Free Roleplaying Modules: Short Quest IdeasOpen time portal: A wizard messing around with a variant of time stop stumbled across the secret to making a dimension door with respects to time. It got op- ened to a future time. Technologically advanced beings, at the promise of much gold, enter the portal. Scientists and historians want in on the action too, hoping to get a glimpse of what early times were really like. Poison manufacturing Plant: A very secretive assasins guild starts up a facili- ty for producing poison in mass quantities. They begin to poison the city's water supply and sell and antidote that they 'invented' in the alleviation of the problem. In essence, they hold the city for ransom. If you can't pay, you die. Cold. Plague: The black death hits a rural community. A ship of deadmen drifts into a port city. Soon, the city is in the grips of the plague. Find cleric with the antidote in some far away place before the whole town dies. Up against the clock. Interest can be added by one of the characters getting it. He has only so much time left. If the party gets the cure, they will be paid handsomely, and can sell it for whatever price. Sewer Infestation: A wizard has been dumping unused potions and misc. magic waste into the sewers. Giant mutant rats and worse take out people by night, retreating into the sewers during the daylight hours. Party is hired to find the source of the creatures and end the terror. Attack!: Baddies are approaching a peaceful farm town. The party makes up the only adventurer types. A plan must be formulated for defending the town. A reward is offered if the town survives. Streets must be barricaded, townsfolks trained in the rudiments of fighting w/ bow or sword. Desperados: A band of monster bandits are robbing banks in the region. A price is on each of their heads. They ride into town and rob the bank, so the party learns about their reign of terror. They also rob the local temples, so the cleric in the party is glad to help. They have stolen much magic, and are tough to beat. They must be tracked down to their hideout and killed. Easier said than done. When the Magic Goes Away: A town has experienced a complete loss of magic. Something is negating the effects of all magic in the town. It is a textile town, and the looms are magic driven. The town has all of its industries aided and powered with magic. Horseless carriages have been invented with magically driven motors. Children learn magic in school as essentially as math and read- ing. Atlantis Ho!: A disabled magical submarine steams into port with its crew of Warriors on the way back from undersea conquest of a sunken city. It is made up of mermen and other races which can both breathe air and water. The city has a magic bubble over it which keeps out the water. Many cities are under the sea in caves. These caves have dimension doors which let in air and keep seeping water drained. The drain is a huge portal to the elemental plane of water. The air is supplied by a portal that opens up in a windy cave (the air rushes into the portal to replace the air getting sucked down the drain). The cave in question is in the cavern near the back door to Naug. Drug Runners: A mystical substance is discovered with hallucinagenic qualities. It is introduced in a large town, and soon, much of the inhabitants are indul- ging in it. Labelled 'spice,' the brownish powder is very habit forming, and a magician's guild is reaping major profit. The major comes to the party in secret, offering them reward to destroy the lab where the spice is made, steal or destoy its secret, and find out who is responsible for the invention of it, and kill or take him into custody to be taken care of. The town council has outlawed spice, but the law is as ignored as prohibition was. Gangsters: Organized crime runs so rampant in a large city that no one can put down anything without it being stolen. Theives are everywhere. Political men are being assasinated everywhere. Find out who's causing it and snuff them.
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