Archive for D&D Quest Ideas

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 Your patron abruptly sends you a message: in two weeks time, the powers you had been granted will be rescinded unless you can convince them otherwise with a grand gesture.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:

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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

gandalf

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.

20 D&D Monk Quest Ideas

Posted in D&D 5e, D&D Fifth Edition, D&D Next, Dungeons and Dragons, Gaming Culture with tags , , , , , on January 25, 2019 by boccobsblog

monk quest ideas

This week’s D&D Quest Ideas come from Don Caraco, of Philadelphia’s Drinks and Dragons. Don shares 20 D&D Monk quest hooks (plus a bonus hook).

  1. On your masters’ deathbed he tells you of a brother that still lives deep in hostile territory in the frozen north, to complete your training you must seek him out.
  2. You were placed as a bodyguard for a VIP at your temple, you failed and must prove that it was a set up by a jealous rival student to clear your name.
  3. (Every 80s kids favorite) you are bullied by bigger older students of a monk school, saved by an old gardener/maintenance worker and trained in the ancient ways of Ki to teach them a lesson. PS, they are blonde, wealthy, jerks, and good-looking so you know they are bad guys.
  4. Doing your chores one day you dig up an old amulet that is cursed with the spirit of a long-dead warrior. You put it on to admire yourself and are endowed with all the memories and skills of this warrior, what do you do now?
  5. Having sworn to never use your skills again after a tragic accident, you retire to a simple the life in a small town, only to find that your old shogun will stop at nothing to get you back. If the shogun can’t have you, then no one can.
  6. Having lost the use of your hands, you overhear a bard singing of a Dwarf blacksmith that has unlocked the secret of the Iron Fists, you believe that this is the key to get your self-worth back.
  7. You are hired to protect an orphanage from a marauding horde of hyenas, and gnolls, led by a vrock. All your years of training have prepared you for this.
  8. You stumble across a newborn baby floating down a river in a basket, with it is a pouch of 500 gold, and a note to please safeguard it till its 18th birthday; at that time, you are to see the child safely back to the kingdom to claim the child’s rightful place on the throne.
  9. You are a noble that got mixed up in the wrong crowd and find yourself buried alive, in your desperation, you discover your Ki and escape your grave now free to do what you will and to extract your revenge.
  10. Your family and village were raised in front of you by a warlord ransacking the countryside, you as a child then sold to slavery, as you grew you were trained to the art of hand to hand combat for others entertainment, now you are free what do you do?
  11. Having had passed all the levels of your training you are now ready to train a new generation, on a trip to visit your family your ship is lost in a storm you wake up in a strange land.
  12. All the leaders in the land have united against a shadowy threat forming and posed to take over the world, your destiny has been clear since your birth that you are the one to lead 4 great heroes to face and vanquish this evil.
  13. Growing up as an orphan on the streets you would often beg across from a monastery, growing up watching them train you to find that you to have learned the ways of the monks.
  14. You are part of a group of monks trained to protect and stop anyone from miss using an ancient portal, you discover there is a long-running plot almost ready to be completed be cultists that have infiltrated your order and seek to crack open this portal and unleash what is locked behind it.
  15. You retire to watch over your children after the loss of your spouse, when a bested but not vanquished foe from your past rears its ugly head and kidnaps your children.
  16. You live in a large lake town lead by a greedy Mayor, this person’s greed and lust for magic items has brought the eye and wrath of a group of Oni down upon your town and its children.
  17. You have been sent a letter that your master has been slain by a master of a rival school, you are the only one left that can stop the takeover of your school now.
  18. You have heard stories of a haunted Dojo in the swamps and that there are still many items of value left behind.
  19. A local drug gang has noticed your lack of respect for the local law and their rules and has invited you to a meeting, having broken up several of the gangs’ past dealings this may be a trap under the guise of an olive branch.
  20. Your sister has been commissioned to deliver ten barrels of rice wine the best in the land for the capitals winter fest, a rival maker will stop at nothing to stop the delivery and make her look bad.
  21. A magic staff has been planted in a large rock at the center of the capital, it is said that the warrior that can pull the rad from its resting place will be the ruler.

Don Caraco born in Alaska in 1974, the year of the great RPG awakening. He grew up in South Carolina, and moved to Philadelphia for college, and still resides there today.  I am an artist, general contractor, renovator and restorer of a single family home, home inspector and as of December of 2016, founder of Phillys’ first open TTRPG group Drinks and Dragons.

I, with help from the community, run multiple adults-only open TTRPG game nights. At great Philadelphia pubs like The American Sardine Bar , the Black Cat Tavern on 12th, Bourbon and Branch, Thirsty Dice, and our newest event the Abbaye. We run games for all level of players as time allows for on both sides of the screen.

You can check us out on Facebook, email us at drinksanddragons215@gmail.com, or find me on Twitter. Thanks for letting me share these hooks! I hope they are useful. Ideas for the 20 plus hooks came from myself and from members of Philadelphia’s original open TTRPG night, Drinks and Dragons.

Read more about Drinks and Dragons:

Gaming Trend
EnWorld
Philly.com

Build your ninja crime-fighting team:
Sweet Ass Nunchucks (Do you even chuck brah?!)
Stabby Sais (cuz Raph was the best turtle)
Kickass Katana (B3 is not responsible for any stabbings)
The Bo Staff Beatdown

 

20 D&D Ranger Quest Ideas

Posted in D&D 5e, D&D Fifth Edition, Dungeons and Dragons with tags , , on January 18, 2019 by boccobsblog

ranger quest ideas

This week’s guest blogger is Nerditor Doug from Nerdarchy.com. He was kind enough to write up 20 D&D ideas for the ranger in your party.

  1. Home for the Holidays. A young scholar needs an escort from their school through the wilderness of your favored terrain back to their home village for a traditional celebration, and your favored enemy’s activity has been on the rise in the region, making the journey perilous.
  2. Timing is Everything. A magical flower with rumored healing powers blooms only once a year in a remote glade in the shadow of Trimount when the light of twin full moons pierces the darkness of the mountain, and a sage wants a sample for their botanical research.
  3. Myth Becomes Reality. Local legend tells of Goldhorn, a white ibex with horns of brilliant gold that are the key to discovering a hidden treasure, but hunters who have pursued the beast in the past all met unfortunate ends according to myths told by the folk of the area.
  4. Pitiless Protector. The beasts of the forest have become increasingly aggressive, and even the plant life has grown dangerous, after a madness infected the wood woad deep within whose heart tree grows from the gravesite of the druid circle that created it.
  5. Fane of the Frost Wyrm. The chieftain of the Frost Wyrm Clan has heard of your exploits and invites you to join in their Great Hunt — an expedition to track down and defeat a remorhaz in their arctic homeland as part of a rite of passage.
  6. Danger Among the Dunes. Travellers along a desert trade route have started to go missing, and it turns out a lamia is using a powerful magical item to cast mirage arcane to create an illusion of an oasis to lure victims into its grasp.
  7. Enemy of My Enemy is My…Enemy? Your favored enemy, normally kept in check, has been growing more aggressive lately and you discover an even greater danger threatening them, causing the uncharacteristic behavior.
  8. Spawn of the Star Toad. Cultists devoted to a froghemoth lurk in the sewers, kidnapping vagrants and feeding them to the star toad’s spawn to cultivate its progeny and transform the tunnels into a swampy lair for their abhorrent master.
  9. Weirder Things. A child from the village went missing, and their friends went into the deepest, darkest parts of the forest to try and find them but the same nothic who abducted their friend now imperils the young adventurers.
  10. What Nobility Wants. A messenger arrives in a frontier town, proclaiming the land is now part of a barony granted to a knight who plans to divert the nearby river for tactical reasons, which would have a severe impact on the town and the environment.
  11. But It Was There Last Week! Returning to a familiar hamlet for supplies and to check on the folk there, the entire place is missing as if it were never there at all with no trace of the people or buildings remaining and the surrounding plant life in full bloom — but it’s winter.
  12. Here, Kitty Kitty. Drawn by an unusual mewling sound, you find two kittens crying out of fear and hunger but they’re no ordinary kittens — their fur is purple-black and they have six legs and two nubs on their shoulders — but how did these displacer beast kitties get here and what happens when mom comes looking for them?
  13. Caravan of Cruelty. Slavers are returning to their remote stronghold after a successful raid with cages full of captives to be sold, and confronting the terrible slavers without any of the captives getting harmed in the process will be difficult — but no one should live in chains! (Alternatively could be drow returning to the Underdark after a successful raid on the surface world.)
  14. Not All Who Are Lost Are Wanderers. Far from civilization, a lost woman is distraught and says she does not remember how she got out here…but the woman is actually a night hag who will haunt the ranger’s dreams and attempt to corrupt or kill them in their sleep during the trek back to settled lands.
  15. Hunter’s Feast. A group of hunters set up camp in the woods and offer a place to rest and a warm meal, except you are the meal when they reveal themselves as werewolves and attack!
  16. Extreme Environmentalism. Seeping emanations from the Shadowfell corrupted a dryad’s tree, pushing her to take on extreme methods to protect the area and those she kills are thrown into a midden heap that’s become a shambling mound.
  17. With Foxes We Must Play the Fox. A fox is caught in a bear trap, and a hungry pack of wolves is moving in for the kill but if you can defeat or drive off the pack and free the fox it shapeshifts into a thankful druid who grants a boon.
  18. Equal Pay for Equal Work. Two groups square off in the wilderness over a pile of treasure, with a group of adventurers claiming ownership for destroying a gnoll encampment and a group of bandits demanding a share for saving them from certain death even though no help was asked for.
  19. Bravery or Foolishness? In order to become a knight and fulfill a lifelong dream, a young warrior is tasked with slaying a green dragon but despite their prowess they’re in over their heads unless you help them.
  20. Haunted By the Past. The ghost of a veteran soldier haunts the spot where they and the knights under his command were killed by a terrible beast, filling the apparition with guilt and remorse that their decision led to the group’s death and no one from their homeland knows their fate.

Nerditor Doug is a writer, editor and content creator with Nerdarchy and clients in the tabletop gaming community. A proud Clevelander, Doug is a news designer by night and RPG content creator by…later in the night. He invites gaming fans to check out the Nerdarchy YouTube channel, Nerdarchy.com and the Nerdarchy Patreon where he and fellow Nerdarchists Dave and Ted are constantly at work to entertain, share their love of RPGs and make new stuff for gamers around the world.


Buy me an 1/18 of a cup of coffee
D&D 5E Core Rulebook Gift Set
Dungeon Mayhem – D&D Card Game
Guildmasters’ Guide to Ravnica
Waterdeep: Dragon Heist