" activates a sentient weapon, who declares the party member as "master" and demands to know
what has happened since it was "put to sleep".
2. While shopping, one or more of the party members is pickpocketed by a young kid who is part of an "urchin gang". This gang is an arm of one of the more
powerful rogue guilds in the city.
3. A street vendor is selling “gag gifts”, guaranteed to ensure the perfect prank. All the objects are cursed, and the vendor reveals this as if they were joking,
as part of the shtick.
4. Upon purchasing a normal mundane item, it is found to be hollow, with an unknown substance hidden inside of it. If left undiscovered, the person who
sold it will try to get the item back, by negotiation or violence, it depends on the party’s willingness to part with it.
5. A certain type of plush toy is all the rage in this city, and the party will acquire one upon their next purchase - all the merchants were paid to distribute
these as “customer incentives.” The toys act as scrying focus for the local thieves guild. The party’s lodgings will be robbed within 24 hours of obtaining
the toy.
6. An extraordinary amount of the richer folk of the town have gathered on the plaza. Gregory’s Golden Garments has arrived back in town from one of his
far-off trading junkets. He brings the most exclusive textiles and materials to town, and the auction has started (dragon-skins, silk, etc.). During the
auction, someone purchases a rare bolt of material and the party finds it in their room later, with instructions to hide it. If they don’t, a group of Assassins
come looking for it. If they do, they will be contacted by a mysterious agent who asks them to transport it far away for a hefty fee.
7. An Annual Food Festival kicks off with much fanfare. However, someone has poisoned the foodstuffs and half the city is sick with nausea and other vile
emissions. The organisers, afraid to lose their heads, have set a hefty bounty for finding the culprit(s), and one of these pamphlets is pushed on the party.
8. While shopping for weapons, a woman approaches the party and asks them to sell a weapon for her, as she cannot. She explains that the weapon is
Cursed and will not allow itself to be sold by the owner. If the party agrees, she looks visibly relieved and hands the item over. Now the weapon belongs to
the party member who took it (and it cannot be sold). The item is a -1 weapon.
9. A small purse keeps whispering at a player for them to buy it. It remains silent when others are observing it and refuses to talk if it thinks anyone else can
hear it. It says it can help them (count money, hide it from pickpockets, and offer insight) if they give it something in return (it wants costly gemstones).
10. Every store and restaurant the party enters seems to be run by the same person. If confronted, they laugh and say they “get that all the time”, but will
profess ignorance otherwise. The merchants are all Doppelgangers and today is their “Day of Pranks' '. If two merchants are forced together, they will
become violent and the others will run out to join them.
11. The party finds a flyer shoved under their lodging’s door that promises “75% off all Adventuring Gear” at a local merchant. The merchant is very chatty
and inquisitive and will press the party for information about where they are going next. The merchant then sells this information to a gang of rogues who
will follow the party and attempt to rob them as they exit the dungeon.
12. While shopping for clothes, a party member hears a weeping noise. No one around seems to be crying, so if this is investigated, the member finds a top
hat that seems to be the source. If the hat is put on, the party member is Cursed with a particularly nasty form of melancholia.
13. The next time an item of clothing is purchased, the party member discovers that it has a large “Pocket Dimension” concealed within its folds. There is an
object already inside the pocket.
14. A beautiful man/woman approaches the lowest CHA party member and offers to make their “dreams come true” if they will sell their soul. The man/woman
will cast a real Wish on behalf of the party member (which works without the usual DM fuckery, but will expire in 1 year, and a group of Devils will appear
to collect the player’s soul). If refused, the man/woman will leave, but if confronted, they will flee. The man/woman is a mortal humanoid who simply shills
for a Crossroads Devil.
15. While shopping for arrows/projectiles, the merchant offers the party a “one-time deal” of some special projectiles that are “guaranteed to strike their
target every time” and will demonstrate this quality in a shooting lane set up in the back of the shop. The projectile will work as promised within the shop
itself, without limit, but outside the shop, the first 3 only will work as promised and the rest will automatically fail-to-hit. If confronted later, the shopkeeper
will claim ignorance and claim the party member is lying (even going so far as to call the Watch for harassment).
16. The city is having a 50% sale, city-wide, for the next 24 hours. Rogues know this too, and are everywhere, preying on the crowds, or following them home
to be robbed later.
17. While shopping for provisions, the merchant says they are looking for “exotic meat hunters”, and will pay top prices for “anything unusual” without limit,
provided the meat is delivered dressed.
18. A new confectionery store has opened and is giving away free samples in the streets. The sweets are mildly intoxicating, and have the added side-effect
of making those who eat them very amorous for the next 8 hours. The owners are clerics of the Deity of Love.
19. An arsonist is burning down merchant shops, by “category”. The perpetrator is a failed businessperson themselves, and is merely seeking revenge. The
first things burned are the weapon and armor shops.
20. While shopping for armor, the merchant offers to show the party a “special selection” of exotic armor. These are all very unusual and very expensive. This
is a one-time offer that will never be repeated and if confronted, the merchant will claim ignorance as to the existence of the exotic armors, and if the shop
is searched, they are nowhere to be found.
ENTERTAINMENT (04)
1. The party receives an anonymous gift of entry passes to an exclusive and private club in the city. At the club, the party is approached by cultists who
attempt to persuade the party into joining.
2. The museum is showcasing some rare artifacts. While visiting, the party is present during the brazen theft of one of the objects - an item of unique and
dangerous powers.
3. Zoo animals have escaped and are menacing the population!
4. A local sage sends an urgent message to the party about a matter of great importance. The sage, a bit senile, has gotten mixed up and this is not the
group he was supposed to contact. He does not realize this and treats the party as if they were hired to retrieve a book from an old, guarded crypt. If the
party refuses, the Sage will eventually be foolish enough to try it himself and the party will hear about his death.
5. A public estate sale of one of the city’s wealthiest families is announced. The prices are high, but the quality is equally impressive. In the announcement is
an object that the party or one of the party members has been looking for. If they attend the sale, they discover the price is three times higher than they
can afford (even after pooling money or getting a loan). The security is strong but not impossible...
6. The museum is showcasing the preserved remains of a long-dead monster race as part of a traveling exhibition. During a tour, or at night when closed,
the monsters are revived by an interested party, and they go on a murderous spree. They attack either the party (along with many others) or one of the
party’s allies.
7. A series of foreign street magicians has entered town and perform solo acts all over town. One of them is near the party, and they need a volunteer for a
(permanent) disappearing act.
8. A street corner storyteller is spinning a tale of adventure and peril to a crowd. The tale sounds suspiciously like the last adventure the party had.
9. While eating, the party sees a puppet show happening nearby. They find it (magically) difficult to avert their eyes from the felt performers and can see
figures moving out of the corners of their eyes. These are Oblique Golems, and can only move when not being viewed. The golems will attempt to rob
anyone nearby. The puppets are just puppets.
10. An Escape Room boasts a valuable prize for any group who can escape/solve the room before the hourglass fills. Several of the puzzles in the escape
room align runes and involve magic words of power. If the party manages to complete the room, they complete the spell, finding a portal now open above
the building. Demons pour from it into the town, and it cannot be closed for at least 24 hours.
11. Some fire-jugglers are performing in the street, and they appear to be using magic to create illusionary figures that leap from the burning torches. These
are actually Mephits, and the fire-jugglers did not summon them, they appeared on their own. They run off to cause havoc and burn as much of the city as
they can.
12. A local casino is offering big prizes to “Spin the Wheel” - with only a 5% chance of winning, this is mostly a scam, but those who play are Wizard-Marked
to be robbed later. The prizes for actually winning are 4-figures.
13. A pig-racing track has been cordoned off - turning the streets into the racecourse. All are welcome to enter, and whoever wins is offered a lucrative
contract joining the “Hog Ridin’ Circuit” - a racing tournament involving half-a-dozen cities and some very shady dealings.
14. A masked spruiker hands the party an ornately engraved thin metal plaque inviting them to an exclusive event at a place called “The Garden”, and a map
is etched on the reverse side. The event, if attended, presents the party with an opportunity to travel to another plane and earn the favor of a powerful, if
enigmatic figure.
15. A group of acrobats are performing feats and stunts in the street. During the performance, one of the party members sees the face of one of the tumblers
momentarily change into something monstrous.
16. A pair of dueling Illusionists is staging an elaborate mock-battle in a nearby park, but neglected to inform anyone of this beforehand and have caused a
panic.
17. A tour group suddenly appears and engulfs the party. The guide is pointing out places where famous adventurers have died, and suddenly points right
where the party is standing and begins discussing them as if they were not there! The tour group can not be interacted with (as they are projections from
the future) and soon quickly departs and vanishes around a corner.
18. A street lottery is being held by a local neighborhood social group. The cost is low and any tickets purchased are said to go towards upgrading the local
park. There is a 50% chance that the party wins a modest prize of home-baked goods. The locals will send a message to the party later that their tickets
were fraudulent and demand a return of the prize or the equivalent value in currency. This “lottery” is a common scam run in the area on obvious tourists.
19. During a previously-announced free concert by some famous Bards, a bomb explodes.
20. A street comedian is inadvertently casting “Tasha’s Hideous Laughter” on audience members. The phenomenon is soon discovered and the comedian
flees. Later, he is found dead and covered in a thin slime.
SPORTS (05)
1. The party receives an anonymous gift of tickets to a local sporting match. If they attend, they are approached by an NPC who says they represent a
"person who wishes to remain nameless, but desires to procure your services in a delicate, and potentially dangerous matter."
2. The party is invited by a local ally to attend a boxing match. At the match both fighters are killed by a powerful assassin who works in secret for a local
politician.
3. The party attends a game of skill and is accused of bribing a ref to throw the game by a rogue (who did actually rig the fight, but now has been caught and
is desperate). A few of his crew will back him up and some of the crowd sides with them.
4. A marathon race has been scheduled to wind through the city as part of a larger season of racing. A number of famous people and some talented locals
will participate. During the race, several of the runners suddenly collapse and begin coughing blood. This is the start of a disease outbreak, and will,
without precautions, infect over half the city in only 72 hours. The source is magical in nature, and part of a larger scheme to cripple the city by a secret
faction.
5. A bare-knuckle street match has been set up by an enterprising rogue/wizard. A series of ringers are inviting all-comers to challenge for a fat purse. Those
who fight are wizard-marked, and followed later, to be kidnapped and bound for a fighting-arena in the Underdark.
6. An illegal horse race, infamous in the city for causing multiple deaths every year, is about to commence once again. The street the party currently finds
themselves in will turn into the aftermath of a battlefield within several seconds. The race has no rules and is heavily wagered upon by the criminal
elements of the city.
7. A “Circus Maximus” involving blood-sport, animal fighting, and a “nautical spectacle” is going to be held at the city’s largest stadium. The public is
allowed to sign up to fight in one of the 3 events. The purse for winning is generous (5 figures) and is, of course, rigged and being carefully watched by
the strongest Rogues Guild in the city, who stand to make a pile of money. If the party participates, they will see that some of their opponents have been
enchanted with speed and strength.
8. An annual Guards Competition is about to commence. They are divided into 4 teams, and the locals have lifelong and fierce loyalties
9. In one quarter is an annual event - the Endurance Drinking Contest. A group of competitors take a shot, perform a task, take a shot, perform a different
task, repeat. The winner gets a trophy, their portrait on the wall of winners, and bragging rights. The tasks range from silly to nearly impossible.
10. A mounted race is about to commence, and the party runs into a thick crowd along the edges of the route. If the party chooses to stay to watch, they will
see one of the riders being assassinated from a position high above the streets by a mage’s spell.
11. A traveling ball-team is looking for a manager and some bodyguards, and one of the party’s allies has recommended the party, as a joke. The team shows
up where the party is to conduct an interview.
12. A boxing match has resulted in a death and the angry and bewildered crowd has spilled out into the streets in a terrible brawl, hurting bystanders and
destroying property. If the body is examined, 3 small holes in the back of the dead boxer’s neck can be found and 3 small projectiles found inside the
wound. The trail leads to a mage’s henchman.
13. Illegal kart-racing has been taking place at night among the city’s youth and an ally of the party is terribly worried about their child’s possible-
participation. The racing will soon claim lives.
14. The Dozens has arrived in the city - a nationwide, very famous content of insults and put-downs. The entry fee is to survive a round-robin of burns during
The Throwdown, where hundreds will enter. The prize is bragging rights, a 4-figure cash prize, and the chance to defend their title next year.
15. An ally of the party has entered a marathon footrace. During the race, the ally disappears.
16. A Fishing Derby, the 1st of 3 contests each year, is being held by any who wish to pay the modest entry fee. There is only one rule - you cannot use a
traditional rod/reel, fly, or net/seine to catch the fish. The Derby draws the inventive and the mad, and lasts over 3 days.
17. A professional team of Goliath and Dwarven “Chicken Fighters” arrive at the city for an exhibition match in the city’s swimming pool. One of the Goliath
recognizes a party member (whether the members also remembers them, or not) and offers free tickets. During the match, one of the Dwarves is hurt, and
after a flurry of rules-consultations, it's determined that a substitute is allowed. The party is looked at by the Goliath and asked for help.
18. A ping-pong match is being staged between Royal cousins, to settle a dispute. The match is going to be public, and during it, both Royals disappear and
are replaced with monkeys. Uproar ensues.
19. The party finds out there is an underground avian-fighting event happening below the tavern. When they go to investigate, they find a goose and a rooster
on opposite sides of a metal chess board pushing the pieces around randomly. A ref resets illegal moves and pulls captured pieces from the board. The
crowd roars wildly, screaming for their bird to win the game. The party is approached by a grifter who says he knows who’s going to win and will sell the
info. The grifter’s prediction will prove right 2 times, then wrong the 3rd time.
20. An illegal blood-sport fighting match has caused the death of a local celebrity and the party has been framed for the murder.
NAUTICAL (06)
1. A local ally invites the party on a fishing trip. While on the trip, the vessel is attacked by a desperate band of Kuo-Toa, who appear to be diseased and
attack with a more-than-usual savage aggression.
2. The city is holding a yachting regatta and the party is present when one of the ships catches fire. Many accusations are bandied about and most seem to
blame one of the city’s administrators who had a grudge.
3. A seasonal storm rushes over the city and does significant (and costly) damage to the local fleets (and any ships the party might have moored here).
Trade and travel is stalled and only a hefty bribe and some forceful diplomacy can secure any movement needs that the party might have.
4. A local mad-wizard-inventor is launching a submarine and has asked for volunteer pilots and crew. If the party accepts, they are attacked by a great white
shark. If they do not, the sub is sunk by the shark. The mad-wizard will try again next month with a new design. If the shark has been killed, this version
will find a sunken treasure worth a king’s fortune.
5. The party is invited to a beach party by an ally. While there, a number of party-goers find themselves suddenly growing gills and webbed feet and toes and
a strong urge to enter the ocean. They have been drugged by a Sahuagin Sorcerer, who is trying to build an “amphibious army” to attack the town and
destroy it.
6. A large number of Brachia (Crab-Folk) have surfaced in the bay and are attempting to communicate via the Dream spell (which will manifest as the entire
town committing suicide, and this will be dreamed en-masse by the locals). This dream is not a threat, but a warning of what will happen if the townsfolk
don’t rid themselves of a recently-acquired magic item (by the party themselves, or by another adventuring group). They have 72 hours to unravel the
mystery.
7. A number of Where-Sharks are attacking swimmers at night (mostly kids/young adults out partying on the beach). These philanthropists are not aware of
their actions, but know something is wrong. While shape-changed, they work as a team, like wolves.
8. While passing a street they encounter a group of semi-drunken sailors. The sailors start a brawl with the party, for their fun. When magic or weapons are
used things will get nasty as the sailors will pull shivs, long knives, chains, and cudgels.
9. Something has turned the ocean red and fish are dying in great numbers.
10. A large statue that could be worth a lot is trapped in a cavern in the water. If the party can retrieve it without additional help, they can claim it as their own,
sell it, and keep all of the profits. If they enlist any help, the local authorities will take over the operation and claim the statue for themselves.
11. During a sailboat race, a school of merfolk begin harassing and destroying the boats.
12. A group of traveling sailors try to sell famous and popular books, paintings, and equipment to the party at a great price. Upon closer inspection, the items
appear to be forgeries.
13. A seadragon is heading for the coast, but rumor has it she will slumber if told a bedtime story. In order for her to hear it, the party must intercept her and
shout the story from aboard a ship. But it better be a good story.
14. An ocean water spirit wants to visit a fellow spirit friend who is further inland. They will make a path over land of water they can travel through. The party
can try to convince the spirit to follow their path and plot a nondestructive course, or they can try to stop the spirit from visiting their friend through force.
15. For three days, no one has been able to catch a fish with a hook and line. Nothing even bites, something just cuts the lines before any fish can bite.
16. Tidal Wave!
17. A local surfer has gone missing and only his surfboard is found on the beach, covered in a black slime. Days later, his head (missing the eyes) washes
ashore.
18. An Aboleth has awoken in the bay and starts calling minions to serve it. Some of them are townsfolk, and possibly the Mayor as well.
19. A waterspout threatens the docked ships in the harbor. It is not a natural occurrence.
20. A pack of Scrag (Sea Trolls) have started plucking beachcombers from the shoreline.
EVENTS (07)
1. A historical walking tour of the city is being offered at a discount. This is a great way to lore dump and pass along rumors/hooks.
2. The party is invited by a local ally to attend a tour of the city's finest restaurants. On the tour, the friend is poisoned and dies.
3. The city is celebrating its anniversary with fireworks and street food and music. During the celebration, the party is attacked by a band of spectral undead
who leave behind a burned mark/graffiti on a wall.
4. During the inauguration of a new High Priest of the most powerful temple in the city, an “unscheduled eclipse” darkens the skies for 8 hours. This is seen
as an evil omen and factional violence suddenly breaks out among the population.
5. The borders of the town close, and guards posted outside will not let people out. A deadly disease was discovered in the town, and it will remain
quarantined until a cure is found, or everyone is dead.
6. Juwua Crostuo- the self-proclaimed greatest baker in the district- challenges anyone to out-bake him. If they succeed, the prize is a nice amount of gold.
7. Someone enchanted the animals in the taxidermy shop, and now they are tearing up the district, hurting and scaring people and causing property
damage. A large predator finds itself near the party’s location.
8. A mad prophet has begun preaching dire omens on street corners. Most consider the prophecies hogwash, but a small group believe and are preparing
for the apocalypse.
9. A local group of artificers are showcasing their latest creations with a parade of marching automations. During the parade one of the automations goes
wild, attacking the crowd, and a valuable invention is stolen in the chaos.
10. A party of adventurers have returned from the sewers bearing riches and tales of ancient ruins, sparking half the city to go treasure hunting.
11. For two days, no one has been able to sleep. Everyone is suffering and at each other’s throats.
12. A circus consisting only of cat performers is drawing quite a crowd. How are they so well coordinated? A figure is watching the party from the shadows.
13. Something is causing the party’s hair to fall out, one square inch at a time.
14. During a captivating street show, the party notices a cutpurse moving through the crowd stealing purses, but see another cutpurse sneakily stealing from
the first, and then a third sneakily stealing from the second, then a fourth sneakily stealing from the third, then a fifth, sixth, seventh and so on until the
party realizes they're in a loop of illusion distractions, and their coin purses and some of their valuable equipment is gone.
15. A magician is pouring magic liquid on inanimate objects which is making them come to life. The objects talk and perform their intended task on their own.
After the show, the object starts to understand more of what is happening to it and questions what's going on. At that point, the magician abandons the
object in an ally. There is now a small colony of frightened and confused living objects in the alley.
16. Golden storm clouds roll in, crackling with lightning and pounding with thunder. Instead of rain, the clouds release a shower of silver coins. The people
create makeshift armor to protect themselves from the pelting coins and flood the streets, collecting all they can. Fighting-or worse- is imminent.
17. A wild-magic storm sweeps over the city, bringing about irrevocable change.
18. Someone has awakened all the weapons in the local weaponsmith’s shop and now there is a full-blown civil war going on.
19. The King/Queen/Whomever has been assassinated!
20. A UFO appears hovering over the city one day. The visitors are peaceful.
PERSONAL (08)
1. One of the party members receives a message at their home/room that they are in great danger. The note begs the PC to "come with all haste" to an
address in one of the seedier parts of town. This is a setup for an ambush/robbery.
2. One of the party's allies comes with "hat in hand" to beg for start-up funds for a day spa. The ally has a silent partner, a dangerous rogue, who has
threatened to kill the ally unless they have their half of the investment in the next day or two.
3. A person the party could vaguely remember from something joins their company for a little while. Whenever the opportunity presents itself this NPC will
stab one of the PC’s in the heart, claiming they ruined their lives for something (irresponsible) they did (Everyone has such an NPC).
4. A PC receives a letter from a local lawyer when entering the city or having had to pass some papers. The lawyer claims that a relative of them died several
years ago and they finally found a relative to pass the inheritance to. Upon arriving at the rich looking office they are read the inheritance which includes
a small house in the city, a brewery/smithy/something, and a sum of gold that has been growing with interest. They are asked to pay the lawyers fees of
(significant sum at about 20% of the worth of the inheritance) for keeping the account open. There is no inheritance, just white collar crime.
5. The party is offered half off for a pedicure to make them feel better. After paying, the party is given the new adorable and cuddly pet they just adopted to
cure any sadness that may crop up.
6. A party member catches someone they know (parent, sibling, good friend) who is married on a date with someone who is not their spouse.
7. A party member (or several, if appropriate) receive notice of the funeral services for a figure from their background. The service is in the city, and held
soon, the next sacred day of the dearly deceased's faith. A young relative of the late NPC asks the party to attend, convinced the death was foul play and
the murderer will be in attendance. She might be right, she might simply be overwhelmed with grief.
8. A chance encounter saving a person’s life gets the party invited to their birthday party, where the person is suddenly assassinated.
9. A huckster has game, close your eyes, hold out both hands, guess what they put in your hands, and win a prize. It feels warm and not quite solid. After
guessing, the huckster says it is the dreams of (insert name of beloved NPC), and if they let go of it or don't give the dream back to the beloved NPC, the
NPC will never wake.
10. A party member sees a random NPC wearing a meaningful or priceless family heirloom from that party member’s family. The NPC claims it is theirs and
that they bought it from a pawn shop, which is the truth.
11. A party member gets a letter delivered by a courier from a sibling. The letter states “If you’re willing to help me and promise not to ask any questions,
please meet me at (location).” The sibling had a curse put on them that if they answer a question, they will become inflicted with ghoul rot.
12. A charming NPC asks the most socially inept party members on a date.
13. On a party member’s birthday, that party member’s aunt shows up and says “There is a secret a member of our family has kept for 12 generations. On
this day, it is my job to pass this secret to you. If you refuse, then the line is broken, and the secret shall end with me. I cannot tell you what it is unless
you accept.”
14. A city guard drags a person to a party member and asks “This dragonborn says they know you, is that true?” The “dragonborn” is obviously 2 kobolds in
a long coat. Their eyes beg for the party member to say “Of course!” If the party member says “No,” then the guard will drag the kobolds away and not
answer any of the party member’s questions.
15. The party goes through a rather bizarre sequence of events, including doomsayers chanting in the streets about the end times. That evening, a massive
dragon pierces through blackened storm clouds and burns the city, killing everyone including the party. The party wakes up that morning, events
progressing just like they had the day before.
16. A party member who did something bad gets cursed with having their thoughts projected to everyone within a 30 ft radius, and everyone who can “hear”
their thoughts knows they are their thoughts.
17. A party member receives word an estranged relative is being held captive. The contacted party member is “the only person who would even consider
trying to help me.”
18. Each member of the party has an animal start following them (cat, dog, goose, rat, snake, iguana, miniature pony, cow. GM picks which ones). The
animals all get along with each other, as if they know and like one another. If the players accept their presence, the animals start wordlessly beckoning
them to a ravine near the edge of the city.
19. The party starts forgetting key memories from their lives. They are being stolen by a powerful Obliviax.
20. The party is cursed by a vengeful witch and have had their genders swapped.
[Non-Combat Encounters]
1. A group of miners are protesting outside a noble’s estate over poor work conditions. They are all covered in coal dust, holding signs that say 'NO ORE NO MORE'.
2. A noble invites the players to a house party. The noble, a female Dwarf named Bronsyl, wants the party to pretend they are the noble's friends to impress the othe
nobles at the party.
3. An older gentleman is yelling at his young apprentice for making a mistake. The older man walks away angrily, while the young apprentice, a male Half-Elf named
Sylzaren, is left standing there distraught.
4. You see the city guards raid a store. Guards preventing people from coming close say that it’s a front for illegal activities. Rumors are that the owners ticked off t
wrong person, forgot to pay protection money, and the guards are corrupt.
5. A child with an obvious injury begging for money pleads to the party for money. Later that day the party sees the same kid running around playing tag.
6. A terrified ex-Warlock begs the party for help, their old patron sends shadow mastiffs after them every night to kill them. They have not slept in days. Killing the
hounds doesn't stop them coming back the next night.
7. Street sign posts keep moving about in the night, causing confusion. Locals thought it was kids messing around but then 3 people were found hanged from sign
posts in one night. Each victim had a compass on their person.
8. People keep seeing the same thing out of the corner of their eye. A hideous naked old woman with putrid wounds stands watching until looked at directly when sh
disappears. only one person sees her at a time.
9. A wealthy merchant offers to pay one of the PC to be the target of a special spell then get them selves arrested so that they can pass the spell effects to another
prisoner. The merchant says they will also pay whatever the bail is, but will actually only pay up to 10gp.
10. A local alchemist shop has caught fire! There is panic in the streets! Water could make the chemical blaze worse. Someone help!
11. A trinket shop has been ransacked and the PCs know the individual that did it (somebody they like). This individual was being mind controlled, and they were cau
specifically stealing an ancient censer linked to a forgotten cult.
12. As the group walks down the street, they see a Goblin arguing with three guards. Apparently, while apprehending a criminal, the guards heavily damaged the gobl
market stand and he demands reparation.
13. On this street corner, a zealot follower of Helm( or insert god who had bad relations with Orc gods) tries to whip up a mob into a frenzy. Their goal is to lead this m
into the Foreign Quarter and kill any Orc they find. A small force of Guards tries to deescalate the situation.
14. Three well dressed young men are bullying an old beggar sitting by an alleyway. They kicked his begging bowl over and insult him. If the players decide to step in
the three will begrudgingly stop. They all wear the symbol of a rather influential House.
15. Two philosophers are having a debate by a street corner. They loudly discuss what does or doesn't constitute a 'Sandwich'. As the group walks by, the older of the
two waves you over and asks your opinions on the matter.
16. A totally drunk half-orc tries to get on his wagon and drive away. His Halfling friend tries to stop him, to no avail.
17. A rather awkward young man, who looks like he hasn't slept in days, approaches a single character. He asks them to kill him, but wants to be taken unaware. If th
player doesn't want to do that, he will pester them for the time they spent in the city, stalking them.
18. Ricardo, a human Bard, is trying to woe Francesca, the leader of the Fighters Guild. Two things are working against Ricardo though: Francesca already has a secr
fiancé and Ricardo isn't as good of a bard as he thinks.
19. A Tiefling merchant selling potions out of a travelling wagon. When asked about the origin of the potions, only vague answers are given. Rouges with ties to the lo
Thieves Guild might know them.
20. Some young men have stolen a large keg of what they think is ale. They are pushing it laboriously up a steep hill, joking and grunting from the effort. A few minut
later a frantic alchemist can be seen running around asking if anyone has seen a barrel of Alchemists Fire that has disappeared.
21. A golem is trudging in a treadmill. Suddenly, the mill comes off its axle. The mill and the golem propelling it, shoot forwards wobbling into the town and picking u
speed.
22. A pair of wagon drivers are preparing to race down the main street of the town. The street has been mostly cleared, although clearly by local gangs rather than an
legitimate authority. There is a large amount of betting going on about who is going to win.
23. A local ditch digger found an inanimate Shield Guardian buried in rubbish in a sewer out spill. The Guardian has a distinctive motif on their shield, chest and helm
The ditch digger is offering a reward to anyone that finds the device that controls the Guardian.
24. While walking down the street, the adventurers hear a large crash then yelling coming from a nearby shop. Upon further investigation, they discover a woman's ch
had damaged expensive goods in the shop and the merchant won't let them leave until the mother pays up.
25. You’ve arrived in town for the annual harvest festival. Pie eating contests, catching greased pigs, and other fair activities are happening all around you.
26. A young nobleman is trying to beat his drinking habit. He wants you to stay with him and not let him drink.
27. A boy hoping to impress a girl begs you to pretend to harass her and then pretend to be driven off when he intervenes.
28. Two competing chefs want an impartial judge to decide whose creation is more delicious.
29. You have apparently entered the foreign quarter, as the background chatter becomes unintelligible and the pedestrians more exotic. Some kids in the street lose
control of the ball they were playing with and upset a board game two elderly gentlemen are sitting around. You don't understand what the men are screaming ab
but it looks like the kids are learning some new words as well.
30. The beasts of burden (can be horses, griffins, drakes, whatever) pulling a carriage have gotten spooked or agitated by nothing in particular, and the driver can't ge
them back under control.
31. A crier, news board or booksellers stall proudly touts the newest tract in an ongoing pamphlet war between two mages which is clearly centered more around a
mutual personal grudge than whatever arcane theory they're arguing over.
32. Two lovebirds with disapproving parents meet in secret. They could be separated by social class, different races, or feuding families.
33. A religious party is preaching about a god you are not familiar with. It quickly becomes apparent to people proficient with religion he is only preaching nonsense,
many people are paying attention to him.
34. A beehive falls from a building, and the bees begin to harrass a passing noble. The noble seems to believe your party has something to do with the falling beehive
35. There is a project to demolish a condemned building, however the plan fell thru. The demolish crew is now wondering how they can remove the building (safely).
36. A sewer grate bursts open, and 1d6+3 swarms of rats burst out of it. Underneath, a druid is leading them to overrun a business that has been rumored to pollute t
nearby river. These rumors' however turn out to be false.
37. A protest is taking place after it was revealed the local priest had a mistress. The priest is attempting to skip town and may attempt to bribe to party for assistanc
38. An apple seller's cart has broken down in front of a tanner's shop. The tanner is not happy about it and has started crushing apples.
39. Someone is stealing the coins from a well or fountain that people toss coins in for good luck.
40. A group of monks are showing off fancy fighting moves but one of them looks like they're making things up and is looking around nervously. This person is trying
show someone special they've changed. They haven't.
41. After the players walk by an open door in the city, on an abandoned street, a player with a Very high passive perception barely sees a tentacles reach out and clos
the door quietly after they pass. It's the house of a former Warlock and after she died the house has remained sentient and... tentacled. Quite friendly, if shy and f
of disturbing stories.
42. One of the players trip on a loose cobble. Underneath it there is a strange coin and as soon as they pick it up they begin to hear children laughing, very clearly as i
they were close, but there is no one here. They cannot discard the coin any way except by making someone else trip over it.
43. As the players pass by a furniture store a small table hurriedly runs out and walks quietly behind the party. The store owner gives chase and accuses the PCs of
theft and the city guard seems in agreement. Turns out there is a faery-base mage/warlock/bard with an Animate Object spell who has been having a delirious
amount of fun doing this to innocent people all over town.
44. Some obvious mobsters want to throw a surprise party for their Boss, but there is ZERO chance this won't lead to a surprising amount of bloodshed so they need
hire some DURABLE people to handle the first few rounds after yelling SURPRISE!
45. City Guard is inspecting the feet of anyone who comes into town, assisted by a terrified looking academic. On the shoes of the lowest INT player is a Bookworm, t
literally eats magical books. This player is arrested by a previously unknown Library Police and made to stand trial for their crimes against education and learning
ONE PC may act as their barrister. One unbelievably nerdy trial later and the fine turns out to be something like 42cp, a fixed price and obviously a nerdy inside jo
of some sort.
46. Everywhere the party's toughest character goes in town, they seem to always accidentally be standing under or next to the image of a Mind Flayer. Even when it
seems like they aren't, it turns out they're in the Mind Flayer section, or the Tentacle Room, or in the Tasty Brain bleachers. There is no adventure here, just creep
coincidence you can lean on to make this PC super nervous.
47. A PC eats a rotten bit of cheese and as a direct result is visited that night be three ghosts. Unlike other stories, they ghosts just want you to help them relive rowd
and drunken days of their misspent youth, while pretending to be giving you 'Moral Lessons'. 'yes yes *Ahem* DON'T spike the punch with *hick* Potion of Delusio
and give some to that snotty little Suzanne Winterspoon. While SUPER deserved and funny as hell, it is a thing I encourage all of you to AVOID. *hick* For the sak
you're ahh... souls? yeah. Souls.' While perhaps amusing the real gift here is you now know some CRAZY random facts about people who are now important and
highly placed in town.
48. Someone has been stealing manhole covers and then using Silent Image to make them LOOK like they are there and then mugging people who fall down into the
sewer.
49. The PC with the most languages notices that the laundry drying on twine in the alley spells a secret message asking for help, when looked at a particular way. Tu
out an academic has been kidnapped and used as a laundress, but was previously a linguist and used her skill to try and find help.
50. A small group of children within sight steal a small pet.
51. A market vendor forces a large lizard with a hood over its head into a PCs hands, and says, 'Finally, take this thing and deliver it to the tower. It might be dangerou
so don't take off the hood.' Before he disappears from sight.
52. A street vendor is selling painted rocks, trying to pass them off as magical items. (Dragon Scales, Basilisk Eyes, Stone-Giant Hearts/ Finger Nails, etc).
53. The ball from a Ball-and-Stick game goes into the backyard of a house with a scary animal. It is vitally important to get the ball back (secretly if possible).
54. The Rat Catcher's wagon crashes into the Dog and Cat Catcher's wagon.
55. A caricature artist is overly insistent that you let them draw you.
56. A guy/gal is bawling after a particularly devastating breakup.
57. A young lad/lass Squire is frantically looking for something they lost on their way back to their Knight.
58. A company has organized a giant scavenger hunt throughout the city. Anyone can participate.
59. A man barges in to the tavern the party is staying at, shouting and accusing the owner of stealing his secret recipe.
60. A messenger delivering post has crashed his cart after having one too many ales and his letters are scattered al over the road.
61. A local bookshop is hosting a signing by a famous author, there are queues around the block!
62. Bells in the town temple have started ringing in a totally different pattern from normal...
63. Travelling merchants are racing their pigs around the streets before they take them to market!
64. Someone has been secretly delivering parcels of coin to select houses in a neighborhood. No-one is sure what the recipient criteria is or who is sending the mone
but it is causing a lot of animosity between neighbors.
65. The central square is hosting a public execution of a corrupt official, deaf to the pleas of his wife that he is innocent.
66. Gwyneth, the Dwarvish single mother, is putting her laundry on a line.
67. Two twin lizardfolk children are craftily robbing a storefront.
68. The party watches as a shopkeeper shoos a giant rat away from his trash bin.
69. A herd of cats have overrun the armory. The guard captain demands no harm come to them, but wishes them removed, concerned they might hurt themselves on
arms inside or an annoyed watchman.
70. The local library adjoins the local alchemist, who is also head librarian. It has exploded again and the Alchemist/librarian is offering a fare wage to help restore or
add to it. Knowledge and history checks to rewrite books, checks for rebuilding the building and shelves etc.
71. The sewers have finally and violently backed up, after the mayor has refused to pay for them to be fixed, to the dismay of the laborer's offering a fair price.
72. A trio of goblins on each others shoulders, poorly disguised as a dragonborn (with papier-mâché head and tail) are attempting sell a variety of pies for 1 silver ea
The pies are quite good and the goblins intend no harm, they however believe they are getting a great deal and will refuse to disclose the contents of the pies,
quoting it's a trade secret.
73. The city is inhabited only by women, older people and children. All adult men are away in the war of kingdoms/counties/landowners and thus women are welcomi
and in need of jobs of any kind (light to hard, dull to delicate/provocative) around the household, which they cannot perform.
74. Someone is taking a bath in the public fountain... they're not taking coins, just bathing.
75. A shop keep kicks a disgruntled young man out, saying 'I don't read cards! How many times do I have to tell you? Figure it out yourself!' If the party intends on goi
into that shop (probably an apothecary) he will ask if he can sneak in with everyone.
76. A group of children laughing and playing, some engaged in a game of knucklebones, others cheering them on, still others singing. When the butcher comes rattlin
through, all of them sober up slowly but suddenly, and they switch to nursery rhymes, one of which is Sing a Song o' Sixpence.
77. A well-dressed young man spontaneously combusts in the middle of the road. No one else seems to notice.
78. A small crowd gathers in the town square as a young man serenades a maiden with a band of troubadours. As he professes his love and proposes, the maiden tak
a bard's lute and smacks him upside the head as she leaves.
79. A cart wheel flies off and the embarrassed owner needs help getting it back on, as well as directions to the market.
80. A noble’s pet liger has climbed into a tree and appears to be stuck and in need of aid.
81. Two local inventors are loudly arguing on a main thoroughfare, blocking your path. They are each accusing each other of being a fraud.
82. A group of bards posts a flyer for an upcoming theatrical production that is highly critical of the local political powers. You are able to grab one before you see loc
guards tearing down the flyers and burning them.
83. A group of children sing an ancient prophecy, which has been slightly modified over the years. Ex. “When the stone bird has fled we’ll get fed (actually prophecy
ends in we’ll all end up dead)”.
84. A person looking up from the sewer grates tells the players he'll exchange secrets.
85. Your PCs are approached by a hooded and cloaked figure that tries to recruit them to join the local cult. The PCs start to unravel a larger plot where the cult has
taken over the local government.
86. A wizard approaches the party and says he's on the verge of a great breakthrough that will make him rich but he needs some reagents from the herbalist shop.
Unfortunately they cut off his line of credit and he cant afford to buy it himself. He implores the party to buy the supplies for him.
87. A wealthy debutante has decided to leave her wealth behind and begin adventuring, and throws one last soiree before giving away her wealth. The PCs are invited
88. A small boy is caught trying to pickpocket the pc's. When he is caught her tearfully tells you that it's for the veteran that was hurt in the war.
89. There is an incredibly long queue for what seems to be an ordinary building, no sign or anything. Upon asking the people in the line, they simply shrug their
shoulders and then go back to waiting. Only way to find out is to queue up.
90. While walking around the city, the party stumbles upon a small public speech being given by a candidate seeking a position on the city council. It is very clearly th
goblins in a trench coat, but no one in the crowd seems to notice.
91. The local Arcane Academy Campus is in turmoil as students riot after their team lost The Big Game. The city has mobilized its guards and the Arcane Academy h
raised a protective barrier.
92. The Party passes by a funeral procession, but can clearly hear thumping from inside the closed casket and a muffled voice calling out.
93. Two Bards are in the middle of a poetic battle on the street and are unknowingly riling of a crowd and splitting them into factions ready to fight for their bard.
94. The Party is walking down the street when a seemingly normal man sneezes. The man immediately loses his concentration and polymorphs into a dragon in the
middle of the street.
95. Town crier calling out that 'Bite-Hunting' is now illegal. Upon further inquiry they are informed that there has been a growing trend in the city of people seeking ou
be infected with Lycanthropy.
96. Baker calling out, claiming to have the 'most delicious bread in the realm', but is clearly selling rocks. Customers don't seem to care and are paying the high price
it.
97. There is a game of (sport) going on in one of the cul-de-sacs as the Party passes by. The Party hears someone call out to them, they need extra players for each
side.
98. The Party sees a manhole cover flying 20ft into the air and crash down on a stall on the street. People flee in a panic as an ordinary-looking rat emerges from the
hole.
99. The city is suddenly filled with a loud sound akin to tornado alarm. Sirens blare and bounce off the stone walls of the city, but the citizens seem to go about their
business undisturbed.
100. A necromancer is attempting to offer undead labor and has gotten into a legal dispute regarding if zombies need time off or not.
1. Bad weather approaching. High winds and snow blows for 2-3 days. It is bitter cold.
2. A rare lightning strike has set a fringe of coastal grasses on fire, and the smoke is acrid and causes severe coughing, and worse, if left exposed to it. A
number of wild animals are fleeing towards the party.
3. The party comes across a set of effigies/totems marking the territorial boundary of a large clan of Yeti. The creatures are naturally aggressive, but not very
bright - cautious planning could see the party through their lands. Mistakes will slowly alarm the entire area until the party is driven out or they overcome.
4. The party comes across a strange sight - a ring of huge icy statues (Ice Golems) that are each standing inside a magic circle comprised of purplish stones.
The Golems are inactive, until an activation word is spoken. If activated, they will exist for 30 days before they collapse into snow. They will obey the
activator to the best of their intelligence and ability.
5. The temperature begins to fluctuate - daytime thaws and nighttime freezes. The party is in danger of frostbite and hypothermia during this time unless they
take strong measures to ensure their gear stays dry and warm.
6. The party wanders into the territory of a Living Spell of Chilling Fog. This spell is always hungry and will attempt to ambush the party when they rest or are
separated. If this never occurs, the Spell will attack them before they leave its domain.
7. A pack of Winter Wolves begin stalking the party, staying out of missile weapon/spell range (if possible), and attacking the party when they rest. If this
doesn't happen within a day or two, the Wolves will follow the party for up to a week, biding their time.
8. The party is confronted by a previously-thought-to-be-frozen-body-of-water-but-has-thawed-and-is-now-an-obstacle. To go around will cost them a huge
amount of time. To travel over the water will draw the attention of the Ice Mephits who dwell here (previously asleep and now awake).
9. The party sees the familiar outlines of civilization. A village that has no business being this far away from the trade routes. A wooden palisade surrounds it,
and the fence is studded with tall watchtowers. Fire smoke drifts from campfires or chimneys inside the wall. The party sees no one in the towers. No one
answers their hails. Inside the village is a horrifying mystery.
10. The party finds themselves on a long stretch of sea ice. There is no cover and no fresh water. The sun is their enemy here - sunburn, snow-blindness and
dehydration could cause some serious problems. At night, the temperature reaches dangerous/deadly lows.
11. A festival shrine to the Deity of Ice/Snow/Wind/Whatever has been completed by a team of ice sculptors. It is a breathtaking sight, and the party is invited to
join the celebration, with benign or sinister agendas at hand. DM's choice.
12. The region the party finds themselves in is under the sway of a White Dragon, who rules as an eccentric, often murderous despot, who delights in keeping
the population productive, but fearful of its whims. Its minions, who administer the day-to-day in its stead, have marked the presence of the party, and will
soon be approaching them to demand tribute and fealty.
13. While the party sleeps, a Snowflake Ooze, hungry from its long rest, decides to mark one of the party members as its snack food. If confronted with
overwhelming force, it will flee, only to return nightly to attempt again. If it is driven off 3 times in a row, it will leave and not return.
14. The winds have picked up and are threatening a whiteout. Any attempt at travel in these conditions should be penalized with a -5 to the Check and
Disadvantage. The condition will last for 12-72 hours. The winds are loud enough to drown out normal conversation volumes.
15. The party is surprised by the attack of an Avalancher on a narrow mountain pass!
16. A migrating herd of Mammoth have crossed the party's line-of-travel. The party notices that they all appear to be undead, and will spook and attack if the
party makes any threatening moves.
17. The party finds a huge metallic cylinder buried in the ice, covered in strange markings. The object radiates strong Abjuration magicks, and is sealed with a
powerful Glyph of Warding. Inside, a creature sleeps, but will awaken if the Glyph is triggered. The creature is not necessarily evil. DM's choice.
18. A lone cabin, made of stone, looms out of the landscape, surrounded by a patch of unseasonal green growing plants. The area is warm, as on a summer's
day, and is the home of a Hag who is very lonely.
19. A party member literally trips over an oversized Wand of Frost. The object is nearly 6' (1.8m) long, and still has 6 charges left. The command word is written
on the shaft in Giant Common.
20. A Druid has marked the party's entry into its protected territory. The Druid will remain hidden, watching, and take no action against the party if they cut no
wood, and kill no creatures. Otherwise, the Guardian Druid will aggressively confront them and demand they pay a penance for their trespassing and
crimes.
21. The party has been marked by a pair of hungry White Puddings, who will pursue the party for 2 days if necessary. If driven off with fire, they will not return.
22. A caravan has overturned two of its wagons, and the crew is struggling to get them upright with the sun beginning to set. There are 12 passengers and 6
crewmen, on 3 wagons, as well as a load of baggage. These are settlers, heading to a new colony, and will welcome any help the party can give, and offer
them a ride. If the party accepts, they soon learn the colonists are cannibals, but since the party are guests, they are safe.
23. A local community has had their only source of fresh water dry up, and the locals are mystified as to the reason. Some have already left, fearing the
colony's collapse. The reason is simple geology (the earth has shifted, sealing a crack), and could be solved by some creative thinking and perhaps some
magic. If the party is able to help, they will have permanent allies here.
24. A peatcutter colony, on the edge of the tundra, have gone missing, and a nearby village's fuel has run out, and the Long Dark season is coming. The party
is begged for help, and if they investigate, find an Awakened Polar Bear who thinks it is the Deity of Bears and has taken these humanoids to serve its
needs (mostly keeping it fed, its fur brushed, and attempting to find other polar bears that Lord Polar Bear can subjugate).
25. The party inadvertently walks across the sleeping nests of a flock of Arctic Stirge.
26. While camped, the party sees a shining light from out in the darkness. A steady shining, it appears to be coming from a structure not far away. If the party
investigates, they find a murdered Necromancer and the Wheep it created, whom is trapped by Abjuration spells placed on the building itself. It is stupid,
angry, and will flee if the wards are brought down.
27. On the fringes of a pine forest, the party is confronted by some Frost Giants, who demand a toll be paid. The Giants are actually Gnomish Illusionists who
have been fleecing travelers for months.
28. A Frigidmancer has built a tower to dominate the view in the local terrain. The mage has created a pair of Chall to serve and protect. The party enters the
region with the local population in an uproar over the tributes demanded by the crazed wizard.
29. The party, aboard a ship, is hunted by a crazed, undead Narwhal. This is only one part of a host of creatures being turned by a Merfolk Necromancer who
wants to dominate the surface of the seas.
30. A reindeer breeder's stock has been preyed upon by some unknown creature night after night, and if nothing is done, the lack of meat for the local village
is going to doom them all with winter coming.
31. The party finds the burnt out remains of a village, and the evidence of violence. Lurking in the ruins is a hungry Wendigo or two. The party will be hunted by
the creature until it is slain or driven off.
32. A Living Spell Ice Storm has closed a mountain pass and threatens to cut off a large swath of civilization from the lowlands.
33. A Remorhaz has been preying on caravans who use a busy trade road through a desolate region. A bounty worth a king's fortune has been offered to
whomever slays the beast and returns with its head as proof.
34. A local colony has been in preparation for the Snow Queen Festival for months, and with only days to go, the person to be crowned has vanished, along
with their lover. The town is in an uproar.
35. A new disease is sweeping through the region. The locals have dubbed it "Frostbite" and it causes a person to slowly be turned into a kind of living ice
golem. Heat only spreads the disease faster, but keeping the victims as cold as possible allows them to have some semblance of a normal life. There is no
known cure. Yet.
36. A recent earthquake has opened an old tomb, where a clutch of Ice Mummies lie interred alongside a sizable treasure trove. The Mummies will animate and
attack if any part of the treasure is taken.
37. A local village has been destroyed by a Frost Worm, and now the creature is on the move - heading towards other pockets of civilization. If nothing is done,
the monster will slay hundreds before its sated.
38. A corrupted Ranger/Mage has opened a portal to the Elemental Plane of Ice and summoned a few Frost Salamanders with which to threaten the region's
ruler into abdicating the throne and being put on trial for their alleged crimes.
39. While the party is camped, they are attacked by a pack of Hoar Foxes, who are near-starving. They can be "bribed" with food, or driven off with fire, but
they will fight to the death otherwise, such is their desperation.
40. A Living Spell Ray of Frost has been murdering local hunters who trespass into its territory. If nothing is done, the locals may starve.
41. A stampede of Dire Animals (Elk, Bear, and Wolf) crashes through the region, destroying buildings, killing people, and causing havoc. These are the result
of a failed Wizard's experiment gone horribly wrong. The Wizard is hiding in their tower, distraught at what has occurred, but too discouraged to try and fix
it.
42. A Cryhohydra has escaped the captivity of The Worlds Most Dangerous and Exotic Zoo, and is now on a rampage. A huge reward has been offered if its
captured alive. No reward for its death.
43. A clan of Frost Giants is having a celebration, and has decided its run short of food, so the Giants have raided a local town, taking all the folks and
stomping the village into dust. One victim has escaped and fled to a nearby village, begging for help.
44. The party finds themselves being stalked by a clan of ferocious Yeti. They need sacrifices for their blood rituals, and the party will be attacked and
subdued, not killed. Not yet anyway.
45. The party accidentally disturbs a nest of Ice Serpents, who have been hibernating. They are relentless in their hunger and anger at being awakened.
46. In a snowbound forest, the party finds themselves in the territory of nests of Frost Spiders, who like to keep their victims alive for later eating. The Spiders
will flee from fire and lightning.
47. The Long Dark Season has come, and with it, snowbound communities trying to stave off cabin-fever and short tempers. The party finds themselves stuck
in one such place until the sun returns. Murder and mayhem start to plague the town as the locals succumb to madness.
48. The Endless Sun Season has arrived, and with it, festivals and celebrations to the Sun Deities. The party finds themselves in a community that is planning
a huge celebration, when one of the party members is falsely accused of heresy.
49. A Warlock, as bid by their patron, has reactivated an ancient artefact that threatens to melt the permafrost and cause geological catastrophe if they are not
stopped.
50. A Xixical has arrived through a portal ripped open from the Elemental Plane of Ice. It will ravage the region and cause untold havoc. The 5 mile circle-of-
blizzard around it devastates any pockets of civilization that comes within its radius. This creature is a campaign in and of itself.
1. A local noble is having trouble getting his daughter to sleep. The bard will help with a lullaby and let the noble finally get a good night's rest… or else.
2. Your instrument needs to be restringed. Unfortunately the shop is out of catgut. The strongest of which is made from the stomach of a monster that can be
found in a nearby region…
3. A book of local lore is discovered that touches on bits of epic poems the bard is familiar with. It ends abruptly, but not before giving clues as to the location
of these events happening.
4. A rival in town is spreading tales of his adventures. The problem is they sound exactly like the party’s’ escapades
5. An archaeologist has discovered a tomb. The bard’s assistance is required to gain access due to their knowledge of the civilization that constructed it.
6. An enemy of the state reaches out to you to help write their side of the story, with the hope of gaining some sympathisers to their cause.
7. You are recruited to play an event for a local delegate that has come to town, but not only that, you are tasked to spy on the group and report back anything
you may happen to overhear.
8. Your act has been discovered and a small patron bidding war is taking place. If you don't overplay your hand..
9. You are offered a serious payday to organise a smear-campaign against an important local.
10. Something you lied about recently has gone around, has grown into rumour, and is causing trouble.
11. Rumours start floating around that the grave of a famous bard was robbed and found empty. Flamboyant in life they set up some rhyme-based scavenger
hunt for their magical instrument(s).
12. A contest is held for a royal wedding/coronation. Over 200 performance artists will be competing over the 20 available positions during the event, and gain
a reputation for life.
13. Somebody has started a smear campaign against an important NPC (or PC, even better) and you are (hired) to counter it, and find the source.
14. The luthier/instrument maker of this century has gone missing on a trip. Finding them could be a grant opportunity.
15. The luthier/instrument maker of this century has written out contracts on rare ingredients such as albino wyvern hide, a sizeable amount of dwarven beard
hair, half a dozen narwhal horns, and leg tendons of quicklings.
16. A shady figure offers to be the PC's patron, and is being persistent about it, making it seem that “no” is not an answer. Their requests for performance are
also a bit on the odd side.
17. An official request/summons is delivered. The PC, with several others, is to witness an event and spread the word.
18. Groupies start following the party, leading to troublesome scenarios.
19. A message needs to be delivered from one king to another, the PC gets that honorary quest. It might not be the blessing that it seems as it is a declaration
of war, and the messenger was expendable.
20. The PC is handed a coin by (what appears to be) a better. It is a standard gold/silver coin, though several details are different. The rumours about a
secretive organisation operating in the shadows might be true, and access to them might be hidden in plain sight.
21. A rich noble tasks the PC to write their biography. They lived an exceedingly dull life, but a dark secret can be gleaned between the lines.
22. A merchant tasks the PC to develop a jingle for their caravans on marketplaces.
23. A beloved NPC needs a wingbuddy to seduce someone way out of their league.
24. The PC get a stalker, interestingly, a monstrous one.
25. They receive an official Copyright Strike claiming they’ve been playing someone else’s music and claiming it is their own. Two more strikes and every
instrument they touch will magically go mute.
26. At an inopportune time, everyone in the party except the bard loses their voice. The bard gains the ability to concentrate on them and choose the words
they speak.
27. Everyone loves a new NPC bard (musician, storyteller, etc.) who is touring the area. People are completely enthralled by them. However, the PC bard
literally cannot understand anything the NPC bard performs.
28. The PC gets an invitation to perform for an extremely dangerous and powerful NPC. However, the payment might be too good to pass up.
29. A demon who desires one of the PC’s talents is willing to make a deal: the PC gives their ability to perform with an instrument they’re proficient with (losing
their proficiency with it) and the demon will give them something (fire resistance, water breathing, etc.). However, there’s always fine print.
30. The bard PC wakes up one morning to find a block of flat, gray, featureless granite sitting just outside their camp or inn. It never moves, but when the bard
averts their eyes, it moves to within 100 ft wherever they go. While it exists, the bard has disadvantage on all performance checks, due to an inability to
write new material. It is up to them to find a way to destroy this block.
31. The PC begins “hearing” spells inside of songs, poems, riddles, jokes, instrumentals and doggerel, and can “draw them out”, adding them to their arcane
repertoire. This phenomenon goes on for weeks, and leads the PC on a musical path to a distant prize.
32. Wherever the PC goes, the reception is beyond normal. Overnight fame descends on the PC, and the effects of their performances lingers for days, causing
population areas to become frenzied with dancing, singing, partying, and the like. The PC is being looked at by a Revelry Deity, perhaps even a minor one,
and this is a stress test.
33. A local ruler seeks out the PC for their interpretation of a tricky and ancient matter of law. A thorny problem has dropped into the ruler’s court and, having
turned to his own advisors, without success, has invoked an ancient law calling the Bard to give their legal opinion. The case at hand is extremely delicate,
politically and socially, and has the potential to call down a disaster if mishandled.
34. A new theater troupe is in the same area as the PC, and the troupe has sent an invitation to the PC to perform with them on opening night. This is framed as
a great honor, but in fact is a plot to kidnap the PC on behalf of a rival, for a most nefarious and twisted scheme.
35. Someone is drawing mustachios on every poster and handbill the PC spreads about themselves! The words “El Stinko” are also graffitied over the top.
This harrassment follows the PC from town to town, with no perpetrator ever being seen. A Leprechaun has taken offense to the PC in the past,
somewhere, and this is its passive-aggressive revenge.
36. The venue where the PC is playing is set ablaze by an arsonist.
37. An ally/family member of the PC has lit off into the wilderness with a romantic partner against the advice of friends and family, and is thought to be in
danger. The PC is the only one who everyone thinks can bring the ally home and talk some sense into them. The romantic partner is a powerful sorcerer,
and will not be easy to find.
38. One morning the PC can suddenly understand all the languages of animals. More incredibly, all the animals are speaking in rhyme, or singing, or chanting,
or rapping, in a great harmonious chorus that is overwhelming upon its contemplation. For 3 days this continues and then suddenly, mostly, stops. No
explanation is ever offered, but from herein, the PC can hear one particular species’ language (of their choosing).
39. A dance competition is being held at the palace of the local ruler. It is a rather ritzy affair, but the PC has tickets to attend/is going to participate, and while
present, sees a brazen heist. The PC recognizes the thief, an old friend.
40. Someone is murdering Bards. The victims tongues have been cut out and bad poetry has been stuffed in their mouths. This is an ex-Bard who has grown
bitter and mad, and has had their will subverted by a Dark Other.
41. At the Riddling Fair, the PC is accused of cheating, and is confronted with a whole conspiracy of people who have shown up to break their reputation once
and for all.
42. A dying woman asks the PC to compose a Dirge for her approaching death. She offers a great sum of money, and wants some specific themes included.
One of them opens the doorway to a dangerous bargain.
43. Some curse or disease has been spreading through the minds of people who are seemingly unable to stop singing/humming a catchy hook from a new
popular song. The curse manifests as an obsession with vocalizing the melody, thus infecting those who hear it, and then losing all motivation to eat or
take care of one’s needs. “The Earworm” is spreading faster than people realize, and the PC stumbles into the edge of one of the outbreaks.
44. A quarantine has been declared in the town the PC is currently staying. No one will be allowed in or out until such time as its declared “safe”. The PC has
many appointments and commitments that are going to be broken by this delay.
45. A biographer wishes to record the lives of all the Bards currently alive, and the PC is approached to tell their life story. If the PC refuses, the writer will
become angry and smear their name for many months and years afterwards. If the PC accepts, the writer pens a complete distortion, pure bullshit, and the
allegations within dog the PC for months and years afterwards.
46. A political ally wishes the PC to pen a series of satires, lampooning his political rivals, for which the PC will be paid handsomely. If the PC declines, they
will lose some social favor, but no other ramifications. If they accept, the find the political rivals not so good-natured, and the PC becomes the target of a
few attempts at intimidation and violence. (If the PC refused, they will see this happen to another Bard that the ally hired instead).
47. Approached by a powerful, but socially shy, criminal overlord, the PC is muscled into carrying love notes (and also writing those notes as well) between
the overlord and their lover (who happens to be partnered with a powerfully good/social figure). The logistics of getting this done is going to prove tricky
and expensive.
48. In a dungeon, the PC finds an ancient book of limericks. They are so funny, they are literally deadly.
49. The PC finds, in their gear, a new makeup kit. It looks new, and is in a beautiful carved box. Inside, the makeup and prosthetics look professional. They
grant a powerful Major Illusion for 6 hours, as long as the disguise is not disturbed. Upon the completion of the magic, the disguise disintegrates, leaving
no trace of itself. The kit has 6 disguise uses.
50. Its time for a World Tour. Bardic style.
1. The PC gets a letter from an old friend, inviting them to join a warrior's guildhouse - there's a catch, however, and it may prove to be a moral dilemma.
2. An ex-lover writes a letter to the PC begging them to come and help with a gang of thugs that has practically taken over their village. The letter is a lie, and
part of a plot to kidnap the PC.
3. A local militia has heard of the PC's reputation and asks them to lead their group against a pack of bandits that has been plaguing them.
4. The local ruler has been recently installed after a coup and has ordered a contest be held to choose heraldry for the new kingdom - the PC is approached
by a disgraced artist and asked to submit an entry on their behalf. The design is a sigil designed to assassinate the ruler.
5. The PC passes by a fighting demonstration and sees a style they have never been exposed to before. If the PC stays to watch, the instructor notices their
interest and asks them to stay back after the bout, at which time the instructor offers to teach the PC - for a steep price.
6. The PC’s instructor/mentor has gone missing, leaving behind a series of cryptic clues and a timed warning.
7. The PC is challenged to a duel by a child wielding an artifact thought lost to the world.
8. A warlord or general needs to be talked down so he doesn’t instigate a battle. However, they will only talk to fellow martial experts.
9. The PC has a dream of a legendary weapon/suit of armor and its exact location. However, the same dream has been sent to 3 other rivals - and they, and
the PC, are all aware of this fact. The race is on!
10. One day the PC’s armor starts complaining about its lack of polish and adornment. The armor is only awake for 3 days a month and has been asleep for
decades. It doesn’t know what woke it up, but it is unhappy about its present condition.
11. The PC’s grandparent was viciously wounded by a rabid beast three times its normal size. In their grandparent’s dying breaths, a promise was made to find
and slay the beast.
12. A doppleganger of the PC is spotted in the area where the PC grew up. The creature acts like a maniac, destroying relationships and ruining the PCs
reputation. Soon a citizen with a grudge shows up to confront the PC about their “bad behavior”.
13. A friend needs help moving, but the giant, sentient insects living in their walls believe all of the stuff in the house belongs to them. Peace was never an
option.
14. A fighting tournament has been ordered by the local ruler, to choose a champion that will represent the kingdom at the regional/national tournament. There
is a plot against the PC to poison/weaken them so that another may win instead. This plot has tentacles everywhere and is part of a larger scheme to
destabilize the kingdom.
15. A mysterious figure appears and informs the fighter PC that someone drew the knight card from the Deck of Many Things and they have been selected as
the fighter who must be loyal to that person to the death. Sorry for the inconvenience.
16. A beloved NPC is convicted of a horrid crime. They choose trial by combat and ask the fighter PC to fight on their behalf.
17. The party encounters the PC's old commander. He is ragged, frantic, and babbling about being pursued. Within moments, well-equipped mercenaries
appear, and the man is riddled with crossbow bolts before they can question the old soldier further. The mercenaries attempt to take the old man's body.
18. The PC and their party pass over the border into the fighter's old homeland. A wanted poster, offering a huge sum of gold for the fighter, is posted at the
border crossing. Luckily, no sketch is attached.
19. A three-tiered tournament starts in a week, the winner gets a substantial amount of gold and a position as the personal bodyguard of the prince. If the PC
wins, the prince is assassinated that very day.
20. A mercenary company attempts to recruit the PC, giving ever more impressive gifts, accompanied by increasing amounts of threats towards the
consequences of not accepting. This may escalate into violence against allies or property.
21. Some high-born dilettante keeps showing up at the last moment and kill-stealing monsters, reveling in the "glory" with his entourage that is with him at all
times. The high-born has no real skills, only enchanted weapons and items that foster expertise. This could become a campaign antagonist.
22. You meet an old fellow with a quarterstaff that challenges you. He gets a surprising amount of hits in, with clever techniques, knocking you prone,
disarming you, and several others. After the fight if there is respect he will offer to teach you a special move, if you have something to offer. The old man
seeks knowledge that only the PC knows.
23. Word gets around about a potent performance-enhancing drug which significantly improves your strength but makes you courageously reckless. The
withdrawals effects are decidedly unpleasant - irritability, madness, and even death. The cost of the drug triples (or more) after the masses get a taste.
24. A traveling blacksmith, peddling "masterwork" weapons, has been found murdered outside a local town. The weapons were of shoddy quality, and the
"blacksmith" clearly a charlatan, but if the body is checked, the PC notices that the murder was done with a weapon that is supposed to be outlawed (and
quite rare).
25. The PC is invited to a "strongman" competition, for a chance at a piece of property and a minor title. The organizer, an elderly woman, wants to donate her
estate to those she deems worthy. The winning property, however, is haunted.
26. The PC's parents/influential relative write a letter demanding that the PC fight a duel with an old rival to preserve the family's newly-besmirched honor. The
whole thing is an overblown dramatic clusterfuck of narcissism and childishness. But to refuse is to be disowned.
27. A mount (warhorse, or whatever you like) begins following the PC while out in the wilderness. It remains shy, and will often run away a short distance, only
to continue following - resting when the PC rests, moving when the PC moves. It has questions.
28. After a dungeon has been cleared, some local residents, grateful for the action, approach the PC and wish to have a statue commissioned in their likeness.
This will take a week of "modeling" in the area, and will turn out to be quite a nice piece, and the town will rename itself to something related to the PCs
name (e.g., "Grongtown"), and the PC will be a celebrity here (and in the near-surrounds).
29. A young person approaches the PC and begs to be their squire. If they are put off, they will continue to follow and beg, breaking down in tears eventually
(and perhaps self-harm/death if your table doesn't mind that). The young person has nowhere else to go, no family, and is a huge fan of the PC's reputation.
30. The PC is gifted 100 dogs/cats/whatever-kind-of-traditional-pet-in-your-world by a grateful ruler where the PC just recently took care of a monster/villain
problem. The gift cannot be refused without creating a massive social blunder. One of the animals may be able to speak.
31. The PC finds a leather-bound book called "The Way of the Warrior" - quite a lengthy tome. However, if the PC spends a month reading it, they can choose a
Feat/Extra Battlemaster maneuver/something-else-related. Afterwards, the book becomes "lost" and the PC can never find it again.
32. A Bard approaches the PC and wants to write their biography. They promise to make it a glowing, positive tale, full of mystery and wonder. If the PC agrees,
they are sent a gifted copy a few months later. It is full of completely outrageous boasts, acts-of-impossible-bravery, and outright lies. The PC becomes a
laughing-stock to those who read such things.
33. A group of AWOL soldiers are found by the PC, who attempt to bribe the PC's silence and may become violent if threatened. They are on the run from a
martinet whose vain incompetence may lose this region to an escalating war.
34. The PC receives a strange weapon as a gift. It appears in a wrapped-box at the PC's home/campsite/wherever. A note on it says that it is from "an admirer".
The weapon is unlike anything known to the PC and is obviously enchanted. The weapon can speak (although it is not sapient), but not in a tongue the PC
can ever understand. This is the gift of an odd outsider who likes to watch the Material Plane and give gifts to their "favorite shows".
35. A Vrock/Hezrou/Marilith shows up with a bounty to collect on the PCs head. The fighter has made an enemy somewhere, and this demon is only the first.
Many will come, and if 4 are defeated the enemy themselves shows up and accuses the PC of some crime.
36. An ally of the PC, a tavern-owner, has died, and deeded the place to the Fighter, on one condition. The PC must never go there and must never profit from it
- instead all the proceeds are to be donated to someone the PC has never heard of. If the PC breaks this and goes to the tavern, it burns to the ground and
a rash of murders are reported across the region in the next week.
37. A gymnasium/arena/sports area that the PC has frequented is changing its name to honor the PC, to show respect for the PCs actions in the region. There
will be a ceremony, and if the PC attends, they will enjoy the benefits of being a celebrity in this area.
38. The PC dreams of a legendary weapon - but the dreams are never of the weapon itself, only the locations in which the pieces of it can be found. The
locations seem all very mundane, but they are guarded by some strange phenomenon, and all are located in far-flung places of the world. This will not be a
short quest.
39. A small animal has chosen the PC to be its companion. It is a normal animal, albeit with strong intuition and empathy, and does not speak. It will be a
faithful friend until its natural death.
40. The PC's favorite piece of kit (armor) has become rusted by some arcane meddling, and threatens to spread to all their gear and weapons. This is the curse
from a vengeful Awakened Rust Monster whose family was killed by the PC.
41. A Giant-type (Firbolg works nicely) has decided that the PC should have a friend. The Giant is not dumb, but incredibly naive (and young) and does not
speak the PCs language very well (yet). The Giant draws a lot of unwanted attention to the PC.
42. The PC's home town is the subject of a historical series of monographs and the PC's family is mentioned favorably (or unfavorably). This notoriety begins
to attract unwanted criminal elements towards the PC who wish to profit from the fighter's reputation. Some of these elements are obvious, and some are
subtle. All are malicious.
43. A property/business/investment belonging to the PC has been seized by the local government and the PC is accused of a crime that the PC did not commit.
Law enforcement begins hunting for the PC and the locals are divided on how to feel about the matter. The PC is only the first in a series of such actions
against prominent locals, part of a larger scheme by a hidden villain.
44. At the PC's next birthday, a Quasit appears to the PC (and only the PC) and begins taunting the fighter about their "inevitable and greatly messy death"
that's "soon to come". The demon is cruel and delights in describing various methods of the PC's future demise. This is either real, or a cruel trick from a
powerful enemy.
45. The next time the PC gambles, or attempts to do something risky, they automatically succeed beyond their wildest dreams, but part of their hair/skin/body
turns white/another color. Is this a blessing or a curse?
46. A stranger approaches the PC, ragged and poor, with a small child/animal and babbles accusations of the PC being the father/mother of the small creature.
If the PC denies this, the stranger explodes with insane anger and yelling, pointing and shouting and denouncing the PC. The stranger is mad. Or perhaps
not. You decide.
47. The Deity of Warriors sends a vision to the PC - do this Thing for Me and you shall be rewarded. The Thing is difficult, but not far away. The reward is
something that the PC has desired for a long time.
48. A local noble wishes to commission the PC to design a fighting arena, and will pay handsomely for advice and blueprints. The arena is going to be used to
commit crimes against the population, and the PC will attacked by assassins of the noble after the job is done, to ensure no one knows the truth.
49. An ally of the PC has escaped from prison and has come to the PC for help. Law enforcement is not far behind. The ally is tattooed with a modified Wizard
Mark that is being used to track them. The ally was innocent/guilty of their crime.
50. A rival sends a taunting letter to the PC every day for a month, calling them out, insulting their character, cursing their name, and challenging them to a
duel at a nearby location. The letter is a lie, the rival long dead. This is a trick to get the PC to show up, whereby they will meet an Aberration with a strange
request, and a stranger gift.