101 Quest Ideas (d101)

d101 Result

1

News spreads that a dragon was slain while away from his cave, a search for its unguarded hoard is underway.

2

A thief has stolen a powerful item from a lich and then joins the party for protection.

3

A wizard/collector wants a live troll to study.

4

Rat catchers are going missing under the city and a plague is spreading in their absence.

5

A local caster has summoned a creature that they cannot contain and it is destroying the area.

6

A charismatic charlatan claims (and has proof) to be the cousin/brother/son of one of the PCs.

7

A wandering merchant trades a pc for their magic item for a fake he claims is more powerful.

8

Shipments from a nearby mine have stopped when the PCs investigate they find the miners crazed and covered with red welts apparently from exposure to a new element they uncovered.

9

A white dragon is driving monsters from the north into the southern lands.

10

A planar rift has formed and outsiders are seeping through.

11

A powerful noble/wizard is hosting a masquerade ball where the guests are polymorphed into monster as their costume, but an actual monster attends to kill the noble/wizard.

12

A sorcerer has died of old age, strange things are creeping out of his tower as his spells, and dweomers break down.

13

A map has been found that leads to parts of an artifact that once reassembled, will summon a fiendish kraken.

14

The dead are rising as zombies one hour after their death.

15

Slavers are capturing peasants and merchants on the highway and selling them to mindflayers.

16

A shop/traveling merchant sells pets/familiars that are actually polymorphed people.

17

The PC’s are sent to find a hermit that lives on the “moving island”, a zircon/dragon turtle.

18

A traveling circus/faire comes to town and completely vanishes in the morning with several children.

19

An Ur priest cult is killing all the divine casters in the area.

20

Water drawn from a certain well is animating into water elementals/mephits.

21

An evil druid has taken up residence in the sewers and is waging a guerilla war on civilization.

22

Anyone who reads a cursed book, brought into town by an adventuring party, dies after reading it.

23

A killer is leaving rare flowers in the mouths of his victims.

24

A member of a planar cartographical society offers the PCs membership into the elite group if they can complete a scavenger hunt that leads them across several planes in one day.

25

A mysterious helmed/hooded/masked figure has forged an impressive army by bringing tribes of kobolds, goblins, orcs, and hobgoblins under one banner. The leader is actually a cleric disheartened by the lack of faith and respect of his flock and means to increase belief and prayer for his deity by leading an army of wolves against his flock.

26

The owner of a failing inn claims to have the entrance to a mysterious dungeon in his cellar hoping that the ruse will draw business from adventurers.

27

A pack of displacer beasts/displacer beast lord is preying on farm animals and farmers alike.

28

Two rival gangs are actually devils and demons fighting a Blood War battle on the city streets.

29

The daughter/apprentice of a caster that polymorphed himself into a golden cup and placed himself in the hoard of a green dragon in an attempt to learn more about dragons, but it has been weeks and he has not come home contacts the PCs.

30

Reports that a gold dragon is ravaging the countryside turn out to be true. The dragon, sick with a rare disease, has gone mad and must be stopped.

31

Grave robbers working for a necromancer are running out of graves and start looking for easy prey.

32

A “red” dragon demanding tributes from a village is actually an especially greedy copper dragon.

33

A killer is released from prison and the father of one of his victims stages a similar murder in the hopes of framing him.

34

A traveling “holy man” is selling relics that disappear in the morning.

35

The new judge is in fact a devil hoping to harvest souls for not guilty verdicts.

36

A logging camped is being haunted by the ghost of a treant/forest haunt and his dryad followers.

37

A band of fey has been stealing wine from a rural tavern.

38

A good and helpful aranea has been captured and tried for murder while the true culprit is a drider that resides close by.

39

A college that teaches science over magic opens and arcane casters start going missing.

40

Drug-related deaths lead the PCs to an evil alchemist.

41

The PCs are hired to retrieve a meteor, but find it is being worshipped by a tribe of goblins/orcs/lizardmen etc..

42

Several women in the area are pregnant under strange circumstances, an incubus is to blame.

43

An artifact is needed to avert a major catastrophe; its last known owner was Levistus the arch devil trapped within a glacier.

44

The PCs must find a rare herb only known to grow within Gith monasteries.

45

The PCs visit a strange village where all the people are simulacrums, an ancient wizards mark is seen everywhere.

46

The PCs are sent to a distant land to find an NPC that it turns out has been dead for 20 years.

47

The PCs must help a conflicted Erinyes to the Cradle of Creation (phb2) to be reborn into a non-evil body.

48

A map leading to the legendary Shield of Praetor has been found, it states that the shield is in the cave of a dracolich. The map was sent by the dracolich’s minions in the hopes of freeing their master who is sealed magically into his cave.

49

A local orphanage is actually run by a demonic cultist that sacrifices the weak children and raises the strong ones to be followers.

50

A powerful artifact that will allow teleportation through the layers of the abyss/hells has been uncovered and a race to claim it has begun. The PCs must beat the groups of devils and demons that see the artifact as a powerful tool to end the Blood War.

51

An overmatched Marut seeks assistance with a powerful lich/vampire/mummy.

52

Rumors of “The most powerful sword” lead the PCs to an evil, intelligent, dancing sword that can animate other weapons to fight for it.

53

The PCs are sent to a battlefield to retrieve a family heirloom from a missing soldier where a necromancer and his corpse collector golem are raising the fallen as undead.

54

A cult of Tiamat have discovered a spell that ages living creatures and they are trying to use it on dragon eggs to raise powerful allies.

55

The PCs are sent to deal with a raiding ogre that turns out to be a gnome illusionist.

56

The PCs are looking for an arrow used to slay a dragon a hundred years earlier, but when they pull the arrow from the dragon’s skeleton, it animates and attacks.

57

The PCs need the help/information of a treant that will only add them if they agree to be shrunk down to clear out an infestation of insects that invaded his roots.

58

The PCs are invited to a Three Dragon Ante tourney, either as guards, VIPs, or to play.

59

A lawful good lich (Monsters of Faerun) seeks the PCs to protect him from a zealous paladin on a quest to rid the world of undead.

60

Thieves have plundered a tomb and until his golden burial mask is returned, a ghost/ghast/specter will continue to kill innocent people.

61

A group of fire giants has taken up residence in an inactive volcano, their activity threatens to awaken the volcano and cause widespread devastation.

62

A grandmotherly, if slightly senile, NPC asks the players to rid her attic of rats. The rats are in fact a group of thieves trying to open a magical doorway left by the wizard that previously owned the home.

63

A monster seen roaming close to town is actually a cursed person and not evil.

64

The PCs find a genie in a bottle, but the genie agrees to help/grant wishes/serve only after the players travel to the City of Brass and save someone the genie cares about.

65

The PCs find a wounded angel that is being hunted by powerful outsiders.

66

A newly discovered dungeon is actually a complex trap to harvest souls/magic/life energy.

67

The PCs must break an innocent man from a complex magical prison.

68

Murders attributed to a small girl are being done by her doll, a slaymate (libris motris).

69

An ancient beholder has gone mad and his destroying the Underdark, driving monsters to the surface.

70

A gnome settlement has been overrun by Drow displacing hundreds of citizens.

71

A mad wizard has been selling potions that have poisonous/odd effects.

72

Mind flayers are draining people of their quintessence in hopes of using the substance to return to the far realm from which aberrations came.

73

A spelljammer has crashed in a remote forest/jungle and the inhabitants seek materials to repair their helm.

74

A foreign diplomat seeks the party’s monk to protect him on a mission to a country/city where magic and weapons are not allowed.

75

The tarrasque is wreaking havoc on the countryside and the party (lvl 10ish) must slow it down until the champions (20th) can arrive, but the tarrasque is actually a simulacrum (cr 10) sent by an outsider/caster/etc. and not the real thing.

76

Cultist seek a tablet that depicts a ritual that will summon a Fist of Spite (BoVD).

77

The party must save an NPC from the stomach demiplane of Dalmosh (MM5).

78

The guild master of the cooper’s guild wants to discredit the owner of a local winery with whom he has had an argument by poisoning his barrels.

79

A local sage/astronomer is convinced that a massive meteor is going to strike the kingdom/city/town.

80

The normally-inert gargoyles atop the temple/castle/mansion have animated and started attacking people who approach the building.

81

A group of bulettes is keeping anyone from entering or leaving the city/town/inn.

82

A doppelganger/changeling serial killer claims the identity of their most recent victim for one week before killing again.

83

A gnome settlement has been overrun by fiendish duergar led by a demon.

84

PCs seek out a powerful dwarven, smith that traded his soul to Asmodeus for unearthly crafting abilities. Before the smith will help the PCs, they must reclaim his soul from the arch devil.

85

The players find/are sent to a city that reflects the entire multiverse scaled down with a neutral inn in the center run by a power caster.

86

The PCs search for a legendary library that when found, has no books only the corpses of long-dead sages and librarian clerics that use speak with dead to obtain the knowledge.

87

The PCs need a party member/NPC raised from the dead but the only cleric powerful enough to do so has recently been turned by a vampire he was hunting.

88

The PCs find/buy/are given a strange bag of holding that has a small pocket dimension inside it where a frightened caster hides. He/she created the bag to hide in and saw that it ended up in the PCs hands to keep it safe.

89

The PCs seek an answer/information from a forgotten bard. When they find him, he is a ghost and he will only help them if they give him peace by finishing his final poem/song/movement.

90

A chaotic good horselord (CAd) has led all the horses in the region/city/town away into the hills to freedom.

91

The huntsman of a local lord/mayor has kidnapped the NPC’s daughter, and only a highly trained tracker can follow the trail and find the girl.

92

An aged and grizzled warrior is going town to town offering his magic sword/shield/armor to any fighter that can best him in honorable combat.

93

After returning from a diplomatic journey, the noble/diplomat/prince/queen is acting strangely. The PCs are asked to look into it only to find that the NPC is a doppelganger/changeling/simulacrum/charmed/possessed.

94

A pair of ethereal filchers are stealing all the curative magic in the area/city/town.

95

The answer/riddle/name/code that the PCs require is etched onto the helm of a massive golem that paces a deadly dungeon.

96

Monthly full moon attacks are blamed on a good lycan, and are actually being carried out by a pack of Moon Rats (MM2).

97

Summoned Thoqqua threaten to compromise the structural integrity of the city/town/inn/dungeon/ as they melt tunnels through the ground below.

98

Centaur knights (phb2) are running any humanoid from their forest.

99

The PCs are sought by the patrons of a desert land where a despotic temple of cleric charges impossibly high rates for fresh water to people not of their faith.

100

A temple has hired a large number of bards for a festival where music is to be played from sun up until sundown, the only problem is that no one recalls the obscure holiday because it is a ruse to mask the sound of tomb robbers breaking into sealed vaults below the church.

101

A xenophobic elvish lord has begun to arrest non-elves after his daughter eloped with a human.


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