20 Pathfinder Witch Quest Ideas

Witch Quest Ideas

Today’s Witch Quest Ideas come from writer/musician Mark Russel:

  1. The Usual Suspect:  A town your witch has recently been visiting starts having the local children go missing.  The leader of the local town guard suspects the witch, and it is up to them to find the children and clear their name.
  2. Improved Familiar:  Your witch’s familiar reveals that it is actually a different sentient creature.  The witch and her familiar still share the same bond, but the familiar seems distant.  When the witch questions their familiar, it lets them know that a collection of similar creatures is in danger.  This is a good way to tie Improved Familiar, a common witch feat choice, into the game world.
  3. Broken Covenant:  A coven of hags has learned about your witch, and wishes to bring them into the fold.  If your witch resists the pull, the party can seek out and destroy the coven.  If, however, they find the offer intriguing, the hags can become patrons of the party.
  4. A Past Life:  An item that the party finds reveals itself to be sentient.  If the Witch interacts with this object in any way, it will reveal that it knew the Witch in a past life.  This can be used to link the witch directly to the events of your main campaign, or lead to a side quest where the Witch can find a powerful magical item.
  5. Healing Wicca:  The party comes to a town where the residents are ill.  The party Witch finds the notes of a past witch who lived in the village, detailing the ingredients needed to cure the illness.  Finishing the potion, however, will require the heart of a powerful monster that lives in the woods.
  6. From Beyond The Grave:  The Witch starts receiving dreams of a person in duress in a nearby cave.  This person shares similarities to the Witch, like a shared trauma or a similar upbringing.  The witch knows that the person is already dead, but the ghost in their dreams promises to lead the witch to a cache of jewels if their spirit is avenged.
  7. A Curse Lifted:  The party comes across a town where the residents seem to be joyless.  The Witch discovers that the town has been cursed by a previous Witch who had a magic item stolen from them.  If the Witch completes a ritual to cleanse the town, they may get the magic item as a reward.
  8. A Total Fraud:  As the party travels through town, they come across a man selling healing potions for a very low price.  If the party buys one, the witch can make a dc 10 arcana check.  On a success, they will notice that the potion is fake.  When the man is questioned he reveals that he is a member of the local thieves guild.
  9. True Love?  The local magistrate has been acting strangely lately.  If the witch gets to talk to him, they can make a DC 10 Arcana check to reveal that the magistrate is under effect of a charm person spell.  When questioned, the magistrate reveals he has recently been smitten by a local shopkeeper.
  10. A Helping Hand:  As the party travels, a girl in a tattered cloak approaches the witch.  The girl reveals that she is a changeling, and that she is currently being hounded by her mother to join a coven.
  11. The Black Cauldron:  While researching at a local library, the witch discovers that there is a magical cauldron in an abandoned estate nearby.  The estate, the report says, was once owned by a mad noble, and is reported to be haunted.
  12. Park Ranger:  The Witch’s Familiar starts acting strangely.  When the Witch communes with their familiar, they sense that it is angry and afraid.  Searching the local woods shows evidence of a person or creature killing animals en masse in some sort of strange ritual.
  13. Bad Dreams:  A local noble comes to The Witch to buy a potion to soothe their dreams.  If the Witch makes a DC 10 Arcana or Religion check, they will realize the noble is being haunted by a banshee.  The noble reveals he recently killed a peasant in a duel.
  14. Animated Object:  As the party travels along the road, an animated broom approaches the Witch.  If the party follows the broom, it will lead them to another witch who is being besieged by monsters.
  15. An Unhappy Medium:  A famous medium has swung through town, promising to reconnect people with their dead loved ones.  If The Witch decides to attend a séance, a DC 10 Arcana or Religion check will reveal that the medium is not communicating with the dead, but is instead using cold reading techniques to part people from their coin.
  16.   An Invitation:  Through dreams, the witch receives a vision of a circle of mushrooms in a local wood.  Upon awakening, an NPC that the party likes, a favorite shopkeeper for example, has gone missing.  When the party goes to the NPC’s residence to investigate, they discover a fey creature.  It says that it will free the NPC if the witch attends a ball as a representative of her patron.
  17.   Overdue:  When the party wakes up from a long rest, they find a Barbed Devil in their room/campsite.  The Devil tells the witch that he has recently bought the debt that she owes to her Patron, and if the party does not find a certain cursed pair of shackles, he will have the legal right to the witches soul.
  18. Outer God’s Favor:  The party hears about a nearby town that has recently gone dark.  When the Party goes to investigate, they find the townspeople have all gone mute.  When the townsfolk see the witch however they point to them and say, “Behold, the master’s chosen has arrived!”
  19. Return the Favor:  The witch receives a letter from a person they have helped in the past.  The letter reveals a location of a very powerful magical item buried deep within a tomb of a long dead witch, deep in the jungle.
  20. Friends in High Places:  While relaxing at a tavern or similar public place, The Witch is approached by a woman wearing a mask.  She promises the witch a considerable amount of coin if she will place a curse on a powerful public official. 

Mark Russell is a writer, musician, and cheese packer. His current project is Ribashda, a high fantasy, horror-influenced world that is 5 times the size of our own. Featuring 5 new classes, 10 new races, tons of new monsters, and new mechanics for GM’s to play with, Ribashda is an exciting and dangerous new homebrew setting for 5th edition. Come adventure in the playground of the gods, just be careful where you step.

Pathfinder 2nd Edition
Pathfinder Core Rulebook (P2)
Pathfinder Bestiary (P2)
Pathfinder GM Screen (P2)

 

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