The Big Book of Class Hooks
The Big Book of Class Hooks
1. A group of settlers have arrived in the PC’s territory. They are peaceful, and seeking a
place to make refuge after persecution from their homeland. They are hiding a monstrous
secret.
2. The PC receives a vision from one of the Ancestral Honored Dead, charging them with a
Great and Momentous Task that will take them far from their homeland.
3. The PC camps on a leyline, and is given horrid nightmares about the upcoming
destruction of a Sacred Place. Time is short to avert the disaster.
4. The PC experiences a trauma so severe that it creates a new Taboo for the PC.
5. The PC is denounced by his tribe’s shaman, for purely political reasons, and forced into
exile until they can clear their name.
6. A local volcano has erupted, and the PC is tasked by their tribe to take an offering to the
deity that dwells there, in an attempt to appease its wrath.
7. The PC is haunted by one of their recently deceased relatives, who claims they were
murdered, and wants the PC to enact revenge.
8. The next animal the PC sees speaks to them through telepathy, and says that they have
been sent as a guide, to lead them towards a mystery both baffling and deadly.
9. The PC tribes totem animal appears to the PC - wounded and dying. Something is very
wrong with the world.
10. The party stumbled upon a relic - broken and battered. It belongs to a tribe that has not
been heard of for generations and some claim no longer exists. The relic, by all rights, needs
to be returned to its people.
11. The party encounters a famed warrior, who offers to train the PC. The point of the
training is because the warrior seeks a noble death from their trained equal.
12. An entity from the beyond offers the PC the strength of their enemies upon defeat.
13. A relative of the PC is seeking them, they have gone on a murder spree, killing many of
their family members, and the PC is their next target.
14. Rumors surface that a legendary weapon has resurfaced, a weapon prophesied to be
wielded by a brutal master. This weapon was stolen from the PCs tribe in the ancient past.
15. An amulet is found that slowly trades social ability points into physical ones, starting
from high to low. All fun and games, until it can't be taken off until the curse is lifted.
16. An NPC appears seeking a worthy mate. If they can be bested in combat they will lay
with the victor. Introduce a child 9 months later if applicable.
17. An unknown entity offers the PC magical powers if they champion for this entity. If a
religious PC is present, it is their Deity/Patron seeking to grant power.
18. An enemy of party poisons the PC (by proxy) with a toxin that causes extreme paranoia
over the course of several weeks.
19. A few figures approach the PC one night, they offer them the Power of the Moon, if
they are willing. The therianthropes will return once in a while until the PC accepts or
violently declines their offer. Once accepted, the PC is cursed with therianthropy.
20. One morning, after they did something despicable, the PC wakes up as their Spirit
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Animal. They need to atone for actions. Their companions appear as part of the
pack/flock/herd and as the PC goes, so goes all of their fates.
21. Nightmares start plaguing the PC, of something hunting them. Soon evidence of the
hunt existing becomes apparent. A powerful entity/creature is stalking theml.
22. As part of a religious tradition, a massive beast has been released outside of the
settlement. Everyone is welcome to join in on the Hunt, but precautions have been made to
make the creature immune to magic. Only the strongest individuals ever win this glorious
test. The winner gains fame and an ancient treasure revered among the Tribe.
23. The party meets an NPC that has been exiled from the barbarian PC’s native lands.
Regardless of the NPCs relationship to their former clan member, they are unwilling to talk
about the circumstances of their exile.
24. Members of the barbarian PC’s culture are expected to return once every year for the
harvest and to reconnect with their culture and loved ones.
25. Merchants from a civilized nation begin to travel to the PC's homeland, offering cheap
crafted goods to the craftsfolk...and highly addictive drugs to the youth.
26. Missionaries from a foreign religion begin to establish missions in the PC's homeland.
Local shamans are fomenting violent resistance against the interlopers, but some are
converting to the new religions.
27. A tribesman that the PC doesn't recognize tracks the group down. A foreign mercenary
company is looting the sacred caverns, and digging out rocks for unknown reasons.
28. The PC is passing through a slave market, and recognizes their cousin on the auction
block, in shackles!
29. A disease is spreading that mutes people's emotions, including rage. This is a curse
from a powerful witch, an old enemy of the Tribe, come back for revenge.
30. The PC is approached by a carnival proprietor. The man wants to hire the PC as a
strongman or "noble savage" exhibit. If the PC refuses, a kidnapping attempt happens later
that night.
31. The tribe’s local idol has been vandalized/destroyed. To gather the materials for a new
one is a long and perilous journey.
32. A sentient and incredibly powerful weapon chooses the PC saying "I believe you are the
only one strong enough to resist using me."
33. An NPC says they have an ancient blood curse with the PCs family. The only way to lift it
is to have an honorable battle to the death with a member of the PCs family. The curse will
lift no matter who dies, but it must be an honest fight. Refusal means the NPCs family will
continue to suffer for a crime they had no part of.
34. An old acquaintance known for selling poor quality armor and weapons at full price
many years ago has recently opened a fancy equipment shop in town. There are rumors the
armorer made a fell bargain with some unclean spirit.
35. Someone or something is making people who have a knack for sensing danger sense it
frequently, even though there appears to be no danger.
36. The barbarian PC is given notice that someone in their family of great stature died, and
they are tasked with heading the burial service. However, that member of their family died
years ago.
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37. A wily merchant nobleman from a "civilized country" just traded worthless glass
baubles for a bunch of priceless tribal heirlooms (weapons, armor, an icebear pelt or
three…) and is already back in his home country. The PC is approached and asked to find
them and get the items back, without angering the civilized nation and sparking a war they
can't win.
38. The spirit of a distant uncle is restless and trying to bond with a living relative before
fully departing. While powerful and possessing useful information, he can be obnoxious.
39. Shaman are going mad when they attempt to put any of the tribe's dead to rest. Why
are the ancestor spirits going insane?
40. The PC is experiencing a series of minor events of “bad luck”. The tribe’s shaman says
that it is the Ancestral Dead who are unhappy with the PC, and they must figure out what
they have done wrong and appease the spirits.
41. The local weather deity has been ignoring the tribe’s pleas for rain for weeks, and then
sends torrential downpours that threaten to destroy the people with flooding. The PC is
asked to go out and capture a sacrifice and carry it to the Sacred Place and offer the deity a
blood oath in exchange for fair weather.
42. A dead rival’s spirit has returned to plague the PC with pranks and cruelty until the
rival’s body can be properly disposed of and the soul can escape into the afterlife. The body
is far away and in a dangerous location.
43. The barbarian PC has an overwhelming feeling of familiarity with a stranger they swear
they've never met before. Yet something deep within themselves says they know this
stranger. The stranger also claims to feel this deep affinity without knowing why.
44. A forgotten totem spirit has chosen your PC to be their new avatar upon The Earth. The
PC must perform great deeds worthy of retelling, in order to revive the worship of their
new totem.
45. An ancient dragon has chosen land belonging to the PC’s tribe as the location of their
new lair; strength alone will not drive the beast away.
46. After many years of wandering and research, the PC has finally found their long-lost
tribe and homeland. The people are safe, but changed in ways the PC finds shocking.
47. The PC was raised on the stories of heroism and the philosophy of their parent’s lost
tribe. Now that the PC has reconnected with their kin, they are confronted with the reality
that noble philosophy is not always kept in practice.
48. The PC has been chosen as their tribe’s envoy to a powerful noble’s court. The PC bears
the responsibility of negotiating a delicate treaty to secure their tribe’s future.
49. One morning the PC wakes up with the power of Spirit Vision - and can see into the Veil.
50. A fleet of foreign warships appears off the coast of the Tribe’s lands - this fleet bears
soldiers and weapons that are beyond understanding. The fleet sends a demand to
surrender or be destroyed.
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50 Plot Hooks for Bards
1. A local noble is having trouble getting his daughter to sleep. The bard will help with a
lullaby and let the noble finally get a good night's rest… or else.
2. Your instrument needs to be restringed. Unfortunately the shop is out of catgut. The
strongest of which is made from the stomach of a monster that can be found in a nearby
region…
3. A book of local lore is discovered that touches on bits of epic poems the bard is familiar
with. It ends abruptly, but not before giving clues as to the location of these events
happening.
4. A rival in town is spreading tales of his adventures. The problem is they sound exactly like
the party’s’ escapades
5. An archaeologist has discovered a tomb. The bard’s assistance is required to gain access
due to their knowledge of the civilization that constructed it.
6. An enemy of the state reaches out to you to help write their side of the story, with the
hope of gaining some sympathizers to their cause.
7. You are recruited to play an event for a local delegate that has come to town, but not only
that, you are tasked to spy on the group and report back anything you may happen to
overhear.
8. Your act has been discovered and a small patron bidding war is taking place. If you don't
overplay your hand..
9. You are offered a serious payday to organize a smear-campaign against an important local.
10. Something you lied about recently has gone around, has grown into rumor, and is causing
trouble.
11. Rumors start floating around that the grave of a famous bard was robbed and found
empty. Flamboyant in life they set up some rhyme-based scavenger hunt for their magical
instrument(s).
12. A contest is held for a royal wedding/coronation. Over 200 performance artists will be
competing over the 20 available positions during the event, and gain a reputation for life.
13. Somebody has started a smear campaign against an important NPC (or PC, even better)
and you are (hired) to counter it, and find the source.
14. The luthier/instrument maker of this century has gone missing on a trip. Finding them
could be a grant opportunity.
15. The luthier/instrument maker of this century has written out contracts on rare ingredients
such as albino Wyvern hide, a sizable amount of Dwarven beard hair, half a dozen narwhal
horns, and leg tendons of Quicklings.
16. A shady figure offers to be the PC's patron, and is being persistent about it, making it
seem that “no” is not an answer. Their requests for performance are also a bit on the odd
side.
17. An official request/summons is delivered. The PC, with several others, is to witness an
event and spread the word.
18. Groupies start following the party, leading to troublesome scenarios.
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19. A message needs to be delivered from one king to another, the PC gets that honorary
quest. It might not be the blessing that it seems as it is a declaration of war, and the
messenger was expendable.
20. The PC is handed a coin by (what appears to be) a better. It is a standard gold/silver coin,
though several details are different. The rumors about a secretive organization operating in
the shadows might be true, and access to them might be hidden in plain sight.
21. A rich noble tasks the PC to write their biography. They lived an exceedingly dull life, but a
dark secret can be gleaned between the lines.
22. A merchant tasks the PC to develop a jingle for their caravans on marketplaces.
23. A beloved NPC needs a wingbuddy to seduce someone way out of their league.
24. The PC get a stalker, interestingly, a monstrous one.
25. They receive an official Copyright Strike claiming they’ve been playing someone else’s
music and claiming it is their own. Two more strikes and every instrument they touch will
magically go mute.
26. At an inopportune time, everyone in the party except the bard loses their voice. The bard
gains the ability to concentrate on them and choose the words they speak.
27. Everyone loves a new NPC bard (musician, storyteller, etc.) who is touring the area.
People are completely enthralled by them. However, the PC bard literally cannot understand
anything the NPC bard performs.
28. The PC gets an invitation to perform for an extremely dangerous and powerful NPC.
However, the payment might be too good to pass up.
29. A demon who desires one of the PC’s talents is willing to make a deal: the PC gives their
ability to perform with an instrument they’re proficient with (losing their proficiency with it)
and the demon will give them something (fire resistance, water breathing, etc.). However,
there’s always fine print.
30. The bard PC wakes up one morning to find a block of flat, gray, featureless granite sitting
just outside their camp or inn. It never moves, but when the bard averts their eyes, it moves
to within 100 ft wherever they go. While it exists, the bard has disadvantage on all
performance checks, due to an inability to write new material. It is up to them to find a way
to destroy this block.
31. The PC begins “hearing” spells inside of songs, poems, riddles, jokes, instrumentals and
doggerel, and can “draw them out”, adding them to their arcane repertoire. This
phenomenon goes on for weeks, and leads the PC on a musical path to a distant prize.
32. Wherever the PC goes, the reception is beyond normal. Overnight fame descends on the
PC, and the effects of their performances lingers for days, causing population areas to
become frenzied with dancing, singing, partying, and the like. The PC is being looked at by a
Revelry Deity, perhaps even a minor one, and this is a stress test.
33. A local ruler seeks out the PC for their interpretation of a tricky and ancient matter of
law. A thorny problem has dropped into the ruler’s court and, having turned to his own
advisors, without success, has invoked and ancient law calling the Bard to give their legal
opinion. The case at hand is extremely delicate, politically and socially, and has the potential
to call down a disaster if mishandled.
34. A new theater troupe is in the same area as the PC, and the troupe has sent an invitation
to the PC to perform with them on opening night. This is framed as a great honor, but in fact
is a plot to kidnap the PC on behalf of a rival, for a most nefarious and twisted scheme.
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35. Someone is drawing mustachios on every poster and handbill the PC spreads about
themselves! The words “El Stinko” are also graffitied over the top. This harassment follows
the PC from town to town, with no perpetrator ever being seen. A Leprechaun has taken
offense to the PC in the past, somewhere, and this is its passive-aggressive revenge.
36. The venue where the PC is playing is set ablaze by an arsonist.
37. An ally/family member of the PC has lit off into the wilderness with a romantic partner
against the advice of friends and family, and is thought to be in danger. The PC is the only one
who everyone thinks can bring the ally home and talk some sense into them. The romantic
partner is a powerful sorcerer, and will not be easy to find.
38. One morning the PC can suddenly understand all the languages of animals. More
incredibly, all the animals are speaking in rhyme, or singing, or chanting, or rapping, in a great
harmonious chorus that is overwhelming upon its contemplation. For 3 days this continues
and then suddenly, mostly, stops. No explanation is ever offered, but from thereon, the PC
can hear one particular species’ language (of their choosing).
39. A dance competition is being held at the palace of the local ruler. It is a rather ritzy affair,
but the PC has tickets to attend/is going to participate, and while present, sees a brazen heist.
The PC recognizes the thief, an old friend.
40. Someone is murdering Bards. The victims tongues have been cut out and bad poetry has
been stuffed in their mouths. This is an ex-Bard who has grown bitter and mad, and has had
their will subverted by a Dark Other.
41. At the Riddling Fair, the PC is accused of cheating, and is confronted with a whole
conspiracy of people who have shown up to break their reputation once and for all.
42. A dying woman asks the PC to compose a Dirge for her approaching death. She offers a
great sum of money, and wants some specific themes included. One of them opens the
doorway to a dangerous bargain.
43. Some curse or disease has been spreading through the minds of people who are
seemingly unable to stop singing/humming a catchy hook from a new popular song. The
curse manifests as an obsession with vocalizing the melody, thus infecting those who hear it,
and then losing all motivation to eat or take care of one’s needs. “The Earworm” is spreading
faster than people realize, and the PC stumbles into the edge of one of the outbreaks.
44. A quarantine has been declared in the town the PC is currently staying. No one will be
allowed in or out until such time as its declared “safe”. The PC has many appointments and
commitments that are going to be broken by this delay.
45. A biographer wishes to record the lives of all the Bards currently alive, and the PC is
approached to tell their life story. If the PC refuses, the writer will become angry and smear
their name for many months and years afterwards. If the PC accepts, the writer pens a
complete distortion, pure bullshit, and the allegations within dog the PC for months and years
afterwards.
46. A political ally wishes the PC to pen a series of satires, lampooning his political rivals, for
which the PC will be paid handsomely. If the PC declines, they will lose some social favor, but
no other ramifications. If they accept, the find the political rivals not so good-natured, and
the PC becomes the target of a few attempts at intimidation and violence. (If the PC refused,
they will see this happen to another Bard that the ally hired instead).
47. Approached by a powerful, but socially shy, criminal overlord, the PC is muscled into
carrying love notes (and also writing those notes as well) between the overlord and their
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lover (who happens to be partnered with a powerfully good/social figure). The logistics of
getting this done is going to prove tricky and expensive.
48. In a dungeon, the PC finds an ancient book of limericks. They are so funny, they are
literally deadly.
49. The PC finds, in their gear, a new makeup kit. It looks new, and is in a beautiful carved
box. Inside, the makeup and prosthetics look professional. They grant a powerful Major
Illusion for 6 hours, as long as the disguise is not disturbed. Upon the completion of the
magic, the disguise disintegrates, leaving no trace of itself. The kit has 6 disguise uses.
50. Its time for a World Tour. Bardic style.
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50 Plot Hooks for Clerics
1. A ghost of a child is following the party. It doesn't speak a language, but seems to have
an important message that needs to be deciphered. The message is written in
Celestial/Infernal.
2. A corpse of a Temple messenger is found on the side of a beaten road by the party. The
messenger was clearly killed and his bags carry a royal seal, now broken.
3. The next time the PC prays to their deity, a different voice answers.
4. Your deity tasks you to write and publish a new script to add to the holy text. You need
to find the subject first though.
5. Your PC finds an ancient version of the holy symbol of their Deity. Interestingly it
combines two symbols, a combination which sparks many questions.
6. For the next year all the deities are locked into their Avatar forms and forced onto the
Prime Material Plane.
7. An enemy perishes, and on their deathbed their last breath are a final request.
Something compels the listener to oblige, and a branded sigil of a deity’s symbol appears on
their arm. It is not necessarily the symbol of the PC’s deity.
8. A new deity has appeared, and they are attempting to steal domains from your PCs deity.
9. A divine messenger has reached you. You are chosen to share knowledge with another
Deity's following. This is a test.
10. Omens start showing up all over the place, predicting the heresy of several key NPCs
that seemingly have no relation to one another.
11. The PCs holy symbol starts to disintegrate slowly over the course of days, without
explanation, and nobody is answering, the magic slowly growing weaker as well.
12. A stranger offers proof that the deity the cleric worships isn’t who they appear to be.
13. A priest learns the deity is taking the day off tomorrow. No prayers will be answered, no
judgments will be cast on their follower’s actions.
14. Your deity develops a fear of an (element, energy type, school of magic, sphere of
magic, or something else) and alters spells you would cast of that type into other spells. The
deity must overcome this fear before spells are returned to normal.
15. The deity that grants you power is feeling insecure about their body. Your spellcasting is
now based on a physical stat/attribute until they feel confident again.
16. Several lesser or unknown deities vanish, leaving the duties of their obscure domains to
be picked up by other deities. This small alteration changes something fundamental about
the deity’s abilities.
17. Two rival deities have a bet: they each choose one servant and start testing them with
noncritical ailments. These ailments stack and escalate. The goal is to see which worshiper
will break and curse their deity first to prove who has the more faithful followers.
18. An extremist faction who follow the cleric PC’s deity are doing things the cleric believes
is directly against the deity’s beliefs, yet the deity still grants these extremists powers.
19. To retain the support of the church the PC is required to convert 7 individuals per
month.
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20. The deity is culling his herd, your PC is to compete for faith with his fellow believers, to
prove they are worthy.
21. The PCs deity tasks them to convert a specific high status NPC to their beliefs.
22. In a large city, the church of the god of fire burns down. The church of the god of water
floods. The church of the death god becomes overgrown with flowers and plants.
Something is obviously amiss.
23. Several places of worship have been systematically destroyed. This sacrilege has to be
stopped.
24. The cleric PC’s deity has its own crisis of faith, and spell access is extremely fractured
for the next 30 days.
25. The PC’s deity appears as a large avatar in the sky, and publicly announces their
intention to quit. Chaos ensues among the faithful.
26. For 24 hours, all prayers from the PC’s deity are granted.
27. Most enemies killed by the party will start haunting them, something keeps them
attached, and it will be costing the party sleep if not lives.
28. In a fluke casting of a divine spell, ALL the gold coins in the region have changed to
have the face of the PC on them.
29. The Black Knight flees justice across the land, poisoning wells with disease, burning
pious monuments, and seeking the destruction of the PC’s church.
30. Another deity falls in love with the PC. To show their love they will move a mountain for
them. Literally. This causes havoc among the mountain folk, who declare witchcraft is the
reason and begin turning on one another.
31. A new religion springs up overnight and is taking the world by storm. It’s a divine virus,
wiping religious texts and replacing them with a new doctrine. A strange doctrine. One that
is somehow growing on your brain…
32. The clouds speak to you by morphing into shapes. Like Pictionary. This is the voice of a
god. It is lost and confused.
33. Birds fall from the sky. This is a sign of the apocalypse written about in many sacred
texts. No one deity references it the same, so all the local churches are arguing about
exactly what this means and where it falls in the line of signs that are surely to come or have
surely passed.
34. The next village the PC’s come to is filled with people horned humans. This is a curse
from the PC’s deity. But what happened for an entire village to be cursed? Did they deserve
it?
35. Holes appear along a mountainside. Holes perfectly shaped for individual people. This is
a divine blessing. Find your hole. Enter the hole. And see what lies on the Otherside.
36. Animals begin to talk to you and hold praise for your piousness. But each one is pitching
to you about joining their church.
37. “The way is shut”. For the next 30 days, no souls can enter the afterlife. The Deity of the
Dead is asleep, on strike, or has vanished.
38. A jealous acolyte of the PC’s church does the real work. In the trenches. Spreading the
word. And they’re tired of the PC getting all the glory.
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39. Soldiers from a losing war storm into town and use it as their bastion for an incoming
attack. The PC is given divine visions of the local church being destroyed and must find a
way to get this army to leave before the battle begins.
40. Balog the Spoon Thief steals all the spoons. They do not return for a year and a day, and
the knowledge of how to create them (or conceive of them) is temporarily lost.
41. The PC’s deity asks them to go to the 9 Hells to retrieve a lost soul.
42. All coins, jewels, and other forms of currency that pass through any church’s door
vanish. This occurs for 7 days. The currency is no longer on the Prime Material Plane.
43. The PC receives a letter from an ally/friend/relative asking them to come home and hold
a revival to strengthen their faith.
44. A close ally of the PC has renounced their faith and chosen one directly opposed to the
PC’s beliefs.
45. The local ruler has declared all the supported religions to be heretics and has ordered a
pogrom against them.
46. The dead have started to rise, and return home. They are not zombies, but they are
very confused, and remain undead until such time as someone investigates.
47. The PC receives a vision from their deity. This is a lie. It is not the deity, but another,
pretending, and sends the PC on a mission that will directly challenge their beliefs.
48. The PC is tasked to go into the wilderness and start a new church.
49. The next area of civilization the PC enters, they are arrested and forced to renounce
their faith or be tortured/imprisoned/exiled. This is a sanction from a rival faith who has
subverted the local government.
50. The PC, based on their last action/deed, inadvertently starts a cult, with themselves as
the figurehead.
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130 Plot Hooks for Druids
1. A prey species is nearly extinct
2. A predator species is nearly extinct
3. A harmful mutation is affecting a local species
4. A beneficial mutation is affecting a local species
5. Birth rates of a local species has fallen almost to zero
6. Primary habitat for a local species is being destroyed by weather
7. Locals are polluting the waterways
8. Chance of a wildfire is high
9. Wildfire has started
10. Locals are overfishing the local waterways
11. Locals are overhunting the local wildlife
12. Chance of a flood from a local waterway is high
13. Severe rain has triggered a flood
14. An invasive species of fungus is destroying a habitat
15. An invasive insect species is destroying a habitat
16. The local trees are suffering from a blight
17. The local crops are suffering from a blight
18. A virulent biological disease is affecting the local population
19. A virulent biological disease is affecting the local wildlife
20. A series of violent earthquakes affect the local area
21. Loggers are taking too much timber
22. Miners are disrupting local habitats
23. Construction workers are destroying habitats to build a road
24. Poachers are taking too much game
25. A magical disease is affecting the local wildlife
26. A magical disease is affecting the local population
27. Free-Willed Undead have been turning the local wildlife and population into new Undead
28. A mated pair of Ankheg have destroyed several local farms
29. A migrating swarm of Stirge have settled in the area for a few days to rest and feed
30. A locust swarm descends on the area and strips it of vegetation
31. Periodical cicadas emerge from the ground and begin breeding and seeking food
32. Recent storm has blown trees down all over the paths and roads
33. Local waterway is choked with treefalls and storm-swept brush
34. Local peat bog has caught fire
35. The local bee population is threatened with extinction
36. A local village has too many children/people
37. A local wildlife species is overbreeding
38. A clan of Goblins has emerged from the underworld and begins breeding near established
civilizations
39. A fungus has wiped out the years harvest
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40. A mold has wiped out the stored harvest
41. Local vermin is overbreeding
42. An invasive vine has appeared in the local forest
43. A new wildlife species appears in numbers, threatening the local ecosystem's balance
44. An algae bloom threatens a local watershed/oasis
45. Poisonous fungi have appeared from the Underdark, destroying the local fungi ecosystem
46. Oozes/Slimes/Jellies are overbreeding in the local caverns
47. The seasonal period of high rainfall is late, threatening ecosystems and food production
48. The seasonal period of dry is late, threatening ecosystems and encouraging disease and
rot
49. A new disease appears in a local population, transmitted by an insect new to the area,
originally from very far away
50. The leylines are being "disconnected/turned off" from the Gaia web
51. A local circle of stones has inadvertently trapped a demon, who wants nothing more than
to escape
52. A local elder tree has Awakened, spontaneously, and has demands
53. All of the local wildlife have become Awakened
54. The party has wandered into an Adviser's territory and the Druid secretly spies upon them
until they leave their influence
55. A local ruler has a pet raven that never leaves his side, and is often seen talking to it
56. A baron's adviser has been murdered and the locals are up in arms, going from house-to-
house and shop-to-shop, accosting any strangers and accusing them of the murder
57. A king has declared a large section of the forest "Royal Lands" and the local foresters are
protesting outside the city walls
58. A local village elder has just welcomed a Druid into his inner circle - a forester's child who
has shown the gift of animal affinity, and declared the child their trusted adviser
59. The village where the party is staying is challenged by an Avenger, who denounces them
for overfishing and overhunting
60. An Avenger approaches the party and says that she sees they are heading through
(terrain) and requests their help with clearing out a den of monsters
61. The party comes across an Avenger burning the crop fields of a local village
62. The party stumbles across a fresh battlefield
63. The party discovers a local hamlet (a village with orchards) under siege by an Avenger and
a pack of wild animals that appear to be under its control
64. An Avenger and 3 brown bears confront the party while they are camped and says that
open flames are forbidden here, since there has not been a burn-off in 3 years
65. A traveling zoo is passing through the area
66. A friend of the party sends a letter inviting them to his birthday party in a nearby city
67. An awakened horse comes to the party and explains that it is a Druid, stuck (cursed) in
this form
68. The party comes across a weeping Druid, surrounded by the corpses of hundreds,
perhaps thousands of rabbits
69. A murderous pack of Wererats has been discovered by a Beastfriend
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70. After the party awakens from a night of camping in a cave system, they see fresh graffiti
scrawled on a nearby wall - "LEAVE THIS PLACE"
71. A Grey Druid staggers into a town, half-dead, and begs for aid
72. A Grey Druid is discovered trapped under a rock-slide
73. A huge Dwarven vault-door blocks the party's passage through an underground area
74. While the party is underground they will be approached by a Grey Druid who asks for their
aid in quelling a war between two intelligent species
75. The party comes across a strange sight - a group of 4 Grey Druids worshiping at a standing
circle of stones deep, deep underground
76. The party crosses into the territory of a Guardian and is suddenly under constant and
covert attacks that seem like the party is being opposed by many enemies, but it is only a
single Druid
77. The party is contacted by an old Druid ally who says they have taken up the mantle of a
Guardian and asks them to visit when they can
78. A band of 5 Guardian Druids have closed the main road through a forest, and have
stopped all trade and traffic
79. A dungeon that the party has arrived at is under the Guardianship of an awakened Elk,
who was inducted into the Druidic Order, and has taken it upon itself to ensure that the
dungeon remains sealed
80. A sleeping Guardian is resting in front of a [Gate], and appears unable to wake
81. The party receives a letter from an old Druid ally who has joined the Order as a Hivemaster
82. The party finds themselves in a deep wood, among huge spiderwebs
83. While visiting a village, the party is offered honey at the Tavern, and told its local
84. A series of Giant Termite mounds begin appearing in local farmland, and the villagers are
in a panic as the insects have begun devouring houses and local businesses
85. The party is contacted by a local Hivemaster who asks for aid in destroying a series of
Giant Wasps nests in the area
86. An angry Hivemaster has decided to punish a local Elven village for defying their orders to
slow their breeding down
87. A Lost Druid has been waging a war of attrition on a human settlement that dared to raze
a forest to make room for their habitation
88. The party receives a message from an old Druid ally that their mountain home has been
poisoned by Duergar miners, who have allowed a radioactive metal to leech into the
mountain's underground springs
89. A Lost Druid has fulfilled their vendetta, and has chosen to remain as an Avenger Druid,
but refuses to give up the necromantic knowledge obtained in the process
90. A Lost Druid of the forest, now razed by Minoi (Tinker Gnomes) has sabotaged the
Minoi's operations, turning their constructs against them, and now dozens of these "rogue
clank" are in the wild, indiscriminately hurting and destroying those that they come into
contact with, as without proper controls in place, the constructs follow their prime directive -
to convert all life into energy to be stored (and returned to the Minoi's labs)
91. A Lost Druid of a freshwater lake, now destroyed by large-scale terraforming and allowed
to become saltwater, has laid the area with hundreds of booby-traps, designed to mangle and
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kill
92. A Lost Druid of the Underdark has been forced to the surface after a Drow weapon
scoured a huge section of the underworld clean - razed of all life and all sources of food and
water, the area is now a silent, barren tangle of tunnels and chambers
93. The party finds themselves stymied by a Druid who refuses entry into a local dungeon -
citing the fragility of the ecosystem contained within
94. The local road has been cut by a deep ditch and no traffic can pass
95. The party comes across a strange sight - two opposing armies are seemingly frozen in
time
96. A Druid steps out of a Dragon's lair, explaining that they are the emissary, and that The
Grand Drake is not interested in a fight with the party, and what can be done to facilitate their
swift and quiet departure? The Druid has the dragon's proxy in the negotiations, and if
attacked, will draw the wrath of the Dragon itself
97. A Druid is blocking the way to a monster's lair by casting Mirage Arcana wherever the
party goes, in an attempt to dissuade them from committing violence against the species
98. After slaying a powerful monster, a local Druid will cast Geas on one of the party
members, compelling them to find another pair of the same monster and encourage them to
mate successfully in order to restore the population's numbers
99. In the midst of an undead invasion/outbreak, the party sees a Druid putting down a large
group at once with magic
100. A village caretaker Druid approaches the party and accuses them of possessing
dark/necromantic magicks
101. A Shepherd Druid is disguised as a tinker, and is giving away amulets to passers-by
102. A Shepherd Druid is attempting to complete a ritual, and the party is in the dungeon
where the Druid needs to obtain the final ingredient
103. A local forest has become corrupted, and a *rogue* Shepherd Druid is the cause
104. A dead Shepherd Druid is half-in, half-out of an open portal one of the Outer Planes
105. A druid finds the party, lost in a vast urban landscape
106. The party is confronted by a druid who claims that this part of the city is forbidden to
outsiders and will back up his claim with a very large rat swarm (200 individuals) and a dozen
feral dogs
107. A druid on a woven mat is selling herbal remedies at half the price of the commercial
shops
108. The party is stalked through the city by a huge pack of feral dogs (20+ individuals)
109. The city's parks have been closed down by overgrown plant growth and the local Druid
council has declared them off limits until the crisis is over (the details of which are not
announced)
110. The city's trees have been Awakened into a malevolent state and the local Druids are
attempting to contain them, with little success
111. The Party meets a Wanderer Druid who is following an annual migration of large deer-
types (Elk, Moose, etc...)
112. A group of Druids are chasing a renegade Wanderer Druid, whom they accuse of
destroying their grove and murdering their fellow Druids (partially true)
113. A Druid is trapped in a bog and is calling out for help
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114. A local area is being hit with an unusual amount of storms
115. A Wanderer is in the area, clearing a forest of the undergrowth and destroying a large
presence of predators in preparation of a new standing circle of stones to be erected, thus
adding to the Order's power
116. A group of unassociated Druids have been tasked to Wander to a region where
humanoids are growing exponentially and the land cannot support them
117. Irrigation is taking too much water from the nearby source
118. Magical extraplanar hunting parties decimating the population
119. Far Realm mutations and worm infestation
120. Demons mating with bears/wolves/cats/squirrels, creating demonic species running
amok
121. Beasts are acting unnaturally
122. A new Druid circle is forming
123. An entity is attempting to terraform the territory
124. Spore Druids begin worshiping Zuggtmoy, multiclassing into Warlocks to strengthen the
coven
125. New religion moves in, calls all druids pagans, and works to remove them from the world
126. A rogue movement of druids is sabotaging ecosystems, destabilizing them to the point
of collapse
127. Swamp druid, tricked by a sentient magic item placed by hags, opens a portal into Para-
Elemental Plane of Ooze
128. A war/siege/disaster/plague has collapsed the regional city, and deurbanisation takes
affect and the population pressure threatens the natural world
129. A war has bred too many scavenger species such as ghouls and other foul macroplagues
130. An industrial city that failed and everyone left
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50 Plot Hooks for Fighters
1. The PC gets a letter from an old friend, inviting them to join a warrior's Guildhouse - there's
a catch, however, and it may prove to be a moral dilemma.
2. The PC's weapon is stolen and replaced with a cursed duplicate. The curse is mild, but
annoying, and part of a scheme from a rival that will only intensify.
3. An ex-lover writes a letter to the PC begging them to come and help with a gang of thugs
that has practically taken over their village. The letter is a lie, and part of a plot to kidnap the
PC.
4. A local militia has heard of the PC's reputation and asks them to lead their group against a
pack of bandits that has been plaguing them.
5. The local ruler has been recently installed after a coup and has ordered a contest be held
to choose heraldry for the new kingdom - the PC is approached by a disgraced artist and
asked to submit an entry on their behalf. The design is a sigil designed to assassinate the
ruler.
6. The PC passes by a fighting demonstration and sees a style they have never been exposed
to before. If the PC stays to watch, the instructor notices their interest and asks them to stay
back after the bout, at which time the instructor offers to teach the PC - for a steep price.
7. The PC’s instructor/mentor has gone missing, leaving behind a series of cryptic clues and a
timed warning.
8. The PC is challenged to a duel by a child wielding an artifact thought lost to the world.
9. A warlord or general needs to be talked down so he doesn’t instigate a battle. However,
they will only talk to fellow martial experts.
10. The PC has a dream of a legendary weapon/suit of armor and its exact location. However,
the same dream has been sent to 3 other rivals - and they, and the PC, are all aware of this
fact. The race is on!
11. One day the PC’s armor starts complaining about its lack of polish and adornment. The
armor is only awake for 3 days a month and has been asleep for decades. It doesn’t know
what woke it up, but it is unhappy about its present condition.
12. The PC’s grandparent was viciously wounded by a rabid beast three times its normal size.
In their grandparent’s dying breaths, a promise was made to find and slay the beast.
13. A Doppleganger of the PC is spotted in the area where the PC grew up. The creature acts
like a maniac, destroying relationships and ruining the PCs reputation. Soon a citizen with a
grudge shows up to confront the PC about their “bad behavior”.
14. A friend needs help moving, but the giant, sentient insects living in their walls believe all
of the stuff in the house belongs to them. Peace was never an option.
15. A fighting tournament has been ordered by the local ruler, to choose a champion that will
represent the kingdom at the regional/national tournament. There is a plot against the PC to
poison/weaken them so that another may win instead. This plot has tentacles everywhere
and is part of a larger scheme to destabilize the kingdom.
16. A beloved NPC is convicted of a horrid crime. They choose trial by combat and ask the
fighter PC to fight on their behalf.
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17. The party encounters the PC's old commander. He is ragged, frantic, and babbling about
being pursued. Within moments, well-equipped mercenaries appear, and the man is riddled
with crossbow bolts before they can question the old soldier further. The mercenaries
attempt to take the old man's body.
18. The PC and their party pass over the border into the fighter's old homeland. A wanted
poster, offering a huge sum of gold for the fighter, is posted at the border crossing. Luckily,
no sketch is attached.
19. A three-tiered tournament starts in a week, the winner gets a substantial amount of gold
and a position as the personal bodyguard of the prince. If the PC wins, the prince is
assassinated that very day.
20. A mercenary company attempts to recruit the PC, giving ever more impressive gifts,
accompanied by increasing amounts of threats towards the consequences of not accepting.
This may escalate into violence against allies or property.
21. Some high-born dilettante keeps showing up at the last moment and kill-stealing
monsters, reveling in the "glory" with his entourage that is with him at all times. The high-
born has no real skills, only enchanted weapons and items that foster expertise. This could
become a campaign antagonist.
22. You meet an old fellow with a quarterstaff that challenges you. He gets a surprising
amount of hits in, with clever techniques, knocking you prone, disarming you, and several
others. After the fight if there is respect he will offer to teach you a special move, if you have
something to offer. The old man seeks knowledge that only the PC knows.
23. Word gets around about a potent performance-enhancing drug which significantly
improves your strength but makes you courageously reckless. The withdrawals effects are
decidedly unpleasant - irritability, madness, and even death. The cost of the drug triples (or
more) after the masses get a taste.
24. A traveling blacksmith, peddling "masterwork" weapons, has been found murdered
outside a local town. The weapons were of shoddy quality, and the "blacksmith" clearly a
charlatan, but if the body is checked, the PC notices that the murder was done with a weapon
that is supposed to be outlawed (and quite rare).
25. The PC is invited to a "strongman" competition, for a chance at a piece of property and a
minor title. The organizer, an elderly woman, wants to donate her estate to those she deems
worthy. The winning property, however, is haunted.
26. The PC's parents/influential relative write a letter demanding that the PC fight a duel with
an old rival to preserve the family's newly-besmirched honor. The whole thing is an
overblown dramatic clusterfuck of narcissism and childishness. But to refuse is to be
disowned.
27. A mount (warhorse, or whatever you like) begins following the PC while out in the
wilderness. It remains shy, and will often run away a short distance, only to continue
following - resting when the PC rests, moving when the PC moves. It has questions.
28. After a dungeon has been cleared, some local residents, grateful for the action, approach
the PC and wish to have a statue commissioned in their likeness. This will take a week of
"modeling" in the area, and will turn out to be quite a nice piece, and the town will rename
itself to something related to the PCs name (e.g., "Grongtown"), and the PC will be a celebrity
here (and in the near-surrounds).
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29. A young person approaches the PC and begs to be their squire. If they are put off, they
will continue to follow and beg, breaking down in tears eventually (and perhaps self-
harm/death if your table doesn't mind that). The young person has nowhere else to go, no
family, and is a huge fan of the PC's reputation.
30. The PC is gifted 100 dogs/cats/whatever-kind-of-traditional-pet-in-your-world by a grateful
ruler where the PC just recently took care of a monster/villain problem. The gift cannot be
refused without creating a massive social blunder. One of the animals may be able to speak.
31. The PC finds a leather-bound book called "The Way of the Warrior" - quite a lengthy tome.
However, if the PC spends a month reading it, they can choose a Feat/Extra Battlemaster
maneuver/something-else-related. Afterwards, the book becomes "lost" and the PC can
never find it again.
32. A Bard approaches the PC and wants to write their biography. They promise to make it a
glowing, positive tale, full of mystery and wonder. If the PC agrees, they are sent a gifted
copy a few months later. It is full of completely outrageous boasts, acts-of-impossible-
bravery, and outright lies. The PC becomes a laughing-stock to those who read such things.
33. A group of AWOL soldiers are found by the PC, who attempt to bribe the PC's silence and
may become violent if threatened. They are on the run from a martinet whose vain
incompetence may lose this region to an escalating war.
34. The PC receives a strange weapon as a gift. It appears in a wrapped-box at the PC's
home/campsite/wherever. A note on it says that it is from "an admirer". The weapon is unlike
anything known to the PC and is obviously enchanted. The weapon can speak (although it is
not sapient), but not in a tongue the PC can ever understand. This is the gift of an odd
outsider who likes to watch the Material Plane and give gifts to their "favorite shows".
35. A Vrock/Hezrou/Marilith shows up with a bounty to collect on the PCs head. The fighter
has made an enemy somewhere, and this demon is only the first. Many will come, and if 4 are
defeated the enemy themselves shows up and accuses the PC of some crime.
36. An ally of the PC, a tavern-owner, has died, and deeded the place to the Fighter, on one
condition. The PC must never go there and must never profit from it - instead all the proceeds
are to be donated to someone the PC has never heard of. If the PC breaks this and goes to the
tavern, it burns to the ground and a rash of murders are reported across the region in the
next week.
37. A gymnasium/arena/sports area that the PC has frequented is changing its name to honor
the PC, to show respect for the PCs actions in the region. There will be a ceremony, and if the
PC attends, they will enjoy the benefits of being a celebrity in this area.
38. The PC dreams of a legendary weapon - but the dreams are never of the weapon itself,
only the locations in which the pieces of it can be found. The locations seem all very
mundane, but they are guarded by some strange phenomenon, and all are located in far-flung
places of the world. This will not be a short quest.
39. A small animal has chosen the PC to be its companion. It is a normal animal, albeit with
strong intuition and empathy, and does not speak. It will be a faithful friend until its natural
death.
40. The PC's favorite piece of kit (armor) has become rusted by some arcane meddling, and
threatens to spread to all their gear and weapons. This is the curse from a vengeful
Awakened Rust Monster whose family was killed by the PC.
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41. A Giant-type (Firbolg works nicely) has decided that the PC should have a friend. The
Giant is not dumb, but incredibly naive (and young) and does not speak the PCs language very
well (yet). The Giant draws a lot of unwanted attention to the PC.
42. The PC's home town is the subject of a historical series of monographs and the PC's
family is mentioned favorably (or unfavorably). This notoriety begins to attract unwanted
criminal elements towards the PC who wish to profit from the fighter's reputation. Some of
these elements are obvious, and some are subtle. All are malicious.
43. A property/business/investment belonging to the PC has been seized by the local
government and the PC is accused of a crime that the PC did not commit. Law enforcement
begins hunting for the PC and the locals are divided on how to feel about the matter. The PC
is only the first in a series of such actions against prominent locals, part of a larger scheme by
a hidden villain.
44. At the PC's next birthday, a Quasit appears to the PC (and only the PC) and begins
taunting the fighter about their "inevitable and greatly messy death" that's "soon to come".
The demon is cruel and delights in describing various methods of the PC's future demise. This
is either real, or a cruel trick from a powerful enemy.
45. The next time the PC gambles, or attempts to do something risky, they automatically
succeed beyond their wildest dreams, but part of their hair/skin/body turns white/another
color. Is this a blessing or a curse?
46. A stranger approaches the PC, ragged and poor, with a small child/animal and babbles
accusations of the PC being the father/mother of the small creature. If the PC denies this, the
stranger explodes with insane anger and yelling, pointing and shouting and denouncing the
PC. The stranger is mad. Or perhaps not. You decide.
47. The Deity of Warriors sends a vision to the PC - do this Thing for Me and you shall be
rewarded. The Thing is difficult, but not far away. The reward is something that the PC has
desired for a long time.
48. A local noble wishes to commission the PC to design a fighting arena, and will pay
handsomely for advice and blueprints. The arena is going to be used to commit crimes against
the population, and the PC will attacked by assassins of the noble after the job is done, to
ensure no one knows the truth.
49. An ally of the PC has escaped from prison and has come to the PC for help. Law
enforcement is not far behind. The ally is tattooed with a modified Wizard Mark that is being
used to track them. The ally was innocent/guilty of their crime.
50. A rival sends a taunting letter to the PC every day for a month, calling them out, insulting
their character, cursing their name, and challenging them to a duel at a nearby location. The
letter is a lie, the rival long dead. This is a trick to get the PC to show up, whereby they will
meet an Aberration with a strange request, and a stranger gift.
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50 Plot Hooks for Monks
1. A rival monastery extend a challenge: their greatest fighter against yours.
2. Your mentor has gone missing, leaving no note and no one knows where they have gone.
All that is left is a map and a powerful weapon.
3. A small animal seems particularly interested in the PC - it will call to the character and try to
get them to follow it - for what purpose, good or ill?
4. The PC’s monastery is burned to the ground - a rival claims responsibility, but this is a lie.
5. The PC begins to dream about the forging of a great weapon. Each night, the dream
advances, through a long and lengthy process. When the dream finally finishes, a location will
appear in the character’s mind.
6. A lower-level monk from the same monastery challenges the PC to a level-duel. The winner
advances a level, and the loser drops a level. (Ah, AD&D, I miss you…)
7. Two rivals of the PC’s monastery cooperate in an ambush, stealing away the entire student
class for the year. Their demands are outrageous and one of the rivals’ Elders plans to betray
everyone in exchange for power from a mass-sacrifice of the kidnapped.
8. The PC’s leader/mentor/elder has become possessed by an evil force, and the PC is
charged/framed on false charges and is exiled from the monastery. Forever after, the PC will
be hunted by his former allies.
9. A stranger comes to the monastery, with a wild story - parts are true, and parts are untrue,
but what is inevitable is that the monastery is about to be forever changed.
10. A rival monastery is assassinating all the elders of all the other clans. The PC’s clan is one
of the last untouched. There is a demonic force behind all of this violence, and a larger plan.
11. A nearby town that has a rocky relationship to the monastery says they wish to celebrate
the monastery with a holiday, to which all of the residents if the monastery are invited. Some
believe it is some sort of trap, others are less certain.
12. A pair of monks- one blind, the other deaf- work together to explain something is
attacking their home and they need the PCs help.
13. A kaiju Rust Monster is terrorizing towns in the area. It seems only those who do not rely
on metal stand a chance to defeat it.
14. A boastful duelist challenges the quick-witted monk to an insult duel - each contestant
must successfully hurl a clever burn before they can strike each time.
15. A curator wishes the PCs to find an artifact. When explaining where it is, the monk
realizes they know the journey details from studying scriptures.
16. Local politicians are falling ill, and the symptoms mirror that of a secret poison only the
Shadow monk PC's master knew. But he didn't have any other apprentices...right?
17. The Jade Talon, a legendary dagger, forged from a falling star, has been stolen from the
monastery. The monk PC has been dispatched to get it back.
18. A master of legend, known to have died ages ago, has returned to the world, and is
asking to speak to the PC - word of this reaches the PC when they are far from home.
19. The PC’s name has become known to a demon.
20. Ninja are being sent, one-by-one, of increasing power, at the PC whenever they leave
their home monastery. There is some thing, not some one, behind this plot.
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21. A box is found stashed in the PC’s bedclothes. It is unadorned. Inside is a silk bag, tied
with a silk cord and covered in tiny stitched sigils representing the 4 Winds. Inside is an Air
Elemental who wants to bargain.
22. The PC sees a poor beggar, nearly dead. If the PC ignores them, the beggar weakly curses
them for indifference. If the PC helps out, the beggar (a Rakshasa) profusely thanks the PC
and offers the hiding place of a rare treasure that requires a test to be overcome. The blade
houses the spirit of an exiled monk, banished for horrible crimes, and the Rakshasa’s former
master.
23. The ancient master of a monastery has been in meditation under a tree for 200 years, his
students establishing a following in his wake. One day, at the dawn prayer, he’s no longer
there.
24. A person claiming to be an enlightened one of the same order of the PC is passing
through town with their retinue. They will mention that the PC’s old order are now
considered heretics.
25. A person of importance in town is having trouble with their mind. They have weird visions
and uncanny feelings. They want the PC to teach them a mental discipline technique to cure
it.
26. The PC finds a tract of scripture, seemingly from the founder of their monastic discipline,
that contradicts something they hold dear about their philosophy.
27. A fellow apprentice has slipped into a meditative trance. Many are eager to see the
insights they will develop once they come out, but they’re starving quickly without any
support. They did say they were trying a new technique…
28. The monk acquires some lay followers in town, seeking to learn about their teachings.
They’re generally terrible at actually following any teachings. (Maybe they’re hired by an
enemy to distract/annoy the monk?)
29. The PC receives a summons - all disciples are to return to their home monastery for the
Rite of Choice. This is not something that has happened before in the PC’s living memory.
30. A circus has lost its chief acrobat in a fire-spinning-while-tightrope-walking trick. They
know it might be a little insulting, but they ask the monk to help them out for a share of the
profit from the night.
31. A madman chases after the PC, thinking they have the way to enlightenment. They babble
about a lot of nonsense, but some of the things they say are actual true secrets that the
madman should have no way to know about.
32. A hag haunts the PC’s dreams. On the one hand, it shows them the worldly suffering
inherent to their life, on the other it promises a blissful existence in a better world if the PC
kills themselves to be reincarnated.
33. The PCs are walking through town when the monk sees a man hurt by a random accident.
Surprisingly, the PC takes psychic damage when this happens.
34. If the player has a vow of chastity, someone takes an interest in convincing them to break
it.
35. A friend of the PC has learned a way to draw ki from their own life energy. The monastery
is split on whether this is foul or fair.
36. The first student of the monastery openly throws out the master and takes over - a
dramatic breach of faith, perhaps an act of outright evil. However, many people the PC trusts
are staying at the monastery with the traitor for some reason.
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37. A traveling warrior-monk offers to teach the PC how to split bullets with a blade if the PC
agrees to do something for them.
38. A powerful monk engages in a spar, but midway through, their hair is cut off accidentally,
a massive taboo. They’re threatening to do some terrible things if their hair is not somehow
restored to them.
39. There’s a “respected” disciple in the PC’s monastery. On the one hand, they are a good
teacher who conveys many powerful insights, on the other, they indulge their vices far too
much for a good monk. They’re now indulged too deeply, and the PCs need to bail them out
without damaging their reputation.
40. Someone has made a casual meditation group in the city! When the PC decides to attend,
they’re treated to meditation on some very disturbing mental imagery, which everyone else
seems to take as normal.
41. The PC gains a following of beggars and dogs, hoping to be fed by their generosity.
However much they try, they will not be able to feed them all, for this is a trial from
something beyond their power.
42. When the PC sees a fellow disciple, they mention in passing that a strange thing
happened - many of the other monks are repeating a new passage of scripture obsessively.
When the PC sees that fellow next, they find every opportunity to drop references to that
passage into their speech. If the PC hears it enough times, they too will be infected.
43. A batch of steel has been being forged, purified, and reforged for many hundreds of
years - it is now completely pure and will take on its final form. Will it be a weapon?
44. An old monk who had long since gone blind somehow regains the ability to see. They can
distinguish color - even in a dark room, and can see invisible things. However, lifting up their
closed eyelids doesn’t reveal milky white cataracts, but rather rotting eyeballs.
45. There are legends of an ancient master who lives atop a mountain who knows the
answer to any question asked. After the grueling journey, the PCs find no ancient master, just
a kid that looks around 15.
46. When the PC meditates for a long rest, they find themselves slipping into the Astral
Plane! They can choose to stop slipping and return to their body, but who knows what they
could do with this chance.
47. Many people in the town have been found dead recently. All of them have had the full
formal burial rite of the local monastery performed on their body. This rite is complicated.
48. A disgraced former student of the monastery returns, claiming repentance and not
wanting to talk about what made them leave and why they came back. The PC is charged
with finding out more, subtly.
49. An animal is following the monk around in a weird way. It seems to be trying to
communicate. Little does the monk know, the animal is the reincarnated form of someone
they used to know.
50. In protest of an abhorrent thing that the foul evil ruler of the land has done, the
monastery plans to self-immolate en masse. The PC is invited. Strongly invited.
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50 Plot Hooks for Paladins
1. The archbishop of the order has died, the clergy is planning an election and conducts the
Ritual of Transference. All active members are requested to attend, play their part, and swear
fealty to their new Shepherd. During the ceremony, one of the active members dies.
2. An artifact of great importance has been located. Any relevant worshiper has been tasked
to retrieve the artifact at personal costs, and secure it's safe passage. Its discovery has
become known to several groups who wish to use it for their own ends.
3. A dying wish has been uttered in the PC’s presence, and they are obliged to acknowledge
the wish and either complete the wish themselves to the best of their abilities, or instruct
someone else to do so in their stead. To fail this task is to dishonor themselves.
4. They witness a crime unfold between a respected citizen and young noble. The situation is
growing grim as the noble's family is pressuring the court to sentence the citizen, and the
public is crying for justice and immediate return of their community member. The paladin is
called upon to recall the events in truth, and possibly resolve the political strive with peace.
5. A message reaches the PC from an allied religious faction.. Their oracle has disappeared,
and without the oracle, they fear the local community will fall back into the old ways and
forsake their deity for something darker.
6. A union between a noble and a commoner has been announced, during a politically
dangerous time. During peacetime, this could have been overlooked, but now, its political
suicide. The PC is a member of the wedding party and has been tipped off that there may be
an attempt on one of the betrothed’s life. This may or may not be true.
7. Prisoners in the king's army hold valuable information to the safety of the PC’s people.
They have been charged to extract vital information from them that could save thousands of
lives and is crucial to winning the current conflict. The PC is told to use “any means
necessary”.
8. Paladins are blessed with a strong steed to aid and befriend them. This paladin is meant
for more and their mount is no mere horse but a unicorn! Can the paladin prove their
worthiness to the mercurial creature?
9. The PC is accused of murder, although they know their own innocence, they are forced to
find the answers on their own. No one believes them, not even their own church. How does
a humble servant redeem themselves?
10. The PC begins to dream of a great weapon, a sacred Avenger, lost to the mists of time. To
pursue it will take many years and many sacrifices. The PC dreams of some of them and must
decide what to do.
11. The PC is plagued of dreams where their sibling/relative/best friend/partner has turned
into someone profane and vile - violent and despicable, they are shown to hurt a lot of people
and ultimately die at the hands of the PC. The PC’s dream-subject, elsewhere in the real
world, has the same dreams, only its the PC who has turned evil.
12. A talking beast seeks out the PC and pledges its humble service in their stead. One day
the creature will save the life of the PC, but succumb to their wounds and die. Once this
happens, the beast will return again, one “life-stage” younger, until the “puppy” stage, at
which point, they will not return.
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13. The PC’s deity shows them a vision where they must, in the future, make a difficult choice
deciding between the life of two innocents. The PC is shown with blood on their hands and a
row of smiling officials. Can the future be re-written, or is fate inevitable?
14. An incursion of Abyssal Portals, appearing all over the local region, has vomited forth
bands of Demon strike teams, here to sow chaos, cause damage, take slaves (and lives) and
stir up the local do-gooders. When confronted, the Demons flee back through the portals,
only to return again and again until a group of defenders chooses to pursue them through
any portals, where they will find themselves trapped, tricked, and about to be sold to some
other interested party.
15. A young child has been possessed by a vengeful spirit and the PC once knew the angry
ghost. The two had a contentious history that ended with love, or animosity. You decide.
16. The PC’s Order sends a message that there is a group of undead spawning in a local
cavern. The PC is charged with finding it, and destroying the source. Once the PC arrives, they
find that things are not as simple as all that, and that the undead are not violent, but the local
dead, returned and happy to see their loved ones again. The whole populace is confused and
a mixture of joy and fear is percolating.
17. The PC is visited by the spirit of a dead relative, and asked to find (and destroy) the egg of
the last dragon (you choose the type, but make it a metallic). This is an act of genocide, but
the spirit warns that if this is not done, the egg will be stolen, perverted by dark magic and
used as a weapon in a war to come. The spirit is lying, or not. You decide.
18. The PC comes across the skeleton and gear of a member of their order, in the wilderness.
19. The next time the PC performs a ritual the PC’s deity cries out for help.
20. A set of matched and linked armor was once owned by the PC’s order, but it was lost
long ago, scattered by their enemies (but unable to be destroyed fully). The PC finds a piece
of it in a treasure horde in some dungeon/ruin/whatever, and this is noted when they return
to their Order, where someone notices it.
21. One day the PC’s weapon Awakens. It can only speak in Yes/No internal “taps” for now.
But it is smart and can learn. It has 1-3 minor powers now and 1-2: major ones. It wants a
name.
22. The PC, after a near-death experience, can now see into the spirit realm from time to
time (when the plot warrants it ;) ) and is often contacted by spirits wanting favors.
23. The PC’s Order announces a major change in doctrine that shakes up the entire faith and
may result in one (or more) philosophical schisms. The PC must decide what to believe for
themselves, and may get caught up in a whirlwind of drama.
24. The PC’s bonded steed is stolen by a powerful villain, who demands ransom. This is a lie,
to spring an ambush.
25. The next undead that the PC slays transfers a curse to the PC that causes all future
undead to focus all their attacks on the PC and no one else. The curse can be lifted by a cleric
at least 5 levels above the PC’s level and must be of the same faith. The curse has an upside -
the PC can now detect undead in a range of 500 feet (150m).
26. The PC finds a relic of their deity/deities in a dusty tomb/dungeon/ruin. It is an object of
great power, but there is a sleeping evil that has just awoken and knows where the relic is. It
will send minions to retrieve it.
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27. A former ally of the PC has fallen into evil and has undertaken, successfully, the ritual
transforming the ally into a Lich. The new evil will become distraught if confronted by the PC
and beg them not to oppose them. If forced, the Lich will flee and will refuse all future
conflict.
28. The ruler of an ancient and primitive empire has sent an envoy to the PC’s homeland. The
PC’s superior has ordered the PC to guard this diplomat on their brief stay. During the
mission, the diplomat vanishes.
29. Crucified on the Tree of Woe is an ally of the PC. They are guilty of their crimes, but send
for the PC to hear their confession and beg for forgiveness. If the PC agrees, during the visit, a
duplicate of the ally springs from the sand and attacks the PC. The illusion vanishes and the
monster will fight furiously until its victorious or dead. The real body of the ally is buried in the
sand, a meal for later. The memory of the PC was plucked from the ally’s mind before they
were poisoned.
30. A band of Giants (your choice of type) has come to the border of the PC’s lands to
negotiate a new peace treaty. The PC is chosen to join the diplomatic party attending. During
the negotiations, the PC discovers they can suddenly hear the thoughts of the Giants. A
treachery is revealed, but will the PC be believed in time?
31. A Merfolk has become land-locked, and is dying. They ask the PC to kill them quickly and
cleanly. A group of the ‘folk’s people, searching for them, happens upon the moment of
merciful execution and misunderstands. If the PC refuses, the ‘folk will curse them for
cowardice. If the PC tries to help, the ‘folk’s people will arrive and be grateful and friendly in
return.
32. The next batch of coins the PC finds as treasure is each, individually, haunted.
33. The PC discovers, one morning, that they are “overclocking” their spells automatically
when casting (casting at a higher level). Every spell that can be overclocked, each day, is
given a “free casting” at the next casting tier described in the spell (whatever that may be for
the PC’s current spell level casting access). This continues for 2 days, and then stops for a
week, and then repeats, and this continues, with varying intervals between them, for a
month/X sessions. It then stops forever and the PC loses all spell access for a week straight,
then it returns as it should normally function. The PC’s deity is having problems.
34. The PCs family sends a letter that a relative is in trouble/has died. If they return to help,
they discover a strange mystery. If they do not, they are sent a second letter that says that
something worse has happened to another member of the family. If this letter is ignored as
well, a third and final letter will be sent. The curse has run its course now.
35. The PC’s currently chosen foe/villain/whatever contacts them, psionically, and begs them
to give up the fight or they will take the fight to the PC’s allies and family. This is a lie, a
desperate gamble by a weakened and frightened foe with a few last tricks up their sleeve.
36. The PC discovers a slaver ring. The slaves are mostly non-humanoid, with non-humanoid
captors as well, and they are being sold to a human faction for mostly benign purposes (the
slaves are repatriated as citizens and encouraged to breed, to buoy up a dying and ancient
culture that can no longer sustain itself, but it fiercely proud and does not want its tradition
and history to die). The slaves are being kidnapped from existing family units in a foreign
land.
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37. The PC receives a private, arcane message that invites them into a secret sub-Order of
their current faith. This is a real offer, but carries a heavy emotional burden in the secrets
revealed.
38. A clutch of Wraiths have infiltrated the local area and are taking stragglers from the
roads. Their numbers have started to swell and they are beginning a ritual to create a Greater
Wraith to lead them. The ritual will begin soon and only takes 24 hours to complete.
39. A crossroads Devil is stuck in a devil’s trap and has been so for nearly a month. This is a
lonely wilderness road, and the Devil is desperate and willing to bargain for its release. It can
offer something the Paladin desperately wants. It will honor the deal if it is set free.
40. The tomb of a revered noble has been broken into and the bones have been stolen. A
curse is painted on the wall in feces and muck, and its signed with a sigil not seen in centuries.
41. The PC starts feeling the presence of Evil in the next/current town they are in. They are
getting the feeling from *everyone*, allies included. This is a trick by a powerful Trickster
God, who is messing with a lot of people in this place, not just the PC. The PC’s allies may be
targeted too. When the Trickster gets bored, they will leave and the effect will fade.
42. When the PC first summons their Steed, a skeletal version shows up.
43. The PC has been asked to come and bless their hometown as part of a ceremony
celebrating 100/500/1000 years since the founding of the town. If they agree, the PC will find
a treasure belonging to a family member long dead, but left for the PC but misplaced. The
treasure will lead to a great sorrow and a great fortune. In that order.
44. The PC is tasked by their Order to visit a rival Order to deliver a legal summons charging
on the rivals with a serious religious crime. While there, the PC will be treated as hostile and
the rivals will attempt to arrest and detain the PC as a bargaining chip.
45. A Devil is waiting in the PC’s room when they return. They have a deal to offer and its one
the PC will be hard-pressed to refuse.
46. An old enemy, thought dead, is discovered by the PC trying to gain entrance to the
Order. They seem to have genuinely changed, but they are still hiding a secret.
47. The ruler of the local area puts out a call for all brave people to answer the call to put
down the imminent invasion from the Underdark through a local cavern system. The
volunteer army will be outnumbered, and will most likely have to flee, but the PC, if they
attend, will see the invaders led by one of their own Order, long thought dead/lost. If the PC
does not answer the call, they will hear about the rival leader through rumor/conversation.
48. The next non-party member the PC tries to heal with “Lay on Hands”, dies suddenly
instead. The PC’s deity has had their power co-opted, and soon the PC will be visited by the
usurper and offered a deal.
49. A believer died, the only witness to a horrific ritual crime. They haven't turned up in the
afterlife and the respective parties upstairs are worried and anxious for information on the
event. The PC is tasked to locate and retrieve said soul. If found, the soul does not want to
cooperate.
50. The deity is dying, and expressed its position to be given to the follower most suited for
the modern day interpretation. Whomever can amass the most followers before the deity
expires will ascend. The PC’s Order has charged them to ensure that those in the running are
kept safe from the enemies of the faith.
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50 Plot Hooks for Rangers
1. (Any) The next time the PC uses Primal Awareness, they discover that 1 (or more) type(s)
of creatures are no longer able to be detected. Something (or someone) is using powerful
magic to disguise their activities.
2. (Any) A messenger from a local ruler reaches the PC and delivers a job invitation - the ruler
needs a Forester to oversee their lands and manage the wild resources in their territory.
The job pays very well and if the PC agrees, upon arrival, the ruler has been assassinated. If
the PC refuses the offer, the same events occur, but now the PC is a suspect.
3. (Any) At the next Foregathering, the PC trades news with an NPC ally they have not seen
for some time. Something seems off about the NPC, however, and they mention an old
shared memory with most of the details incorrect. The NPC may be having memory
problems, or something more insidious is going on. DM's choice.
4. (Any) On a patrol, the PC notices one of their survival caches has been dug up. Upon
investigating others, they find them all plundered. In the last one they check, they find a
tiny silver arrow tipped with a poison known to be used by the Fey (specifically, Pixies).
5. (Any) The PC hears someone calling out for help from a nearby lake or river. They say their
foot is trapped and they are getting tired. This may be a true person-in-need, or a lure for
something else. DM's choice. If its the person in need, the PC gains a permanent ally.
6. (Any) The PC discovers that a plant species in their preferred territory is suffering from an
advanced fungal rot. The origin is magical in nature, and only the beginning of a larger
guerrilla campaign against The Green.
7. (Any) The PC has a dream of a large sea creature pleading for its help. The creature is not
humanoid, but is able to make itself known to the PC and transfers the knowledge of
where it is - a nearby body of water. If the PC investigates, they get caught up in a murder
mystery. If the PC does not investigate, the next night they have a disturbing dream of
violence and death, and the head of the creature floating. They never have that dream
again. Somewhere in the world, an evil agenda has just progressed.
8. (Any) The PC's animal companion goes missing. It has left not of its own free will, but
because of a promise it made long ago. It leaves the PC a message as best as it can, but is
gone for 7 days if the PC does not go looking. It will return happy and with a new
skill/ability/trick. If the PC does go looking, the trail spins out for 3 days and then the PC
finds their companion with another of its kind.
9. (Any) An avalanche has blocked a critical mountain pass. The PC is asked to assist the locals
in looking for any survivors. During the search, the PC discovers a portal. It is rimmed in ice
and has a single sigil embossed on it in a language the PC recognizes. It is a warning. If the
PC opens the portal, the area around the doorway, and out to 1 square mile, are
transported elsewhere, and met with violence from the locals.
10. (Any) The PC sees tens of thousands of birds flocking in one direction. They are very noisy
and it takes nearly 10 minutes for the flock to pass the PC's position. If the PC continues to
watch, it sees something chasing the birds. Something old and hungry. If the PC does not
watch, that night they have a dream of a tornado of birds, devouring everything that
comes into its path, with ten-thousand hungry beaks.
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11. (Any) A tavern has suddenly appeared where no tavern should be. It is a rustic cottage,
draped in ivy and flowering vines, with a single door and several windows that cannot be
seen through. On the door is a sign, written in a crude hand that says, "No druidic duels
today!". The door is unlocked and the tavern will move again before nightfall, with or
without the PC inside.
12. (Any) The PC learns of a new poison that is being used by a violent species in the area. The
poison's antidote is said to lie somewhere within the PC's preferred territory, but there are
others that are coming to hunt for it as well, not all of them altruistic.
13. (Any) The local ruler has declared a public holiday for their loyal subjects, to celebrate an
upcoming nuptial. The PC has been asked to join a security detail, to ensure the party
doesn't get too out of hand. It does, and in a spectacular fashion. Fire is involved.
14. (Any) Someone has been killing the local livestock. The beasts are all beheaded and
drained of blood. The culprit, flush with newly-acquired power, lives among the locals, and
is a well-known and well-respected citizen. Their change, however, will be hard to hide and
they will flee if confronted, and if possible.
15. (Any) A quintet of witches have bought property in the PC's region, appearing as a clutch
of elderly sisters who are spending their savings instead of leaving it for the grandchildren.
They are very sweet and friendly, and begin poisoning the population through their
delicious pies. The poison does not kill, but leaves the victim open to suggestion. The
witches need a lot of sacrifices for the once-in-a-lifetime-event that's coming.
16. (Any) The PC comes across the wounded, but still living, body of the largest predator
species in the region. It has been hurt badly, but the wounds do not appear to have come
from an animal, or mankind. These wounds stink of magic and death. Something outside
the universe has arrived to feed and study this place. It is weak for now, and must hide. If
the PC is very persistent, the being may be found, and will bargain for its life to escape. It
has no intention of honoring any of its bargains if it can.
17. (Any) A local village, allies of the PC, have all been turned to glass and remain in the village
like living statues. This curse will persist for 3 days, and then the locals will be restored to
normal. They will all corroborate a single tale - they were taken by intelligent beings and
been given blessings and protections against an undead horde that will rise to plague them
all, and returned unharmed.
18. (Any) A serial killer is operating in the PC's territory. Allies and other wildfolk will be found
killed. All of them have some body part missing, and there is no connection between them,
only random chance. The killer will leave taunting notes and will take any opportunity to
humiliate and frighten the PC. After 30 days, the killer will grow bored, and leave the area.
If they are caught, they boast of their crimes.
19. (Any) At the next Foregathering, during the Games of Chance & Skill, the PC is handed a
note by a young ranger. The note is an invitation to meet a famous and honored ranger
who is also in attendance. The meeting is friendly and the PC is offered an opportunity that
will be hard to resist.
20. (Any) When the PC next puts on their footwear (if no footwear, then some other article of
clothing), they find an egg, covered in sticky mucus and seemingly impossible to remove by
normal or magical means. In 3 days, it hatches.
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21. (Any) During the rains, a local dam breaks, sending floodwaters through the PC's preferred
territory. If this is instead a waterless biome, during the windy season a huge rockslide
demolishes a huge area in the region. Many need help.
22. (Any) A not-so-famous Bard decides to write a scathing composition about the PC for
seemingly no reason. The satire is biting and starts to be circulated through the region. The
PC will be teased and mocked at first, and depending on the PC's actions during this time,
may permanently shift the region's attitude towards the PC. If the Bard can be bargained
with, they will accept a huge sum of gold to write something new to counter the rumors. It
may or may not affect the local's attitude.
23. (Any) The PC finds the tracks of a creature that has no business being in this biome. It is
the last of its family group and is dying. Something or someone drove it out of its home
region.
24. (Any) A local community has fallen sick to some disease, slow to spread but almost 100%
fatal. The PC is sent a message begging for help.
25. (Any) A stampede of a local creature threatens to destroy a rare habitat that is already on
the brink of disappearing. The rampaging beasts can be turned, but not stopped. If they are
turned, the lives of some locals will almost certainly be killed.
26. (Any) The PC receives an request to assist a cartographer through their preferred territory
- an assignment from a local ruler. During the journey, the cartographer is killed by a beast
or monster, and the map is destroyed/ruined. The ruler blames the PC.
27. (Any) An ally of the PC, a Falconer, has gone missing along with their birds. There is a
tantalizing clue at the ally's home/work that points to a local Druid Circle, known to be in
opposition to the exploitation of animals. They are not to blame, however, as this is the
work of another Ranger - a rival of the PC's ally.
28. (Any) The PC finds a feral child in the wilderness, that has been living with a pack of wild
animals. The animals are fiercely aggressive and will defend any attempt to get near or
assist the child. If the PC manages to win past them and get the child away, they will
discover that this is the child of a member of the local nobility, and was supposed to have
been taken into the wild to die - a plot to upset succession.
29. (Any) The PC meets a "Greenwood Ranger" (also known as a *Limbant*) - a humanoid that
has taken on the characteristics of both humanoid and plant. The Ranger is sick with some
strange disease/rot/fungus, and is dying. The Greenwood Ranger is highly infectious, but
only to plant life, and their presence soon causes an outbreak in the local flora.
30. (Any) The PC is stopped by a Guardian Ranger, who forbids them from traveling through
this area. The PC, however, needs to do so, for some time-sensitive reason. The Guardian
does not want to fight, but will withdraw and start harassing the PC as they travel if the PC
ignores the Guardian's request. The Guardian is a formidable foe, and has laced the area
with traps.
31. (Any) A community high in the mountains, remote and insular by choice, has been accused
of some very serious crimes. The PC is asked to investigate, and if they do, they discover
that the community is under the thrall of some new leader, whom they say showed up a
month ago and has "lead them to see the Light". The community will become violent if the
leader is confronted. The leader is not humanoid.
32. (Any) The PC comes across a young Ranger, out on a solo survival test. The young one has
not seen the PC at the start of the encounter.
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33. (Any) The PC enters a seaside village where the locals are up in arms over the proclamation
of a Sea Ranger (an Aquatic Elf) who has forbidden the locals to fish or take any food from
the sea. This is not out of malice. Something is poisoning the local wildlife and the Sea
Ranger has not been able to determine the source.
34. (Any) A cabal of Wizards have used illicit magicks to create a host of amalgamated
abominations - deer with wolf jaws, owls with poisonous fangs, and the like. The cabal is
well hidden and will flee if confronted, but not before letting the rest of their experiments
loose into the wild.
35. (Any) The PC's home region has been lashed by storms for almost a week. Every road and
trail is now blocked with stormwrack and local trade and travel has ground to a halt. It will
take weeks to clear without aid, but the local population refuses to assist, citing recent
attacks by strange creatures at night.
36. (Beastmaster) The PC's animal companion has been struck with a magical disease which
puts it into a melancholic lethargy. The companion refuses to move on its own, take any
sustenance, or sleep. The disease is a curse from an old enemy with some new-found
power, and this is the opening blow to a campaign of revenge.
37. (Beastmaster) The PC's animal companion was noticed by a passing Archfey who was
strolling in the Material Plane. The Fey temporarily transforms the companion into a
different type of animal. This change lasts 7 days, and at the end, the companion can see
into the Feywild.
38. (Beastmaster) The PC is shaken awake/alarmed by a psychic plea for help. If the PC follows
the "voice", they will find a traveling zoo run by a Rakshasha (in disguise) who has
subjugated Awakened creatures and bound them with strong magics so it may feed from
them.
39. (Gloom Stalker) A Myconid "bloom" has appeared in the PC's home region and is rapidly
multiplying. If nothing is done, the Fungal Folk will devastate the local ecologies and
communities.
40. (Gloom Stalker) A misunderstanding has led to the PC being declared a criminal by a Drow
House of moderate power. Bounty hunters take to the trails chasing a large price on the
PC's head. They have orders to bring the PC back alive.
41. (Gloom Stalker) Some strange disease is killing the local Carrion Crawlers and the natural
deaths that litter the PC's home region are piling up and could soon spread cholera or some
other disease among the local communities.
42. (Horizon Walker) The PC discovers an unpowered/unopened planar portal made of bones
half-uncovered by a recent earthquake. There are signs of fresh blood smeared into the
sigils engraved into the bones themselves.
43. (Horizon Walker) The PC begins seeing signs of an impending incursion from one of the
Outer/Inner Planes. An ally in the Ethereal/Astral plane warns the PC that the invasion is
closer than they think, before the ally is suddenly killed/vanishes.
44. (Horizon Walker) The area where the PC is, currently, is being haunted by a group of
Ghosts whose remains sit, desecrated, somewhere in the region. The Ghosts keep
possessing folk to look for their bones, but so far have been unsuccessful. They only want
to rest. If confronted in the Ethereal Plane, they will flip between sorrowful contrition and
enraged unreasonableness, such is their torment.
45. (Hunter) An unusually wet winter has seen the local Stirge population explode in number,
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and locals are being killed in numbers. The season has produced a Stirge Queen who will
pump out eggs at the rate of 10 a day, with a 24 hour period needed after hatching before
the Strix are fully mature. There is a 10% chance that some of the Strix have mutated.
46. (Hunter) An ancient Dragon has died in the region, drawing those who want its fortune,
and soon the territory is overrun with humanoids and intelligent monsters in a battle royale
for the loot - with the local population at their wits end to deal with it.
47. (Hunter) Someone has let loose two dozen Rust Monsters in a local population center. The
PC is asked by the local Druid Circle to round them up and trap them, but not to kill them, as
they are the last of their kind in the area, and their loss would harm the ecosystem.
48. (Monster Slayer) The PC comes across an impossible sight in the wild - the gargantuan
shell of the egg of the Tarrasque. Birthed by the universe, it will only hatch under certain,
special conditions, and there will be many who want it for their own ends.
49. (Monster Slayer) A necromancer, new to their power, is flexing their might by gathering a
force of zombies - stealing corpses from graveyards in the area. The locals have noticed,
and have begged the PC to investigate. The necromancer is cunning, however, and may be
able to evade the PC for a long time, gaining in power as they do. The corpse army's
number will wax and wane over time, but they attack somewhere in the region every night.
50. (Monster Slayer) A trio of Warlocks, all serving a Fiend, have been robbing and killing
merchants on a busy trade route, and have so far evaded the local authorities and attempts
to find them. The thefts are needed to appease the rival of the Fiend, a Yugoloth of some
power, to whom the Fiend owes a debt.
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225 Plot Hooks for Rogues
These are broken down into 15 Guild Rackets (Easy, Medium & Hard)
• Alchemy • Kidnapping
• Assassination • Narcotics
• Blackmail • Prostitution
• Burglary • Protection
• Confidence Games (Short and Long Cons) • Slavery
• Fencing of Goods • Smuggling
• Fraud (Forgery, Counterfeiting) • Street Crimes (Pickpocketing, Mugging)
• Gambling
Alchemy - The creation of potions and poisons for use by the Guild or for sale to others,
but poisons are generally not sold to others for fear of them being used against the Guild
directly.
1-2: Go and pick up some basic reagents and return to the Guild without getting caught.
3-4: Deliver a poisoned weapon without getting caught.
5-6: Create a basic poison in quantity, and deliver it to a customer, get paid, and return without
getting caught.
7-8: Create a basic potion in quantity and deliver it into enemy territory. Return with the money.
9-10: Create a previously unknown potion or potion in your skill level.
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Assassination – The murder of others for money, political reasons or simply revenge.
1-2: Track a target to a location and observe for 4 hours. Do not get caught or be seen. Signal a
contact and return.
3-4: Kill a target in ambush, through a fixed killzone and escape. Claim credit for it.
5-6: Deliver a contact poison to a target in a crowded location. Escape.
7-8: Track a target to a location and observe for 1 hour. Trigger a fixed trap and escape.
9-10: Deliver ingested poison to a target in an public area. Escape.
1-2: Kill a royal target in a moving vehicle. Escape and claim credit for it.
3-4: Kill a political target at a public function with contact poison. Escape.
5-6: Kill a group of targets spread across several locations on the same day. Claim credit for it.
7-8: Kill a group of targets with ingested poison only, at a specific time and date.
9-10: Kill a group of targets with no visible means of assassination on the corpse.
Blackmail – The extortion of money from people in exchange for not revealing damaging
secrets about them.
1-2: Pick up a payment from a dead drop without being seen. Return to the Guild.
3-4: Follow target and observe for 4 hours without being seen. Obtain "dirt" on the target. Present
blackmail terms worth at least 10gp/month. Escape.
5-6: Pick up a payment from a target in enemy territory. Escape and return to the Guild.
7-8: Collect evidence against a target in enemy territory. Escape.
9-10: Collect evidence on a target in a public location without being seen. Return to the Guild.
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Blackmail Missions (Medium)
1-2: Collect evidence on a royal target without being identified. Blackmail for at least
1000gp/month. Successfully blackmail for at least 3 months.
3-4: Maintain a group of at least 3 targets successfully for at least 1 year. Blackmail must be at least
500gp/month.
5-6: Successfully blackmail 1 target for 750gp/month. Maintain for at least 3 months.
7-8: Collect evidence to blackmail 3 political targets in one month.
9-10: Collect enough evidence on your allies to ensure a clean exit strategy, if needed.
1-2: Break into a shop with magical defenses. Steal at least 500gp worth of goods. Return to the
Guild.
3-4: Steal 250gp worth of goods from a home or business.
5-6: Break into a vault and escape with goods worth at least 500gp.
7-8: Steal an object guarded by constant physical surveillance. Object should be worth at least
250gp.
9-10: Steal an object from a political or royal location and escape. Object can be worth anything,
but should be unique and memorable.
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Burglary Missions (Hard)
1-2: Break into a royal location and steal goods worth at least 1000gp.
3-4: Break into a location with physical and magical defenses, as well as constant physical
surveillance. Steal an object worth at least 5000gp.
5-6: Steal an artefact from any location. Escape and keep in your possession for at least 48 hours.
7-8: Rob a moving vehicle of goods worth at least 1000gp and escape.
9-10: Break into a Guild House and steal an object that is unique and memorable. Keep it for at
least 48 hours.
1-2: Grift a target out of 1000gp or equivalent goods and get the target arrested before you
escape.
3-4: Grift a political or royal target for at least 500gp or equivalent goods.
5-6: Run 3 successful grifts in 1 month for at least 250gp or equivalent goods each.
7-8: Swindle a target out of at least 1000gp or equivalent goods and escape without using a
distraction.
9-10: Become accepted as a legitimate agent in the commercial/political/royal world in a Life Grift.
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Fencing of Goods – The purchase of stolen items
1-2: Steal an official paper without getting caught. Return to the Guild.
3-4: Steal an official paper in enemy territory without getting caught. Return to the Guild.
5-6: Create a forgery or counterfeit item and successfully use it without getting caught.
7-8: Create 3 forgeries or counterfeit items worth at least 20gp.
9-10: Successfully use a forgery or counterfeit item 3 times.
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Fraud Missions (Medium)
1-2: Create a royal or political forgery/counterfeit and sell it for at least 500gp.
3-4: Create a forgery/counterfeit object of artistic merit and sell it for at least 500gp.
5-6: Steal political or royal papers and use them to create at least 3 forgeries.
7-8: Create 3 forgery/counterfeit objects worth at least 250gp each.
9-10: Create travel documents for a secondary political body. (like another Kingdom)
1-2: Create a royal or political forgery/counterfeit and sell it for at least 1000gp.
3-4: Create forgeries for at least 20 people to be used in one transaction.
5-6: Create royal identification papers.
7-8: Steal supplies to create travel, identity and official documents for at least 3 other political
bodies.
9-10: Create a counterfeit that for an object that is normally displayed in a public location and
switch them.
Gambling – These can take the form of a fixed location, like a casino, or street games, like
shooting dice in an alley.
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Gambling Missions (Hard)
Kidnapping – The capture and imprisonment of people for the purpose of exchanging
them for money or information or both.
1-2: Abduct a major target and hold for at least 24 hours. Demand a ransom of at least 500gp.
3-4: Track a target for at least 24 hours without being seen.
5-6: Abduct multiple targets and hold for at least 1 hour. Demand a ransom of at least 50gp per
target.
7-8: Abduct a political target and demand a ransom of at least 250gp. Release the target alive.
9-10: Abduct a target from a moving vehicle.
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Narcotics – The Guild may be involved in the narcotics production chain at any level. They
may produce the product, distribute the product or both. Direct distribution is a lot more
risky but involves a higher rate of return as you don't have to pay dealers a cut of the
profits.
1-2: Buy product from a rival worth at least 10gp and return to the Guild..
3-4: Collect money owed to the Guild by a non-paying customer.
5-6: Protect a product shipment from enemies for at least 24 hours.
7-8: Sell product worth at least 10gp.
9-10: Sell product worth at least 20gp.
Prostitution – This can take three forms: Brothels, where the johns come to a fixed location;
Streetwalkers who service johns in a nearby location either indoors or out; and Call-Outs, where
the prostitutes go to the homes/locations of the johns.
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Prostitution Missions (Medium)
Protection – This is the old classic. Homeowners or shopkeepers (or both) pay a weekly
or monthly fee to prevent their homes, businesses or selves from being
destroyed/robbed/beaten up.
1-2: Intimidate a target into buying protection worth at least 10gp a week.
3-4: Intimidate a target into buying protection worth at least 20gp a week.
5-6: Retrieve stolen weekly earnings from enemy. Return earnings to the Guild.
7-8: Re-intimidate a non-paying customer.
9-10: Successfully assault a non-paying customer without getting caught.
1-2: Intimidate a target into buying protection worth at least 250gp a week.
3-4: Negotiate an increase in a target's weekly payoff by 25%.
5-6: Destroy a rival's racket and escape.
7-8: Negotiate an increase in a target's weekly payoff by 50%, but decrease the payments to twice
a month.
9-10: Set physical or magical traps to destroy a non-paying customer's home or business
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Protection Missions (Hard)
1-2: Intimidate a target into buying protection worth at least 500gp a week.
3-4: Intimidate a political target into buying protection.
5-6: Negotiate an increase in a target's weekly payoff by 75%.
7-8: Renegotiate an increase in at least 10 target's weekly payoffs by 50%
9-10: Destroy a rival's businesses and remove them from doing business ever again.
Slavery – This usually only has two forms – labor and sex, and slaves can be any sex, race
or age, depending on the market forces.
1-2: Establish a secure base of operations doing at least 1000gp worth of trade a month.
3-4: Destroy a rival's operations and escape with as many goods as possible.
5-6: Put down a major revolt among the slaves. 75% rise up.
7-8: Oversee the transport, through enemy territory; and sale of at least 10 slaves for a profit of at
least 1000gp.
9-10: Sell 100 slaves in one month and make a profit of at least 1000gp.
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Smuggling – This involves moving illegal goods in or out of population centers or across
borders. The goods can be anything that is outlawed, from narcotics, to weapons, to
slaves.
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Street Missions (Medium)
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50 Plot Hooks for Sorcerers
1. (All) The Sorcerer feels a mental "tug" in their mind of another person who has the same
Source of magic as they do. They don't know how far away they are, but they will know
when they get closer.
2. (All) The Source of the sorcerer's magic has died. They can feel their powers draining
away. They must find a new Source (within 30 days).
3. (All) A friend of the PC has written a letter, full of frantic pleas for help - it appears that
the friend has just had their Source awakened.
4. (All) A long lost magical object, once in possession of the PC's family (and attuned
specifically for Sorcerers), has been found. The consequences for its discovery (in this day
and age) could be catastrophic. The PC receives a message to return home.
5. (All) A new cabal of Spellhunters have been persecuting magic-users in the area. Word
has reached the PC that they are being targeted next.
6. (All) The PC is haunted by dreams where they are being stripped of their magical abilities,
and the ones who are doing it are the PC's family members. DM's choice if its true or not.
7. (All) Creatures from the Feywild have been drawn to the PC's "font of power" and want
to steal it for themselves.
8. (All) The next Beholder the party encounters will be friendly to the PC and claim to know
them from "a past life".
9. (All) The PC is haunted by the ghost of a recently-deceased ally/family member/friend. The
ghost brings a warning about a Astral Parasite that is targeting Sorcerers.
10. (All) The PC is invited to the "Soulbrangle", a competition between Sorcerers held in a
secret location. The prize is extremely tempting to the PC.
11. (All) A small child begins following the PC and wants their power. They beg to be taught,
not understanding that the power Source is not up to the PC and it cannot just be given.
The child will throw a tantrum and publicly accuse the PC of some crime (theft works well).
12. (All) A crow is sitting on the PC's belongings after the next camp. It is friendly and wants
to serve as a familiar. It has the stats of a regular crow and is totally normal in every other
way except it has been Awakened, and can speak the PC's language, crudely.
13. (All) A rival Sorcerer has started a campaign to ruin the PC's reputation. The next
population center the PC enters will reveal a bunch of "wanted" posters accusing the PC of
some crime. The rival is the same level as the PC, and will level with them, in the long term.
14. (All) The PC wakes up with a tattoo in the form of an incomplete magical sigil. If the sigil is
completed, a planar gate opens. Beyond the gate is a creature that needs the PCs help.
15. (All) The child of a creature or person that the PC has killed comes looking for revenge.
They are now a Sorcerer at the same level of the PC.
16. (All) An Unseen Servant (magicked with Permanency) becomes attached to the PC. It will
only do tasks when the PC is asleep. It likes to clean, fold, neaten, and organize.
17. (All) The PC comes across a hole in the ground where voices from his past beckon him to
jump in. DM's choice if the voices are benign or malevolent.
18. (All) The PC gets an angry letter from a mentor/teacher/superior/someone-of-importance
berating them for "missing the Sorcerer's Conference." The PC knows nothing about this,
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and the letter has a location. There is no conference. It is a trap.
19. (All) The PC starts to see the "spirit world" - where the restless (but harmless) shades of
those who've died are forced to linger until they move on. The PC sees a friend/ally/relative
and that shade pleads for release.
20. (All) All of the local beasts have vanished and the locals are baffled. 3 days later they
return, changed into undead versions of themselves and cause chaos as they attack
anyone nearby. This is the work of a necromancer with a grudge.
21. (All) The PC wakes up one morning with the absolute certainty that they are now a
conduit, and can awaken the innate magic in one other person, one time. The choice must
be made within 30 days or the PC's Source abandons them.
22. (All) A disease affecting only Sorcerers has been reported sweeping through the region. It
causes melancholy and an overwhelming desire to lay down and surrender.
23. (All) A Wizard visits the PC and says that they have discovered a way to enhance the
Sorcerer's abilities, but the quest will be very difficult.
24. (Draconic Bloodline) A messenger from a wealthy family sends a message to the PC and
offers a king's fortune if they reveal the location of their Source, so that the family can
introduce magic into their bloodline, thus protecting them from their many enemies.
25. (Draconic Bloodline) The PC's Source has been killed or disappeared. A different type of
Dragon agrees to become the PC's Source.
26. (Draconic Bloodline) A group of assassins, bent on destroying all Dragons, have plans to
kidnap the PC and force them to reveal the location of their Source.
27. (Divine Soul) An ancient prophecy involving the PC has come to pass, and the PC finds
themselves the target of adoration and worship the next time they enter a large
population center.
28. (Divine Soul) The local religions (all of them, in a rare show of unity) have deemed the PC's
abilities heresy and branded them a liar. The group does everything in their power to see
that the PC is captured or killed.
29. (Divine Soul) The PC is visited every night (while sleeping) for a month by a Celestial being.
The being is trying to convey information, but can only relay one word per dream.
30. (Shadow) The PC begins seeing into the Shadowfell, as an "overlay" to what they see in
the Prime Material Plane. This vision is of the future, and something is coming.
31. (Shadow) Whenever the PC casts a spell above the Cantrip level, they see a being made of
pure shadow watching them from a distance. The being is benign or malevolent. DM's
choice.
32. (Shadow) Wherever the PC goes, undead starts to rise and menace the locals.
33. (Storm) The PC finds themselves at odds with those who worship the Elementals, and this
hostility increases with each passing day. The PC may discover that they have been
branded a blasphemer.
34. (Storm) The PC loses the ability to speak, write, and understand Primordial and instead
understands Celestial, Abyssal and Infernal. Soon a creature appears and demands that the
PC translate a long and complicated piece of writing written in all 3 of the new languages.
If the PC refuses, the creature removes the new languages, but the ability to speak, write,
and understand Primordial is gone. If the PC accepts, the new languages may be kept.
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35. (Storm) The next storm the PC encounters swells in power until is a tornado/hurricane.
36. (Wild) A Wand of Wonder appears in your hand. Once per day, you can re-roll for a
different result, but must live with the new choice. This wand will never run out of charges,
but it can be discarded (or broken). Soon the owner of the wand comes looking for it, but
the wand does not want to go back.
37. (Wild) For the next 7 days, the level at which spells are cast by the PC is random. After the
7 days, the PC gains 1 spell from a level they cannot cast yet, except they can for this spell.
A week later another Wild Sorcerer finds the PC and explains that they are now infected
with a magical disease. The gained spell is just one of 4 possible symptoms.
38. (Wild) Chaotic creatures stop attacking the PC in combat, and some may even help the PC
if they are wounded or with a negative status effect. This continues for 5 combats, and
then the PC is approached by a Devil who wants to know if the PC would like to extend
their "free trial".
39. (Aberrant Mind) The next time the PC uses Detect Thoughts, the spell doesn't end for 30
days. After that time, if the PC is still sane, they can choose 1 person to "link" to, and be
able to detect their thoughts all the time. The other person will gain the same ability.
40. (Aberrant Mind) The PC finds themselves slowly being transformed into a creature other
than humanoid. The Source has decided that the PC is worth noticing, and this
transformation can be stopped by a Remove Curse cast by a 15th level (or higher) Cleric,
but this will sever the connection between the PC and the Source, and a new, powerful
aberration steps in to make a new deal.
41. (Aberrant Mind) A group of aberrations have come looking for the PC, asking for the PC's
help, but this is a lie. The group wants to extract the PC's soul and use it for a ritual.
42. (Clockwork Soul) The PC finds themselves embroiled in chaotic activity (brawls, riots,
arguments, etc...) wherever they go, and they see Modrons appearing and disappearing at
random around them. The PC has been trapped inside a pocket of Elemental Chaos, and
their Source is trying to get them out, but the Modrons keep being repelled by the magical
field.
43. (Clockwork Soul) The PC is approached by a Minoi (Tinker Gnome) who wants to write the
PC's biography. The Minoi is sincere and completely enthralled by the PC (fanboi).
44. (Clockwork Soul) The PC is approached by a group of creatures who call the PC "The
Lawgiver" and want the PC to adjudicate a bunch of legal issues that plague their society.
45. (Giant Soul) The PC finds themselves being transformed into a giant-sized version of
themselves and for 10 seconds a day (at random) they become 20' tall. Their Cantrips
sometimes work, and sometimes fizzle, and this continues for 3 days. The PC then dreams
of their Source embroiled in a fight to the death with a creature the PC has never seen
before.
46. (Giant Soul) Every day for 6 days their "Giant Type" Source changes to one of the other
"Giant Types". At the end, they PC may choose to switch their Source permanently. If they
choose not to, their Source is so pleased that a magic item gift finds its way into the PCs
belongings. If they do choose to switch, that type of Giant, from now on, is the sworn
enemy of the PC and will attack them on sight.
47. (Giant Soul) The PC is approached by a large group of Dwarves who treat the PC as divinity
and no amount of persuasion will make them leave. They plead for the PC to show them a
"miracle". More show up every day. If the PC does a "miracle", the Dwarven people, as a
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race, will always treat the PC favorably. If the PC does not perform one, or tries to get
away, the group will become angry and declare the PC a false god.
48. (Psionic Soul) The PC starts to feel the presence of another Psionic Soul nearby. If they
investigate, they soon find that there are over a dozen of these presences in the area. Soon
after the PC is attacked by one of these other Sorcerers. All of them are trying to kill one
another. "There can be only one!" If the PC does nothing, they are attacked anyway, but
without knowing the number of Sorcerers opposing them.
49. (Psionic Soul) The PC's Source grants them a new power in exchange for doing a task that
the PC finds repulsive and horrifying. If the PC refuses, they lose spell access for 7 days, and
then it is restored.
50. (Psionic Soul) A Githyanki Sorcerer, also a Psionic Soul, approaches the PC and asks for
their help in completing a ritual that requires 7 Psionic Souls. The ritual's purpose is to
permanently seal a planar gate from the Shadowfell to the Astral Plane, due to the
constant incursions. If the PC agrees, they find themselves with 6 new allies. If they do not,
they find themselves with 6 new enemies.
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50 Plot Hooks for Warlocks
1. (All) The PC discovers that another Warlock with the same Patron has been actively
working against the Patron's goals. The Patron has been blinded to this, through some
powerful arcane means.
2. (All) While traveling, the PC feels the death of another Warlock with the same Patron,
nearby. The murderers are still there (for the time being).
3. (All) The PC is challenged by another Warlock of the same Patron, who doesn't want any
competition. This amuses the Patron, and allows it.
4. (All) Two Patrons are at war with one another. While it lasts, the PC will be able to detect
any other Warlocks of the rival Patron within 1 mile. They will also be attacked periodically
by Warlocks and their allies.
5. (All) The PC's Patron is so pleased, that they have deemed them worthy of learning a
Secret. They may ask only one.
6. (All) The PC is told by a powerful ally of an ancient tome that will give them more
information on their patron. The book, however, has the uncanny power to force the
reader into a psychic struggle or forget its existence.
7. (All) The PC is asked by their Patron to do something contrary to their nature. It is a very
difficult decision, but neither choice will upset the Patron. This was a test of character. In 1
day, the Patron leaves something the PC needs nearby, to find when they need it.
8. (All) The PC discovers that there is a cabal of Warlocks who are forcibly creating Warlocks
out of innocent people. Contracts have been signed, and the deals are sealed. Their ranks
have swelled, and soon they will be too much to handle without large-scale resistance.
9. (All) The PC has come into the possession of information that points to a Patron that
seems more aligned with the PC's goals. The new Patron is a long time rival of the PC's
Patron, and the offer seems too good to be true. DM's choice if it is, or isn't.
10. (All) The PC's Patrons directs them to form a cult around the idea that the Patron is
coming to the Prime Material Plane. For a visit, and salvation/power/whatever, of course.
The clock is ticking! The Patron wants the cult to do XYZ to assist the arrival.
11. (All) The PC is contacted by a stranger who claims to hold a piece of information that the
PC or their Patron wants. The price for this information is up to the DM. The validity of the
claim is also up to the DM :)
12. (All) A long-term plot of the PC's Patron has collapsed into utter ruin, and inadvertently,
the PC is caught up in the pogrom. A shitstorm ensues, and the reputation and fortunes of
the PC is this area are changed forever.
13. (All) A long-term plot of the PC's Patron has finally come to fruition, and the PC has the
great fortune to share in the success. The reputation and fortunes of the PC in this area are
changed, for the good, forever.
14. (All) The PC stumbles across agents of another Patron, and the PC has the opportunity to
sabotage their plans. The Patron will remain silent, and see what the PC does. The two
Patrons are allies, and this is a test.
15. (Archfey) The PC receives a unambiguous dream from the Patron that demands that they
start upping their fashion game. The Patron wants to see the Warlock in expensive clothes
and fancy hairdos. The requirements will continue to increase, with more and more
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extravagent demands, until the Patron gets bored. Along the way, the PC will gain a social
enemy.
16. (Archfey) The PC's Patron has decided to pay them a visit - in the form of a fuzzy cat/cute
puppy. The Patron will hang around and see what the Warlock is "really like when no one is
watching" - and the way they conduct themselves may change the nature of the
relationship. After the Patron gets bored, they leave.
17. (Archfey) The PC's Patron has fallen in love with a forbidden being. The PC is commanded
to run messages between them, give advice to the Patron (or their lover), and other tasks
that may become dangerous.
18. (Archfey) The PC's Patron needs the PC to be their "eyes and ears" and spy upon a
powerful rival or faction. While doing so, the PC discovers a plot that will cause a lot of
harm, locally. The PC has the chance to disrupt this plot (which they find morally
distasteful), but at the risk of angering the Patron, who wants the plot to succeed.
19. (Archfey) The PC is commanded to kill the Patron's rival fey creatures (or just a certain
type of fey in general), and open doorways to the Feywild so that the Patron's allies can
come forth and spread their influence. To ever show mercy to an enemy is to risk severe
punishment.
20. (Archfey) The PC is commanded to become friends with an enemy of the Patron. To insert
themselves into their lives, learn their secrets, gain their trust. Ultimately, the Patron will
want the PC to betray this individual, but the PC may have genuine trust and friendship at
this point. What will happen if the PC refuses? If the PC agrees, the Patron will give them a
powerful gift.
21. (Fiend) The PC's Patron wants the PC to write a contract for a possible new Warlock
recruit. The language of the contract should be as obfuscating as it can be, while still being
"legally" binding. This is a test, and if the Patron is pleased, new contract work may
become available (and get the PC into some hairy situations).
22. (Fiend) The PC's Patron wants the PC to deliver a "package" to a distant location. The
package is a living being, and is being taken against their will. The being will beg/bribe for
release, and reveal some awful truths about the Patron's true motives.
23. (Fiend) The PC's Patron commands them to retrieve an object of some power from within
the control of a very powerful enemy faction. The price for failure will be severe. The
reward for success will be substantial.
24. (Fiend) The PC's Patron demands that the PC start taking a rare/expensive drug/drink/food
that will "enhance their relationship", but in reality, is just another form of control. The
Patron will continue to put these kinds of conditions on their relationship until the PC
finally refuses. This has been a test. The Patron's reaction will be one of amusement or
rage. Either way, the Patron will see the PC in a new light going forward.
25. (Fiend) The Patron wishes the PC to spend all of their wealth constructing a statue in the
Patron's likeness. Refusal will only bring amusement and a reward. Compliance will further
tighten the grip of the Patron.
26. (Fiend) The PC is commanded to kill a Warlock who dares to work against the Patron. The
rebel Warlock is 3 levels higher than the PC, and is an ally of someone the PC is also allied
with, although the PC and the rebel Warlock have never met, nor heard of one another.
The ally made sure of this fact.
27. (Great Old One) The PC's mind is suddenly flooded with words. So many words, that must
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be written down or the PC's mind will crack. This activity takes many days and at the end,
the missive has spelled out a dangerous idea/secret that could alter the world forever. It
must be hidden from those who are seeking it.
28. (Great Old One) Strange and bizarre hallucinations affect the PC and seem to predict local
events (mysteries, violence, supernatural events), and the locals have found this out
(whether by betrayal or the PC's own actions - DM's choice) and have sought out the PC,
demanding to know the future, and their own fates.
29. (Great Old One) The PC gets a feeling that "something must be built" and it will take time,
money, and materials that would raise the eyebrows of people in authority if they knew
(and they might find out). This construction will be well hidden, and must be guarded, and
once completed, the PC can never look upon it or use it. It must be sealed up and
forgotten, or risk madness.
30. (Great Old One) The PC gets a visitor one day, who hands them a note written in a
language the PC suddenly realizes they understand. The PC is to escort the visitor to a
distant location. The escorted being has its entire body veiled, and to gaze upon them,
uncloaked, is to risk madness and death. There are a number of factions that have
discovered this being is in the area, and will stop at nothing to capture it.
31. (Great Old One) The PC's Patron floods the PC's mind with a thousand voices, freely
sharing knowledge it has gained over the eons, but afterwards, only fragments remain.
The PC has a vague idea of what has happened, but has a specific goal in mind - crystal
clear - pointing to a distant location. When the PC arrives, something happens that changes
them forever.
32. (Great Old One) The PC's Patron drives the PC to collect objects of power - most of them
completely unrelated to one another, and to keep them secret, and safe. Doing so disrupts
the power structures of many factions and the PC may soon find themselves surrounded
by enemies.
33. (Hexblade) The PC's Patron has discovered that an artefact exists that can "unmake" it,
forever. This cannot happen. This object must be destroyed, but it is guarded by the
Patron's oldest enemy.
34. (Hexblade) The last enemy that the PC used a Curse upon, *and wasn't killed*, has
gathered a group to kill the PC, and they have just finished setting up a spectacular
ambush. If the PC cannot be killed, the group will attempt to steal as many items as they
can from them.
35. (Hexblade) The PC's Patron has forgotten its name, and with it, some of its abilities and
memories. The PC is asked to find the Patron a new name, one that still resonates with
ancient power.
36. (Hexblade) The PC has been discovered by a group of Paladins who are on a pogrom to
eliminate all the Warlocks of the PC's Patron. They are relentless and will use oblique
tactics against the PC (going after friends, family, business, homes, allies - anything to force
the PC to surrender, without actually killing/destroying any of the secondary targets).
37. (Hexblade) A portal to the Feywild is opening in the middle of a large population center.
The PC's Patron wants this gate shut at all costs, as the ones doing the opening are a rival
faction looking to assassinate the Patron. Time is running out.
38. (Hexblade) The PC comes across another Warlock with the *same weapon* - down to the
name/accountrements/etc... One of these weapons is false, and someone has been tricked.
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If its the other Warlock, they will become an enemy of the PC (if given the opportunity). If
its the PC, the Patron reveals the lie and explains why (or not).
39. (Celestial) The PC's Patron's most ancient enemy has finally been found. But they have
had a genuine change-of-heart and have tried to dedicate their existence to undoing some
of the damage they inflicted in the past. The Patron is adamant, however, and wants them
destroyed. If the PC refuses, the Patron is pleased, and gives the PC some more autonomy.
If the PC agrees, the Patron is displeased, and hands down a punishment. The Patron
insists the PC is not a puppet, but an ally in a righteous cause, and as such, needs to think
for themselves.
40. (Celestial) The PC's Patron points them towards a place that houses dangerous secrets.
There is information here that the PC desperately needs, but by doing so, will cause a lot of
collateral harm to the region. What price, truth?
41. (Celestial) The PC is commanded to destroy an artefact that threatens a very long time
goal of the Patron, whose aims are *so close* to fruition. This is the last requirement, and
if the PC fails, the fortunes of the Patron and their Warlocks will be drastically harmed. The
artefact is very dangerous to those who handle it without care, but unguarded.
42. (Celestial) A cabal of Warlocks of a rival Fiend have been working in the region. The PC
discovers this and is compelled to wipe them out/scatter them/destroy their
powerbase/get them all arrested - and by doing so, will gain a powerful ally in this area. If
they fail, the Fiend will notice and the PC has a new enemy.
43. (Celestial) The PC's Patron points them towards some antagonist from the PC's past. This
being has been doing acts of great harm and has killed a popular/beloved/famous
individual in the area, and is in the process of gaining more power. The Patron wants this
being to be destroyed or punished. The enemy, however, has some very strong hold over
the PC or their allies/family, and will most definitely use it if moved against.
44. (Celestial) The PC is commanded to start a new establishment in the Patron's name - a
Guild, a Religion, an Order, etc... and draw others to the Patron's cause. The Patron's
enemies, of course, will make this very difficult, and open violence all the way down to
subterfuge will be employed to foil the attempt.
45. (Undying) The PC's Patron has commanded the PC to complete the tasks that they were
unable to fulfill in life. The list is long and dangerous, of course, and will take months to
complete. However, the reward for satisfying the Patron will be the answer to a question
the PC has been wondering about for a long time, as well as a new set of allies and
enemies!
46. (Undying) The PC's Patron has commanded them to find a new body parts for the Patron,
as the one it has is falling apart. They must be parts that are fresh and healthy. There may
be many of these needed. DM's choice.
47. (Undying) The PC's Patron is trapped somewhere, by its own mistakes, or the actions of
others. It knows it cannot be freed, but wants the PC to find a way to let the world know
that it still exists, to see what happens, and who might come looking for the Patron - all
part of a larger plan.
48. (Undying) The PC's Patron is going to being entering a torpor - a period of inactivity where
they will not be able to help the PC. During this time, the PC is instructed to guard the
Patron's body/tomb/valuable resource/etc... When the Patron returns, they have a gift for
the PC.
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49. (Undying) The PC's Patron is under psychic/psionic attack from a rival, and the "leakage" is
starting to affect the PC in the form of hallucinations, visions, dreams, and aphasia. This will
continue until the PC can find a way to shield their mind or destroy their Patron's rival.
50. (Undying) The PC's Patron wants someone to replace them when they are gone (or the PC
wants to become whatever the Patron is), and sends them on a series of quests to
permanently alter themselves to become more like the Patron.
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50 Plot Hooks for Wizards
1. A relative has sent a letter saying they have come into possession of a spellbook that
appears to have some stringent protections enchanting it, preventing it from being opened.
The letter begs the PC to come to assist.
2. The local Wizards Guild has been robbed and many local spellcasters have died. The PC is
tasked with recovering what valuables they can from the thieves, who left behind 2
tantalizing clues.
3. An unknown Wand of Wonder appears in the PC’s belongings. The wand is fully charged
(100 charges) and when the PC grabs it, it will reveal its activation (command) word.
4. An Oblex has secretly taken up residence in the PC’s tower/base/camp and has targeted
the PC, and will continue to do so unless discovered or destroyed.
5. A high-level Rogue has stolen the PC’s spellbook, leaving the PC with scrolls only. A ransom
demand is left demanding a very high price for its return.
6. A rival Wizard has entered the region and has been spreading rumors that the PC is a fraud
and demands a duel.
7. There are rumors of an ancient and powerful scroll in the area. It may or may not contain
the spell that the PC wants in their spellbook. There’s a 10% chance the scroll is cursed.
8. The PC returns to their tower/base/camp, only to discover that someone else has cast
Guards and Wards on the location.
9. A Bag of Holding is found in the PC’s belongings. Inside is an old rival, bound and gagged,
along with a note that says, “Repaying a very old debt.” The rival is murderous with anger.
10. A rival Guildhouse has declared itself in the city the PC is currently in. It has declared war
on all city mages who do not join them. Mage/Assassins are soon sent after all current local
wizards.
11. A tinker says they have a lost Cantrip for sale. The Cantrip is legitimate, and part of an
entire lost set, but the Tinker wants a bloodprice. If the PC agrees, this blood will later be sold
to a hag for some nefarious purpose.
12. An anonymous “admirer” (actually a bitter rival) sends the PC a stylish Hat for their
birthday. The hat is a cursed Hat of Silence.
13. A new spell appears in the PC’s spellbook. It is a gift from the Deity of Magic (for a favor
to be named later).
14. The supply of a rare ingredient have dried up in town. The trail of the original source runs
through several merchants, and becomes shadier and shadier.
15. The PC finds a full Ring of Spell Storing while on the road, just lying in the
grass/dirt/whatever. The Ring was lost by a higher-level Wizard, and the Wizard’s rivals are
tracking it, and will stop at nothing to get it.
16. A Coatl, a messenger of a powerful, Good being, is sent to tempt the PC. If the PC will
agree to give up an ally in exchange for a Wish spell, the Coatl will chastise the PC, and
permanently remove one learned spell from the PCs spellbook. If the PC refuses, the Coatl
will add a new spell to the PCs spellbook.
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17. A rogue replication spell has been charged by some unknown entity to run rampant.
Anyone who came into contact with it has their spells (effects) replicated on random targets
somehow cast from the aether itself.
18. For 24 hours, all the PCs spells will either fizzle (50%) or work as if they were 3 levels
higher (50%). At the end of the 24 hours, the PC will have a strange brand on their arm.
19. The party discovers a note that promises a great treasure to those with the wits and
arcane talent to follow the trail. Each clue is contained in a unique puzzle box that requires a
specific spell be cast on it to open.
20. The party receives a letter, upon reading it it magically silences a magic user, melting their
mouth shut. This minor curse is quite a hassle to get rid off, and the letter contain a simple
text “You deserve this.”
21. A new spell is found. The spell is written poorly, and someone that isn’t careful might cast
it, after which the spell is hard to get out of your head. It stays there, and sometimes is cast
instead of something you intended. You need the spell to be corrected to lose this Earworm.
22. In the process of killing an enemy wizard, the PC is targeted by the enemy’s Death Curse.
This curse seems heavily arcane in nature, and is immune to any divine healing or curse
removal, and the party must uncover the arcane nature of the curse to save their ally.
23. A gigantic glyph has been carved by a professor that suddenly went mad. The university is
lost on its meaning and is sending emissaries to Oracles and the wisest of Arcane. In the
meantime all that gazed upon it get increasingly realistic community dreams.
24. Someone is murdering local wizards and the PC has gotten a tip from an ally that they are
next. Something political is driving this event.
25. The local Guild Master has died, leaving the PC as the highest ranking officer! The PC must
serve as “regent” until a new Guild Master can be chosen/voted for/whatever. This will occur
7 days from now, and in the meantime, all the Guild's rivals launch attacks against it and its
members.
26. A clone of the PC, created by a rival, has come to kill the PC, but has a change of heart
and becomes confused about its existence. It is very easily swayed by rhetoric, no matter the
speaker.
27. The next time the PC kills a powerful creature, a Planar Gate is opened where the corpse
falls. There is a “Whispering Wind” message that blows through the Gate, begging the PC for
help. The request is from a stranger, but who needs genuine help and could turn out to be an
ally. If the PC refuses, the stranger becomes an enemy.
28. An ancient wizard, discovered in some dungeon by the PC, offers to pass along “arcane
knowledge” in exchange for the PC’s most powerful magic item. This knowledge comes in
the form of a Feat. The ancient one then uses the magic item to ascend into an energy form,
by sundering the item. Anyone still nearby when this occurs will also be killed.
29. The Deck of Many Things appears in the PC’s belongings and they get an overwhelming
feeling that they can draw from the deck *once* and be certain of the outcome, but that
there will be a price.
30. The PC’s familiar is suddenly gripped with an overpowering urge to find its people,
knowing they are in terrible danger. If the PC refuses to go with the familiar, it leaves forever,
and no more of its kind will ever respond to a future summoning.
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31. Someone is etching glyphs as deadly traps in the PCs path, each one more dangerous than
the next. The glyphs are an ancient form, not seen since a calamitous historical event was
averted.
32. Rivals plague the PC with Cantrip-based pranks for the next 48 hours.
33. A well-liked and reliable NPC comes to the party in dire need of help. Unfortunately, they
cannot find any way to communicate any information about what’s wrong or what they need
help with.
34. The PC finds a minor-magical necklace, with a mineral/gemstone as a pendant. After 24
hours of wearing it, the PC is aware of another necklace, like this one, but different. The PC
knows the exact distance and location without knowing how they know. There are many
necklaces in the set, and all must be found to find the True Pendant.
35. Someone is selling counterfeit magic items on the black market, and many of the PCs
allies have been scammed. The grifter has been concealing the frauds with a powerful casting
of Nystul’s Magic Aura. The PC’s allies beg him for help exposing the thief and recovering
their money.
36. A disease is running rampant among the arcane inclined where using magic mutates the
casters body a bit at a time.
37. A serial killer named “The Arcanist”, famed for tracking and hunting down mages, has
caught wind of the party. Some say she is a deranged alchemist that flunked out of university
for her inability to grasp the arcane, others say she was a natural outlier, a genetic defect that
renders magic effects on her inert.
38. The party might encounter an odd arcane glyph in a remote area. While initially nothing
happens, slowly a second consciousness starts seeping in. The glyph is a last ditch resort of a
mage that passed away in the area, and which loaded his consciousness into the glyph to
warn people of impending doom, and take over a new body to fight said doom.
39. An Archmage has passed away. While most of his possessions go to his family and
university several of his personal artifacts need new, and worthy, masters. The PC is invited to
participate in a tournament, companions are not required, but highly recommended.
40. Something is altering the PCs standard appearance of spells. Fires turn black, illusions are
slightly off intended, an ear piercing screech is heard while casting certain spells.
41. Upon signing some supposedly unrelated contract the PC starts to experience vicious
hate towards an unknown individual, which they know the location and distance off at any
time, and they know it too. You have a Nemesis. Someone or something bigger is setting
political plays in motion.
42. The PC gets a vivid vision of their own death. This death is close by and related to their
current objective. Whenever such a death is prevented a new vision jumps in. The only
common theme in all of them is that there is a gruesomely ugly homunculus hidden
somewhere.
43. After a night out and some pleasures of the flesh a PC might be sad to find out they have
contracted a magical STD. Their pee spontaneously ignites with invisible fire, the light is there,
the sound is there, just no visible flames. This affliction leads to spontaneous combustion.
44. Someone is using living spells, magically disguised as peasants, to assassinate or cripple
individuals and organizations. The local not-so-legal-authorities need a magic user to spot the
fakes in a crowd to prevent further incidents.
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45. A new star appears in the night sky, radiating powerful arcane magic, detectable from
almost anywhere. It is a blinding presence and many think it an omen of some apocalypse.
46. Your party stumbles upon a sentient arcane script. It spews profane semi-prophecies
most of the time, other times it gives sage advice, sometimes it even cries ink. It seems
multiple personality aspects are fragmented over the pages, and they all have part of a
message..
47. A PC receives telepathic Morse code signs at random times throughout the day. It
appears to be from a mage that went beyond The Veil and is trying to communicate back to
the living but has misdialed. Something about a “Charon Project”.
48. A powerful entity, such as a dragon, has “chosen” the PC to be their disciple. This
“Honor” is something that shouldn’t be squandered, as their “Master” doesn’t take kindly to
that.
49. Someone in the PC’s party becomes allergic to magic as a result of something they did.
50. A new law is passed that requires all (arcane) magic users to be registered, a first step of
many. Using magic without being registered will result in a telepathic warning, any
subsequent attempts will make the caster (almost) black-out and a location beacon will be
generated for a Magehunter squad to localize and track.
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