Archive for D&D Quest Ideas

Mordenkainen Presents: Monsters of the Multiverse On Sale Now

Posted in D&D 5e, D&D Fifth Edition, D&D Next, Dungeons and Dragons, Wizards of the Coast with tags , , on May 17, 2022 by boccobsblog
Mordenkainen astride his kirin Petey. Both are about to be lunch to an Astral Dreadnought.

According to wizards.com/dnd:

A bestiary of wondrous friends and foes for the world’s greatest roleplaying game.

Sparkling with the musings of the wizard Mordenkainen, this tome features a host of creatures for use in the Dungeons & Dragons roleplaying game. Hailing from every corner of the multiverse, these creatures represent some of the most benevolent and malevolent forces that D&D heroes might face.

The book also gathers together fantastical peoples from many different worlds. Each of these peoples represents a race option when you create your D&D character, expanding on the choices in the Player’s Handbook.

Compiling and updating monsters that originally appeared in Volo’s Guide to Monsters and Mordenkainen’s Tome of Foes, this book presents friends and foes for any D&D campaign, many of them accompanied by the comments of Mordenkainen. The wizard has faced many of these monsters and peoples on numerous wondrous adventures. Now it’s time for you to venture forth and face these creatures yourself!


  • Includes over 250 monsters. Updates to the monsters include making spellcasters easier for Dungeon Masters to run; giving many monsters more damage and resilience; and improving the organization of the stat blocks themselves.
  • Includes over 30 playable races. Brings all the game’s setting-agnostic races into one book, complementing the races in the Player’s Handbook.
  • A multiverse of lore. Includes updates to monster lore that refocuses the stories on the D&D multiverse, rather than on any particular world.

Mordenkainen Presents: Monsters of the Multiverse is Available now!

20 Feywild Quest Ideas

Posted in boccob's blessed blog, D&D 5e, D&D Fifth Edition, D&D Next, Dungeons and Dragons with tags , , , , , , on September 13, 2021 by boccobsblog
Next Dungeons & Dragons book will be a whimsical romp in the feywild -  Polygon

With The Wild Beyond the Witchlight just around the corner (Sept. 21), its high time we gave our tables some #feywildbullshit in our adventures. However, the biggest problem facing DM’s is usually just getting to the feywild in the first place. With that in mind, here are 20 feywild crossroads (portal) ideas to use in your campaign! 

  1. Traversing exotic islands, the party stumbles upon a battle between Triton’s and Merfolk across a coral reef. If the party decides to help one group defeat the other, the reef becomes a portal to either the Elemental Plane of Water or feywild Lake. 
  1. While ascending alpine slopes, adventurers can choose to scale a particularly imposing cliff face or go around it. If they choose to scale it, they climb for much longer than expected, and the top reveals another, even more magnificent cliff… in the feywild.
  1. Trudging through a swamp, a player sees a group of fireflies leading off in a specific direction. As they follow, the swamp water begins to smell sweet rather than rotten and the ground becomes spongy rather than muddy. An arch of glowing green moss leads them into a colorful feywild marsh. 
  1. As your table wanders deeper and deeper into a forest, the party begins to notice the trees growing larger and larger. One tree has a large cavity at the base, big enough to sleep in. If they stay overnight, in the morning the trees will become the size of buildings (like Lothlorian), and they will have been teleported into the feywild. 
  1. Deep in a dungeon, a particularly small party member wiggles through a hole that opens up to a magnificent cavern. If they drink from the water dripping the stalactites, they will pass out and regain consciousness in a similar cavern, but in the feywild where the ceiling drips cool silver rather than water. 
  1. A rocky desert with scattered cacti greets the hero’s as they descend from the mountains. If any adventurer wants water from a cactus in blook, and slices it open, the inside of the cactus will glow a warm, bright pink. If they arrange pieces of the cactus into a circle, a portal will appear to a wildly blooming cactus forest. 
  1. The party travels through a countryside littered with isolated pillars of rounded granite pillars jutting up into the sky. If they climb one of them, they will see other pillars in the feywild floating in the sky, with vines that one can maybe, just maybe, leap and grab hold of.
  1. The group walks onto a beach that still has its morning mist shrouded over the waves. If they enter a rocky cave before the mist blows off, they will exit on a feywild coastline with marine colored waves twice as large
  1. A city museum features a painting made with magic paint of a grand countryside. If the party is there at sunrise/sunset, for a brief few seconds the painting begins to blow with breezes and chirp with birds. They can hop through it if they want, but the portal is only one way; they would need to find another way out. 
  1. To reach their quarry, the adventurers must cross a frozen lake. If they do so in a gentle snowfall, and one of them falls through, they will discover the water to be comfortably warm, and teeming with colorful life. They will even be able to breathe this fey lake water. 
  1. Mr. Mcgillicutty’s flower garden is in full bloom, and people from all across the countryside have come to marvel. Even folk from a different realm, creatures of the feywild, have taken notice, as it is eerily similar to a garden they have seen back home.
  1. Our heroes are terrified as they walk along a rickety bridge across a bottomless chasm. The red hued walls are so beautiful they rival those found in the feywild. If anyone falls off the bridge they will NOT crash into the rocks. Instead they gently land on soft moss at the bottom of a fey canyon four times deeper than the one in the material plane.
  1. As the players travel across a Serengeti type plain, they sense that a fresh spring rain will be coming soon. If they travel through the night as it rains, by morning they will not really notice how the colors of all the flora are popping, for they will be distracted byt the 50ft tall elephants roaming the feywild land. 
  1. Wandering through the woods, the heroes come across cascading waters into a pool that seems particularly radiant. If they walk behind the waterfall and grab some of the moss with supposed healing properties, when they exit they will find themselves in a feywild pool that is as large as a lake. 
  1. Crossing the countryside, the party run their hands through the fields of wheat. If they are there at sunset and close their eyes, the wheat will suddenly feel as hard as rock. Opening their eyes, they will see that the golden wheat is now solid gold… they have stumbled into the treasury of the Summer Court. 
  1. Weary from travel, our heroes enter the outskirts of a halfling village hurrying to ready for the annual festival. Once a year, satyr’s in the feywild set up the exact same decorations, creating a portal that allows both groups to party all night together. 
  1. Exploring a barren desert, the party settles down for the evening, noticing the weather to be particularly clear. If all are awake at midnight under a spectacular starry night sky, the desert will become a bright pink, and when they wake the fey desert will be full of vibrant oases as far as the eye can see. 
  1. It is autumn in the forgotten realms, and your campaign trail has led to a forest of aspen trees. The bright red, orange, and yellow is more alive than the flickering flames of a fire. As a big wind blows, for a brief few moments the fallen leaves twirl into a portal that can be entered. 
  1. In the frigid arctic, the party faces a frozen glacier. If their fire is out, the light of the full moon will reflect all throughout the clear ice in such a way that they feel they see a frozen fey banquet hall full of creatures dancing. A swift swing of the blade will shatter the thin veneer and allow them to take part in the festivities. 
  1. Strolling through the forest, the party steps down to drink from a bubbling stream. If any of them lose their balance and fall in, they discover the current is much, much faster than it looks, hurdling them down stream. If they ever dip beneath the waves, they will come up for air in a feywild river. 

About the Author
Riley Rath is a freelance copywriter who specializes in serving the tabletop gaming community. He is currently running a campaign and playing in TOA. His favorite board games include: Space Alert, Betrayal at House on the Hill, and Puerto Rico. Ever since he was a kid, he has had a vivid imagination and longed for adventure. Every stick in the hand was a sword or weapon to be used against imaginary enemies! As an adult, he continues to adventure through backpacking the wilderness, connecting with other people, and, or course, role-playing in D&D. And though when he was young he always preferred to play outside to reading indoors, he now delights in reading all sorts of history, philosophy, and theology. 

20 D&D Barbarian quests

Posted in D&D 5e, D&D Fifth Edition, Dungeons and Dragons, Pathfinder with tags , , , on August 16, 2019 by boccobsblog

 

Barbarian Quests D&D, Pathfinder

20 Barbarian quests

  1. Feat of endurance – longish obstacle course or mini-marathon. The only trick is that you must drink a mouthful of water and return the same amount of liquid from your mouth after the event. That or with a raw egg not breaking the egg for the duration the test.
  2. A flock of Harpies have roosted in the local orchard and are not allowing the villagers to get the ripe fruit. They are desperate for help before the harpies eat all the fruit or before it goes off.
  3. A local shrine despite being heavily protected by a series of intricate traps was recently pillaged. Catch the thief, mete out justice in such a way to deter the thief doing it again. Return the artifact to the shrine and reset all the traps.
  4. A bask of crocodiles have moved further upstream and are creating a problem for the local fishermen. Its twofold: The fish are not coming as far down the river anymore and secondly the fishermen are being maimed and its ruining the local economy and diets.  The problem needs investigating and sorting out.
  5. As a result of a gold rush, a settlement has popped up seemingly out of nowhere. With no law enforcement going on it’s a regular frontier type town where might is right and deaths can happen daily.  Work a solution.
  6. On the eve on her wedding the chief’s daughter has gone missing. The wedding is to bring together two tribes that have been bitter entrenched enemies for many years. The ceremony has been planned for in advance and it has taken many months for some of the guests to even arrive for the momentous occasion. It’s the one thing that both tribes can agree on as a necessity for moving forward.  Even better is the fact that the bride & groom love each other deeply. A failure now would be catastrophic.
  7. A local Witch doctor claims god like powers and indeed the last few folks who have gone against him have died in mysterious conditions. He is now demanding tribute from your village [and the other surrounding villages].  You are their last chance before having to pay a tribute that cannot afford.
  8. The village chief has died in mysterious circumstance. The only evidence is the arrow from a local tribe who for years have remained friendly and even helpful in droughts and poor harvests. Investigate for the killer and seek justice / revenge.
  9. As a rite of passage, you must face your deepest fears. This is so that no fear nor enemy may best you through your weaknesses. Your fears include claustrophobia and arachnophobia. You have been sealed into the cave warren know to host very large spiders.  Not only are you to survive a ten day there, you are to do so taking no provisions in with you.
  10. The chief’s son is coming of age and soon to start the training cycle to take over from his father. Trouble is that the chief only recognizes now that the son is a spoilt brat and without tempering without make a disastrous leader.  You have been charged with making a ‘’man out of him’’
  11. A friend of yours is jailed for committing some heinous crimes. You have known him as a brother knows a brother and you simply can’t believe the charges being leveled at him. You undertake to learn the full story and work towards his acquittal.
  12. The locals have taken to eating some of the newer imported foods coming into the region. Local businesses are going bankrupt and you are certain that foul play is involved.  The folks who should seem the obvious culprits have no evidence stacked against them and it’s all at a dead end. Step in and resolve it.
  13. A winter flood has wiped out the entire south defenses from a village and they need it repairing before spring arrives. The woodcutters and other laborers can’t complete their tasks on time due to local wildlife getting hungry for manflesh.
  14. A burly orc has moved into a hamlet unchallenged and has made the residents his private slaves. Liberate them.
  15. The Townmaster is having a hard time collecting the all the taxes from the villagers and seeks someone to ‘’encourage’’ them to pay up.
  16. Local sheep farmers are having wolf problems and are losing more stock than normal. If someone doesn’t help soon there will be no more sheep to tend.
  17. A particularly large tree has fallen in a recent bad storm. It covers the entirety of the path and then some either side.  The villagers on that trade route are seeking help with either moving the tree or carving a new path out of the existing forest.
  18. A black dragon wyrmling has taken up residence under the only bridge route in and out of the town, capriciously eating from and threatening traders at random. The traders to the town are getting rarer and the food and supplies situation is getting desperate.
  19. You are sent out to the plains in the start of autumn, wearing only a loincloth and are expected to have caught, cleaned and created your own leather armor before winter fully sets in.
  20. Winter has set in and an unexpected fire has wiped out most of the grain stock. You must traverse the mountain pass to beg or barter grain from the village beyond the mountain for your village to survive the winter.

About the author:
DM Badger is a Veteran D&D player [since 1987], but fairly new to the DM side of the screen [since 2018]. He’s looking to give back to the D&D community 🙂

Essential Barbarian Gear
Sweet Loincloth
Badass Conan Sword
Dope Kicks

20 D&D Fighter Quests

Posted in D&D 5e, D&D Fifth Edition, D&D Next, Dungeons and Dragons, Pathfinder with tags , , , on July 5, 2019 by boccobsblog

DD Fighter quest ideas.png

Today’s quest hooks come from the Kind DM:

Fighters may be misunderstood as simple, especially in a world where magic is abundant and mystical and dangerous creatures roam the land. However, that is far from true, because through that simplicity rises versatility. Fighters can find themselves in all sorts of situations and still be able to pull through.

1. Your keep has been taken over by a necromancer and your servants are now an undead force under his command

2. You are conscripted by a paladin task force to assist them with purging a demon hiding in a city

3. Your old retired guard mates have convinced you to go on a dungeon delve with them

4. A meteor was spotted falling deep in the northern steppes. An armorsmith is promising a reward to anyone who can bring to him any metal found in the impact crater so he can experiment.

5. You are tasked with training a squad of rookies and have them hunt down a troll that’s been terrorizing the farmlands as their first mission

6. Once every a thousand years, a demon trapped in ice manages to get free.Your bloodline is dedicated to making sure the demon is kept in check. There are signs that the demon will attempt to free itself soon.

7. You have been requested to represent a noble as their champion in a tournament or a duel.

8. A rich noble’s children have been kidnapped and are being held for ransom. He suspects the kidnappers are not going to hold up their end of the bargain, and requests you to come up with a plan to rescue them.

9. A group of halfling entertainers have been attacked and kidnapped by orcs while going to a city that has hired them for their annual celebration of the city’s founding. The mayor of the city hires you to go to the abandoned tower not far from the city where the halflings may be held.

10. Someone is killing ex members of the mercenary guild you used to be a member of…

11. You receive a parcel that contains a sword hilt and a map.

12. A gang of wererats is terrorizing the city. There is a bounty for their capture but you will have to go into the sewers…

13. A noble has made arrangements that, after their unavoidable assassination, she would be resurrected at the local temple. However, the cleric that has taken the task to resurrect them must reach the temple alive, because the assassin is still on the hunt.

14. A prisoner’s last request before the execution is to talk to you. They tell you they are innocent and are being framed by the captain of the guard.

15. A magical storm has rendered all the magical defenses of the city useless and the wizards sitting on their hands. Now the city is under siege and you have to escape and find the source of the storm.

16. A wizard and a sorcerer have a disagreement on whose magic is “better”, so they want to conscript someone who doesn’t know magic as an impartial judge

17. The rite of passage for a league of adventurers is to pass through a dangerous mechanical gauntlet filled with traps and puzzles, meant to hone both the mental and
physical abilities of the trainees. However, something went wrong and the gauntlet’s already high difficulty has been “cranked up to 11”

18. You have been hired by a conclave of very old and grumpy wizards as their bodyguard, luggage carrier, and gopher while they have their centennial reunion. One of the events during the reunion is to “visit” an old associate’s home, that turn out to be a lich and a tomb respectively. However, at this point you are not sure whether the lich is more dangerous than the crazy old wizards.

19. You take up a job of investigating a fishing village that has gone silent. When you arrive there are no signs of life. Searching the houses you find a journal talking about a whaling ship anchoring to the harbor with a fresh catch, and a series of disturbing events that follow. The last entry reads “Everyone else has boarded the ship. I can hear that voice in my head again asking me to join them. I can’t stand it anymore. Tonight I return to my family.”

20. A gnome couple hire almost every adventurer in town. They then reveal themselves to be bronze dragons that wants to move their eggs to another lair but are afraid an old nemesis will interfere.

About the Author
My name is Chris and I’m from Greece. I started playing tabletop RPGs in 2014. I mostly play Dungeons and Dragons at the moment but I want to try more RPGs in the future. Most of the time I’m the Dungeon Master because I really enjoy it. You can find me at: https://thekindgm.wordpress.com/

 

20 Dwarf Quest Ideas

Posted in D&D 3.5, D&D 5e, D&D Next, Dungeons and Dragons with tags , , , , , on June 14, 2019 by boccobsblog

Dwarf D&D Quest Ideas

Today’s 20 D&D dwarf quest ideas comes from Twitch streamer, Amishman:

1. There is a dispute among the blacksmiths, someone is stealing their tools, all of them are blaming each other rather then look for real evidence.

2. There is someone going around doing the most evil thing of all, going into nobleman’s houses… and shaving their beards off when they sleep. Many nobles are too afraid to show their disgusting and beardless faces.

3. After digging what the lesser races would call… too deep… the dwarf mines have found both a gold vein and a shrine to a demon lord. Go get rid of the shrine and cultists so they can get the mines reopen.

4. Clearing out the mines. Some goblins/bug things/dragon clawed into the tunnels and it needs to be sorted out.

5. Quick gather some wheat in order to make and forge legendary dwarvish bread weapons. Then quickly distribute them in order to defend against the mildly irritating rat king.

6. Rediscover a forgotten dwarven form of magic called Stone Singing. Need to find a race of friendly elementals long separated from the dwarven people, you could use Galeb Duhr instead of elementals.

7. A gnome entrepreneur has come to the dwarf halls with a small team of Apparatus of Kwalish that have been re-purposed for mining, the local miners want to hire the PCs to sabotage the machines and the Gnome wants to hire the PCs to protect the devices from saboteurs.

8. Dwarves have a fairly high mushroom intake in their diet. Their mushroom caverns have been poisoned and the PCs are tasked with finding out why. (Druids who hate mineral extraction from the earth, Myconoids trying to awaken their fodder cousins leaving them poisonous, Duergar plot to kill their kind-hearted cousins, the gnome from the last hook re-purposed his Apparatus to harvest mushrooms is leaving them inedible)

9. A dwarven Ale Meister hires the PCs to delve into a lost dwarven hall that legend says holds the recipe to some sort of ambrosia-beer so that he might win an upcoming competition and solidify his name as the greatest Ale Meister in all the halls. Why was the hall lost? Pick an underdark race (Duergar, Drow, Neogi, and Tsochar tend to make more sense than the more food-centric like Mind Flayers or alien like Grell and Aboleth…though pretty much anything will work)

10. The Dwarf mine in the volcano has been dug too deep and has freed an ancient demon.

11. The Dwarves throw a feast for the party at the end of a different adventure and at the party someone dies. To prevent the unknown murderer from escaping the Dwarves lock down the house/manor/keep and the players must help to solve the mystery since Dwarves don’t really make good detectives.

12. The Dwarves are besieged by a gigantic army from the Underdark, they have been guarding the only entrance to the Underdark in the area and if they fall the unprepared races/kingdoms they have been protecting for centuries will surely fall.

13. Old man Worcestershire at the bar has a map to a rumored treasure deep beneath the volcano, but doesn’t have funds or warriors willing to go after it as it is supposedly guarded by undead/demons.

14. The lord of the city is rumored to have been killed and replaced with a doppleganger. A local guard thought he saw the lord change skin, but he can’t be sure. He approaches the party for help with the matter.

15. A townswoman has been hearing strange rattling and moans coming from the abandoned house next door. She asks the party to investigate.

16. Two opposing tailors each have half of the finest pair of pants ever created. You have been hired to repair the pants and reunite the halves.

17. The library has been infested with small mimics disguised as books. Exterminate them.

18. Through less-than-reputable channels, the party hears about a plan to hunt a small roving group of purple worms. The local crime syndicate wants the precious and hard to obtain organs and blood from the worms. The local city guard wants the location of the nest discovered and reported and nothing more.

19. A noble requests that the party deliver a small package. Around ten minutes after the package is delivered, someone approaches the party and asks where their package is, providing valid identification.

20. A city watchman requests the party’s help in setting up a sting. If the party agrees, the operation begins, but when the target arrives, at least one member of the party recognizes the target and believes them to be innocent.

Amishman has been gaming since the early 80’s and once fought Danny DeVito in a K-Mart parking lot. He can be found at

20 D&D Warlock Quest Ideas

Posted in Dungeons and Dragons, Pathfinder with tags , , , , , on April 26, 2019 by boccobsblog

D&D Warlock Quest Ideas

Today’s D&D Quest ideas are tailor-made for the party’s warlock, and come courtesy of Adventure.EXE’s Sarah Ellis Fox and Matt Klassen.

  1. Warlock-Sibling Rivalry. Your patron has grown bored and decided to pit you against another of their favored warlocks, in a race to complete a series of increasingly dangerous requests.
  2. Unwelcome Wagon. Due to recent cult activity (and what really amounts to closed-mindedness!), an edict from local administration has been issued, ordering the removal of those who have pacts with otherworldly entities.
  3. Two Weeks Notice. Your patron abruptly sends you a message: in two weeks time, the powers you had been granted will be rescinded unless you can convince them otherwise with a grand gesture.
  4. It’s In You To Give. Your patron has sent omens to you indicating that it’s time for their centennial blood drive! You need several gallons of blood to sacrifice to them, but you’ve been given a lot of freedom to interpret exactly how the blood should be obtained…
  5. The Kids Aren’t Alright. A group of local schoolchildren have discovered an Eldritch tome, causing a litany of bizarre occurrences to fall upon the settlement. You recognize those occurrences as omens of a disturbing event that could come to pass should the tome not be stored safely.
  6. They Walk Among Us. Your patron has decided to take a vacation on the material plane and has requested you be the ‘tour guide’ for their clueless avatar.
  7. Which One Do I Shoot? A con-artist has stolen your identity and invoked your patron in inappropriate ways. You must find the imposter and clear your name.
  8. Mr. Sandman. You come upon a sleepy small town — where no one will wake up! Try as you might, all the townsfolk are locked in an unending slumber. And on top of that, you discover that drawing upon your eldritch magic here causes you to have strange, dreamlike visions.
  9. Best In Show. The annual Westmarch Familiar Show is happening soon, and warlocks from all over will be attending to celebrate the sport and glory of purebred familiars. This year, your (second) sight is set on the coveted Best In Show trophy!
  10. Face on the Milk Carton. Your familiar has gone missing, and even the Find Familiar spell fails automatically when you try to cast it. You must now seek answers to the bizarre disappearance of your trusted friend.
  11. Groundhog Daze. Your patron has become mad at you for a reason you don’t understand. As punishment, you and your friends have been trapped in a horrific demiplane where you’re forced to relive the same day over and over again until you understand what you’ve done wrong.
  12. Night at the Arboretum. You’ve been tasked with ‘acquiring’ a rare magical herb from an arboretum. But when the light of the full moon falls through the skylights, you’re shocked to see the plants come to life — and they’re hungry!
  13. Love Shack. A disembodied voice wakes you up to an unknown environment and begins to narrate your actions. You find yourself in a strange locked keep, along with several other confused individuals. No one remembers how they got here, but the voice is encouraging everyone to find true love.
  14. Last Destination. You begin to experience visions of the imminent deaths of various people around you. You can warn them and change fate, but when you cheat death, there is a price to be paid.
  15. Dancing Fever. A curse has befallen a small town, where everyone has become unable to stop dancing. You’ve been asked to employ your knowledge of curses and try to root out the cause of this strange malady.
  16. The Hills Have Eyes and At Least Three Mouths. The superstitious townspeople insist that a strange aberration is living in the hills behind the town. You’ve decided to take it upon yourself to prove to them that such a strange creature couldn’t possibly exist — but you’re in for a terrible surprise.
  17. Harassed By An Angel. One of the mightiest of celestial beings – an angel – has come from on High to teach people the error of their ways. And to your great annoyance, they’ve decided to make you their pet project.
  18. Big Trouble In Little Waterdeep. A group of tiny people from a strange tiny version of your plane of existence have summoned you – a giant – to help them overthrow the horrific creatures that plague them.
  19. Seven Hags for Seven Brothers? A forlorn green hag has approached you with a problem: each of her sisters is engaged to be wed in a massive wedding ceremony, and she needs help finding a spouse fast.
  20. Scruffy the Vampire Slayer. An elderly town busybody frequently insists that they are a notorious vampire slayer. No one believes them, but when bodies with twin bite marks on the neck start showing up all over town, you’re forced to turn to them for help.

Sarah Ellis Fox and Matt Klassen are from Vancouver, Canada and run the comedy D&D podcast Adventure.exe. Now in its second season, the show has a colorful cast of unique and horrifically unoptimized characters in a rich homebrew multiverse. You can listen to the first episode here, see the latest updates on Facebook and Twitter or throw a couple of coins in their Patreon here.

Warlock Adventure Ideas

Side note: Apparently the Olive Garden requires its customers to keep their pants on at all times. Help me pay my legal fees by clicking these links:

Limitless Encounters vol. 1
Dungeons & Dragons Tactical Maps Reincarnated
Stranger Things D&D Roleplaying Game Starter Set

 

 

 

 

 

 

 

20 D&D Sorcerer Quest Ideas

Posted in D&D 5e, D&D Fifth Edition, D&D Next, Dungeons and Dragons, Pathfinder with tags , , , , on April 12, 2019 by boccobsblog

Sorcerer Quest Ideas

This week our guest writer is Dan Abbott, and he has crafted 20 D&D sorcerer quest ideas.

The sorcerer, imbued by fate with powers beyond the ken of mortals, inspires envy and suspicion in equal measure. Their strange, intrinsic connection with arcane force can be a blessing or a curse, and each sorcerer must come to grips with the fact that they are fundamentally different from everyone else they know, whether they like it or not. Whether they learn to accept their curse or embrace their gift, sorcerers can tap into the power of the multiverse and shape it to their will. Yet another reason to not pick on the weird kid at lunch….

1. Racial tensions rise when the beornings raise the price of honey at market day, blaming the human village for a mysterious illness among the bees.

2. A boy with unexplained powers is blamed for the village’s misfortune, and will be burned at the stake at first light if no one intervenes.

3. An important bridge across a misty ravine has collapsed, and the work crew sent to rebuild it has disappeared, leaving grisly clues behind.

4. A bitter nobleman hires the party to help spy on his romantic rival, who has dark secrets he will do anything to conceal.

5. At an orc-dwarf treaty signing brokered by humans, a high-ranking officer of the dwarvish iron mining guild is found murdered, threatening a fragile peace.

6. A wealthy merchant’s impetuous and spoiled son craves adventure, and wants to investigate an abandoned keep rumored to be haunted. The merchant will pay the party handsomely to see that the boy stays out of trouble.

7. A rash of unexplained murders at the university is causing panic, as construction begins on a new campus library.

8. Dark dreams plague an aging duke, even as, one by one, his rivals die mysteriously in the night. The duchess hires the party to watch over him, in case he is next to be killed.

9. The old hermit in the hills was once a renowned healer, they say. Perhaps he will know how to stop the strange fever that began near the crypts.

10. A dangerous relic of the Old People is found in a tunnel, awakening an eons-old evil that could end the world a second time.

11. During a lightning storm, a castaway from another world appears, wielding strange weapons and arcane powers. But her troubles have followed her to your world, and sending her back requires the party to make some dark choices.

12. A new prophet has arisen among the human population, preaching a fanatical religion of blood and fire. But who… or what… are they really worshiping?

13. Passing by an ancient circle of standing stones, you are stricken by excruciating pain, and the knowledge that something terrible is slowly clawing its way into your world.

14. The newly pious king outlaws magic and other “heresies”, upon pain of death. Help smuggle a small group of elderly wizards out of the kingdom before the king’s inquisitors can find them.

15. You are approached by an old adventurer who says they are your future self, and asks you to commit a seemingly horrific crime to change future events for the better.

16. One of the king’s most trusted advisors is discovered to be a vampire, revealing a terrifying plot centuries in the planning.

17. When an artificer is arrested by the crown’s inquisitors, a device which detects beings of magical nature falls into the hands of the authorities.

18. A powerful wizard from the Academy challenges you to a magical duel, seeking to prove once and for all the superiority of academic magic over sorcery.

19. An old friend of the party, who retired from adventuring after losing a hand, is framed for a murder he could not have committed.

20. The recent crop blight and plague of strange monsters is traced back to a glowing object, which exudes magical energy too deadly for mortals to approach. The local baron is determined to possess it for himself.

About the author:
Dan Abbott is an author, musician, performer and real-life adventurer with over 20 years experience behind a DM screen, and even more on The Endless Road. Gaming and music frequently melded together in his bands, Thee Hobo Gobbelins and Bobby Joe Ebola and the Children MacNuggits, and as the co-founder of the Geekfest punk festivals of the mid-90s. Trained in anthropology and journalism, Dan toured with the 999 Eyes Freak Show and was story editor for the definitive punk rock documentary Turn It Around: The Story of East Bay Punk. He is a professional Dungeon Master serving the West Coast with Random Encounters Metadimensional Travel Agency. You can follow him on Twitter and see his latest creations on Patreon.

 

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20 D&D Wizard Quest Ideas

Posted in D&D 5e, D&D Fifth Edition, Dungeons and Dragons, Pathfinder with tags , , , , on March 15, 2019 by boccobsblog

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Today’s guest blogger is Jacky Leung from Death by Mage, and he has delivered 20 D&D Wizard quest ideas. Be sure to check our Jacky’s latest hit, Journey into the Feywild on DM’s Guild.

The wizard, ever the seeker of knowledge and arcane spells. The mightiest of their kind endured many hardships, battles, confrontations, and disasters. A wizard early in their career can still be potent, but they still suffer the fate of mortality. Only mighty archwizards who have mastered the arcane arts become juggernauts of mystical powers and wield reality at the palm at their hand. But like all adventurers, a wizard will embark on a quest in their search for power, knowledge, and truth. Maybe they’ll learn something more along the way.

  1. A local alchemist is indeed of reagents and ingredients for a new potion. They are willing to share the results with you, but the location of the ingredients lead to an abandoned mine.
  2. An experiment has gone awry, you must search for clues to learn what happened to the missing arcanist’s research and their location.
  3. A group of renegade mages is causing havoc across several villages, innocents have been harmed, and some have declared themselves de facto rulers in these townships.
  4. There is a village that appears once every 50 years, today is the day it returns again, and possibly your last chance to break the curse that binds the village and its people.
  5. Strange occurrences have happened near a small city, stories of creatures made of fire and rock are said to roam in the countryside, the party is hired to put a stop to the creatures and whatever is causing them to spawn.
  6. You found a piece of a broken gemstone with odd markings, further research concluded that it was part of a larger stone that would unlock greater powers if combined.
  7. You are hired for your arcane skills to help escort an important dignitary across hostile territory, utilizing your cunning and magical spells to pass undetected across open road.
  8. Stories of ancient runes have peaked your interest to a remote mining town in the mountains, some believe that the writings dictate the location of a hidden tomb.
  9. You were recruited by a former colleague to identify and possibly discover the properties of a recently discovered relic, but you learn that dangerous thieves seek to acquire the item.
  10. You and your former colleagues from the academy meet for a class reunion, and you learn that one of your members was recently murdered at the function.
  11. Your party has been hired as militia for a small kingdom, you are tasked with providing tactical assistance from anti-infantry measures to covert operations.
  12. Legends speak of a mighty and powerful dragon that resides within a misty vale, said to possess ancient knowledge from ages past, the journey alone is treacherous enough.
  13. You have been challenged to a magical duel by a rival wizard you’ve met across many years, the day before the fateful match, you learn that your opponent was murdered and the first suspect.
  14. You have been commissioned by a local blacksmith to decipher a series of runes etched on a recently acquired suit of armor, but you realize the runes are from a dead civilization many assumed to be a myth.
  15. Your party has been hired for an expedition into a dangerous ruin full of ancient traps and deadly arcane wards, but the area makes magic unstable when cast.
  16. An odd curse has befallen one your party members, causing them to age younger with each passing day, soon they will cease to exist unless you can find the source and reverse it.
  17. You seek entry to an acclaim library said to house the world’s knowledge but in order to enter, you must present a book or piece of written work of near priceless quality.
  18. You found a skull inhabited but a spirit of intellect that possesses massive stores of knowledge, during your inquiries, you hear of a mystical tome that belonged to a powerful archwizard that has been deceased for centuries.
  19. In your studies, you learn that certain stars and constellations align once every few hundred years that bring results in calamity and destruction, and that the event was approaching within one week.
  20. A coalition of sheep herders hires you and your party to help prevent more missing sheep at night, some have suggested for you to use magic to disguise the sheep.

Jacky Leung grew up in sunny South Florida and continues to reside in the land of eternal sunshine. He started playing tabletop RPGs with D&D 3rd Edition back in the early 2000s. Since then, he has played various other RPGs and continues to enjoy discovering new systems. He enjoys writing about RPGs and discussing about different approaches to improve storytelling. He can be found on his blog at deathbymage.com, and can also be found on his Twitter. He also writes for Encounter Roleplay covering RPG reviews, news within the community, and Kickstarter features. Jacky has written products on the DMsGuild and DriveThruRPG and creates original concepts on his Patreon.

Jacky has also been featured for his iconic D&D 5th Edition Santa Claus, and you can read more about it:

Geek and Sundry

ENWorld

 

20 D&D Paladin Quest Ideas

Posted in D&D 5e, D&D Fifth Edition, D&D Next, Dungeons and Dragons with tags , , , on February 22, 2019 by boccobsblog

Paladin Quest Ideas

Paladin Quest Ideas

Today’s 20 paladin quest ideas come from Andrew of Cawood Publishing. If you enjoy these posts and would like to see more like it, consider subscribing:

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  1. An orc war band has made camp near the capital city. You then learn the Chief of the Town is making a deal with them.
  2. An angel sends you to the Underdark to retrieve an ancient celestial tome.
  3. The Thieves’ Guild steals your mount from the stables. You realize you have to shut them down!
  4. After returning from an adventure, you find your castle is overrun by constructs.
  5. The king asks you to watch over his castle while he’s away. His floating castle!
  6. Undead creatures have overrun your hometown and your mother is missing.
  7. Your allies suspect a large ship in the harbor is being used by slavers.
  8. You must travel to Hell and rescue a stranded group of knights.
  9. You learn a vampire has secretly become the leader of a large city.
  10. The love of your life has made a deal with an arch fey. You must travel to the land of the fey to deal with the situation.
  11. You are tasked with protecting a caravan through an area overrun by undead.
  12. You must escort a dangerous prisoner to the king’s dungeon.
  13. Your child runs away and joins an evil knighthood.
  14. A silver dragon asks to be protected from an evil adventuring party.
  15. Your deity sends you on a journey to another plane to retrieve a legendary magical item.
  16. A priest at your temple disappears during the full moon.
  17. You find out a spy has infiltrated a local jousting competition.
  18. The local Fighters’ Guild is accused of working for an evil lord.
  19. Your deity has found the ‘chosen one’. You must escort the young apprentice across the kingdom to the Great Temple.
  20. Merchants complain that a cult of devil-worshippers are stealing their business.

Andrew Cawood is a storyteller, former teacher, and counselor. He runs Cawood Publishing, an Indie RPG company based in Vancouver, Canada. The company has made over 30 5E products, including 20 bestsellers for DriveThruRPG and the DMs Guild. Their product catalog includes the Monsters of Feyland handbook and the World of Myrr campaign setting.

www.worldofmyrr.com

20 D&D Cleric Quest Ideas

Posted in Dungeons and Dragons with tags , , , , , , on February 1, 2019 by boccobsblog

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This week’s Quest Ideas come from Michael Mallen, Ph.D., a licensed psychologist that has been writing at The Id DM about gaming, psychology, and popular culture since 2011. Michael also hosts two podcasts including Ego Check with The Id DM, which features interviews with writers, designers and other members of the gaming community. His other podcast is aptly titled Childhood Ruined, where he and a long-time friend  thoughtfully discuss how elements of their experience growing up as children of the 1980’s and 90’s is forever changing. He stayed warm enough through the polar vortex to provide 20 Cleric quest hooks. He provides a brief description below before listing the quest hooks.

I previous enjoyed a successful collaboration with Andy on our book of 5th Edition monsters, No Assembly Required, which raised over $3,000 for American Foundation for Suicide Prevention. When I was asked by Andy to work on quest hooks, I was eager to get involved though I experienced a significant episode of writer’s block. I enjoyed the idea, and wanted to help with his article series, though I could not figure out how to get started on the project. After days of staring at a blank screen, an idea came to me, and I happily ran with it! I decided to use song titles from one of my favorite bands to inspire the quest hooks, and everything from that point forward flowed easily.

My favorite new band within the past 5-10 years is Dead Sara. I wrote about first hearing one of their songs in 2012, and more recently posted a podcast about seeing them headline a small venue in the Twin Cities. The lead singer is a captivating amalgam of Layne Staley and Stevie Nicks, and their music spans a variety of genres that can equally break your heart or tap into the brain receptors that get activated when Bulls on Parade by Rage Against the Machine starts. Check them out; they deserve your time!

Here are 20 Cleric Quest Ideas to consider as you are planning future sessions with your players. Again, I took a song title from Dead Sara and then let my imagination run wild. Sometimes the quest hook was generated merely from the title of the song, others from lyrics within the song, and a few were just random associations. I hope you can find a home for them within your adventures!

Heaven’s Got A Back Door. You are startled awake in the middle of the night. The textures and shapes of a vivid dream cling to your memory. You recall an angel crying out on this plane of existence in a location that is known to you from earlier in your life. You fear the mission the angel was sent to complete by your chosen god did not go as planned, and the celestial is somehow trapped – unable to return to the heavens. The deva’s name, Dalphos, continues to ring in your ears, and you feel compelled to either assist the celestial – or vanquish it if it has lost its way from your chosen deity.

Monumental Holiday. The town typically celebrates the arrival of the harvest moon, though the mood is currently somber. The people fear a poor crop as the surrounding lands have become suddenly less fertile than previous years, and the current church elder, Priestess Aina, has fallen ill with mysterious symptoms including hallucinations. You have been asked by the local church to cure Priestess Aina, if possible, and provide a blessing prior to the feast to soothe the townsfolk.

Face to Face. A famous temple has a pair of intricately carved statues of Ioun and Erathis. The 3-foot-high jade statues have faced each other at the foot of the altar for centuries, promoting harmony and peace. Last month, the statue of Erathis vanished and wickedness and lawlessness seem to be infecting those that previously worshiped at the temple. You have been asked to find the statue and return it to the temple.

Blue Was the Beautiful You. The normal clear skies and bright sun of the desert realm have given way to hellacious storms and fierce lightning strikes. Religious historians can only point to ancient legend for an explanation of the current climate. The myths indicate a mischievous blue dragon, Argangrath, roamed these lands and shaped it and the people to its will only to rest when it found a suitable home. You and your experienced companions have been asked to determine if Argangrath is once again active and learn what the trickster dragon desires to end the vicious weather.

For You I Am. You have been referred to an old woman, Rozenn, that has been seeking aid from various religious and arcane sources. She describes how she was gravely ill many decades ago and feared losing time with her spouse. She tells you how she came to make a bargain with a demon for renewed health and vigor so she could enjoy her life with family and friends. Rozenn has now outlived all the people she cared for and is ready for her life to be over. However, she does not die – and feels cursed each day she survives. She asks you to help her find a way out of the demon’s bargain so she can die peacefully.

We Are What You Say. A religious cult has been gaining momentum as more followers give up their livelihood and possessions to pledge allegiance to the cult’s charismatic leader, Exalted the Red. The cult’s humble beginnings have blossomed to feature elaborate rituals featuring animal sacrifice, and the cult members have become bolder with recruitment. You have been tasked with investigating the cult and learning the true purpose of Exalted the Red.

Feel Right at Home. You and your companions have been invited to a banquet to celebrate the recent renovation of your god’s place of worship in the city. The benefactor of the renovations is the well-respected Baron Ehsan, who seems thrilled to spread his wealth on worthy causes for the good of the people. This facade hides the fact that he is a vampire that preys on the homeless and other lost souls in the evening hours.

Dear Love. A distraught man, Tomas, is heard speaking with a priest in your god’s place of worship. He laments that he continues to receive letters addressed to his daughter, Oliva, who died months ago. The letters are from her romantic partner who remains unconvinced that she is dead. Each new letter is a reminder of his loss, and it plunges him into a pit of sadness. He is asking for someone to travel to her romantic partner’s town to plead with her to stop sending the letters.

Mona Lisa. A series of grisly deaths have fallen upon villages along the coast. The victims have varied in terms of age, race, and gender with seemingly nothing connecting the brutal murders. The only coincidence is each victim had the same type of painting with whimsical depictions of Asmodeus and devils in their home.

What It Takes. Your chosen god’s place of worship reached an agreement with a talented sculptor, Ilse. For a substantial sum of gold, Ilse has agreed to travel to the place of worship to create a masterwork that is certain to draw crowds from across the realm. He has requested a religious escort so that god’s inspiration stays with him throughout the long journey; in addition, he fears he is vulnerable on the open roads because of a disease that resulted in the loss of his legs as a child. You have been asked to travel with Ilse and escort him safely to the place of worship.

Lemon Scent. Recently, local fields have emanated a sweet scent that is bothering residents and irritating livestock. Thus far, no one has been able to locate the source of the smell. The local healer, Brother Stojan, has requested help as his prayers continue to go unanswered. He remains flummoxed about the origin of the odor and has been convinced at times that it is either blowing in from the east or seeping up through the earth below.

One Day We’ll Make It Big. While traveling along a well-traveled road, you come across a pair of young scholars, Jonah and Bedelia. They inform you their horse fell lame days ago while they were traveling to the citadel. They are both bursting with ideas about studying at the university and using their knowledge to advance medicine. Can young people be so earnest and ambitious in times like these? They ask for assistance in completing their travel to the citadel.

Sorry for It All. A necromancer, Michi Vieth, has surrendered himself to your god’s place of worship. He appears to sincerely regret his choices in life and details the number of experiments and spells he has used to control the dead. The origin of his remorse remains unclear, and he speaks of an underground laboratory that he fled as he lost control over his creations. You have been tasked with getting more information from Michi, if possible, and cleansing his underground laboratory.

Lovesick. A young elf, Khishal, is despondent as he cannot find his love interest. He explains in glowing terms how he was swept up in a whirlwind romance with another elf, Jozelfina. He was last with her as they camped in a nearby forest together for several days; when he awoke one morning, she was gone without a trace. He claims to have gone all over town asking for help and no one is willing to assist, so he has turned to your place of worship as a final resort. What Khishal does not know is that his newfound love is a dryad.

Whispers & Ashes. A widower, Lemrand, is asking for help as he no longer feels capable of completing a quest. In much earlier years, he traveled the realm as a Bard along with his spouse, an accomplished harpist. Lemrand had his spouse and his favorite harp cremated into a decorative urn. As he is too weak for the journey in his older age, he asks you to take the urn to spread the ashes at two locations that were special to him and his partner in their young life together. One of those locations has now become overrun with foul creatures.

Something Good. A temple to your chosen god in a bustling city finds itself mostly empty as citizens have given up the faith amidst an increase in crime, poverty, and overall wretchedness. You have been tasked by local clergy to engage in grand, public deeds to inspire the people who religion continues to be a worthy pursuit and answer for contemporary ills. Can you make enough of a spectacle of doing good deeds to bring people back to the faith?

Times to Remember. Usually active in social circles, Queen Mariel has not been seen in public for weeks. Her last known appearance was to the magnificent Church of Corellon, where she was seen speaking in an animated fashion with a priest. The priest introduced a relic to the queen, and the queen excitedly donated a handsome sum to the church to obtain the relic for her private collection. Unbeknownst to others outside her closest advisers, the queen has been asleep since bringing the relic into her home. No one is aware that the relic is imbued with powerful fey magic, which has the ability transport one’s consciousness to prior pleasant memories in vivid detail. The result for one untrained in this magic item can be – intoxicating.

Test on My Patience. Father McCullough speaks with you in private about a matter causing him concern. He speaks of a parishioner in church that continues to ask for the same outlandish blessing each week, “She fears she will drown, and asks for a Cloak of The Manta Ray. There isn’t a body of water within miles! I can only be polite in so many ways to redirect this request.” Father McCullough asks you to speak with the parishioner to see if you can put an end to these specific prayer requests.

I Said You Were Lucky. A halfling, Falco Hoford, has been causing quite a stir in town of late. Previously well-known in town as an affable risk taker, he has taken to gambling with other townsfolk by making outlandish bets. Regardless of how low the odds are of success, Falco continues to win these bets. No one has been able to prove any sort of foul play, though people who have lost a good deal of coin or belongings to Falco complain about him in your chosen place of worship while confessing their gambling sins and lamenting their fortunes. You have been asked to speak with Falco to stop this behavior. Only Falco knows that he was granted this unnatural knack for luck during a recent encounter with a djinni.

Timed Blues. During the past week, a sense of dread and despair falls over the village when the sun dips under the horizon. The sobs and wails from the villagers can be heard for miles throughout the night. However, the melancholy lifts when the sun rises, and villagers feel a renewed sense of joy and optimism. You have been asked to uncover the cause of this nighttime torment and put an end to it.

Because I try to think of everything, I created a Dead Sara playlist in this exact order for your listening pleasure.

I would be happy to hear from readers, and the easiest place to catch me is through Twitter or email: theiddm@gmail.com. You can also catch me on an upcoming episode of Dragon Talk, hosted by Wizards of the Coast. I’ll be appearing on the show Friday, February 8th at 3PM PST.

Last, if you enjoy this content and would like to support my creative efforts, then please visit my Patreon to consider getting involved for as little as $1/month. Every little bit helps with improving the articles and podcasts that I put out into the world for free, and there are some fun ways to get involved.