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#dnd adventure hooks
randomtable · 10 months
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“Do I Know Someone Who Can Help Us With ____?” (2d6)
2. No; the person you thought could help refuses and adds another complication to the situation. (Example complications: they demand payment for a past debt, they are with someone you wanted to avoid, or they call the authorities regarding your illegal activities.) 3. The person you know who could help has gone missing, you’d have to find them first. 4. Yes, but they demand a steeper price than you would expect. Furthermore, if you refuse they will be offended. 5. Yes, but things are awkward between you. The price they ask will be generous, but only after an uncomfortable conversation. 6. Yes, but the help they can offer is sub-par, or only half of what you need. 7. Yes, but they need you to do a small favor for them right now before they help you. 8. Yes, but you’ll owe them one. Could be a future favor they call on, or a cut of whatever money you’re after, or something else. 9. Yes; they’ll give you a good price but it’s not free. 10. Yes, but they don’t seem too happy about it - you’ll have to look for help somewhere else next time. 11. Yes, there’s someone who owes you one and you can cash in that favor. 12. Yes, and that person also gives you an unrelated piece of helpful information.
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oldschoolfrp · 1 month
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Preparing to spring an ambush from three directions (Didier Guiserix, 2-page poster in Casus Belli 25, April 1985)
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mask-of-ire · 2 years
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25 Urban City Adventure Seeds
by Robb at readytorole.com
People have started reporting sightings of large rats near the sewers, and some claim that someone lurking in the shadows commands them! The guards have no interest in delving down into the muck to investigate.
An apparently once beautiful manor within the city has been deemed as haunted by citizens now that it is old and decrepit. Some who claim to have been inside say that each time you go in the layout of the house is different.
After announcing some political changes for the city, a poisoned arrow narrowly misses a member of the council speaking to the public. All that was seen of the assassin was the blur of their movement and that their bow was silver.
Fires have been becoming more common in the city, and new reports make it seem as if they are connected. A few fires in, citizens have noticed foreign letters burned into the site of each fire, but no meaning has been ascertained as of yet.
A smuggler of illegal goods was caught and thrown in jail to await trial. He tells anyone who will listen that he was framed and that the real criminal is an invisible goblin who made him do it.
A powerful wizard recently moved into the city and erected a tower for him to practice spells. That was all good, until about a quarter of a mile radius from his tower disappeared in an arcane explosion overnight.
About a dozen goblins halfheartedly run at the town gate, weapons lazily drawn and some dragging. When they approach the guards, they beg to be let in or their orc masters will kill them for their insolence.
Dueling merchants keep lowering their prices in attempt to steal business from the other. Unfortunately, the low prices caused a brawl to break out in the marketplace and now some rare magic items have gone missing from a nearby stall.
A new noble has requested court with the royal family to pay respects, but people are suspicious of his servants- golems made of various materials, including flesh.
A merchant has moved into a run down shop to start selling miscellaneous goods. People are amazed at his low prices and high quality items, until someone realizes that his wares match those that were supposed to arrive on a caravan that got raided coming to the city.
An outbreak of odd rashes on children in a certain part of the city causes a quarantine, and even their parents aren’t allowed to see them. Clerics are baffled as some of their strongest spells are proving ineffective, though anyone who has reached maturity doesn’t seem affected.
A entrepreneurial outsider has come to the city to setup a casino, promising profits that would benefit all. People are split on whether or not this is a good thing, but the council is resistant to turn down the money despite rumors of a shady past.
An actor is murdered during a performance at the theater; it took everyone a while to realize this as they were stabbed in the heart when they was supposed to be killed in the play, allowing the masked killer to escape. All of the other actors, including the one who was supposed to kill them in the play, are accounted for and have alibis.
A new mercenary group fronting as a guild has set up headquarters within the city and are offering their services to those with enough coin. They claim they will take any job, and few who have dealt with them in the past accuse them of extortion.
During the night, a traveling circus that was in the city was vandalized, including a cage holding a magical beast; a doppelganger to be exact. The guards urge everyone to be on high alert as the search for the proverbial needle in the haystack commences.
From out of nowhere the army of a rival kingdom surrounds the city and demands them to surrender. Rather than being led by the old king who signed the peace treaty between the cities years ago, his arrogant son serves as general of the forces.
A retired necromancer has turned to running a farm outside of the city, raising the dead to be his tireless farmhands. While the animals don’t seem to mind the undead handling them, other farmers question the ethics of this and want the farm closed down.
One of the largest banks in the city has put out another search to find and sponsor a group of dungeon delvers. In exchange for funding the gear and supplies of a group, the bank wants to stake a claim of any valuables found on their journeys. Seeing as how their last few groups failed to return, some wonder why they keep trying to entice new business.
After finally being approved by the leaders in the religious district, a priest of an evil god has finally been given the okay to build a temple to their deity. This has started an internal debate of whether the priest’s right to worship should be able to infringe on the civilians’ right to feel safe, and the priest has begun ironically receiving death threats.
A infamous criminal escaped the city prison last week and the manhunt for them has ramped up. A special inquisition team was put together to find them, but as the inquisition becomes more forceful civilians are beginning to complain about their tactics
A wizard has gotten approval from the council to open a zoo, featuring a wide array of magic creatures and plant life. He has been met by protesters led by a druid who claim that keeping the animals in a zoo is inhumane.
Guards can be seen chasing an increasing number of young children around the city after the child steals something of value. In each case, when the child is caught a wisp-like entity exhales from the child’s mouth and the child claims to have no memory of the theft.
A coliseum has opened, allowing anyone brave enough to enter for glory and gold or meet their end. They claim that they only feature willing combatants, but one man who was to take on a lion screamed that he was a slave before being crossbowed by the guards employed by the owner.
Recent bandit activity around the city has the guards at the gates on high alert, causing them the screen everyone who enters. This causes a tough time for a few specific races, sometimes denying them altogether for no apparent reason other than suspicion.
After a particularly rainy week, a grey sludge has risen through the ground and dry, effectively cementing anything within 2 inches of the ground. This includes people, animals, carts, and other fixtures, and understandable people are upset and confused.
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another-rpg-sideblog · 9 months
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Tavern Encounters by dndspeak on instagram
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onlydraven · 6 months
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Adventure Hooks
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dungeonmalcontent · 1 year
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Grimdark & Dangerous Plot/Campaign Hook
The Anchored Deep, a prison ship that is chained to a solitary piece of volcanic rock in the middle of a vast and empty ocean, has gone missing.
The ship is reserved for only the most dangerous criminals and can only house about a dozen of them. Anyone hoping to escape must contend with one of the most sturdy pieces of timber ever carved, the incredibly well trained and dedicated guards, and then the empty expanse of the ocean.
But the last supply vessel to replenish the prison came back with their full cargo. The Anchored Deep was nowhere to be found. And neither was the rock it was chained to. In the area, however, was the discarded flag of the ship that marked it as a prison vessel.
The country for which the ship held it's prisoners has launched an investigation.
Paths forward:
Thread of Time - this item can be wrapped around the flag to learn its history. This reveals that there was a mutiny and that the ship was taken by the prisoners, who discarded the flag. This also reveals that "Nessus" lays claim to The Anchored Deep.
Scrying - a mage can attempt to scry on a member of the crew or on the ship itself. The ship has a very high DC because that isn't what the spell is intended for (as a ship is an item, more or less, and not a location or creature). The adventurers can hunt down a family member of a member of the crew for assistance. This reveals that the crew are dead and that the ship itself is no longer on the water. With a very higher arcana or perception check, a scrying individual can see that the ship is resting on dry and craggy red soil.
Investigate the site - If not magical option can be used, adventurers may make their way out to the former position of the ship and dive. This reveals the bottom of the rock that the ship was once chained to, now cut clean across the top. The cut looks as though a ball of space was scooped out of existence, but the rock itself looks as though it is undamaged. There is no stress or cracks on the rock itself. With this information, anyone trained in arcana can determine that some form of teleportation magic was used. A high arcana check can determine that a gate spell, specifically was used—though it was much larger than it should have been.
Checking the prisoner manifest will reveal a handful of likely mages, but none capable of doing this kind of magic without material components. And definitely not to this scale.
The culprit: a tiefling sacrifant, initially believed to be a sorcerer, who learned the spell from a wizard in the cell next to theirs. The sacrifant was able to substitute their blood for the component of the spell and spilled extra to make the spell even more powerful.
The sacrifant in question was arrested and then imprisoned for theft of an artifact from the reliquary vault of the platinum dragon. The item in question, a solar's desiccated pulmonary valve known as Kore's Heartstring, was never recovered.
Also aboard The Anchored Deep:
Harrand - a fallen aasimar assassin with mutagenic abilities and a grudge against the king.
Shruller - the halfing leader of a now defunct (dead) cult that had spent too long staring into oblivion and now sees visions of a crumbling future.
Patter - a kenku and the former chef at the royal palace—arrested for attempted poisoning
Roam - a pacifist demi-lycan and a suspected bearer of a lycanthropic curse.
Northrup Glade - a once renowned human wizard who was arrested for practicing incredibly dangerous magic that destroyed a chunk of a small town.
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blujayonthewing · 2 months
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worrying about 'is it mean of me not to discourage my friend getting too carried away with shipping our blorbos if I don't know that it's likely to actually happen in canon :\' but then remembering this same friend, as a DM, was once like 'oh my god [NPC] has a huge crush on [my PC], he's down SO bad 😏' but then had that npc FULLY DATING another PLAYER CHARACTER by the time the (rest of the) party went back to the city he lived in
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mandiminimojo · 1 year
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Alright, back to work on these Strahd prompts >B)
2. How/why did you come to Barovia?
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Tricked by Vistani, weren’t it!
(We we’re sent by a noblewoman to clear the Vistani out of her town, but they were really friendly and chill so we hung out, drank wine, danced, and listened to their leader’s weird story about some prince who they’d rescued or whatever. Then suddenly we were magically put to sleep, and the next thing we knew we were being dropped off at the edge of the mist inside Barovia. I believe we were taken there to be entertainment for Strahd… I think we ended up being plenty entertaining.)
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emeraldmakes · 1 year
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𝙌𝙪𝙚𝙨𝙩 𝙄𝙙𝙚𝙖 𝟲 | 𝙍𝙖𝙩𝙨 𝙞𝙣 𝙖 𝙈𝙖𝙯𝙚
An innkeeper hires the party to "deal with a rat problem" in the cellar. When the party descends into the cellar, the door slams shut behind them. They find they are not in an ordinary cellar; it is a vast labyrinth.
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patervoss-punbard · 1 year
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A transcript of the tweet thread screenshot:
Some time after the knight had passed from their wounds. The Squire finally made good on the promise they made at that final parting.
A stout foundation and frame was raised on that very spot. Many rooms it contained. A hearth room for tales, merriment, and mourning. A kitchen for good food. Soft beds for drraming and healing. A stable for those passing through...and the Squire.
An ear for those who needed an exit from their maze of thoughts and a voice to others who had lost their way.
The Squire looked at their inn after it had been built and all was as it should be. All except a name. Long they thought. Untilat last they burst into laughter. Tears of bitter joy welled up as they wrought the words onto a sign.
"The Good Knight's Rest."
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randomtable · 1 year
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1d6 Assassination Targets
1. A member of the landed gentry, being targeted by (1d4):    1. A fellow lord looking to expand their own holdings.    2. A former secret lover whom they have scorned.    3. A group of peasants whom they are subjugating.    4. A higher ranking member of the nobility whose policies they have opposed.
2. A powerful mage, being targeted by (1d4):    1. A vengeful ex-apprentice who resents their tutor.    2. A member of the nobility who fears the mage’s power.    3. A rival mage who wishes to eliminate competition.    4. A religious leader who believes the mage derives their power from an unholy source.
3. A beloved local folk hero, being targeted by (1d4):    1. A tyrannical ruler, who could simply arrest the hero but fears retaliation from the people.    2. A vengeful ex-lover, taking their grudge much too far.    3. An unsavory faction who the hero has kept from gaining much power in town.    4. An entity with whom the hero made a deal in their younger days, come to collect on a long forgotten debt.
4. A prince or princess, being targeted by (1d4):    1. Their younger sibling, who will inherit the throne if they die.    2. Their parent, who has been prophesied to be killed by their own firstborn.    3. An advisor who believes the prince/princess is catching on to their ulterior motives.    4. A faction that wants to blame the death on an enemy nation in order to stir unrest.
5. A religious leader, being targeted by (1d4):    1. A corrupt lower-ranking member of their order, seeking power for themself.    2. A cult, trying to make space to infiltrate the religious order.    3. A higher-ranking member of their order who believes they are corrupt and unworthy of their position.    4. A political leader whose actions they denounced as sinful or heretical.
6. The king/queen or highest ruler of the land, being targeted by (1d4):    1. Their eldest child, who thinks they have grown too soft and wants their turn to rule with an iron fist.    2. Their spouse, who fears they have been blinded by power and become too cruel.    3. A noble in their court who has felt targeted by their policies.    4. An anarchist faction who want to use the assassination to jump-start a revolution.
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educationaldm · 10 months
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Story Hook: The party chase a child thief into a dead-end alley. The child is no where to be seen.
What happens next?
Do the players give up?
Is this the first of many encounters with this child?
Why is this child targeting them?
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adventureprompts · 2 years
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Quest Twist
As the evening falls while traveling through the forest on your journey, the noise in the forest starts to grow. Your party comes across the warm light of an inn in the middle of the darkness of the forest. Being exhausted you enter to the glowing welcome of the innkeep and a few older travelers. You decide to stay the night. The next
morning as your party prepares to depart, the doors open to a very different location than last night.
Welcome to the World Serpent Inn... Katy M.
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mask-of-ire · 2 years
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25 Dwarven City Adventure Seeds
By Robb at Readytorole.com
The dwarves have found a new ore in their latest tunnel, and slowly the miners who have been exposed are entering into comas.
The orcs who frequently try unsuccessfully to raid the city have stopped coming recently, but now goblins trying to make peace have taken their place.
An elvish diplomat has earned the dwarf king’s ear. The nobles are happy, but the rest of the dwarves are frustrated with the changes being made.
The Runeslab, an ancient magic-infused piece of earth that powers the dwarves’ magic, has gone inert causing all of their magic to fail.
When called on by the council for guidance, the spirits of the ancestors have been quiet. Additionally, weird noises have been heard around the city’s burial grounds.
A single dwarf from outside the city has apparently dug his way into the city, and now claims to be the queen’s estranged son.
The guard captain can beat any dwarf in a feat of strength, and doesn’t look a day over 100. The weird thing is, digging into city records show she’s held her rank for longer than any living dwarf has been alive.
One by one, dwarves wake up to see another house covered in giant fungi. The fungi only seem to spring up when the dwarves are sleeping.
In an attempt to get more trade, the dwarves have rerouted a river through a tunnel into their city. Trade is now booming, but the people who lived downstream are struggling to survive without their source of water.
At the end of a tunnel just dug by the dwarves they found a large chamber that is an exact replica of their city- except there’s not a soul to be found there. Construction as recent as last week in the real city is present in the replica.
Large cracks have started to show in the statues of prominent ancestors of a certain era, and no one is sure why.
Someone is painting large X’s on the doors of about 5 houses each day. At night, the inhabitants of one of the houses go missing and are replaced with piles of rocks, and the rest of the X’s vanish from the doors.
The dwarves have been training hippogryphs to serve as mounts, but occasionally a hippogryph will return from its flight without its rider, with several gem-like growths protruding from it’s body.
It’s a dwarven festival, but the ale appears to be missing! Weren’t the indigenous gnomes grumbling about a dumb, dwarf holiday?
A dwarf wizard has come out of a long solitary study with an uncanny control over spiders of all sizes. Many are put off by the horse-sized spider he now rides as a mount.
The daily, minute-long rumbling throughout the city would signal that it was halfway through the day consistently for the past 50 years, but last week it suddenly stopped completely.
A young dwarf child kept warning people to stay out of the tunnels but she can’t explain why. The next day, the tunnel flooded with lava, and no one down there made it out alive.
Earth elementals sprung up all over the city about a week ago. So far they’ve only stood in place where the rose, but today one started walking around aimlessly.
A would-be bard wants to escape the life of mining decided for him by his parents, but has no way to get to the bardic college. Furthermore, if he just leaves he will be seen as a disgrace, and so wants to fake his own death.
When the halflings lost their homes in the war, the dwarves happily took them in as refugees. Now, they can’t wait to get rid of the little nuisances.
The dwarf high cleric has recently lost communication with their patron deity. Rather than admit something is wrong, they’ve started decreeing their own agenda, saying it comes from their god.
A group of dwarf travelers have recently returned from a trip to a faraway land, bringing exotic fruit and wares with them. Everything seems fine, except the iris of their eyes are lime green and they can’t stop obsessing over the fruit they brought back.
Having recently opened their doors to outsiders, dwarves are torn between sticking to their traditional values, or adopting some of the ways of others who have visited and challenged their way of life.
Members of one of the noble dwarven houses have started to lose their ability to see in the dark, keeping lit torches and fires roaring at all times.
It’s revealed the gargantuan stalactite that sits above the city is actually a dormant monster, finally stirring awake. No one knows its intent, if it speaks, or how it will act.
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talechasertavern · 2 years
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To give you more of a visual when following the characters and lore surrounding Husgeor Port, I made a map using https://watabou.itch.io/medieval-fantasy-city-generator.
It is a free website that couldn’t be easier to use, and is perfect for any writers or DMs in need of a quick, easy map layout. I welcome you to use this particular map in your own ttrpg campaign if you have one, and to explore around and share with me who else you meet around town! There are plenty of adventures to fall into.
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zincbot · 1 year
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me: i'm gonna put off paying for another month of dropout so i can save up some videos to watch
the new adventuring academy:
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