Professional Documents
Culture Documents
Tabela 4
Tabela 4
Things that could be highly illegal in a RPG world that may be sold as a service or item
at a black market.
• our enemy sees your swing and narrowly avoids the blow.
• You bring your weapon down on your foe and they raise their shield at the last
minute.
• The beast convulses as tendrils of magic corse over its body but it shakes it head
looks right at you and snarls.
• The sorcerer wheezes as the wind is knocked out of her but she stays standing cape
blowing in the wind.
• You spell shoot from your fingertips and the orca hair is now smoldering from the
near miss. It seems to be too stupid to know how close it came to death.
• Your weapon hits them square in the plate mail. But the plate has been designed to
withstand such blows.
• Due to an unlucky angle the sun blinds you just as you get ready to strike, making the
blow go wide.
• You and <player> each swing and your weapons collide midair causing you to miss.
• You and <player> swing and his strike accidentally knocks your out of the way.
• As <friendly spellcaster> casts <spell that hits> you go in for a feint and, instead of
striking, bounce <spell> off your <weapon/shield>
• You trip over a rock you didn't see and quickly manage to get up. But you lose the
attack.
• Your enemy seems to be so fat that when you cut into him he doesn't even bleed.
• As you raise your blade/axe/slapping implement, your foe knocks your weapon from
your hand. You manage to catch it (and if you have an extra attack, make another
attack!)
• (For high-level warlocks) You try to hit him, but you can't comprehend the nature of
your own attack.
• Enemy is hit by someone else, causing them to stumble out of the way of your attack.
• You swing at the goblin/kobold/halfling and it catches the blade in its teeth, before
spitting it out and hissing at you.
• Light reflecting off of some object, hits you in the eyes just as you are about to strike.
• Someone (friend, foe, bystander) bumps into you, throwing off your aim
• You are briefly distracted by (ally's, enemy's) (assets, beauty, ferocity, power, skill),
causing you to miss.
• Your attack glances off your opponents (armor, carapace, hide, scales).
• Your attack glances off an obstacle (boulder, furniture, tree, wall, etc), causing you to
miss.
• Your attack just doesn't hit solidly enough to penetrate the enemy's (armor, carapace,
hide, scales).
• Your attack encounters someone else's attack meant for the same target.
• You narrowly dodge (an attack, a projectile, a falling object), which throws off your
aim.
• The enemy is in awe of your arcane power, but comforted by your accuracy.
• Deadly claws of lightning crackle from your wand as the room is filled with a
deafening BOOM! and everyone is left asking the same question, "What did you have
against that bookcase?"
• Your attack phases through your ghostly foe without any effect.
• Your foe sees your attack coming and briefly steps to the side, causing you to strike
nothing but air.
• Though you strike with all your might, your attack glances off your foe's armour/hide
• Your foe swiftly raises its blade and with one fluid motion redirects your attack away
from it.
• Your foe crouches down, just barely ducking underneath your strike.
• Though your attack leaves a deep gash in the Hill Giant's belly, you don't appear to
have struck anything vital.
• Your foe's armour buckles under the force of your attack, but holds.
• Your weapon connects, but with the plate ringing in your head, the bandit looks
unfazed.
• The blade cuts into the hide, but not deep enough as there seems to be no pain and no
blood.
• The rogue predicts your swing as they glide to the side and gently pushes your sword
away.
• They bring their shield up just in time to come between their face and your sword.
• The dragon nimbly evades the blow with a single flap of it's wings
• As you draw back, the manticore hurls a volley of spines, throwing your shot wide
• Your mace crashes home with a sickening pop, but devils don't fear pain, which is
evident as it forces the shoulder back in place with a snarl
• The wounded gnoll spits blood into your face at the height of your swing
• The hag notices you begin casting, and snaps her fingers. Dozens of books take
flight(complete with flapping) from the shelves and throw your shot. "Young'uns don't
appreciate the simple things."
• [enemy name] twirls out of the path of your charge with the speed and grace of a
profession bull-fighter. Olé!
• The enemy sees your attacking hand, reaches out and grabs your wrist, stopping the
dagger / dart in its tracks while looking you in the eye, a sly smile on its face. Before
throwing your hand to the side, it winks at you.
• The spell rushes through the air only for the enemy to spring backwards, landing
clumsily but avoiding the effect. They look both triumphant and embarrassed.
• You rush towards the enemy readying your fists to strike. As you wind up to hit, they
sidestep and come around you in a flash of almost impossible dexterity. Your fist meets
air and you hear a chuckle.
• You lunge forward with your weapon and the enemy barely manages to step aside
with panic in their eyes, you graze their [insert body part here] but no damage is dealt.
• Your weapon smacks against the armour of the enemy, unfortunately not finding a
place where it can penetrate.
• You aim a swift kick to the head, and although the enemy takes the blow, there just
isn’t quite enough power behind it to do damage.
• The enemy strikes out at you with eyes slitted in anger. You duck and their weapon
sails through the air just above your head. A small chunk of your hair / horn / headpiece
/ hood is taken but otherwise you are unharmed.
• You hear a whoosh and turn just in time to dodge an arrow coming for your head,
close enough that the wind of it tickles your inner ear.
• There is a dull thunk as a dagger hits your travel pack, bouncing off the metal beer
tankard hanging off the side. Once again you’re reminded of the perks of drinking.
• The enemy laughs as you illustrate your intent, but fail to make your point.
• You are reminded of a classic Elven idiom, "Not all arrows fly true."
• The dwarf glances at where you've marred their breastplate and sneers, "That is why
you should always tip your blacksmith."
• You loose an arrow at the cultist, but she leans back, Matrix style, and the projectile
whizzes by just above her chin.
• As you thrust towards your opponent with your rapier, they take a step offline and
your blow goes wide.
• You prepare to release the arcane power of your spell but as you do so, you remember
your crisis of faith the previous night and the spell sparks and then is extinguished.
• As you swing your sword towards your opponent's head they artfully catch it with
their own blade and wind, deflecting the strike.
• Your blow clangs off the wall (furniture, tree, etc) next to him as the duck out of the
way.
• You’re able to get your mouth around his leg, but the armor and padding prevent you
from doing any damage (Our Druid likes to wildshape often)
• "You reach in and try to bite their neck, but the armor from their doublet protects it"
• Your arrow arches perfectly in the air but is blown wide by the wind.
• The arrow hits the tree the enemy is leaning on, narrowly missing her shoulder.
• The opponent stumbles slightly on uneven ground, and your blow misses its target.
• He swerves as you shoot, and your shot passes harmlessly past his elbow.
• When the roll is close to hitting you might use something like "while you were
making an undercut slash, your sword hit the lucky enemy's coin purse (or any item tha
can do the job) which stopped your blow"
• Your shot would have hit true, but a suicida monkey jumps in its path and gives you a
thumbs up as falls to it’s much desired death.
• As you prepare your spell and take a couple steps forward, you lose your footing on a
loose piece of rubble. The shock causes you to fire your spell prematurely and it the
ground in front of the enemy as you struggle to regain balance.
• You hitn't.
• Your target shifts at the last moment, you hear the scream of steel, see the sparks as
the blow glances off their armour.
• Just a moment earlier, and your shot would have struck home, but the enemy was just
a little faster.
• You swing your quarter staff into the beast's belly but its thick layer of fat cusions the
blow.
• You shoot your arrow at the skeleton and watch as it passes directly between its ribs.
• As you approach the blood soaked floor causes you to slip. You swing a touch to
early to catch your balance again.
• Realizing you should have gone to the latrine before the fight, you go stiff as a
sudden bowel movement attempts to happen, messing up your concentration.
• A sudden gust of wind blows the brim of your hat into your eyes just as you loose the
arrow.
• You swing with all your might, but they respond with lightning reflexes, snaking their
weapon in between themselves and your attack causing it to ricochet off harmlessly.
• In a flash, your target changes direction as they move, causing you to cut nothing but
air.
• a Natural 1 attack roll: You swing your weapon with every ounce of strength you can
muster. You nearly drop your weapon from the reverberation of the strike and yet your
target appears unfazed and uninjured, shrugging off the blow as if it were nothing.
• Your blade bites into the beasts thick hide, but ultimately not deep enough to deal
damage
• Your strike hits the slime, however it simply molds itself around the blow, avoiding
all damage.
• Lady luck guides your aim, the earth feels your blow.
• Your thrust forward and your enemy almost falls to avoid the blow
• You bring your (weapon) down in a wide arc, but the foe narrowly deflects it with it's
(claw/weapon)
• With a slow powerful thrust, you lung at your foe, but they block, mitigating the
damage!
• With a loud CHINK, your weapon tip clashes against the thick steel of their armor.
• Ducking at just the right time, your foe dodges your high swing!
• The foe meets your weapon with theirs, matching your force! The two are of you are
deadlocked for a brief second before you both take a shallow breath and are back to
swinging.
• You come in with a quick low thrust, but the weapon tip strikes their armor,
resounding a loud clank.
• You strike the barbarian in the chest with your mace, however it seems to simply
bounce off his thick hide
• The mole on your arm concerns you long enough to distract you from your attack
• A sudden inhale of dust makes you sneeze just as you attempt to strike.
• The Gods do not favor you in this moment, perhaps they have already turned their
eyes to another; you shudder at the thought.
14. A small vial of oil, used for cleaning weapons and armor
From u/catsAndImprov
17. A sketchbook, filled with talented drawings of nature and scenes of a soldier’s life
From u/KaptanKangarooroo
From u/jwjunk
2: Saying their name is punishable by death in certain kingdoms, children scream and
cry at it's utterance.
3: The Aboleths wiped themselves of almost all memories of them, the only indication
of their existence in their heads is "They must be kept away at all costs".
4: They strolled into the abyss and made themselves a castle in the bottom lair.
5: They sent a personal message to Primus, who now seems more keen on sending
people to gather powerful items.
SirEncerwal
6: The only time two otherwise completely hostile nations came together was to fend
them off the first time they tried to put their plans into motions.
7: Most everyone observes a daily ritual of pricking their finger and dripping some
blood on the ground to help maintain the magic that keeps them imprisoned.
8: They were once banished to Carceri, after decades they found a way out to get
revenge.
Hraabapex
9: They say he was from an island nation off the coast. But no modern map show any
islands. And the older maps have been burned or had the ocean section scratched off.
Sailors refuse to go further than the lighthouses can see. At night, you can still see a
feint red glow in the direction the tales speak of, as a fire still burns.
10: They say he was the champion of a great army, but his pride prevented him from
refusing a duel. After he died to a trick he swore revenge with his dying breath. A year
after his funeral the grave was empty, and the man who struck him down was spread
over the entire kingdom. No one knows who he is after now.
11: There are few beings that can wake a dragon. Fewer still that get a dragons
attention. But only one who can make a dragon run in terror. If even the great beasts of
ancient times fear him, what are we to do?
Martinus
13: Beholders, self-obsessed as they are, worship this being as a god. Some say it's
because they beat the Great Beholder Mother into submission.
ZombieDanceProd
14: They had scryed their future in the past and now know most of the major details of
every living being in the surrounding area.
15: (Trigger warning) Almost all people who have seen them have killed themselves,
except one who went blubbering mad.
16: The moon's craters are from the BBEG practicing new spells.
17: The reason the Gods never show themselves to mortals anymore is because BBEG
killed a former God.
WarpMoon
18: They visited Elysium, and came out without even a trace of having been affected by
the planes effect
19: Asmodeus regularly sends them tainted souls out of a sheer hellish sense of "oh god
take this and stay away from me"
20: (In a modern campaign) Occasionally when visiting countries, their presence is
announced by nuke sirens
21: The PC's regularly get notes, regardless of their location, and all delivered by hand
while the party sleeps. Those who keep watch sometimes hear the BBEG'S voice
22: The BBEG openly ignores the effects of an archmage divination wizards portent
My Own Ideas
24: They straight up made an elemental plane, not just a demi plane, but the elemental
plane of suffering, after they decided the Abyss wasn't hardcore enough.
ViceVersailles
25: Everyone they meet insists they’ve never heard of the BBEG. They’re lying, and
will do everything in their power- regardless of rapport with the PCs- to keep their
mouths shut. Insight checks reveal that the NPCs feel primordial terror. Continued
attempts to talk about the BBEG with NPCs leads to the PCs being arrested, ambushed
or otherwise attacked by forces from either side of the law.
26: If the group has a patron, deity or anything remotely similar, that being should break
from any of their typical mysticism or aloofness to warn the party about this enemy.
28: The party should hear stories of a weapon able to defeat this enemy. Before they can
obtain it, they should then hear stories about the enemy snapping this weapon in half
with their bare hands.
29: Pick a village / city / state / continent. The players stop hearing about it.
texmex42
30: The bbeg made an eclipse occur for far longer than it should ( a month? ) just
because (s)he was bored.
31: Some ancient well kept tales speak of two moons. But looking up you can only see
one at night. Scholars also find unusual debry around the stellar bodies, something that
doesn't seem to occur onwards.
VoteForKnifeParty
32: A god thought dead in the last great war in the heavens is in fact chained to the foot
of their throne.
33: There used to be a 9th school of magic. That was before the BBEG hunted down
and killed every practitioner of the art, burned their labs and shredded their spellbooks.
34: The BBEG cast an epic level spell on the whole world, causing anyone who tries to
utter their true name to get choked out. A Con save must be made for each individual
syllable.
35: The BBEG's name is literally in the dictionary, much the same way we'd use
"Machiavellian" for cunning plots or "Gygaxian" for dungeons that are a pain in the ass.
36: The BBEG was offered godhood in exchange for halting their assaults on everything
and everyone. They declined, seeing it as a demotion.
37: The devils of the underworld have a standing order; no making deals with the
BBEG. Not after what happened last time.
Thirty2BitGamer
38: Many soldiers and guards of towns around the province are taught specialty courses
on how to die the least painful way to die by said BBEG.
39: The BBEG has lost most motivation to fight, and as such, finds like meaningless
and often goes on genocide sprees just to simply find a spark of interest in his boring
life.
40: His name is known throughout all dimensions, from Asgard to The Underworld, and
even the everchanging Feywild and Shadowfell.
HouseOfTides
41: The BBEG was recently released (by an earthquake) from an ancient prison guarded
by krakens at the bottom of the ocean. The krakens, normally chaotic evil themselves,
vowed to never again let this being see the light of the sun.
BillFoldDog
42: The BBEG periodically actively tries to destroy itself... but cannot.
43: The BBEG has a death wish, which it pursues by allowing the PCs to harm him.
Risause
44. Even Archdevils and Demon Lords fear them, and it is rumored that all fiends
cannot disobey them. Could they end the blood war and bring about the end times?
Quantext609
45: When encountered by angels, instead of attempting to kill them the angels instead
decide to side with the BBEG, believing them to be a greater power than even the gods
themselves.
46: Cults have formed around the BBEG, hoping for salvation from their wrath.
Siakre
47: (Using Obyriths as inspiration) BBEG destroyed the previous planes of existence,
got bored of nothingness and created new material planes and is currently waiting for it
to be built up so that they can tear it to shreds for the joy of doing it all again in a
thousand years.
48: The BBEG created the Elemental Planes by destroying and sealing the original four
Primordial Elementals.
49: The BBEG is constantly seen and does things in plain sight, but nobody can
remember what they look like, write anything descriptive about them, etc. They can be
anyone.
50: Have the BBEG kill a powerful NPC with a simple strike, wave of a hand, a word,
nothing too fancy. The ending result being a dead NPC.
51: (Tharizdun inspired) Created dozens of cults with different names and false
appearances. Allow the party to slowly uncover that the majority of the cults they fight
are actually the same god.
52: Have an villainous NPC that the party hates (perhaps a backstory NPC) be treated
like they are pathetic by the BBEG.
Blubari
53: Has it's own god as slave and forces them to grant them powers and favors
BKCrazy
54: When asked about the material plane and all the different dimensions, the BBEG
goes aloof and offers that they’ve never really thought about all those insignificant
matters before
SuperSnes1
55: The BBEG immolates a great hero (or heroes) with a wave of the hand in front of
the party. With a chuckle they bring the hero(es) back to be killed again.....and
again....and again...and again...
56: The soul trade provides a tithe each cycle of the cosmos in order to secure
"protection".
57: They can cast 10th and 11th level magic with few drawbacks whereas it is
impossible or deadly to any other caster who have attempted.
58: Legends suggest that the BBEG subjugated the Tarrasque, using the creature as their
mount.
59: The BBEG has single-handedly created a new metamagic that drastically increase a
spells potency but slowly corrupts them to be under the control/suggestion of the
BBEG. They have been using this to steadily grow their following over the centuries.
(credit to my DM)
RynceWynd88
60: Vecna (God of secrets) and his cultists won't stop going on about how scary BBEG
is.
PleaseUseTheBeeps
61: The villain, formerly a high level wizard of the guild, wreaked such havoc on the
mages’ guild that the mages do not send their own people to hunt him. They only send
willing adventurers crazy enough to challenge him. None have ever succeeded.
CorenNayturus
62: The BBEG is of a race that is supposed to have a weakness to a certain damage type
(ex: vampires and radiant damage), yet hunts beings which almost exclusively deal
damage via this type for sport. Example: a vampire (supposedly vulnerable to radiant
damage) hunts angels (which deal radiant damage) for sport.
63: The BBEG hunts powerful beings (celestials or fiends) or creatures (Ancient
Dragons or the Terrasque) for sport.
64: A legend says that a man once insulted the BBEG while in a country far away from
the BBEG. That night, the man’s body was found torn to shreds and scattered
throughout his bedchamber. There were no signs of entry from another creature, as the
room’s door was locked and the windows sealed shut.
65: If someone speaks ill of the BBEG, they are immediately set upon and torn to shreds
by a mob of local people. This is because the people are terrified of what happened the
last time a person spoke ill of the BBEG. (Leave the exact occurrences of what
happened vague and up to the players’ imagination)
66: An entire army of deities/arch celestials/arch fiends/fey lords went out to challenge
the BBEG. None returned.
67: Legends say that the BBEG cannot be killed. He has been decapitated, torn to
shreds, burned to ashes, etc only to rise again the following night.
68: Legends say that the BBEG once devoured the souls of multiple kingdoms simply
because he desired a snack.
69: Legends say that the BBEG never acts through open force. They instead take the
form of a trusted friend or ally, and manipulate local heroes to do their dirty work for
them.
70: It is said that the gods themselves once attempted to strike the BBEG down.
Needless to say, the attempt failed. The only reason why those gods are still in existence
is because the BBEG found the attempt to be amusing enough that he spared them.
71: Supposedly, there is an entire kingdom with not a single citizen, being populated
entirely by statues. The BBEG petrified this kingdom as a warning to others when they
tried to defy him.
WorldOfIdeas
72: The king of "x" once insulted the BBEG. That kingdom now lies in ruins, the few
people to survive scattered to the four winds. They say it was no army that destroyed the
kingdom, it was the work of a single foe.
73: Anyone that speaks the BBEG's name is stricken with a sudden overwhelming sense
of dread.
74: When powerful beings are summoned to help vs the BBEG, they refuse.
75: When powerful beings are summoned to help vs the BBEG, the being opens a portal
to another world and offers the PCs a chance to leave their world behind.
76: When a seemingly unstoppable villain hears that the BBEG might be approaching,
they immediately stop fighting, withdraw all their forces, and flee the country.
77: The PCs are in the council chamber of (angels / arch wizards / devils / kings / the
Fae / war lords). The chamber is filled with noise as everyone is arguing over important
things. The mere mention of the BBEG's name causes the room to go dead silent as all
eyes turn to the speaker.
78: The kingdom's most powerful (adventurers, heroes, warriors, wizards) gathered to
go defeat the BBEG. Only one of them returned. With (his / her) dying breath, reported
that all the others were dead.
79: (A god / The wizard's council) dropped an asteroid on the BBEG's capital city
reducing it to a crater and causing powerful earthquakes halfway around the world. The
BBEG climbed out of the crater and started hunting down everyone responsible.
Jersey Dragon
80: Last time they “went for a casual stroll” they left a 500 mile long path of carnage,
destruction, and unspeakable horrors before they got bored and took “the scenic route”
back the same way.
81: Lands they have traveled must be salted to avoid countless blights and other
creatures and horrible plants feeding on the raw evil from growing.
Kemotatnew
82: When doing history / knowledge checks you remember your parents telling you
scary stories to keep you away from danger. The scary stories are based off of the
BBEG.
83: Introduce a BBEG and once the party beats that BBEG and questions them, reveal
to the players that it was simply an (out of fear) loyal minion of the even bigger Bad
Evil Guy.
84: Have historians tell the party about the story, powers and evil deeds of the long dead
BBEG. Make the players glad that they dont have to fight anyone like that in their
current age. Sometime after the foreshadowing bring the BBEG back. Maybe they were
in hiding for so long to cure their wounds or maybe they were resurected.
85: The party spots corpses of good old friends hanging dead from trees or executed in
their villages. Friends that they know stood up to the BBEG.
Anome69
87: He practices the most forbidden of magic, the lost 9th school of magic- blasphemy
redirection magic. He can so offend the gods that they attempt to smite him, only to
have that energy repurposed and redirected at the bbeg's enemies. The more the gods try
to punish him, the more damage and chaos he can cause.
archDeaconstructor
88: Reveal to the players that the BBEG can replace what any person is saying with its
own words, without the person's consent, without the person noticing, and without any
noticeable tell, except in perhaps a few heavily warded locations where one or more of
those properties is held back. If you want to take it a step farther, the BBEG can also
rewrite words that have been written, a la Ruin from the Mistborn trilogy.
89: The BBEG kills and then becomes the leadership of a nation the day after that
nation declares war on the BBEG. Depending on how mindbogglingly powerful the
BBEG is, anywhere from the leadership's direct servants to every citizen of the nation
now willfully serves the BBEG.
90: The BBEG takes displeasure with a natural landmark, and has it thrown into space.
91: The BBEG becomes enamored with a natural landmark or architectural wonder, and
abruptly removes it to a pocket dimension already populated with other 'Wonders of the
World'. Ideally follow this up with a ridiculous number of craters or blank spaces on
your world map.
92: Everyone trusts their friend 'Steve' (or another generic name), even if they can't
recall when they became friends with Steve, how to describe him, or anything Steve did.
Discovering these limitations in one's own memories of Steve is difficult, and doing so
elicits barely any discomfort/suspicion/revulsion. People recognize the BBEG as Steve
while able to directly perceive it, but otherwise don't make the connection even after the
fact. Even while engaged in hostilities with the BBEG, its opponents have a hard time
mustering any negative sentiment towards it, and everyone gets upset with the hostiles
for attacking their friend Steve.
93: The texts of ancient philosophers, scientists, and magi agree on a basic truth. There
are four kinds of 'laws' in the world, in order of importance: the laws set forth by men,
the laws decreed by the gods, the laws defined by nature, and whatever the BBEG says.
94: The BBEG offhandedly mentions that it owes the players a small favor for whatever
their last adventure was, as it served the BBEG's interests in some small way.
Knowledgeable NPCs who learn of this immediately begin courting the players' favor
solely because of this fact, even if those NPCs were previously enemies of the party.
95: The BBEG completely ignores a flock of fully-grown metallic dragons and angels
trying to kill it, until the point where one of them obstructs its vision, at which point the
BBEG grabs the offending attacker, snaps its neck, and reshapes its flesh into a chair for
it to sit on.
Jappocon
96 BBEG has bought and owns a village where the locals are paid to be professional
peasants, and the BBEG gets to cosplay as a commoner for their own entertainment.
97 it turns out that the BBEG has been creating minor threats around the world to give
hero’s a call to action and slowly guiding the threats toward themselves, so that the
BBEG might finally have a worthy opponent. Because no one is more challenging than
someone with something to fight for
98 the PCs can never remember the BBEG as he magically removes himself from short
term memories. Even the gods don’t seem immune.
99 the sun shines away from the BBEG, not that the BBEG is absorbing the light and
thereby causing darkening, but rather the light bends away to avoid the pure evil of the
big bad
1. Blessings
2. • Charms
3. • A letter of recommendation
4. • Medals
5. • Key to the City
6. • Land
7. • Buildings
8. • Businesses
9. • Favours
10. • Special rights
11. • Titles
12. • Training opportunities
13. • Epic boons
14. • An animal companion
15. • A non-animal companion
16. • Their weight in cheeses
17. • The name of a god which grants an ability but once given to another is
forgotten forever
18. • Clues
19. • Evidence
20. • A get out of jail free card
21. • A regret, resolved
22. • Youth
23. • A map
24. • An introduction
25. • Knowledge thought forgotten
26. • A tin of “Ham?”
27. • One question to a deity
28. • A deal with a fiend
29. A marvelous work of art in the character's name u/bad1aj
30. An apprentice, who may both help and accidentally hinder
31. Access to an unique location for crafting certain items, and the tools/staff to
work it (think a dwarven forge in the heart of a volcano, gnomish tinker
laboratories, etc.)
32. Access to either an additional spell slot of the highest level available, or an extra
spell being available (either one is temporary)
33. The horn of a given dragon type. Blow it, and they shall come to your aid,
although depending on which color it is, the help may not be that great in the
end.
34. Having the character's very essence put into a magical beast/item, turning it into
a semi-sentient item.
35. A type of vehicle made for about the party's level (a basic wagon or boat at low
level, all the way up to an airship or a magic cloud that can fit everyone).
36. Membership to a group u/silvertone62
37. Juicy blackmail fodder
38. A lottery ticket
39. Trading cards
40. A coupon book
41. A pigeon that always knows the way home
42. A memento
43. A "magic" 8 ball
44. Boxing gloves
45. Name a sandwich after them
46. A sponsorship
47. A business opportunity
48. A surprise pregnancy/kid
49. A theme song
50. Treasure map u/plunkystarship
51. Mastercraft weapons
52. A wish
53. A favor from the king
54. The support of an army
55. A body double (you ever need to appear to be in too places at one time)
u/World_of_Ideas
56. A discount
57. A license or permit
58. A mount
59. A ship
60. A statue or monument built in their honor
61. A writ of safe passage
62. Access to restricted locations
63. Food and lodging
64. Forgiveness of a crime / expunged criminal records
65. High quality equipment
66. Wealth (gold, gems, jewelry, letters of credit, etc)
67. A skill instructor u/Fallstar
68. An invitation to an important event
69. A training ground (for learning feats during downtime)
70. Fair maiden's kiss u/InquisitiveNerd
71. A proposal
72. A dowry
73. A honeymoon
74. A kid
75. A restraining order
76. A memory
77. An end
78. Paid entry to a tournament. u/ajchafe
79. Repair equipment.
80. The answer to a riddle.
81. Birth on a ship. (Edit, berth haha).
82. Passage on a caravan.
83. Fishing Rights.
84. Mining Rights.
85. Sheep.
86. Barrel of rum.
87. Spices to trade (Salt, peppercorns).
88. Cancel a contract on someone's life.
89. Assassinate someone.
90. Flamethrower that runs on Alchemists Fire. u/AGuestIGuess
91. Free admission to something for life u/ArcaneSpellbook
92. Betrothal to a princess of your choice
93. A nice estate with all expenses pai
94. A grappling hook u/Canid_Red
95. Manacles
96. A key to a specific place of interest
97. A tome or book on information such as the histories of various dragons
98. Upgrades to a mundane weapon, such as adding silver to the edge
99. A particular set of armor
100. Audience with an important figure such as a queen or deity
101. Antitoxin or antivenom
102. Hirelings
103. Medical treatment for something
104. Curses with practical utility u/Dragonsdoom
105. Mutations
106. Fish
107. A home-cooked meal u/Dryu_nya
108. A family heirloom
109. A second chance
110. Fame and respect
111. A follower
112. Land
113. A pure-bred animal
114. Aged wine/mead
115. A position of power
116. A fine mechanical device
117. A date
118. A kiss
119. A favor with an important or beloved NPC u/UnwillingGoddess
120. A spare/new outfit
121. The right to some day, and that day may never come, to call upon the
giver for an unspecified, but vaguely implied to be illegal, service. u/kandoras
122. Access to higher (or maybe lower) levels of society and the chance to
interact with the people living at those levels.
123. A business or residence which had been seized by the giver and was
vacant. Perhaps the previous owners will try to reclaim it?
124. A bottle of fine spirits or wine. u/Neontal_Ream
125. A portrait of the PC
126. Delicious soup that is so good you improve the mood of anyone who
drinks it. u/countfluffythetrout
127. Tea u/tosety
128. A pet
129. A copy of Aurora's Whole Realm Catalogue
130. a fortune telling - a bad omen that preceeds caution u/Silixtime
131. a divination - a solution to a sticky situation (ex. When in doubt choose
blue = one possible solution to an upcoming riddle)
132. a key without lock (for now)
133. outstanding care for their pet(horse)
134. a song/ tale that will be praised far and high
135. access to a magic item shop
136. access to sell magic items
137. invitation to a yearly festival
138. opportunity to a rare natural phenomenon
139. favourable relation between two others
140. Accurate maps
A bag of quicklime (any self-respecting Dwarf has several, and knows at least a dozen
uses)
Family/Childhood:
1. What was your childhood fear, how did you overcome it?
2. What did your parents do for a living? Where are your parents now? If they're
not alive or you don't know where they are, why? How did that affect your
character mentally, emotionally, and physically?
3. Who did you spend a lot of time with in your teenage and early adult years?
What kind of things did you do in your spare time?
4. If there is a tragic event in your character's past, what was life like before that?
When the tragic event happened, what did your character and your close
friends/family do about it? What happened to those involved? How did that
affect your character?
4 part 2) Who was responsible for the tragic event? What was their motivation for
putting said event into motion? Does your character desire revenge, reconciliation, or
simply to leave the past behind and start a new life? How does your character plan on
doing this?
5) How did others from your homeland treat you? Were you well liked, a bit of an
outcast, or were people jealous of you?
9) What does the family tree look like (Siblings, Cousins, Etc.)?
10) How are your siblings different to you? Who did your parents like better?
Past/Career
16) What's one rumor about you that puts you in negative light, which people spread to
hurt your character?
17) What's one rumor spread about you which puts you in a positive light?
18) What has been the best day of your life so far?
23) Who were your closest friends in each of those places you worked or went to
school? Who were your rivals? Who were your supervisors and how did they treat you?
24) Where have you previously lived? For each community you previously lived in,
what was your involvement/contribution to that community?
25) How does X being your lowest ability score affect you?
28) Did you choose to be an adventurer or did circumstances push you into it?
29) Has your character ever been in love?
32) Recall a time your character experienced gratification because of their actions.
33) Recall a time your character experienced regret because of their actions.
34) What is a memory your character cherishes from their past life?
Personality/Motivation
36) What hobbies do you have? Have you had any hobbies in the past that you've
stopping taking part in?
38) How much do you tip your waitress after she mixes up your order and gives you a
discount due to her mixup?
39) If the character could have his/her way without conscience... what would they do?
48) Why are you so afraid of (roll D20) ? 1: Water, 2: Open spaces, 3: Enclosed spaces,
4: Insects, 5: Snakes, 6: Dogs, 7: Cold, 8: Fire, 9: Failure, 10: Abandonment/being
alone, 11: Ghosts, 12: Darkness, 13: Loud noises, 14: Silence, 15: Sharp objects, 16:
Blood, 17: Thunderstorms, 18: Gore, 19: Disease, 20: Filth
53) What would you be doing if you weren't adventuring with this group?
57) If you could design the ideal teammate/friend/partner, what would they be like?
How would they act?
62) Your character gets to name the next boat they sail on, what do they name it?
64) What does your character want to be remembered for once they leave this world?
There were solid suggestions for this rather than what their specific character is like, so
here's another list:
1. Send away: "I would heartily recommend you turn around, this is not a great
place for tourism."
2. Disarm or Diplomacy: "Alright, leave your weapons by the door and come talk
by the fireside."
3. Trap: "Okay, wait in the waiting area - to your left, more to your left, forward a
bit, to your left, perfect." *engage trap*
4. Diplomacy: "Well you sound like stand up individuals, I'll go get the boss so
they can decide."
5. Diplomacy or Trap: "If you're looking to join the
gang/tribe/horde/group/association then follow me to the recruit testing
grounds."
6. Send away: "You don't want to come this way, this is the poison cave, I'm just
here to warn people away. We tried just putting up a sign but too many
unfortunates ignored it."
7. Send away and/or Extort: "Hey you's. How's about a bit of coin, and I won't
tell anyone I's seen ya? Eh? Eh? I won't even ring this here alarm bell." <Wink>
8. Send away: "Yeah, I wouldn't recommend coming here unless you're invited,
trespassers tend to end up becoming part of the chef's special. Needless to say,
don't eat any meat if you do get invited here."
9. Send Away: On orders of [setting appropriate authority figure], this area has
been declared off limits, please take your business elsewhere.
10. Diplomacy: You want through? Alright, the commander is in the tent over there,
leave your weapons in the rack before you head in.
11. Trap: You want through? Alright, the commander is in the tent over there, leave
your weapons in the rack before you head in. (The "commander's tent" contains
a monster)
12. Diplomacy: Before you enter, you need to swear an oath of peaceful travel to
our god, [setting appropriate god, non-evil alignment]. (If sworn, this oath
inflicts a curse on anyone that attempts to draw first blood in a conflict within 24
hours of being sworn. Once first blood is drawn, all restrictions are off).
13. Trap: Before you can enter, you need to swear an oath of peaceful travel to our
god, [setting appropriate god, ideally NE or LE alignment]. (DC 15 sense motive
check to detect something is screwy, DC 20 Knowledge: Religion check to
know that a more accurate translation of "peaceful" from the original infernal is
"yielding" or "surrendering". Any character who swears the oath can be
commanded by a cleric of the god in question, as though affected by a Geas
spell).
14. Turn Away: By order of the [setting appropriate authority figure], none may
pass here without appropriate authorization, and nothing may be removed
without paying the appropriate taxes. Do you have those forms? No? Then I'm
sorry, but you must return to the castle and make an appropriate request.
15. Extort: By order of the [setting appropriate authority figure], none may pass
here without appropriate authorization, and nothing may be removed without
paying the appropriate taxes... but if you didn't get those forms, I could get them
squared away for you, with an appropriate fee, of course.
16. Trap: You want into the caverns? Sure! But before you head down, the bosses
insist that everyone have a light source, so we've got torches and fuel here for
anyone who needs it. (The torches and fuel are treated to emit a smell that
attracts a group of monsters that live deep in the structure. The regular occupants
use torches and fuel treated with a compound that repels the same monsters).
17. Extort: Real talk, if you go in there, the displacer beasts are going to get you.
Unless you have one of these (holds up a necklace with a small amulet on it; the
amulet smells of herbs and medicine), which drives them off. I've got a couple
spares here, but they cost money to make...
18. Trap: Real talk, if you go in there, the displacer beasts are going to get you.
Unless you have one of these (holds up a necklace with a small amulet on it; the
amulet smells of herbs and medicine), which drives them off. I've got a couple
spares here, but they cost money to make... (the necklace does work as
advertised, but also contains a concealed clockwork device. In response to a
particular tone and cadence of whistle, the necklace rapidly and forcefully
constricts around the throat, causing asphyxiation and preventing casting of
spells with verbal components).
19. Trap: That's above my pay grade, buddy. Leave your weapons here and go talk
to my supervisor. She's the third door on the left, don't forget to knock three
times. (The guard's supervisor is a medusa, and knocking three times is a code to
let her know the people at the door are worth killing. She throws open a
concealed viewport in the door, achieving surprise, and uses her petrifying gaze
on whoever is on the other side. Initiative is then rolled normally from there).
20. Send Away: Aww geeze, more adventurers? Killing you lot is getting tedious.
Either piss off or come here and get it over with!
21. Ignore: "Oggork not worry, Shaman said Adventurers not real. They can't hurt
Oggork if he do not let them. Only in Oggork Head."
22. Send away: "You no even look like Adventurers Oggork needs to look out for.
Make away, Oggork needs to look out for Adventurers. BUT NOT YOU!"
23. Barter: "If Oggork tell that Oggork suddenly has Urge to turn life around and
start new Carrerrr.. Karier..Carerer... Job as Farmhand. People believe Oggork,
yes?"
24. Flee: "Oggork not paid enough to be made Hurt by angry People. Oggork not
paid at all!" (While making a desperate Scene to throw Weapons away and walk
around the Party before running away)
25. Barter: "Oggork might be convinced to never has seen angry People while also
finding sudden interest in a Stone far down the Valley. Yes?"
26. Diplomacy: "Parsley! Parsley! Oggork knows what to say when angry People
want to talk! Parsley!"
27. Feint: "Yes yes. Mean People come to help Oggork fulfil mission! Oggork had
to wait many many moon here! Better not let Oggork keep you. Quick, pass.
Move!"
28. Various: Welcome, friends! Come in, sit down, and hear tell of the philosophy
of Amway.
29. Various: Look, we're supposed to fight you, but honestly I'd prefer to play a few
rounds of 3 Dragon Ante and call it even.
30. Various: We're selling these fine leather jackets...
31. Various: Want to join our gang?
32. Send away: "I wouldn't recommend walking around here in full armour and
carrying weapons; people might get the wrong idea"
33. Avoid or Diplomacy: Crap. More adventurers. ::feigns death:: Which could
lead to negotiation/diplomacy: “Please. I’ll just say I was knocked unconscious.
I have to feed my family.
34. Ambush: Upon further inspection, the NPC isn’t dead. They yell “Get ‘em!”
triggering an ambush
35. Avoid: More attempts to feign death: “I swear I’m dead this time. It sure is
convenient that I died when you appeared. Like totally really died.”
36. Send away: (hurried) "How'd you even get here? Take my advice, 'accidents'
tend to happen to people when they're not welcome, so get lost and I'll pretend I
didn't see you."
37. Diplomacy: "Normally I'd give you a light beating or call my buddies, but that
is a very dangerous-looking (weapon, item, or character). Boss is this way."
38. Fakeout/Trap: "Yeah, get 'em boss/sic 'em Fido!"(points behind the party at
nothing, runs for help)
39. Trap: "You all make a good poin- POCKET SAND!" (Attempt to injure or take
hostage blinded player)
40. Extort: "Tell you what. You make it worth my while, and I never saw a thing."
(Scoff at first offer, haggle it up even if it's amazing)
41. Send away: “Unless you’re selling mint wafers just go away!”
42. Avoid: “Let’s exchange a few punches so you have bruises and so I can “”Pass
out”” Then you go deal with the boss. Rations have been tight lately”
43. Ambush: *in an attempt to buy time for the bad guys, grunt has a conversation
with the adventurers. This particular NPC stops after the party and moves his
lips in a muttering fashion. If anyone has the observant feat they notice grunt
repeating what the party says. A DC 15 perception check reveals a glint of wire
between grunt’s fingers. * He’s actually using message to relay what the
adventurers say, and the lair is alerted. Don’t tell the PC’s anything about
message. Just let the observant characters or the players who know their spell
components shine here. With a 10-14 insight check he seems nervous, with a
15+ he appears to be buying time.
44. Send away: *The Goblin waves their hand in a hovering semi circle* "These
are not the Warforged you're looking for..."
45. Send away: "We don't take kindly to your type round hn'ya!"
46. Diplomacy: "Want to play a hand of cards/dice/coins? I'm bored as hell!"
47. Send Away: Out of the door. Line on the left. One cross each. (Life of Brian
reference)
48. Send Away: "You're not supposed to be here. Maybe I can, ah, persuade you to
leave?" The goblin pulls back his trouser legs, lifts his feet into the air, exposing
well-shaped calves. He winks at you. That's a... <rolls d20> 17 persuasion?
<DM looks at the players hopefully>
49. Diplomacy: Okay fine im the bad guy, you are the good guys, listen i am broke?
deeply underqualified, and would much rather go home to my wife and kids.
Could you spare me a small tribute of xx gold? I can go home, you did a great
thing and i tell you what i know.
50. Send Away: "If we fight we know this will end up with either you or us dead.
But if we let you in, the boss is going to kill us too. Just leave and we pretend
that you were never here."
51. Negotiate: "If we fight we know this will end up with either you or us dead. But
if we let you in, the boss is going to kill us too. Look, we hate all of this, but we
can't just leave - we tried. Unless you're willing to pretend that we fought and
you killed us...?"
52. Allow past: You can see me? Are you sure you can see me? How many fingers
am I holding up? Wow... this invisibility potion sucks. What are you guys doing
here anyway? Lookin' for treasure? Sure, have at it. I’m gonna take a nap.
53. Allow past or Ambush: "Ah, you must be the reinforcements. Come in, we're
just about to serve soup. I'll introduce you to the boys there!"
1. You will not be punished for your anger; you will be punished by your anger.
2. In the end, it’s not the years in your life that count. It’s the life in your years.
3. Truth is truth. How you deal with it is up to you.
4. Hero’s are no braver than an ordinary man, but he is brave five minutes longer.
5. Add life to your days, not days to your life. Life is either a daring adventure or
nothing. It is not death most people are afraid of. It is getting to the end of life,
only to realize, that you never truly lived. Some beautiful paths cannot be
discovered without getting lost.
6. Yesterday is history, tomorrow is a mystery, today is a gift of God, which is why
we call it the present.
7. [u/M1LK3Y2h] We don't get to decide what weighs on our souls, but it is our
responsibility nonetheless
8. [u/OliverCrowley5m] "We don't make peace with our friends" in the context of
"making peace with your enemies is of course difficult and unpleasant, that's
why they're your enemies"
9. [u/iruleU] Speaker (someone the party is going to for answers) pouring tea into a
full cup. Tea goes everywhere.
10. [u/iruleU] PC asks why they are pouring tea into the full cup.
11. [u/iruleU] Like the full cup you come to me full of yourself. You must be empty
if you are to be filled with wisdom.
12. [u/butcher_666] When you learn to balance a tack hammer on your head, you
will learn to head off your enemies with a balanced attack
13. [u/Woopdeedo] “There is more to life than what you're living. You take a
chance and face the wind. An open road and a road that's hidden. A brand new
life around the bend. “
14. [u/Woopdeedo] “You take the good, you take the bad, you take them both and
there you have The facts of life.”
15. [u/Woopdeedo] “Now, the world don’t move to the beat of just one drum What
might be right for you, may not be right for some.”
16. [u/Moon_Dew] Inaction in the face of evil can be as damning as the act of evil
itself.
17. [u/Moon_Dew] Choosing to take no action is still a choice. Taking no action is
still an action.
18. [u/Moon_Dew] Is there really honor and glory in war? Look in the eyes of the
widows and orphans, listen to cries of the wounded and the silence of the fallen,
and stand within the worn-torn battlefields. You'll find your answer.
19. [u/Moon_Dew] When deciding between the devil you know and the devil you
do not know, remember that, in the end, they are both still devils.
20. [u/Moon_Dew] Four strands of rope, kept separately, can be snapped with ease.
Four strands of rope, twined together, are stronger than the sum of their parts.
Strength lies not in numbers, but in unity, in cooperation.
21. [u/Moon_Dew] There is nothing wrong with being proud of yourself, but always
remember that too much pride can be blinding.
22. [u/Moon_Dew] Always keep an eye on your pawns, even the ones you've
already sacrificed. Off the board doesn't necessarily mean out of the game.
23. [u/Moon_Dew] Even a mouse can be ferocious when cornered.
24. [u/u/Moon_Dew] The past is written in stone, the present in clay, and the future
in sand.
25. [u/Moon_Dew] You are only bound to your destiny if you believe yourself
bound to it. Only when you realize that it is you who controls your destiny can
you well and truly be free.
26. [u/Moon_Dew] Better a swift death at the blades of tyrants, than a slow one
under their heel.
27. [u/Moon_Dew] If you believe you know everything, then you truly know
nothing at all.
28. [u/Moon_Dew] Steel rusts, flesh weakens, but will is unbreakable.
29. [u/Moon_Dew] If you think you're prepared for any eventuality, I can promise
you'll be caught by surprise quite frequently.
30. [u/Moon_Dew] Before binding yourself to someone through oaths of honor and
loyalty, be sure to ask yourself if they even deserve such honor or loyalty.
31. [u/Moon_Dew] There is no honor or glory in war, just victory or defeat.
32. [u/Moon_Dew] Until beasts have scribes of their own, tales of the hunt shall
always venerate the hunter.
33. [u/Moon_Dew] The first step towards true wisdom is acknowledging that
everything you know pales in comparison to everything you do not. The second
is accepting that, no matter how long you study, you can never know everything.
The third step is to keep learning regardless.
34. [u/Moon_Dew] What is the path to true enlightenment? I'm afraid I cannot tell
you. Everyone must forge their own path.
35. [u/Moon_Dew] What is the meaning of life? The meaning of life is to live.
36. [u/Moon_Dew] There is no shame in accepting charity when it is offered, or in
asking for help when it is needed.
37. [u/Moon_Dew] To er is human, to forgive is divine... but never pay full price for
late pizza.
38. [u/iruleU] Speaker (someone the party is going to for answers) pouring tea into a
full cup. Tea goes everywhere.
39. [u/iruleU] PC asks why they are pouring tea into the full cup.
40. [u/iruleU] Like the full cup you come to me full of yourself. You must be empty
if you are to be filled with wisdom.
41. [u/DMforaDM] "The same hammer that breaks glass forges steel"
42. [u/DMforaDM] "Leave tomorrow's problems to tomorrow's you"
43. [u/DMforaDM] "Dont try to have sex with dragons"
44. [u/DMforaDM] "Sometimes you have to walk in the dark to appreciate the light"
45. [u/DMforaDM] "Nobody's perfect. You just have to live and work it again and
again until you get it right"
46. [u/DMforaDM] "If the world ended tomorrow, would you rest in peace knowing
your actions today?
47. [u/Woopdeedo] “There is more to life than what you're living. You take a
chance and face the wind. An open road and a road that's hidden. A brand new
life around the bend. “
48. [u/Woopdeedo] “You take the good, you take the bad, you take them both and
there you have The facts of life.”
49. [u/Woopdeedo] “Now, the world don’t move to the beat of just one drum What
might be right for you, may not be right for some.”
50. [u/PutridMeatPuppet] There is a fine line between being brave and being stupid.
Make sure you are on the correct side of this line.
51. [u/Viscumin] You must wait for the silt to settle, before the water can be clear.
52. [u/burnslikefook]
Only a fool leaves this world with a bag full of healing potions.
53. [u/OwenMcCauley] A road of gold is both loud and slippery.
54. [u/Funlovingpotato] Assassin/LE: "The world is cruel, unkind, and deceitful. A
wise man will use that against his enemy."
55. [u/Funlovingpotato] Hermit: "The man who thinks himself wise is foolish. The
man who thinks himself foolish is wise. The man who thinks too little is dead.
The man who thinks too much loses everything he fights for."
56. [u/Vaskre] A bowl is most useful when it is empty.
57. [u/Asthma_Enthusiast] Live. Laugh. Love.
58. [u/Torvaak] Calm waters run deep
59. [u/Torvaak] You can bring a horse to water, but you can not make it drink
60. [u/Torvaak] A copper saved is a copper earned
61. [u/Torvaak] Liquor before beer and you are in the clear, Beer before liquor and
you are never sicker....I think.
62. [u/That_Guy545] Nothing is written in stone, but a dirt path. If you roll your
wagon the same way for too long, it will become the only path you can take
63. [u/MrMage88] Sleep is good.
64. [u/MrMage88] People in glass houses should rarely throw bears.
65. [u/MrMage88] Kindness rewards kindness just as anger punishes anger.
66. [u/MrMage88] Life is a journey and death is the destination. Where you go and
what you do with your journey, how you enjoy it, is up to you.
67. [u/MrMage88] When in danger, it can be a good idea to pray, but never forget to
run, too.
68. [u/MrMage88] Patience brews the best tea.
69. [u/MrMage88] We should strive to make things better than ourselves.
70. [u/MrMage88] Let me tell you what I wish I’d known when I was young and
dreamed of glory: You have no control who lives, who dies, who tells your
story.
71. [u/MrMage88] Life is story: it’s best to have one worth reading.
72. [u/MrMage88] Every person is a thread in the tapestry of mortal history.
73. [u/MrMage88] I may die but my requiem plays on, the consequences of my life
echoing into the void of history.
74. [u/Fallstar] There can be no friendship without confidence, and no confidence
without integrity.
75. [u/Fallstar] Integrity without knowledge is weak and useless, and knowledge
without integrity is dangerous and dreadful.
76. [u/Fallstar] There is no wisdom in useless and hopeless sorrow; but there is
something in it so like virtue, that he who is wholly without it cannot be loved.
77. [u/Fallstar] It is more from carelessness about truth than from intentional lying,
that there is so much falsehood in the world.
78. [u/Fallstar] Every man naturally persuades himself that he can keep his
resolutions, nor is he convinced of his imbecility but by length of time and
frequency of experiment.
79. [u/Fallstar] It is always observable that silence propagates itself, and that the
longer talk has been suspended, the more difficult it is to find any thing to say.
80. [u/Fallstar] Beware the fury of the patient man.
81. [u/Fallstar] We first make our habits, and then our habits make us.
82. [u/Fallstar] Happiness is the perpetual possession of the well decieved.
83. [u/Fallstar] There can only be one wisdom. For if it were possible that there be
several wisdoms, then these would have to be from one. Namely, unity is prior
to all plurality. All we know of the truth is that the absolute truth, such as it is, is
beyond our reach.
84. [u/M1LK3Y] We don't get to decide what weighs on our souls, but it is our
responsibility nonetheless
85. [u/Nesurame] "When there are no foes to slay, there might be a cake to cut."
86. [u/Nesurame] "Sometimes the simple solution IS the solution"
87. [u/Nesurame] "Sonny, I have forgotten more things than you have ever bothered
to learn"
88. [u/Japo1998] Remember to add the pasta when the water is boiling. And don't
forget to salt it too.
89. [u/sax87ton] Barbarian and a wizard get into a fight about who’s smarter.
90. [u/sax87ton] Barbarian says “you thing you’re so smart because you read your
fancy books, but your so dumb you don’t even realize you just stepped in dog
shit”
91. [u/sax87ton] Wizard “what when? The dm didn’t tell me”
92. [u/sax87ton] Dm “you’d have to check to know for sure”
93. [u/sax87ton] The wizard raises his foot to check the bottom and the barbarian
shoves him over.
94. [u/sax87ton] “See, told you I was smarter”
95. [u/1337d00dXD] Take the long road, strangers. The long road will set you free
96. [u/1337d00dXD] Always waver, but never bend
97. [u/1337d00dXD] Even monkeys fall from tree
98. [u/World_of_Ideas] Often it is the journey that is important not the destination.
99. [u/World_of_Ideas] The truth remains the truth, an untruth remains an untruth,
no matter how many people believe otherwise.
100. [u/AyoRobo] Oh you don't have to be wise to play a wise old mountain
man. You only have to be cryptic.
101. [u/DevilBusterRage] Do not disturb your foe while he is making a
mistake.
102. [u/Plz_gib_username] Bravery is not to feel no fear, bravery is to be
afraid, but still act despite it.
103. [u/Plz_gib_username] When the storm winds blow fiercely the tree that
bends breaks
104. [u/Plz_gib_username] When the storm winds blow fiercely the tree that
doesn’t bend breaks
105. [u/World_of_Ideas] If you don't take time to enjoy life, what was the
point?
106. [u/World_of_Ideas] If you try, you might fail. If you do not try, you have
already failed.
107. [u/World_of_Ideas] One, who does not question, is easily lead astray.
108. [u/World_of_Ideas] Good intentions may lead one down the wrong path.
However, without good intentions one is already on the wrong path.
109. [u/World_of_Ideas] Stop dreading failure. Learn from it.
110. [u/World_of_Ideas] The truth doesn't care what anyone believes.
111. [u/World_of_Ideas] Titles and praise do not make one great. The path to
greatness lies in what you do.
112. [u/World_of_Ideas] When life gives you lemons, make lemonade
113. [u/KatLikeGaming] You see.. marriage is like a rattlesnake. You can
have the head of a rattlesnake with its sharp teeth and curious tongue, and the
tail of a rattlesnake with its mesmerizing rattle. But only together do you have a
whole rattlesnake. Apart, you're just a hollow object and a screaming mess.
114. [u/hells_angle] If you take that bus... you get there.
115. [u/Firriga]
A wise man is but a normal person who is very vocal about the clear lack of
common sense nowadays.
116. [u/t0tallyn0tab0tbr0] “Prodigious size alone does not dissuade the
sharpened blade”
117. [u/t0tallyn0tab0tbr0] “A strict regimen is paramount, if one is to master
the brutal arithmetic of combat”
118. [u/t0tallyn0tab0tbr0] “Every creature has a weakness. The wise hero
trains for what they will face.
119. [u/t0tallyn0tab0tbr0] “A little hope, however desperate, is never without
worth.”
120. [u/t0tallyn0tab0tbr0] “Failure tests the the mettle of heart, brain, and
body.
121. [u/t0tallyn0tab0tbr0] You will endure loss, and learn from it.”
122. [u/t0tallyn0tab0tbr0] “Ignorance of your enemy and of yourself will
invariably lead to defeat”
123. [u/Arkhwitch] “Overconfidence is a slow and insidious killer.”
124. [u/Kicooi]
The Zhuangzi is a great source of sayings that sound mysterious and wise.
125. [u/Kicooi] “Now gaining is timely, but losing is what follows. Take
comfort in timeliness, and settle into what follows, then grief will not be able to
disturb you”
126. [u/Kicooi] “The cosmos burdens me with physical form, toils me through
life, eases me through old age, and rests me in death. What makes my life good
is what makes my dying good also”
127. [u/Kicooi] “A large tree must have had little worth to grow so vast”
128. [u/E3RIE_] "It is important to draw wisdom from many different places,
or else it becomes rigid and stale."
129. [u/E3RIE_] "Are you so busy fighting that you do not realize your own
ship has set sail?"
130. [u/E3RIE_] "In the darkest times, hope is something you give yourself. It
is the meaning of inner strength"
131. [u/E3RIE_] "Destiny is a funny thing. You never know how things are
going to work out."
132. [u/E3RIE_] "This tea is something more than hot leaf juice!"
133. [u/TheMightyFishBus] What is the most important step a man can take?
Always the next one.
134. [u/Guns_and_Dragons] "Get a beach house. It gives you somewhere to
go."
135. [u/psychotic_jimmy] "Rather than to aim to be something, just be."
136. [u/Fony64] "Remember that this moment will also pass. Good or bad,
everything is temporary"
137. [u/Fanche1000] Those who don't love never live. Those who do love
never die.
138. [u/superheltenroy] Use soap every now and then.
139. [u/arsalantheking] Death is inevitable, but Life is a journey to death so
make it count
140. [u/Kronk458] Even you're in the right tunnel, the ooze will still eat you if
you just sit there.
141. [u/always_gamer_hair] You only get one chance to screw things up
forever, so don't be afraid to take it.
142. [u/always_gamer_hair] Saying something that sounds wise and actually
being wise are two entirely different matters. Make sure you aim to be wise,
unlike me.
143. [u/always_gamer_hair] Knowing your right from your left is irrelevant
when the enemy stands straight in front of you.
144. [u/always_gamer_hair] Being able to do the right thing doesn't matter so
much as knowing to not to the wrong thing.
145. [u/always_gamer_hair] Regularly wash behind your ears. It will help you
to hear the world a little differently.
146. [u/Quibblicous] You are what you are. Once you know what you are,
what others are doesn’t matter.
147. [u/HimurasanX] "It's an old hat, just a different coat"
148. [HimurasanX] "Funny thing about strength, the stronger you are the less
you have to fight."
149. [u/HimurasanX] "First over the wall is an idiot, the second, is an idiot.
The third, seeing what happened to the first two, is who you need watch out for."
150. [u/legaladult] You already have what you're looking for.
151. [u/lander776] The more you run from the past, the quicker you’ll be
burning through your future.
152. [u/lander776] Life isn’t set in stone, but it is set in a muddy road. The
more you drag your cart through the same rut, the harder it’s gonna be to get it
out.
153. [u/BigJon117] “A dead thing can go with the stream, but only a living
thing can go against it.”
154. [u/TAGMOMG] "What a person intends means all to them, and little to
others. What a person says means little to them, and all to others."
155. [u/TAGMOMG] "To seek wisdom from a single being is, in itself, an act
of the unwise. Open your mind, and you will find yourself garnering more
wisdom from the journey home then I may ever teach you."
156. [u/TAGMOMG] "All things in moderation. Including, of course,
moderation."
157. [u/TAGMOMG] "In your profession, you must not fear death. Fear leads
to inhibitions, lack of action, and hesitation - all fully capable of causing your
death, and others alongside it, when action is needed. You will fear it, it is
natural to do so. Yet you must ignore that instinct, and act without hesitation."
158. [u/TAGMOMG] "The early bird may get the worm, but it is the second
mouse that gets the cheese."
159. [u/TAGMOMG] "Life very rarely molds itself well to universal wisdom.
Take all advice with this in mind. Including this advice, of course."
160. [u/Lightsong-Thr-Bold] In response to the party failing in a major way:
“You tried to (insert major defeat). You mostly failed. This is life. The longer
you live, the more you fail. Failure is the mark of a life well lived. In turn, the
only way to live without failure is to be of no use to anyone. Trust me, I've
practiced”
161. [u/Moon_Dew] Only two kinds of people claim to feel no fear: liars and
madmen.
162. [u/MildlyConcernedGhost]
• "We can forget happy things. We can probably forget sad things too. People
have the power to forget."
1. [u/MildlyConcernedGhost] - "An upper jaw filled with joy, and a lower jaw
filled with sorrow. Life has a habit of grinding these two together. It is our job to
relish it."
2. [u/Maxpowers13] Fight like you are dying, live like you are fighting
3. [u/lavapants42] "The question is not whether you will love, hurt, dream, and die.
It is who you will love, why you will hurt, when you will dream, and how you
will die." -Oathbringer by Brandon Sanderson
4. [u/Mike_Kachowski31456] I would love to see where this goes, but just like you
I'm not the wisest person you'll come across
5. [u/Avenja99] Don’t wait around for someone to make you happy, if you want to
be happy, then be happy.
6. [u/ZerWolff] You will be forgotten in the shade of your achievements.
7. [u/jaydezi] There's no situation so bad, that you can't make it worse. - Chris
Hadfield (maybe)
8. [u/BoldSerRobin] Mastery of the self is the only mastery that matters.
9. [u/BoldSerRobin] There is no civility, only politics.(Palpatine)
10. [u/BoldSerRobin] A war without civility is a massacre. (Treys Renata)
11. [u/e_dot_price] One who is never without one’s weapon will always find oneself
using it.
12. [u/Rhonoke] A little ritual goes a long way.
13. [u/Rhonoke] Mistakes should be rested on the heart not the soul.
14. [u/Rhonoke] All is Human that suffers from the human condition.
15. [u/Rhonoke] To live is to devour others.
16. [u/Rhonoke] Everything is Food for something else.
17. [u/Rhonoke] Not everything needs to be Okay at the same time.
18. [u/Rhonoke] Love is a rich man's gold.
19. [u/Rhonoke] Live for the little things. Die for the big things.
20. [u/Rhonoke] To do for someone, something that they can do for themselves, is a
form of theft.
21. [u/Fallstar] Nature is where birds fly about uncooked.
22. [u/Fallstar] Among the most courageous must be counted the first to eat an
oyster.
23. [u/Fallstar] It is not through violence but compassion that the virtue of a
civilization is proved.
24. [u/Fallstar] When one categorizes people according to their great love before all
else, all other categories quickly dissolve.
25. [u/Fallstar] Life is a fatal sexually transmitted disease.
26. [u/Fallstar] Almost all absurdity of conduct arises from the imitation of those
whom we cannot resemble.
27. [u/Fallstar] No man is much pleased with a companion, who does not increase,
in some respect, his fondness for himself.
28. [u/Fallstar] Men more frequently require to be reminded than informed.
29. [u/Fallstar] Avarice is generally the last passion of those lives of which the first
part has been squandered in pleasure, and the second devoted to ambition.
30. [u/Fallstar] Every man is rich or poor according to the proportion between his
desires and his enjoyments; any enlargement of wishes is therefore equally
destructive to happiness with the diminution of possession, and he that teaches
another to long for what he never shall obtain is no less an enemy to his quiet
than if he had robbed him of part of his patrimony.
31. [u/Fallstar] He is no wise man that will quit a certainty for an uncertainty.
32. [u/Fallstar] Hope is necessary in every condition. The miseries of poverty, of
sickness, or captivity, would, without this comfort, be insupportable; nor does it
appear that the happiest lot of terrestrial existence can set us above the want of
this general blessing; or that life, when the gifts of nature and of fortune are
accumulated upon it, would not still be wretched, were it not elevated and
delighted by the expectation of some new possession, of some enjoyment yet
behind, by which the wish shall at last be satisfied, and the heart filled up to its
utmost extent.
33. [u/Fallstar] Pleasure is very seldom found where it is sought. Our brightest
blazes of gladness are commonly kindled by unexpected sparks. The flowers
which scatter their odours from time to time in the paths of life, grow up without
culture from seeds scattered by chance. Nothing is more hopeless than a scheme
of merriment.
34. [u/Fallstar] Merriment is always the effect of a sudden impression. The jest
which is expected is already destroyed.
35. [u/Fallstar] It is seldom that we find either men or places such as we expect
them. ... Yet it is necessary to hope, though hope should always be deluded, for
hope itself is happiness, and its frustrations, however frequent, are yet less
dreadful than its extinction.
36. [u/Fallstar] Nothing will ever be attempted, if all possible objections must be
first overcome.
37. [u/Fallstar] Example is always more efficacious than precept.
38. [u/Fallstar] If one wishes to avoid all criticism, one must simply say nothing, do
nothing, and be nothing.
39. [u/NewToSociety] "You're the one who has to die when its time for you to die,
so live your life the way you want to."
40. [u/NewToSociety] "Holding a grudge is drinking poison and praying for your
enemy to die. Of course, I knew a paladin whose prayers set their sword afire
and raised the dead...."
41. [u/NewToSociety] "The gods ask us to be faithful to them at all times because of
how hard it is to believe in yourself in the hard times. Faith in miracles is good
practice for facing down dragons."
42. [u/kaldogle] From Dimension 20, DnD show; “[We] mortal beings are the
instrument by which the universe cares.” I just like the quote
43. [u/unjust1] Violence is the last refuge of the incompetent. Those whom the gods
would destroy first they make proud!
44. [u/someone_back_1n_time] I'm not a wise man. I'm not even a wise guy. But I
am wise enough to know I can be wiser still.
45. [u/Enddar] Forgiveness is difficult. The pain of hatred, even more so.
46. [u/Moon_Dew] There is nothing to be gained from following the well-worn
path. Though blazing your own trail comes with risks, it also comes with
rewards.
47. [u/finlshkd] One is not a fool for believing a lie, nor for knowing the truth; only
for believing one knows.
48. [u/c_wilcox_20] Bravery is not the absence of fear. Bravery is being scared and
saddling up anyway.
49. [u/Arcane_Quadrivium] When in doubt, go slow.
50. [u/Moon_Dew] When in doubt, go slow. Unless there's an owlbear chasing you,
in which case you run fast.
51. [u/DogmaSychroniser] Let it be.
52. [u/unjust1] A fool would become wise if he would persist in his foolishness.
53. [u/102bees] For there is no form or substance that does not have its roots in the
TOWER, which is under assault from the EGO, that terrible enemy called I.
1. There is a line of flammable liquid leading from one door into another.
2. The players are summoned to meet the lord, who is laying dead in their throne as
soon as they arrive
3. A room is filled with dead bodies. Someone pretending to be dead crawls over,
and tells the party some important advice in exchange for something from the
room ahead.
4. A sudden cloud of dust appears behind the party as the room they just came
from collapses suddenly. Looking back, the party can't see what did it (Outside
only).
5. The party finds someone running in the opposite direction, screaming, covered
in blood.
6. The entire room is filled with a still-moving cloud of soot, that's starting to settle
on the floor. The players instinctively cover their mouths and noses to avoid
choking, and they leave footprints in their steps that fill in within seconds.
7. A half-eaten body is thrown at a wall from an open door that slams shut. Only
the lower torso and legs remain
8. Someone is trying to run away from another room, but is tripped, and as they try
to scramble away, they are pulled backwards. The door slams shut.
9. A dead body hangs upside down from the ceiling. The wrists are bound above
the head, slit marks cover their arms, neck and clothing. There isn't a drop of
blood on the floor.
10. The words "RUN! DONT MAKE A NOI" are written on the wall in blood
11. A horse with it's reins shoddily cut comes bursting through, seemingly oblivious
to the party. The horse will run them over if they don't move out of the way first,
and if the party tries to stop the horse it will kick and struggle until it escapes
12. A strong gust of wind blows a straw hat into the room. The hat is coated in
blood and is completely tattered.
13. The floor clicks
14. The air is incredibly hot for a second, until the heat leaves the room through the
door the players came through
15. The bitter taste of almonds hits your throat
16. A disembodied/ethereal hand slams the door shut behind
17. The floor squelches beneath the player's feet
18. The entire room is empty, save for a child's doll on a table in the side. It's facing
the door, and has those sunken eyes that look like they're following the party.
When they aren't looking, the doll will turn it's head to face the party
19. A pile of smouldering ash sits in the centre of the room. A single, charred plank
of wood is next to it. That plank is covered in barnacles and seems to come from
the bottom of a ship
20. The not-too-distant sound of rumbling shakes the ground a little
21. The door behind closes on it's own. It softly clicks and the sound of grinding
metal gears comes from the walls and ceiling
22. The floor is a giant chessboard. There are giant pieces, and anything on a white
square has disintegrated. This trap is no longer in effect, but the door on the
opposite side is a lot bigger than the one the party came from
23. The ceiling is covered in spikes. (Roll D6, if 5 or 6, there is a dead body
dripping blood)
24. There is a candle chandelier hanging from the ceiling. But the ceiling is 100 feet
in the air, and spinning slightly, as if it were handled just recently
25. Someone is chained to a table in the middle of the room. Their entire torso has
been cut open, and their insides are spilling out. The show no sign of being
alive, except for the still-beating heart in their chest
26. A book on how to cast invisibility is laying on the floor, seemingly dropped
there. It's written in a language one of the players knows. There are empty,
locked cages throughout the room
27. The distinct sound of dripping comes from nearby, but the air is bone-dry
28. In the previous room, the party could hear distant noises. Now, it's complete
silence
29. The sound of beastly snarls and growls can be heard
30. The floor and walls are clean. Not a speck of dust, not a single item out of place
31. A door on an opposite wall bursts from it's hinges, hitting the wall opposite, and
shattering into pieces
32. A set of armour lays on the ground, ground up with teeth marks
33. A wounded warrior tries to give advice, before choking on their own blood and
dying
34. An incomplete circle of dead bodies, touching head-to-toe, is in the centre of the
floor. The circle needs only two more to be completed
35. The floor begins to cave away under the feet of the most heavily-armoured
player
36. A rope is tied to the doorknob of the door they just passed through. The rope is
cut and lays loose on the floor, and there are burn marks all over the rope
37. Kevin McAllister taunts the party from the far end of the room and disappears
down the hall
38. Two or three giant crossbows are pointed at the door the party walks through.
Another two or three are pointed at the door on the far end. They are all loaded,
but nobody is there to fire them
39. The light from a window/light source is firing a beam, inches away from a
crystal in the centre of the room. Moving the crystal to the beam of light causes
it to mechanically move down under the floor, and close behind it.
40. The decoration on the far end of the room is completely different to the near side
- almost looking like two rooms were forcibly collided together
41. A puddle or water bath in the room begins trembling slightly
42. A parrot squarks "Marines, we are leaving! Everyone, retreat!"
43. A table full of laughing adventurers or guards goes silent as they see the party.
They all hunch over their drinks and glare at the party with a side-eye. They
won't talk, except to spit at the parties' shoes.
44. A pair of smoking boots sits in the centre of the room. If the party investigates
the boots, a pair of feet will fall out
45. The party hears a yelling from another door: "Mimi! Spit her out! No! Down!
Mimi! Drop her! No! Mimi! No! NOOOO!"
46. A tough-looking barbarian stumbles through the door on the far side, clutching
their side to keep their intestines from falling out. They collapse as a much
smaller maid steps behind, with a smear of blood on their apron. The maid will
step on the barbarian's corpse, tell the party "They all overstepped their
boundaries. But it's fine now," before walking off.
47. The floor in the centre of the room collapses. The stone-to-flesh orc that was
stood on it falls through, and before the floor rejoins, there is a large shattering
sound heard.
48. All of the parties' light sources are extinguished. They have a 50/50 chance to
relight themselves after a few seconds.
49. The party sees themselves on the far side of the room, all looking wounded and
beaten up, passing through a door on the far side. One of them looks back,
seems to yell something incomprehensible at the party, then continues down the
doorway.
50. A skeleton on a mechanism is pushed forward, and yells "Greetings, and
welcome to the room of certain demise! Greetings, and welcome to the room of
certain demise! Greetings, and welcome to the room of certain demise!" on loop.
Each time, their voice seems to get louder and more tinny. You choose the
voice, but it sounds cartoonish and silly
51. All the player's hair stands on end immediately. The room isn't colder than
normal
52. A person intercepts the party, telling them they ought not go on ahead, there's a -
before exploding into a puddle of blood and viscera
53. All light sources turn green
54. Blood drips into cracks on the ceiling from the floor
55. A fluffy white cat walks through the room, and it stops to clean the blood off it's
tail. If the party approaches, it hisses, bites, or runs away.
56. The door behind them closes with a loud slam, followed by a strange warping
sound as it fades from existence.
57. An impaled body is stuck on a spear embedded in the floor. It's still dripping
blood into a small, fresh puddle, and the body is still warm to the touch.
58. A babies' cot is filled with blood. If anyone puts their hand in, they are sucked in
by a force under the surface, that lets go the moment it feels air. If anyone puts
their hand in a second time, that force is nowhere to be seen.
59. Dust falls from the ceiling every few seconds.
60. A series of mosaics shows the party in the rooms prior, all solving any issues
they had. Someone has been watching them.
61. A door on the opposite side of the wall is completely mangled, having been
thrown off it's hinges and crushed under some large creature's bite force.
62. A large pit in the middle of the room is covered with a spider's web.The party is
free to walk on it problem-free, but if they attempt to break the webbing or set
fire to it, it is destroyed and a large army of baby spiders all crawl out and
surround the parties' feet. (Warning: Do NOT use this if anyone in the party
suffers arachnophobia. If they do, then say it's a rug covering the pit, and if it's
removed in any way, then an army of angry weasels bursts forth.)
63. There is a puppet on strings on a seat, dancing in place. The strings end about an
arm's length above the puppet.
64. A skull is hanging from the ceiling. It's swinging as if it were just dropped there.
65. Cracked glass lines one side of the room, from a broken cupboard.
66. The party does not enter the room. They exit on the other side as if they walked
through it, and just didn't experience walking through the room at all. (Think
King Crimson if you know Jojo's Bizarre Adventure)
67. A statue in the corner of the room is holding a drum. When the party isn't
looking, they hear the sound of a drum beat. The statue did not hit the drum.
68. A campfire in the middle of the room extinguishes if the party gets too close,
like a candle that was just blown out.
69. The party hears the faint sound of a commentator, narrating their actions to a
crowd they cannot see or hear.
70. There are several other doors in this room, but the deafening sound of chains
grinding together is heard as one door opens.
71. A boat has crashed into one of the walls.
72. Dead snakes dangle from the ceiling. (If your party has a phobia of snakes, then
it's rats)
1: A lord has asked the party to dispatch some low-life bandits who are terrorizing the
local people. The bandits call themselves freedom fighters, fighting against the over
taxing of the lord, taking the money off the middle class to fund for weapons, not
wanting to give up vengeance against the lord who let their children starve.
2: A farming community tell of a beast that has been killing their live stock. The beast is
in fact a wild man, cursed by a witch to become a rampaging wolf at night. The witch
cursed the man because he rebuked her love for the love of another.
3: The people of a town talk of a demonic force that is terrorizing a few buildings and
they want it gone. The demonic force is a very young child who lost their parents and
made a pact with a fiend/devil to play with the child and keep them company
forevermore.
4: A Lord sends the party to investigate the lack of supplies coming from a usually
thriving village in the woods. The Village is falling apart because the fruit and
vegetables that they gather from the forests are rotten and shriveled. The reason for this
is because the section of the forest is controlled by a group of overly charitable dryads
that give their lives to supply the food and now the forest is dying with the last dryad.
5: The party is hired to protect a caravan that contains medicine for a far away castle
filled with plague infected commoners. A different town which is also far off hears of
this, and attempts to raid the caravan to acquire the medicine for their own people who
are also infected. There is not enough medicine nor time to get to both places.
6-9: (Pisceswriter123)
6: Along the road to the village they come upon a huge ogre. He's carrying a big club
and is covered in mud. If the players choose to talk with the ogre he will give them
some of the freshly caught fish he has. If they choose to fight him, the ogre will scream
and use his club to defend himself until he can run away. If the players decide to do the
"murder hobo" type of thing and kill the ogre something else will happen.
7: At the village gates they see a dragon. He seems angry. He breathes fire and mumbles
under his breath about a bet and "The Eye of D". A number of times the fire comes
awfully close to the trees surrounding the village.
8: The players find the entire place crawling with guards depending on whether or not
the players chose to fight the ogre. They have word that a number of bandits tried to
mug the mayor's son. If the players succeeded in killing the ogre then the guards are
looking for murderers. If the players choose to sit and eat the fish with the ogre, he will
escort them to the village to meet his father.
9: In the village there's a tavern. The owner of the tavern is a grizzled old man with a
glass eye. He's big and hearty. Looks like he could take down a bear. His name, Denny
(or something that starts with a 'D'). If the players talk to him he might tell a tale about
how he almost defeated a dragon in an arm wrestling contest. Will trade work for
anything the players choose.
10-15: (ilovejuices2)
11: Defend a wizard's tower while he's casting a ritual. The town's folk are up in arms
because (half-way through the battle the party realizes) the wizard kidnapped a child for
blood sacrifice.
12: A devil promises one wish in exchange for his release from magical shackles
13: The there is a plague and the only way to stop it from spreading is to burn a caravan
of innocent people who may or may not be infected
14: A vampire who doesn't want to hurt innocent people is found killing prisoners. But
you know at least one prisoner was innocent awaiting trial.
15: There is evidence that the noble family was murdered by changelings. But the
changelings are benevolent rulers.
16: (Thecaninestesticles)
Deliver a crate from the servants entrance of a nobles large and excessively decadent
estate, across the city to a waiting ship on the roughest side of the docks. You are
instructed to never open the box. Don't tilt the box. Don't damage the box. Don't lose the
box. The box is more important than your own life until it is delivered.
The crate is roughly a meter and a half on each side. The rather snooty butler who
signed off on the contract made it clear and certain the contents of the box are worth
more than the entire parties lives put together. When inspected closely with a DC 16
perception check in a quiet area very faint muffled sounds can be heard from within the
box.
Some possible threads if the party breaks contract and opens the box:
-Illegitimate tiefling twins of the noble, sold off to foreign rulers who wish to add them
to their collection to save him the embarrassment of their existence.
-A servant girl who overheard the plot of the noble to gentrify the slums to eradicate the
poor and make more money, she's being unwillingly smuggled away by the head butler
for her own protection, who intends to do nothing with the information she has learned
and keep it quiet.
-An artifact from the noble's collection worth a fortune. The sound is from the halfling
thief who failed to steal it before the lid of the box was nailed shut. The local thieves
guild are currently looking for his whereabouts presuming he's absconded with the loot,
painting a target on their and the parties back.
17: (Chewbaxter)
The party are told to find and kill a large Man-Wolf that has been stalking a village
nearby. When they find it’s hideout, it’s a woman in pain and with no ability to control
the curse.
18: (DragonJohn1724)
A small village in the middle of nowhere, stuck in a time loop that ends in fire and
death. When the original fire happened the entire village died, except for a novice
wizard. The wizard made a grave for all the people in the woods, but wasn't able to
recover the bodies and so the graves are empty. He tried to revive the village, but his
spell went horribly wrong, trapping their souls in the empty graveyard, leaving the fire
to kill them again every night.
The wizard also trapped in the loop but lost his magic and remembers everything. He
knows the only way to end it is for all the villagers to be killed and buried with their
souls. After several failed attempts to do it himself he gave up and just tries to scare off
any normal people so they don't get caught in the fire.
19: (Chalupabatman322)
The party is hired by a foreign government or entities within the current government to
infiltrate a peaceful protest and surreptitiously turn the protest violent. This will either
give the government the justification it needs to send in soldiers to suppress the locals,
or it will propel the protest into a revolution to overthrow a corrupt regime.
20: (Stairmaster5k)
Players get hired by a Wizard for protection. As of late, the Wizard has been hunted by
devils/demons/twisted creatures of some sort from another plane. Turns out though,
these creatures used to be living people- the Wizards former apprentices, who are
coming back for revenge.
21:(RealSpandexAndy)
Obligatory colonialism idea; PCs are hired to clear out kobolds from their mine nearby,
so that humans can mine their silver.
22:(Alpbasket)
23: (infernova99)
A widow asks the party to find a pet for their child since ”their feeling down since the
other parent died”
In reality the widowed parent abused both of them and the pet is only to pacify the
child.
24-35: (Ninten_Joe)
24: An incredibly old Dragonborn wants the party to reclaim his families Silver Mine
from bandits. These bandits haven’t stolen anything, but are rumoured to have captured
prisoners. The whole town is nervous and is on the brink of sending in an angry mob!
Turns out the rumours are somewhat true, but the bandits see themselves as bounty
hunters and recently caught a group of pedophiles. They’re using the mine to keep the
children safe while they search for their parents.
25: The major of a large district has hired the party to find out why a certain black cat is
following him. He sees it everywhere whenever he leaves the house and his right hand
man, a fairly sketchy Wizard, can’t seem to do anything about it. The cat is an
Awakened animal that saw the Major (almost universally liked in the town) murder a
(insert relevant minority race) woman and her two children when she claimed they were
his. The Wizard helped him cover it up.
26: A new city is going to be built on the sight of an old mill town that’s been
abandoned for decades. Unfortunatly, the old inhabitants died off for a reason, and they
are willing to rise from the grave to protect that terrifying secret.
27: The party are sent to a crumbling tower to recover a special book for an old, sketch
Wizard. Upon arriving, they find the books previous owner dead, still clutching the
book in his withering hands. Next to him is his diary. If the players read it, they will
discover that this book holds powerful secrets, and that every person who owns the
book is killed by another before they can read the last page...
28: It is well known that priests of (Insert relevant god here eg Pelor) are spread thin.
Because of this, they travel alone to small towns and villages without a proper temple to
absolve the men and women of their sins and to teach them how to pray, etc. Recently, a
man was found dead, nailed to a tree with the word ‘Fornicator’ carved into his
forehead. A second man was found, barely alive having the word ‘Liar’ burned into his
flesh over and over again. He swears that one of the travelling priests tried to kill him
after he confessed his sins... but which one is it?
29: Local travellers have gotten sick and tired of ‘The Old Man of the Mountain’. He’s
an incredibly old man with a beard longer than he is tall and a voice like thunder. He
calls down to anyone attempting to find passage through the mountain pass, telling them
to turn back and that there is a curse on the mountain, or that there are terrifying
creatures down there in the snow. He starts pelting people with rocks if they get too
close and ignore him, forcing them to add another 3 days travel instead of using the
pass. Is he telling the truth? Or is he just crazy like they all say?
30: A village near some supposedly haunted woods recently outed a werewolf in their
town and chased him into the forest. Now they hear howling at night and fear he’ll
return. When they send the party to investigate, they discover he wasn’t actually a
werewolf, but was bitten and turned by one in the forest after he fled and has now
joined a clan of peaceful werewolf druids that are pissed off with the townsfolk for
hunting them and disturbing nature when all the want to do is live peacefully among the
trees.
31: Overnight, a forest seems to have sprung up around a small village near a swamp.
When the party are sent to investigate, they find regular forest animals in all the houses,
but they’re acting like people, struggling to clean human clothes, bake bread and gather
water. The party can not understand these creatures (unless they can cast ‘speak with
animals’), but can eventually understand they all want them to go further into the nearby
swamp. Once there, the party locate a witch who candidly states that she cursed the
townsfolk to become beasts, and they’ll forget they were ever human before the end of
the month. She gives you two options: “Give me something of emotional value from
each of you, or kill me, but be warned, there may be consequences...”
32: An entire mountain village are advertising a magical wellspring that can grant any
who bathe in it the power of a dragon! The opportunity (although incredibly expensive)
is too good not to investigate. What they’re NOT telling everyone is that this ‘Magical
Wellspring’ is actually the crystal blue blood of a dragon that is beyond ancient and the
last of its kind. They have it chained up inside the mountain it used to call its home and
have bled it to the point that it’s almost dead. What will the party do? Fight these
dragon infused people? Or let an innocent, good hearted creature suffer?
33: The party are sent to investigate a plague that has taken a large walled city to the
brink. Less than 100 people out of tens of thousands are left and the government doesn’t
seem to care. Once inside, you cannot leave until it is solved. Once inside however, you
learn that this is the work of a monster FAR stronger than you are ready for. The city is
full of dead adventurers sent before you, many stronger than you, and their epic
equipment and letters detailing who should get their belongings if they perish (a last
will). You also discover a way to escape the city through a hole in the wall near the
graveyard where the monster is said to lurk. Do you let the people hope for your
triumph, only to abandon them with the spoils? Or do you fight the seemingly
unbeatable foe and risk it all?
34: A local cult have become very vocal that they are looking for new members to join
them in spiritual bonding and meditation in a clearing near a waterfall. The townsfolk
nearby think it’s fishy and are getting riled up, but it doesn’t appear that these cultists
are doing anything wrong or magical at all... except openly admitting that they’re in a
cult.
35: A cart has been seemingly crashed and abandoned on the side of the road, guards in
heavy armour skewered by arrows and crossbow bolts. You can hear a man, woman and
children screaming for help from the overturned carriage, but can seem to see the
bandits, who may still be nearby after killing the guards. What should the party do?
36: (me) People have been getting food poisoning without any apparent reason. In
secrecy, the local wizard or alchemist has been magically changing the corpses of
humans (or rotten dead animals) into prime livestock meat. The town will starve
without the extra food, but will continue to fall ill with it.
37: (supersnes1) A wizard has been terrorizing the region in the search of magic items
and materials for a powerful ritual. The wizard and their cohorts have been relying on
extortion, theft, banishment, and assault to acquire the materials. It is said that they are
currently looking to wipe out a village in the mountains. Wizard is doing these things to
perform a powerful ritual to repulse or destroy a cloud giant fortress that is home to
many foul extraplanar entities. If the fortress is allowed to gain a foothold in our plane
then the kingdom will be at risk for invasion. Wizard tried to raise a warning of this
threat and procure materials ethically but were met with mockery and hostility by both
the nobility and commoners alike.
38: (neznetwork) A local lord has slaughtered their servants. He wes, however, under
the influence of a Devil which he made a deal with because his wife could not bear
child. She is now pregnant. Will you enact revenge on the families and let a child grow
without their father or shall you let this murder and devil worshipper go?
39: (kandoras) The Kidnap Job: the daughter of a local lord ran away from home, is
now in danger, and the lord has hired the party to find her and bring her safely back
home. However, as the party gathers more clues and gets closer to retrieving her they
figure out that she had reason to flee and that the danger might have been caused by one
of her father's plots that got out of hand.
40: (kbean826) Orcs have been raiding, raping, enslaving, and pillaging a local
township. The lord pays you a handsome fortune to end the orc band once and for all.
When you approach the leader of the orc clan, after killing at least one wave of his
scouts and lookouts, you find out that the township has been stealing orc children and
using them as slaves in a mine.
41: (Cernunnos280) A man sends the party to kill a band if revenants haunting him and
his family. When the party arrives, they find one living person who explains that the
band of revenants were killed by the man while he was a cruel knight. The former
knight is repentant, but knows that should he die, the revenants may kill his family as
well, therefore keeping them hostile towards one another.
42: (angrybudah)
the party is hired by a powerful group of merchants in the business of magical and rare
items. Recently a new venue popped up in town, called baubles for a bargain, offers
quite useful items for a few mere gold pieces at most. they ask the party to investigate
this mysterious new shop and its equally mysterious owner. they are confident
something twisted is afoot. They explain that this new shop is upsetting the local
economy and staining the reputation of the merchants, who are starting to get accused of
abusing their wealth and power to reserve the possession of magical items for the elite.
the merchants already attempted cutting off the flow of supply of both finished products
and raw materials coming into baubles for a bargain, but they are still consistently able
to keep their shelves stocked. the party is offered a handsome reward and a network of
useful contacts if they are successful in ridding the city of this new and dangerous
"plague".
The shop-keep, Martha, is a beautiful middle aged woman who appears to be very nice
and approachable. When asked where she gets her items from or why shes selling so
low, she just says its a trade secret, regardless of how high you roll persuasion or
intimidation. If you attempt to cast any spells on her to get more information, the spell
will be resisted and she will politely ask you to respect her privacy.
upon further investigation, Martha is actually a night hag, and she crafts her items out of
the nightmares she collects naturally from the townspeople around her to create items
geared toward easing their anxiety.
example: a man has a nightmare about his pants falling in public, so she creates and
sells him a belt that will never fail to keep your pants above your waist. These items
don't have any bad twists, and Martha genuinely just wants to run an honest business
while helping the people around her.
However, recently Martha has been looking to expand both her product line and target
audience. Adventurers are the prime market when it comes to buying and selling magic,
and she wants a piece of that pie. She is offering people customized magic items that fit
you perfectly, but she doesn't tell them that to do this she must invade their dreams and
manipulate their nightmares to craft the item. These experiences are excruciatingly
terrifying and last for weeks.
if the party sides with the merchants. they earn the reward and a network of valuable
contacts for more profitable quests.
If they side with martha and report that nothing is fishy, she will continue to do what
she is doing, now giving the players a very valuable resource: A magic item vendor that
sells quality items for cheaper than market price.
43-46: (LichsGetStitches)
43: A magic spring near a bandit camp that makes the bandits jolly and charitable. But
5% of those who drink from the spring are turned into lycanthropes that hunt and kill
with the Glee of a old timey clown. (The spring can be disenchanted easily but it's
inhabitants will return to their ways)
44: A necromancer mother raises her dead daughter from the grave. The father can't
stand to watch his little girl turned into a monster.
45: A lich that caused the genocide and torture of hundreds, faked his death and is
trying to make amends with the gods before his phalactory decays.
46: A man is being sentenced to death for the deaths that the party has left in their wake.
If the party comes clean, they will be wanted through out the land.
47: (WhippedFuture) Coastal village expands, gets more business, needs more food.
They expand their fishing operations and encroach on some mermaids territory and
home. Skirmishes happen, and both sides grow to hate and alienate each other. I intend
to introduce it to the players through the town saying that the mermaids are attacking
fishing ships, and terrorising sailors. As the players are paid to go out and help/guard
the fishing ships, a mermaid will come up to them and ask them to move elsewhere, and
otherwise discuss the problem. This quest can be moulded for whatever purpose, and it
will get a bit freestyle, but the point of the morally ambiguous is there. Conflict can be
further instigated by using an extremist mermaid faction, who want to fight, so
regardless of player actions with the mermaid, you could take it how you want.
48: (mrbgdn) Plenty of botchlings start to terrorize remote village. Long story short -
turns out that there was an old hag that helped to perform abortions for poor women
during last few decades. The aborted fetuses were burried somewhere near her hidden
hut, somewhere in the twisted forest. The hag died lately and the aborted children
suddenly rise from the graves and crawl into the village seeking their parents - either
wanting their love or simple revenge. People are terrified, few have died, many talk of
curse. Short investigation should help to estabilish a connection between the attacks and
the families which had 'lost their child'. The abortions are taboo in the village. Villagers
will try to hire PCs to help with the curse by whatever means, but soon the players will
find out about the origins of this mess. Why the villagers did it? Same reasons as always
- not enough food to go around, romances to hide, fear of abusing husbands... and the
hag was there for the people. Now she is gone and her methods have proven to be, well,
time-restricted.
49: (LordsOfJoop) There's an army on the move across the Great Desert, moving slowly
along a path of oasis-like tree groves. Ahead of the now-organized bandit-legion is a
single monk with a unique magical item capable of building a new oasis overnight and
is doing so to provide travelers with a safe respite from the desert heat and the lack of
water, acting out of penance and guilt for failing to provide for their former
companions. If the PCs stop the monk, they'll be stranding future travelers and
preventing them from fleeing the bandit-legion; if they allow the monk to continue,
they'll be responsible for an invasion force surviving the only natural defense the
heartland has to offer.
51: (ironic_swag) Travelers ate being attacks by goblins for their food. The goblins are
relatively peaceful otherwise and will starve without the food. Bonus pounts if the party
arrives where ever the goblins are in the middle of a goblin town hall led by their
democratically elected leader.
52:(Th3R3493r) A beloved pillar of the community needs help in his home that cleric or
paladin need not heed. The guards are not allowing anyone but those investigating see
the crime scene. If you accept to help, you must sign a form not to tell a soul of what
you see. The incident happened in the victim's basement and the victim's victims are in
cages, undead, some sentient dead, some living but missing limbs, all missing children
of the surrounding towns. The problem is obvious that the child who strapped on the
table is now the pillar as a rebounding spell ripped the soul of the pillar and put him into
the child's body. The pillar's body is dead and broken. The pillar is in a rotting corpse
now and time is ticking. Without the pillar, night hags will begin to move on the village
as the covens have been repealed by his rituals for 75 years now. Now the party must
kidnap an old man traveling for a honest business trip as he is of clean body and soul,
force him into a ritual, put the pillar's soul into his body and the old man's soul into the
corpse. Night hags polymorphed as guards and merchants will try to talk the party into
doing "the right thing".
53: (GuySingingMrBlueSky) The local magistrate has employed the party to take care
of a grim (the spirit of a black dog charged with protecting the spirits of a cemetery) so
that the city can re-develop the site of the cemetery for economic gain. The party
discovers that the local governor is actually a changeling posing as the previous one. It
turns out that the entire city knows, as the previous governor was put in place by the
Empire, which deposed the governor before him even though he was beloved by the
population. The party has been told to destroy a beast that has been rampaging across
the local townships. Once you find him, you discover that it’s an ogre who just doesn’t
know his own strength and was forced to run (destroying part of a town in the process)
when the town tried to kill him for accidentally stepping on a farm boy. The party is
forced to pick a side between the Githyanki and Githzerai, who, for all intents and
purposes, have each wronged each other in equal measure.
54: (MalarkTheMad) The party enters a village, hearing panic, sobbing of a woman, a
scream of a man, and someone runs up to them. They explain that they caught two
thieves robbing them. One stabbed a villager and ran, the other grabbed a child and is
holding them hostage in a barn. They can hear the mob around the barn getting angry.
SO, if they go help the man, and chase the thief, they can save him and likely catch the
thief. However, the mob might get too angry and storm the barn, resulting in the death
of the thief and child. If they go to the barn, they must find a way to help the child, but
the other thief might get away and the man might die.
55: (Th3R3493r) An army has had a supply cart come in late and they can't send men
out of the outpost due to manning being low. The quest giver says he know it is
monsters who killed them. When you go to the supply cart, all the bodies have been
riddled with arrows but all the arrows have been removed. Oddly enough, there is an
obviously placed goblin who has been dead for at least a month. There are deep wagon
treads that lead into the forest. When you get to a hill with a big tree on it, 20 child
soldiers come out and aim their bows at you. The leader says, "You can turn back right
now and say the local goblin tribes got the bastards who kill our parents. Ain't like they
were going to spare little Susie and Annette another rape after they find us" You
decline, fight orphans. You accept, they send you off with a crippled six year old as to
keep you from ratting on them and a bag of goblin ears to turn in for a reward. The six
year old will act like a perfect angel but is a foul mouth, salt of the earth, spy. The quest
giver will seize the boy on sight and yell "these little monsters are the scum of the earth.
Should have told the troops to kill the boys and enslave the girls." Boy will drop the
ears and say start crying "I dont know what ye talks about, kind sir. I's just the bag boy
for the gentlesir you sent off to kill them green skins." The soldiers who see this will
side with the child as the quest giver is the prick of the camp. Party must stay loyal to
the ploy for the kid to not die. Reward will be a fourth of what was promised for goblin
ears as and doubled if they rat on the kids.
56: (DireOmega) A necromancer has been sending his undead to a nearby villages to
raid supplies in an otherwise barren land and has been accused of grave robbing. When
confronting the necromancer, the party finds out that he is only gathering supplies so he
can find and restore his long dead family; spouse, children, pets. He only wants to see
them one more time.
57: (bamicee) A young giant has escaped from the circus, the circus is willing to pay an
enormous sum to have it returned and is fearing for the safety of the nearby villages.
When running into the giant it has an affinity for shiny objects and trusts the players if
lured by this. But when seeing the circus ringleader begins freaking out and vefore
giving the money the ring leader asks your help holding it down to maim him as
punishment for running, and the cage for the giant is laughably too small. if the giant is
allowed to roam free indeed he starting rummaging through villages destroying things
all in the sake of finding new shiny things
58: (Baconator137) The players are hired to clear out a kobold nest that's been robbing
caravans recently. Inside the nest they find that the kobolds are actually caring for a
very young (metallic) dragon orphan and stealing was the only way for them to feed it
59: (infernova99) A widow asks the party to find a pet for their child since ”their feeling
down since the other parent died”. In reality the widowed parent abused both of them
and the pet is only to pacify the child.
1. You finally have the villain at your mercy, but their child is with them. Are you
willing to kill an innocent child's parent in front of their very eyes?
2. The village is going to be culled to prevent the spread of a terrible plague. Do
you spare the villagers by preventing the cull at risk of millions of lives dying to
plague?
3. The villain has framed you for a crime you didn't commit, but to resist arrest
would make it more likely that your reputation as an outlaw sticks with you
permanantly. Do you turn yourself in?
4. The wizard sent you on a simple errand: decomission his malfunctioning golem,
but when you find the golem it is exhibiting obvious signs of sentience, and self
awareness. Does it deserve the freedom of other sentient beings?
5. The villain shares a common goal/enemy with the party and suggests declaring a
truce to deal with the situation. Do you work together with your sworn enemy?
6. You captured some enemy soldiers for information and have them at your
mercy. Do you let them go and risk them giving away your position or slaughter
the unarmed troops? (u/BiD3sign)
7. Your party is guilty of a crime (aren’t they all at some point?) and the local law
enforcement has arrested someone else for it. Do you turn yourself in and save
the person, or do you let them try him so you can remain out of prison?
8. Your party is contracted to deal with a group of bandits that has been waylaying
merchants on the road, miles outside of town. It turns out that the spoils of these
robberies are being redistributed to the poor citizens. (u/McLellanCM)
9. The villain is currently holding a hostage that the party hates but the public
loves. (u//MojoDragon365)
10. The king, who has proven himself to be a great ally and a terrifying enemy, has
charged you to escort a caravan of people to be sold into slavery
(u/StromTheHammer)
11. A bottle of stolen mead has been found by the party after a merchant warns them
to be on the lookout for it. However, the rare mead is unattended and probably
worth a nice chunk of change. The party can either steal it, sell it, and tell the
merchant what they did, lie about stealing it, return it to the merchant, or do
nothing. If the party ends up stealing or returning the mead, a later quest will
reveal it was honestly bought and that the merchant, now gone, is something of a
scammer. (u/SelfDefibrillation)
12. You come to a crossroads and suddenly from the north a girl comes running
down saying "please help....they are about to sacrifice my sister" And then a boy
comes running up from the other direction "please help...my village is under
attack" Helping the girl stop the sacrifice summons a demon but the sister is
saved and the other village is slaughtered. Saving the village means the sister is
sacrificed and the girl stalks the party waiting for her moment to strike to get
revenge (u/whitecloud197)
13. You see a bear following a child who was yelling in another language, if the
party kill the bear, the girl runs backs to his werebear father while he is dying.
(u/alejo1905)
14. Your sibling wants to ask hags/fiends for a cure to save your sick mother, but
may have to commit some evil deeds in the process. (u/solidfang)
15. A mad queen made a pact with a demon lord to always return from the dead, so
long as her bloodline remains, some of her descendants may be some people you
know... (u/ElZoof)
16. The party comes cross an infant gnoll, crying over the corpse of its dead parent.
It may be an inherently chaotic and evil creature, but it is still young—do they
leave it, kill it, or try to help it? (u/insanityscribe)
17. A local mimic wants to stop being used as furniture. Does the party kill it, or
take pity and relocate the poor creature (u/iSquirrelyy)
18. The party were the only witnesses to a child stealing something from a stall, but
the city punishes stealing with death. If the party doesn't describe (and thus
likely condemn) the child to death, the blame will fall on the only other possible
thieves: themselves. (u/shirking_my_studies)
19. A local lord and his knights have recently killed an adult dragon which had been
terrorizing the surrounding lands for years. There's one last job: go to the
dragons lair and exterminate it's clutch of eggs and the remaining wyrmlings.
None can survive or the lairs effects on the region will never go away.
(u/DisparateNoise)
20. There's a deadly and neigh-unbreakable curse that jumps from parent to
biological child when the parent dies. The current curse bearer is a powerful
wizard who keeps it at bay with ritual sacrifice of humanoids, using their souls
to empower his resistance. The wizard has many children and dozens of
grandchildren, and if he's killed, they'll quickly die from the inherited curse,
them lacking his ability to resist it. (u/shirking_my_studies)
21. A senile old wizard has been secluded in the mountains, summoning mass
amounts of monsters to keep himself from being lonely. The monsters run away
from him out of fear but savagely kill innocents. Does the party kill him to stop
the killings or go to the trouble of trying to find help for him. (u/Elilacky)
22. There's a prophecy that a young child, descendant of a great hero, will be the
gateway for a great demon to come back into this world by bursting out of the
kid's chest. An evil wizard can get the demon out without harming the child, but
the demon will be under the wizard's control. Do the heroes wait to see if the
prophecy is false (it's not), enlist the help of the wizard and have to deal with
that problem later, or murder the great-great-great-great grandchild of the man
who saved the entire kingdom? (u/ksgt69)
23. Your party gets hired by a wealthy collector to transport an artifact purchased
from the town over. When they arrive in the other town, they find out the artifact
they are to transport is a little girl. (u/sKoutXII)
24. A quest to go slay a nearby ogre is posted in a tavern. The ogre has no interest in
hurting anyone but doesn't want to leave either. Gemstones poking out of the
walls of the caves hint at why the bounty was placed. (u/Pinstar)
25. You are fighting your way to a dragon's lair through some surprisingly smart
owl bears, shambling mounds, treants, and other typically dumb creatures. You
learn that to destroy the dragon's (or other BBEG) power will be to rob all these
creatures of their intelligence that they now prize so dearly. (u/micahaphone
partially based on a post by u/SageSilinous)
26. A level in the dungeon is filled with monsters and deadly traps, but also cages
filled with innocents in the way. If the party isn't careful they are likely to be
killed. (u/jediboogie)
27. The local village is holding a firbolg named Thorbyrn prisoner, saying he killed
one of the local guardsmen. The firbolgs have always been peaceful and all
evidence suggests he’s not the culprit. He’s to be executed in the morning and
the party must decide if they will save him. (u/datgingerr)
28. A village is under the influence of a long forgotten goddess of Fertility who
requires blood sacrifices to work her magic. Without the sacrifices, the crops are
eaten by pests, die to diseases from the soil, or don't even make enough food for
a small child. (u/NotActuallyEvil)
29. You've been called to kill a bunch of 'evil' creatures (goblins, orcs, whatever) but
find that while they're not the best ever they're also the victims of discrimination
and being kept out of 'honest' ways to make a living (u/_Lusus)
30. You receive a powerful magic item that perfectly fits in with your character's
abilities, but are warned soon after earning it that the more you use it, the more
that your morality will be corrupted. Will you use it or destroy it? (u/_Lusus)
31. You've come across a group of revolutionary inventors, they've created things
that will change the path of history for the better. You find out they've invented
everything sacrificing innocent, unwilling, lives in the testing process. Do you
stop them? (u/slaptac)
32. You come across a prisoner and a guard. The prisoner claims to be a person of
good who is being held unjustly while the guard claims the prisoner is evil.
(u/gvblake22 inspired by u/slaptac)
33. There's a secret group of werewolves among the people in a small village.
They've been feeding on livestock; however, they are also responsible for
keeping the monsters in the surrounding area at bay. The villagers want their
livestock safeguarded, but the werewolves are desperate to remain a secret so
they can be with their families. (u/AstralMarmot)
34. The party has slain the evil tyrant, and freed the kingdom, but discovered that
the reason the tyrant ruled so harshly was to prepare the kingdom to fight against
an even greater threat. (u/fwimmygoat)
35. The liches phylactery is a small puppy (u/vmos)
36. the antichrist has just been born into the body of a human child, but the mother
knows nothing about her child's special abilities (u/vmos)
37. You're in a cave, a rockslide has blocked the flow of an underground river, a
huge beastie is coming down the tunnel and suddenly unleashing a river in it's
face is the best way to deal with it, but a gnome has built a house in the way and
his wife is sick in bed (u/vmos)
38. a magic mcguffin is very important to the survival of a town, you learn that a
criminal gang are planning to steal it and they're recruiting new members to
assist. A perfect opportunity to infiltrate and save the town, except the mcguffin
would be really useful to your master quest. (u/vmos)