1001 quests (plot hooks) [Archive] - Wizards Community

Post/Author/DateTimePost
nibble128

08-01-07, 04:37 AM
Fellow DMs, please contribute plot hooks/quests that you have used or seen throughout the years... To borrow from enemies and allies an example would be: A small band of cut-purses are working together with a bard to rob the audience, or A city that usually has a high begger population is now strangely begger free... where did they all go?

I have hopes of turning what replys I get into DM Tables for percentile rolls... Regardless they should be broad enough to adapt to most any campaign, and still contain a mystery/hook, a reason/surprise, and possibly a solution.

Let the ideas come!
nibble128

08-01-07, 06:15 PM
#1) A cat keeps following the party throughout town, the party later hears a tale from a bard of a wizards duel that ultimately ended when one polymorphed the other into a pet. The victor recently died of old age, and while there is a will, none of the beneficiaries can receive their goods due to the enchantments upon his residence (the residence that he acquired in the duel). The PC's can help the recipients of the will by gaining entrance and retrieving the items, or they can get the wizard back into human form and be possibly rewarded that way (or have the wizard turn into a very fierce advisary for later storyline)
JohnJohn

08-01-07, 08:51 PM
2) A new party in a new campaign is off to explore its first dungeon. They have to camp for the night and happen to choose a good spot. The spot coincidently seems to have been used recently...

While they are camping there they happen to come across a half buried piece of a rod. The rod detects as magical but there are no indications of what it does. Identify spells and such will not reveal what it does. Unknown to the party (at least at this time) this rod is one of the pieces to the fabled artifact Rod of Seven Parts. This one part by itself has no powers other then being nearly indestructible and detecting as magical.

Obviously several powers, NPC groups and others are always looking for the parts. If anyone figures out the PC's have this they could be in trouble.

PC's have to figure out A) what this item is B) Do so without anyone getting wind that they have it.

PC's can make it a campaign goal to find other parts which the DM can insert into the campaign at various times. Maybe have the PC's find another piece around level 6 while they are looking for something else then another piece at lvl 8 etc.


If the PC's don't want to deal with the thing they could just ditch it or try and sell it.

3) The PC intelligence test.
A halfling approaches the party. The halfling has an old severed head which he claims is the head of vecna. He wants to sell the item to the PC's. If the head is attached to a decapitated person the head graphs onto the person and they get the spell casting ability of a very high level wizard. The down side is that if it isn't the head of vecna the PC is a decapitated corpse.

The halfling really believes the head is really vecna's. Whether it is or not is subject to the DM. A PC just needs to decapitate himself or have a fellow PC do it for them. Then the head needs to be attached.

The halfling does not want to use the item himself because he doesn't want to be a spell caster and refuses any offers to try out the item himself.
nibble128

08-02-07, 06:30 PM
#4) The city authorities come to arrest the group of PC's, for grievous crimes that they never committed. While imprisoned, by talking to fellow cell mates the party discovers that most of the recent arrests have been cases of mistaken identity, and after more focused conversation hint that the others were also questing after the same item/goal as the PC's were when they were captured. Use DM discretion to determine weather the captain of the guard is questing himself after said item, already has it and intends to keep it, or is acting as a puppet himself of a higher power (dragon, lord, etc).