Contributors: Morten Brattbakk, Weldon Chen, Dragonlancelot, Matt A. Lynch, Doug Meerschaert, Matthew Pittard, Stefan Schoberth, Andrew Solow, Rohan Tolstrup, and Dominik Zentarra.
Compiler: Miranda Horner
So, you need an episode to help the characters in your Dragonlance campaign kill some time between heroic super-adventures. Or perhaps the heroes are resting on their laurels in a cushy Palanthian inn. If you want ideas for activities
to fill in an adventure gap or want something to get the heroes motivated
again, you’ve come to the right place. With the aid of fans from across
the globe, we’ve compiled a set of 101 adventure hooks to use in your
Dragonlance campaign! Whether you play in the classic period of
Krynn or in the current age, all you have to do to get started is choose
your favorite and flesh it out in a manner that best suits your own personal
game.
1. Servant of Good or Evil?: A servant of the Good gods found herself trapped on Krynn, and
now Evil cultists want to use her to power their magic. Possible solutions
include locating a portal from Krynn, battling the cultists, or finding
a way to relieve the servant of her powers, making her an ordinary mortal.
What choice do the heroes make when helping her? Does it work?
2. A Robe of Any Other
Color: A White-Robed mage from the Fourth Age has taken to practicing
Evil deeds in the absence of the gods. He blames the deeds on a nearby
Black Robe, who is blameless. When the heroes investigate this dispute,
what do recommend? How does the White-Robe react?
3. Dragonbait: A young
metallic dragon hiding from a Dragon Highlord is starving and dangerously
close to discovery. The heroes have to lure her out and find a way to
get the dragon to fly to safety. Do they succeed?
4. Fiendish Cult:
A servant of the Evil gods stuck on Krynn is maneuvering a cult. The heroes
have to find a way to banish the fiend — anything from pointing out the
cult to a Dragon Highlord (VERY dangerous) to slaying the fiend directly
(which requires weapons with magical power).
5. A Bit of Banditry:
Bandits ravage the countryside around a town or city, and the heroes have
to flush them out and bring them to justice. How do they draw the bandits
out? This adventure hook is simple, old-school hack and slash.
6. Gate to Pleasure
or Pain?: The heroes discover a tropical valley in the middle of a desolate
region (for example, Nordmaar or the Plains of Dust). Investigating further,
they find a magical gate. Where does it lead?
7. Foresight: The
heroes arrive at a town and discover a peculiar thing. Everyone responds
to their questions or comments before the heroes even say a word. They
find that the townsfolk have opened a new mine with a strange metal vein.
Can these two things be related?
8. Baleful Books:
In a forgotten alcove in a disused part of the Great Library of Palanthas,
something vile and noisome is slowly coming out of a book. What fell magic
seeks to destroy the library, and who is behind it?
9. Aim High: An Aurak
and a village of gnomes have teamed up to make a flying machine. The gnomes
need some test subjects . . . errr . . . heroes
to fly the machine. The Aurak wants to use the device to kill the heroes,
though the heroes can find this out from a gnome if they’re cautious and
ask questions. What do the heroes do if they find out the Aurak’s plan
before they serve as test subjects?
10. Beauty and the
Baaz: A Baaz wants to woo a female. He simply hasn’t got a clue how to
go about doing it. He asks any romantically successful heroes for help.
What advice do the heroes give, and does it actually work?
11. Mine Enemy, Mine
Friend: Some Bozaks have kidnapped an elven princess and are holding her
for ransom. Weeks go by before the heroes are even asked to help recover
her. When they come across her, she sympathizes with the draconians and
their plight. Can the heroes get her to leave her captors?
12. A Sucker Is Born
Every Minute: A Kapak peddling elixirs of longevity is really bottling
his own saliva and robbing his paralyzed customers. Now he’s aiming for
the heroes. Do they discover his plot in time?
13. This Hurts Me
More Than it Hurts You: Near the heroes, a group of draconians hunts down
a Sivak so they can kill and dissect him. The autopsy should help the
draconians discover how they can make dragonspawn with the help of any
dragon. The Sivak puts the heroes between himself and his hunters. How
do the heroes get themselves out of this situation? Do they help the Sivak?
14. Kapak Camp: Dark
Knights are holding a group of Kapaks in very bad conditions near the
heroes. As the heroes find out, the Kapaks are being kept for their paralytic
saliva, which the Dark Knights bottle up in small vials and ship to their
leaders. What will the heroes do — rescue the Kapaks or destroy them?
15. I Do?: The Solamnic
Knight (or other honor-bound hero) of the group becomes betrothed to a
person of high intelligence but terrible manners and bearing. The Dungeon
Master should set up a situation specific to the hero so that it tickles
the hero’s sense of honor to refuse the marriage. (Perhaps family members
have arranged the match.) Will the marriage occur?
16. Oh, Dear: The
Solamnic Knight (or other honor-bound hero) of the group becomes betrothed
to a person of comely appearance and genteel manners, but the person is
a terrible dunderhead. The Dungeon Master should set up a situation specific
to the hero so that it tickles the hero’s sense of honor to refuse the
marriage. (Perhaps someone close to the Knight set up the match.) Will
the hero go through with the marriage?
17. Runaway: A young
female half-ogre has run away from home to see what the outside world
has to offer her. The villagers around her current residence are up in
arms and swearing to kill an “evil magic-wielding ogre.” Her
human father wants to find her before she gets herself killed. When the
heroes finally meet up with her, she immediately takes a liking to one
of them.
18. Bardic Insults:
A bunch of Solamnic Knights want the heroes to help them find a bard who
has been disseminating lies and propaganda about them. While the Knights
are busy searching their chosen area of the city, town, or countryside,
the heroes run across the bard, who has switched to mocking the Knights
of Takhisis. Dungeon Masters can have the bard fight any attempts to capture
her with opinionated and loud insults, let her escape to lead the group
on a merry chase throughout the area, or allow her to acquiesce quietly.
19. Gruesome Glaive: The Gruesome
Glaive is a powerful artifact that bearers use to slay Dragon Highlords
and gives the wielder an ego-boost. However, the primary magic of the
glaive makes the bearer think it can do these things. An investigation
proves that the unbalanced item is cursed, in that it throws off the wielder’s
attack swings. What happens to the hero bearing this cursed artifact?
Does he or she depend on it during a dangerous situation? Does the artifact
lead them into a dangerous situation due to the ego-boost the bearer receives?
20. Relics of the
Gods: The heroes come across a peddler selling “bones from the dead dragon
gods Takhisis and Paladine.” In fact, the bones have the telltale signs
of being magical. Are these really the bones of Takhisis and Paladine?
What is the magic aura hanging around them? Where did the peddler get
the bones?
21. Plague Strikes
Palanthas: A plague with the same symptoms as those seen in Sanction recently
appears in Palanthas. The symptoms include splotchy skin and extreme dehydration,
and victims live for only two days. Rumor has it that Hogan Bight of Sanction
found the cure for this plague recently. The heroes must seek out Bight
and ask for his cure. Will Bight tell the heroes what they need to know?
And where will the knowledge lead the heroes? (Enterprising DMs can pick
up Clandestine
Circle and use some of the threads within to flesh this
hook out fully.)
22. Kender Convoy:
Several kender wish to visit the Tomb of the Last Heroes by way of the
Qualinesti Forest. Can the heroes, who have been traveling with the kender,
persuade them to skip the tour of the forest and go straight to the Tomb?
What happens if they meet up with Beryl’s forces despite their precautions?
23. Vengeful Dead:
While the heroes are in a town or city, they hear that a vengeful spirit
has entered the settlement and started defiling anything related to the
gods. If the heroes investigate, they discover the ghost of a Knight of
Solamnia, who is angry about the departure of the old gods. What do the
heroes do? Calm him down and send him to his rest peacefully? Or do they
destroy him?
24. Mistaken Suspect:
One of the heroes must listen to a local case, perhaps as a favor to a
Knight of Solamnia. A local man was murdered in his sleep, and the townsfolk
have already set up a makeshift gallows. They fully believe a local entertainer
must have done it. However, they are ignoring the fact that a well-to-do
man was seen leaving the murder victim’s residence that next morning just
before the murder was discovered. The accused woman also has an alibi,
but the person she was with refuses to substantiate it. Can the heroes
help bring justice to the small town?
25. The Egg Caper:
A Legionnaire asks the heroes to rescue some brass eggs from a thieving
green dragon. She can’t involve herself personally because she can’t afford
to break cover. As it turns out, the person the Legionnaire reports to
doesn’t trust the heroes and tries to send out her own people (excluding
the original Legionnaire). Do the heroes successfully steal the eggs from
the dragon despite the interference from the other Legionnaires? Or do
they persuade the Legionnaires to aid them? What of the mother of the
eggs? Does she get involved? (Enterprising DMs can allow the brass to
involve herself as a human or elf.)
26. Down on Your Luck:
When the heroes are suitably lacking in funds, they happen across a couple
of dwarves who have found a rich vein of black opals in a nearby cave.
The dwarves want to get a mine going, but they need a few more hardy souls
to help them get started. They’re quite willing to pay . . . in
opals! Unfortunately, the local folk don’t like dwarves, and the nearby
elves have planted a sacred tree whose roots are near the vein of opals.
The elves don’t want undue attention drawn to the area, and they definitely
don’t want dwarves digging a bigger hole in the hill under their sacred
tree. On top of all of that, rumor has it that an elf haunts the cave.
If the heroes investigate, they find that this rumor is true. Do the heroes
help the dwarves? Do they help the elves? Do they help both by defining
the area that the dwarves can dig into without ruining the tree? And what
about that ghost?
27. The Past Returns:
Three nights ago, a haggard wanderer entered town speaking fanatically
about a battle between the Red Dragonarmy and the town’s militia, which
happened more than 70 years ago and resulted in most of the town burning
to cinders. The innkeep refused to let the raving man stay in his inn.
The heroes discover that the wanderer has not been seen since. However,
the last two nights a phantom Red Dragonarmy attacked the village for
15 minutes, doing some damage to the town. What is happening? How can
it be stopped?
28. Lizard Trouble:
A group of bakali from Sable’s swamps have escaped from her cruel grasp.
Pursued by her minions, they seek refuge in a small town in the Plains
of Dust. Is this an elaborate plot of Sable’s to attack the town, or are
the bakali good natured?
29. Return to Past
Days: A group of afflicted kender finds an object that restores their
jovial, fearless nature. They recovered the object from a ruined temple
of Morgion. They now plan on helping the other afflicted kender. Is this
an object of Evil corrupting the kender? Would an afflicted kender in
the group want to restore her resistance to fear? Is anyone else behind
this?
30. Silver Wrath:
A blue dragon severely wounded in battle by a silver dragon seeks some
protection from the vengeful silver. The blue recently killed the silver’s
mate in a battle between their riders (the blue’s rider died, the silver’s
rider survived). The blue has an object of importance to them that he
says he’ll give them if the players get the silver to relent. In addition,
he wants to return to his own mate, who is currently hidden away with
a clutch of eggs. Do the heroes accept the object?
31. Thinker vs. Tinkers:
A group of gnomes has almost finished creating a time travel machine.
They wish to study past and future gnome inventions and perhaps stop the
events that caused the Summer of Chaos and the departure of the gods.
One thinker gnome realizes a flaw in the design could cause an explosion
that would destroy an area roughly the size of Northern Ergoth and needs
the heroes’ help to prevent this possible catastrophe. The other gnomes
(all tinker gnomes) refuse to listen to her. How do the heroes prevent
this project from coming to fruition?
32. A Trying Companion:
An honor-bound hero (cavalier, Solamnic Knight, and so on) is charged
with escorting the local lord’s daughter (or son) to an event on behalf
of the city. When the two are finally alone, the young noble proves to
be a bit flirtatious and insistent. If the hero refuses to kowtow to the
person’s every whim, he or she threatens to stain the hero’s honor with
the father. What’s a hero to do?
33. A Trying Companion
Goes Hunting: The hero must escort the young noble from the previous adventure
hook on a trip into the woods the day before the event. However, the hero’s
charge is highly accident-prone and insists on going after a boar or something
else dangerous. How long can the hero keep his or her sanity and temper
while keeping the noble safe?
34. The Search for
Knowledge: A tribe of normally peaceful hill giants attacks all who come
near a prominent city or town in the heroes’ area. The heroes are asked
to stop the group using any means necessary. However, once the heroes
accept, they are anonymously informed that one of the tribe’s children
was kidnapped by a local sorcerer/mystic/bard (whatever is appropriate),
who happens to have a fetish for research through taxidermy. However,
this particular person holds a high position of authority in the area
and is very popular. Is the note true? Who wrote it? Who is right, and
who is wrong? What do the heroes do?
35. An Old Acquaintance:
The heroes are staying in a small town on the outskirts of a wilderness.
While there, they hear tales about the local ruler–a jovial, older man
who is very popular with everyone in town and never has a bad thing to
say about anyone. The heroes see this man, and one of them (potentially
an elf or half-elf) recognizes him from a long time ago as someone involved
with either the Knights of Takhisis or one of the dragonarmies. How do
they react? Does it matter that he has changed when he was responsible
for the death of a close friend or relative of the hero?
36. Death Foretold:
A crazy-seeming old man wanders into the town the heroes are in and opens
up shop as a soothsayer. All of his prophecies come true within a few
hours after he makes them. However, all of the prophecies are relatively
minor things that have major effects on the lives they happen to, and
all prove beneficial. Then, he foresees the death of one of the heroes,
but does not know how the death comes about. What do the heroes do? Who
is the old man? How can he tell the future so well? Is death looming around
the corner? If all of the other prophecies bring about good, does this
mean that if the hero lives despite the prophecy, the greater good is
not served?
37. Local Legends:
While at a coastal village, the heroes discover a dead flying-lizard (dinosaur)
washed up on the beach. Local fisherman reveal that this happens occasionally
and speak of a legend of an island filled with similar beasts far out
to sea. Do the heroes try to find the island? What do they discover if
they go?
38. Mystical Market
Disappears: Every year at the dawn of Midyear Day (summer solstice), the
mystical Shinara River Market appears out of the mists at the confluence
of two rivers. Merchants come from all over Ansalon to buy and barter
for the wondrous items being sold by the strange stall-holders. However,
one year it doesn’t show up, and in its place appears a simple gold ring.
Though it doesn’t detect as magical, its nature or past cannot be determined
by divination or identifying spells of any kind. What happens when a hero
puts it on?
39. Death of a Dragon:
One morning, the residents of a small town wake to discover a dead dragon
(kind of dragon is DM’s choice) lying in the town square. No one heard
anything during the night, and it appears unharmed with a golden collar
around its neck. The heroes are asked to investigate this strange occurrence
and find out how the dragon died, what the collar signifies, and whether
the town is in danger from dragon attack or the thing that killed the
dragon.
40. Cloudcatcher:
The heroes notice that although the wind is blowing in the opposite direction,
all the clouds are moving towards Mt. Nevermind. What insane device have
the gnomes invented now? Will it blow up and destroy Ansalon, or will
it simply cause the gnomes to lose all their facial hair?
41. The Past Intrudes:
During the night at an old Solamnic castle, a young Knight relieves another
of his watch. However, the other Knight doesn’t seem to hear him, and
when he is touched, the Knight falls to the ground to reveal empty armor.
Upon closer inspection, the armor appears to be of a style from long before
the First Cataclysm! The heroes can help investigate, but what do they
find?
42. A Mage’s Duplicity:
When the heroes enter their destination town, they soon notice that no
one notices them. Soon they realize that they must be completely invisible . . . and
maybe even noiseless. At the same time, the heroes feel lethargic and
barely have the will to eat and drink. The only person who sees them in
this state is a former Black-Robed mage (now wearing nonaligned colors),
who believes a magical item in the Desolation may help them. He sends
the heroes after the item. Since they are invisible and noiseless, they
shouldn’t have a problem going in and out of Malys’s realm unhindered,
though they may find themselves challenged by their current weakness.
In truth, this former Black-Robed mage searches for items of power and
needs heroes to find them for him. He was the one who put the spell upon
them, with the help of a magical item he found some time ago. What do
the heroes do? Do they discover the mage’s plan, and do they succeed in
getting the item needed? Do they lift the magical effect shrouding them?
43. A Strange Egg:
The heroes find a strange, large egg near a tiny village. Is it the egg
of a dragon, or does it come from some other creature? Should they let
it remain where it lies? Maybe the village would be in danger if an Evil
creature issues forth from the egg? Should they destroy the egg or take
it with them? Where is the mother of the egg?
44. Kender-Herders:
A village is “terrorized” by kender, who have made this town
their personal playground. The people beg the heroes to help them get
rid of the little pests. Should the heroes take the risk of dealing with
kender and maybe losing all their possessions? How will they get those
little playful creatures out of the town? Do the heroes escort the kender
back to where they came from? Maybe they can find another more interesting
playground for them?
45. Dragon Summoning:
A wealthy Silvanesti elf hires the party to escort him to the Silvanesti
Shield. Unknown to the heroes, the elf is mad and has acquired a special
magical device that summons Onysablet. He plans to summon the Great Dragon
to help him break down the shield. Sable, for her part, plans to activate
a disease the elf is carrying by exposing him to a catalyst: a magical
gas sealed in a tube. She won’t come herself, so she sends a minion. What
kind of disease is this? Will the heroes be affected? Where can the heroes
find a cure?
46. An Ancestor’s
Blessing: The party is invited to a coming of age ceremony for the son
of a Solamnic Knight at his family’s ancient castle. Unknown to all, the
traditional ceremony is really a magical one that allows the spirit of
an Evil ancestor to possess the body of the adolescent boy. Several servants
and guests are in on the plot. Working through intrigues and secret passages,
the heroes have to stop the evil ancestor before it’s too late. (And if
it is too late, that opens some hooks as well).
47. Sky Stones: The
heroes somehow acquire a perfectly smooth, round, blood-red stone. If
a sorcerer carries the stone, her magic is radically boosted, but each
time she uses the stone, her alignment shifts toward neutral. Rumor has
it that a similar, but smaller, black stone exists, and a bigger white
one, also. They are said to have fallen down on Krynn from the sky during
the final stages of the Chaos War.
48. Anaya’s Tree:
The heroes are asked to take several seeds from Anaya’s Tree in the Qualinesti
Forest and bring them to the Wayreth Forest and Jenna’s shop in Palanthas.
Along the way, the heroes can interact with troops belonging to Beryl,
Porthios, or Gilthas, and confront other possible problems during the
journey between the locations.
49. Solamnic Dealings:
A Solamnic Knight wishes to send the heroes to Sanction and investigate
the “Circle” there. The Knight won’t tell them what the heroes
are looking for, but she does mention that there has been a recent upheaval
in the city and the Knights fear that their resources there are “compromised.”
What do the heroes find there? If they discover something wrong, do they
tell the Lady Knight? Or do they try to figure out how to fix the situation
themselves. (Enterprising DMs can pick up Clandestine
Circle and use some of the threads within to flesh
this hook out fully.)
50. A Citadel Escapade:
The heroes take the trouble to escort a wild talent to the Citadel of
Light only to discover him missing in the middle of their first night
at the Citadel. Where did he go? Did someone kidnap him? Why would anyone
kidnap the boy, if so? Or did his wild talents allow him to leave?
51. Angry Minotaurs:
A village has been suffering attacks by a force of minotaurs, but they
don’t really know why. They have nothing of any value, they believe. The
heroes must discover the reason behind the attacks, which just might have
something to do with the ancient, yet nicely preserved minotaur horns
that the village’s priest keeps in a secure chest hidden under the altar
of the village’s small church.
52. Crisis of Faith:
A young Knight of Takhisis (or Knight of Neraka) defects near the heroes
and comes across them while being chased by her former fellow Dark Knights.
The heroes can either allow the chasing Knights of Takhisis to take the
Knight back into their fold (and get out of the way) or intercede. If
they intercede, once they reach relative safety, the young Knight explains
that she feels that the Knighthood is false. (In the case of the Knights
of Neraka, she feels strongly that they are following a path not ordained
by the gods.) She also admits that her faith in the gods, while strong,
made her do very bad things, and now her guilt is so strong that she wished
to become a follower of Paladine to make up for it. Do the heroes believe
her? If so, how do they help her follow the path of Paladine? (She can
also provide the heroes with information about the new Knights of Neraka,
if the DM so wishes.)
53. Clothes Make the
Man?: A young man asks for the heroes’ help before they journey onward.
He has reason to believe that an ancient suit of Solamnic armor resides
at a nearby battleground, and he wants to retrieve it. He mentions that
the source of his information was a dream he had. If asked why he wants
the armor, he states that he believes that if he wears the armor, he will
start down the path to becoming a Solamnic Knight. Do the heroes help
him? Do they tell him more about the Solamnic Knighthood?
54. Diplomatic Immunity:
While escorting an elven ambassador to a trade conference in the Ergothian
lands, problems arise when the ambassador is murdered. All clues point
to one of the heroes being the prime suspect. Who really killed the ambassador?
Why? And can the heroes find the real murderer before one of their own
confronts the wrath of the elves?
55. Malystryx’s Demise?:
The heroes hear about a new oracle somewhere in or near the Desolation.
They also find out that this oracle is prophesying Malystryx’s demise.
One of the heroes’ acquaintances asks that the heroes visit this oracle
and find out more about this prophecy and whether it is just wishful thinking.
Once there, the heroes find that the oracle is an ogre protected by an
unusual creature called an ogre
titan. Can the heroes win past the ogre titan and visit
the ogre oracle? And is she an authentic diviner of the future? What is
the prophesy relating to Malys’s Demise?
56. Curse of Orneriness:
The heroes find themselves in the middle of a family crisis one day. The
young daughter of a man or woman that they know strongly requests that
one of the heroes come to her house to settle a family argument that has
gotten a bit out of hand. When the heroes get there, they discover the
family in the middle of a domestic dispute. The instigator of the dispute
appears to the be daughter’s older brother, but before the heroes can
start calming everyone down, he suddenly gets very quiet and refuses to
say another word. The mother is white-faced with anger and fear. If the
heroes investigate further, they discover that the mother fears that her
son has fallen under the family curse of “orneriness.” The father (or
other older relative) states that as far as he is concerned, the boy has
been replaced by a draconian, what with the way he has been acting these
last few days. The son himself remains mute. What is going on here? What
is this curse of “orneriness” that the mother speaks of? And is the father
jesting?
57. Family Inheritances:
The heroes come across a man (or woman) working on the docks who wears
a gold medallion prominently on his chest. They notice that all the seafaring
minotaurs nearby actually defer to this man when they pass him by. If
asked, the man tells the heroes that the medallion is the one thing he
has left of his father, and he’s pretty sure that this medallion is what
causes the minotaurs to defer to him. How do the minotaurs know the medallion,
and what does it have to do with his father? (Dungeon Masters can also
make the medallion-bearer a minotaur male or female, but the heroes will
need heightened perception to notice the deference given to a minotaur
male.)
58. Missing Cell:
The Legion of Steel tried to establish a new cell, but never heard another
word from the five Legionnaires they sent out. The heroes are hired to
find out what happened to the five stalwart men and women without giving
away their employer.
59. The Master Storyteller:
As the heroes relax somewhere familiar and public, a storyteller comes
in and settles down in a corner. After getting an ale, she starts telling
a story involving someone the heroes know. The end of the story involves
the death of the person, which is something the heroes hadn’t known about.
When the heroes check, they find out that the person in question is still
alive, but that he or she is currently following the road to death that
the storyteller had detailed in her tale. Can they stop their acquaintance
from getting killed? Who is this storyteller? Are all of her stories also
foretellings?
60. Falling Waters:
The heroes are passing through a natural setting when they hear the sound
of a waterfall nearby. As they near the area of the falls, they notice
that the terrain is completely torn up. In fact, it looks like someone
took a giant hoe and dug a furrow into the ground, uprooting trees and
the like. Water from a nearby lake found its way to the newly formed furrow
and now falls into the latter part of the furrow. If the heroes explore
further, they discover that the water follows the furrow into a hole in
the ground. What caused this furrow to happen? Why is it there?
61. Religious Fervor:
The heroes are visiting a small village when the villagers get it into
their heads that all magic is evil. As a result, they start forming up
bands to get known sorcerers, mages, mystics, and any other person with
some form of gift (even nonmagical). The heroes themselves come under
suspicion. Upon investigation, it seems that this fervor emanates from
a very persuasive local who just left the village to “spread the
word” of the evils of magic. What is going on here? How can the heroes
save this village from itself? Can they stop the person who intends to
spread this fervor into other areas and possibly set the whole country
up against itself?
62. Aura of Peace:
After a particularly dangerous mission, the heroes come into possession
of a clear globe of amber-colored glass that contains flecks of blue.
If the heroes stare into the globe, they feel a sense of well-being fall
over them that lasts for about an hour. They can perform any actions they
wish during this time, but they remain completely tranquil while doing
so. Once the tranquility ends, any wounds the heroes have sustained look
as though they have been disinfected and have healed for a week. The heroes
also feel alert and prepared, as if they had slept comfortably and well.
At the same time, however, they also feel a call to visit some old ruins
nearby. What is this globe? Where did it come from? Why does it call them
to the ruins?
63. Sparkling Sunset:
At sunset one day, the heroes notice that the sun appears to glimmer and
sparkle, with occasional flares of light. It’s a majestic display, but
what is causing it? At the same time, all of the night creatures feel
the need to wake up, so the heroes see owls, night rodents, and all manner
of night-creatures (even undead) waking up to view the sunset. If the
heroes investigate, they discover that the Silvanesti records contain
reference to a month of such sunsets in the past. The elves, fearing that
the night creatures would be unbalanced in their routines by this display,
stopped it by singing a certain song and activating a certain device.
The heroes can find the song in Palanthas, and the device was last seen
by kender in Kalaman. (Dungeon Masters can choose a relevant place in
each area, or shift the items to other locations completely.) Will the
heroes find these two pieces and use them to stop the unusual sunsets?
64. Zombie Skin: A
local healer asks the heroes to acquire pieces of ogre zombie skin. He
believes that ogre zombie skin has the power to battle diseases, and he
wants to test this theory. However, this is a ruse. The healer wants the
ogre zombie skin so that he can send it to Onysablet. Will the heroes
do this? And do they believe the healer’s reason for wanting zombie skin?
65. Sea Elves: The
heroes are met by a sea elf while at a port. The sea elves are very concerned
about what it happening on the surface, for they have heard and divined
all manner of omens. They also are missing a highly-placed representative
of their people, and ask the heroes for aid in finding her. Do the heroes
help the elf by informing him of current events and by finding the lost
representative?
66. Altar of Belief:
At a local temple, the altar has started doing strange things. When the
heroes investigate the vague rumors, they discover that the altar cloth
changes color every day. The colors vary from black to red to white to
red to black, and so on. During sunrise to noon, the color is white. From
noon to just after sunset, the cloth turns red. Then, from just after
sunset to just before sunrise, the cloth turns black. People who attend
the temple receive a blessing, but not consistently. (Some receive blessings
during the black phase, some during the white phase, and some during the
red phase. Some don’t receive a blessing at all.) Why is the altar cloth
changing color like this?
67. Balm for the Sleepless:
A local mystic has his heart set on a certain commodity: Wax from giant
bees near some local ruins. He claims that this wax contains an element
that he wishes to identify. He created some lip balm from this wax once,
and he discovered that it tingled nicely and refreshed him as if he had
slept for eight hours. However, he doesn’t want to brave the giant bees
again, so he has hired the heroes to do it for him. They aren’t allowed
to destroy the hive while gathering the wax. Do the heroes help him out?
What do they find at the beehive to help him identify the wax’s unusual
properties?
68. Search and Recovery:
A trusted associate asks the heroes to search for and recover a lost book.
The book is in an enemy’s library, and the associate asks that the book
be taken quietly so that the enemy doesn’t even know the heroes were there.
Do the heroes take on this assignment? How do they breach the enemy’s
abode without tipping off the residents?
69. Music of the Heart:
A local bard’s song seems to have the power to heal, and local mystics
wish to have her come in to be investigated. However, the bard refuses
to even talk to mystics for reasons she won’t disclose. Why is this? Can
the heroes make her open up to them?
70. Lack of Taste:
A nearby village is complaining because of an unusual phenomenon: They
can smell better than before, but all of the food they eat is tasteless.
When the heroes investigate, they discover that all of the people affected
are drinking out of a newly dug well. Is it something in the water? If
so, what is it? Can the heroes figure out a way to remove the offending
substance from the water?
71. Mirror’s Reflection:
The heroes are called in to help with a puzzling situation: Jenna (or
another vendor in another town) has a new mirror in her possession. She
received it from an anonymous source. The strange thing about the mirror
is that it reflects people who aren’t there. The best theory she has heard
so far is that it reflects nearby unseen spirits. It even reflects back
those who are invisible. Who gave this to her, and why?
72. Castaway: The
heroes are on a ship heading north when they come across a woman clinging
to a piece of wood. The captain of the ship brings her in, asking for
the heroes’ help in healing her. Once the woman is rested, she can tell
them her story. She was on a ship heading to Kalaman when a wave broke
her vessel in half. She didn’t see what happened to the rest of the crew
or passengers, but she did see several dragons in the area. She believes
that most of the people on her ship are still alive. The woman also insists
that the dragons were metallic and that they were fighting something.
What were they fighting, and where did the other passengers go?
73. Dreams of Stained
Glass: The heroes start having strange dreams in which they enter a hallway
with stained glass windows, whose images they cannot remember upon waking.
A strong light glows through the windows, causing the floor to be speckled
with images. The pictures on the floor then come to life, beckoning to
the heroes, and in the background, the heroes know someone waits with
bated breath. When the heroes wake each time after this dream, they’re
holding a colored piece of glass with smoothed edges. What are these pieces
of glass? Who is the waiting person? (Intelligent heroes might try to
put the pieces together to form an image. If so, what image does it form?
What does it mean?)
74. Steeple Chimes:
The local town has a church or temple with a newly-created steeple. However,
whenever the bell is rung to call people to service, the bell doesn’t
make a sound. When taken out of the temple, the bell works perfectly.
What is causing the bell’s chime not to sound while in the temple? Does
this signify anything important?
75. Gnomish Antics:
A local group of gnomes have gotten a bit silly while looking for a part
for a device they’re building. They inadvertently created a distillery
earlier that day and drank the fruits of their labor. Now stupidly drunk,
they want to continue their search for the missing part. They try to hire
the heroes to help them. Do the heroes accept the offer? Or do they allow
the gnomes to carry on without guidance (and with possible dire consequences
for any near them)? Most importantly, do they try out the still?
76. Head in the Clouds:
The heroes are asked to take on another companion: a dwarf with a particularly
nasty sense of humor. She points out every failing in a person, and rarely
rewards people with praise (unless it highlights other failings at the
same time). The dwarf stays quiet and unsmiling during the initial phase
of the journey, but then begins to talk, which is worse than the sullen
stillness. If the heroes ask why the purpose of her journey, she refuses
to answer, saying merely that she is on a quest. Should the heroes stick
it out with the dwarf, they eventually might learn that she seeks a dragon
who can teach her how to change into a dragon form. Then she can transcend
her earthiness and fly among the clouds.
77. Library of Ideas:
A local scholar has heard of a wondrous, mythical place called the Library
of Ideas. He believes that it is on a continent unknown to them thus far.
He hopes that the heroes can find an ancient Irda tome that talks about
this Library, so he offers them a reward for entering one of the Irda
ruin sites (DM choice). If the heroes investigate and succeed in their
mission, they discover a tome with the lettering the scholar drew out
for them. When they return, what does the scholar find about this Library
of Ideas? What is the library, really? Does it even exist?
78. Cursed Words:
A small village has formed on the site of some lost people, though nobody
knows for sure what race lived there. The only remains of the original
residents is a fountain with unusual designs scrolling throughout the
stonework. The water runs clear and crisp. If the heroes drink of it,
they discover that they cannot curse in any language. Their tongues stop
before they can begin to form the words. What is causing this to occur?
Does the effect wear off? Does it happen only within the area around the
fountain?
79. Birds Gather:
An unusual phenomenon is happening near the heroes: The birds are gathering
in all of the trees nearby with nary a twitter among them. Into this silence,
a form settles: a large owl. What is this owl? What happens if the heroes
investigate?
80. Burial Rites:
While investigating a cemetery, tomb, or old graveyard, the heroes come
across an unusual marker. The marker is in the ancient Silvanesti writing
and says “The One Who Stood Between.” Inside the grave or sarcophagus
lie the bones of a small elf, perhaps a child. Who is this child? Why
is he buried here, if he is an elf? What is the significance of the words?
81. Dryad’s Journey:
The heroes come across a beautiful woman traveling alone. She has the
look of an elf about her, yet she has strange coloration that reflects
the foliage of the surrounding trees. If the heroes ask her about herself,
she reveals that she is a treeless dryad in search of the Heart of Wood.
What is the Heart of Wood? How is it that she can leave her dead tree?
82. Satyr’s Dance:
As the heroes go through the local village, they hear the sound of pipes.
If they investigate the toe-tapping music, they find a satyr producing
it. As the music continues, the satyr picks up the beat, causing all around
to start dancing. Not long after, people start coming with wine, beer,
and all manner of foodstuffs. An impromptu party has formed. During the
evening, the heroes learn that the satyr has been staging parties like
this one every night for the last two weeks. The locals are so exhausted
from the nightly festivities that they sleep all day, leaving fields untended
and businesses closed. If the heroes stay alert, they notice when the
satyr finally gives up his playing, and can talk to him before he leaves.
Meanwhile, all of the partygoers either conk out right there or return
to their houses to sleep. What is the satyr here for? Why does he stage
parties for these people? How much more fun can the town take?
83. Sundial of Shadows:
The heroes attend a local gathering, where they notice an unusual feature
in the garden: a sundial. As it is evening, the sundial shouldn’t be working,
but it actually does! The shadow continues to point to the time accurately.
Is this item magical? Where did it come from? Dungeon Masters should also
pick a hero and allow him or her to see faint runic markings in the light
of the moon. What do the runes say? Are they the maker’s marks, or do
they relate some dark secret?
84. Gilda’s Gleeful
Giggle: A dwarf named Gilda thinks she has developed a rather amusing
new spell that she calls Gilda’s Gleeful Giggle. It causes the target
to start giggling and keep giggling until nobody in the target’s line
of sight and range of hearing is smiling or laughing or giggling or generally
being happy and amused. Unfortunately, this effect isn’t actually a spell,
a local scholar points out. Gilda has a brooch on her chest that activates
whenever she says a specific word (the verbal component of the “spell”
she has created) and causes the effect mentioned above. What is this brooch?
Does it have other powers? (The enterprising Dungeon Master can write
up the effect into an actual spell and give it effects that reduce the
target’s combat ability and concentration.)
85. Cats Galore!:
The local cats are congregating around a specific kender, who finds it
rather curious. They follow him around wherever he goes, and more come
to him each day. Why does the kender attract cats like this? He doesn’t
smell like fish or other kitty-food favorites. Could it have something
to do with the interesting tiger’s eye agate button on his shirt?
86. Fitness Regime:
The chubby local lord or lady wishes to get back into shape, and he or
she asks the heroes to help out. The heroes can set up a diet and exercise
program, but, after about a week, they see that the person hasn’t improved.
In fact, the lord or lady is gaining weight and bulk! What is happening?
Has someone cursed the person? What do the heroes do about it?
87. Runaway: A young
child has run away from home, and the wailing mother asks the heroes to
help her find him. If the heroes look into this matter, they discover
that he was last seen near the docks, and he hasn’t been seen since. Did
he fall into the water? Did he hide away on a ship? What do the heroes
do to help find the boy?
88. Art Imitates Life:
The heroes pass by an artist sketching an action-oriented scene. If one
of them looks at the scene, he or she discovers that the scene is one
the group just lived through about a week or so ago. Should the heroes
ask the artist about the scene, they discover that the artist has dreams
occasionally, and keeps seeing them in the dreams. What’s the connection
between the heroes and the artist? Can they make use of this link, or
do they wish to break it?
89. Sculptures: In
the local village, a young woman who has never been artistically inclined
suddenly feels the urge to grab some clay and start making clay models.
As she finishes her clay model, the model animates and runs off. The young
woman is puzzled and frightened by this gift, so she turns to the heroes
for help. While they’re investigating, she takes up marble sculptures.
Before she finishes her current work, which resembles a dryad, the young
woman can tell the heroes that she now remembers an old woman who had
passed through town a few weeks go. She touched various people and granted
wishes. Everyone had thought that she was crazy at the time. Is this the
clue the heroes need to get started? Who else made a wish, and has it
come true?
90. Master Scheduler:
A local business has a new owner, who is getting all kinds of complaints
from his workers. One of the workers finally approaches the heroes and
asks for help. If the worker shows up later than scheduled or has changed
shifts with another, something strange happens. The worker finds himself
getting ready for work at the appropriate time and showing up at the time
that the owner placed on the schedule. What do the heroes find out when
they talk to the manager?
91. Rose-Colored Glasses:
During a crisis, the heroes come across a person who completely ignores
the situation. (For example, if a fire is destroying a building, the person
walks on by calmly, ignoring the demands for her to join the bucket brigade.)
The woman is wearing a set of glasses with a rose tint to the lenses.
If asked, she points out that all is well with the world, and she is feeling
the best she ever has felt! Does she not see the crisis? Does this have
something to do with the glasses she wears?
92. Cries from Nowhere:
The heroes are passing through an area when they hear cries for help.
If they investigate, they find nobody. However, they do find a cairn of
stones nearby. Do they pull apart the cairn? What do they find if they
do?
93. Miracle Grow:
The heroes visit a village where lush vegetation grows everywhere they
look. In fact, they can see the grass growing! The people in the
village are absolutely exhausted trying to keep up with this fast growth.
Do the heroes help them stay on top of it, or do they investigate? What
happens when they find that the culprit is a person with a wild magical
talent?
94. Altered States:
A young man approaches the heroes and asks for their help. When he pulls
off his hood, the heroes see that his face changes constantly from one
race to another. If asked, the man states that his body is in a kind of
flux between elf and human. He is, in fact, a half-elf normally, and he
doesn’t understand what is going on. Do the heroes help him out? Is the
young man a wild talent?
95. Staff of Stuff:
The gully dwarves in the area are congregating for a meeting of some sort,
and the other races around them are suspicious. This has never happened
before! If the heroes investigate, they discover that someone has stolen
the sacred gully dwarf Staff of Stuff. The staff usually remains in the
hands of the local gully dwarf leader, but someone stole it yesterday.
What does this staff look like and what can it do? Who is the thief? Do
the heroes help the dwarves find the Staff of Stuff?
96. Ghosts or Goons?:
The heroes hear of a haunted village nearby. If they visit it, they discover
that the inhabitants fear for their lives. Every evening, something goes
around the village and knocks on each door. Those who looked the first
evening swore that they saw a ghostlike figure hovering outside the door.
Ever since, they villagers have cowered in their houses and huts. If asked,
they mention that something goes missing each night, too. Do the heroes
investigate this haunting? What do they find? Is it a ghost, or is someone
pulling a trick on the villagers?
97. Ghost Ship: If
the heroes are traveling by ship, they find themselves in a bit of a quandary.
Two days after they leave port, the crew mysteriously vanishes, and the
ship around them takes on the look of a ship that hasn’t been maintained
for a long time. What has happened? Are the heroes aboard a ghost ship?
How can they get home?
98. Special Delivery:
The heroes receive a message containing a bunch of nonsense words from
someone. The only thing that makes sense is the salutation, which says
“Greetings, Heroes of the Arcane Order!” Who sent this message? What does
it really say? What is the Arcane Order?
99. Secret Admirer:
One of the heroes starts receiving small gifts and bouquets of flowers
(or something else appropriate). If the heroes look into this and discover
the admirer, not only is it someone rather surprising, but the admirer
goes missing before the hero can talk to him or her. What happened to
the person? Did he or she leave out of embarrassment, or was he or she
kidnapped?
100. Gift Horse:
As the heroes are traveling, a horse joins their group and refuses to leave
them. It won’t allow itself to be saddled or handled in any way. However,
the heroes can see a strange brand on its hide. Can they figure out where
this horse came from? If so, do they return it?
101. The Play’s the Thing!
The heroes enjoyed an evening’s performance by a traveling troupe
of actors. The play, a comedy, dealt with a plot by a trio of women to
kill their boorish husbands. The only problem is, that night the local
officials receive reports of several assaults on the men of the town —
by their wives! The heroes can become a part of the investigation when
their innkeeper almost becomes a victim. The wives, all of whom attended
the show, can’t explain what drove them to violence. They cite only their
husbands’ annoying habits as justification. And the actors? They’re nowhere
to be found. . . .
Thanks goes out to the Dragonlance mailing list subscribers for submitting adventure hooks!