Exploration
#1 – Movement – you go somewhere and something happens.
#2 – Interaction – you must click on something to explore what it does / says
#3 – Hidden interaction. Like #2 but it’s not obvious – like a secret door, or a sword tucked away in the corner. Care must be taken to make sure these aren’t TOO hidden, or the game becomes a “hunt the pixel” exercise.
#4 – Use an item in a particular spot to reveal a hidden map spot
#5 – Using a skill or ability or a tool (item) in a particular spot to reach an otherwise unattainable location.
#6 – Illusionary obstacles – like an illusionary wall or a hidden bridge across a chasm.
#7 – Destroyable obstacles. Particularly ones that can’t be destroyed by chopping at it with a hand weapon.
#8 – Sequences of actions done in a particular spot – these are usually either explained to the player or strongly hinted at.
#9 – Luring a computer-controlled entity (example: NPC, enemy, or a trap effect) to unlock the environment in a way the player cannot by himself.
#10 – The world / information / rewards change with time – perhaps as the game progresses, with the seasons, or just time of day. Silent villagers during the day are talkative at night, moongates shift position and destination based on phases of the moon, etc. Or as a really weird idea, what if the player could experience “flashbacks” in various locations to what happened at an earlier time as they learn more about the world?
#11 – New ability reveals all-new information / objects / alternate versions of the world. Maybe a dog added to the party can “see” smells that were previously invisible, or the player character can “phase shift” into a shadowy unpopulated alternate dimension version of the same world.
#12 – Proximity Clues – the player is not given the exact location of what they are looking for, but may explore with hints revealing either the approximate location (maybe an area to be searched), or as inFrayed Knights, updates as to whether you are getting “warmer” or “colder” as you search.
#13 – Need special equipment or vehicle to pass – perhaps scuba gear to explore an underwater area, or a magic carpet to fly over an impassible mountain range. This differs from #5 in that it’s not a specific action done in a particular location, but rather the possession (or equipping) of the item allows access to all terrain of of this kind.
#14 – A physical or mental puzzle is required to explore deeper. Dungeon Master style games – like the recent Legend of Grimrock – are full of these.
#15 -Counters. While it’s very “gamey,” having a running counter of the number of undiscovered secrets (possibly broken down by type) can help motivate players and also let them know when to quit digging around every nook and cranny. Ideally, these would be explained through some kind of mechanic that makes sense within the context of the world, but even a totally external mechanic is often better than nothing, depending upon the style of game.
#16 – Mood / Reputation / Faction / Alignment / Progress shifts – the world (or at least the willingness of people to talk about it and give you access to areas and information) changes based on cumulative shifts instigated by the player. Perhaps as you gain the trust of certain villagers, they become more forthcoming with key bits of information. Or efforts to repair flooding throughout the city and direct the flow of water unblocks or reveals new paths.
Okay, there’s a dozen ideas for making exploring an environment more interesting. Not all are great, and that’s really just scratching the surface. Hopefully, for RPG designers out there (especially the aspiring / beginning ones), those will at least start you thinking. Now here are a dozen ideas for rewards:
#1 – Exploration is its own reward. Sometimes – and this is very occasionally, and really depends on the game – just seeing something cool is good enough. Like an “easter egg.”
#2 – Loot. Yeah. This is done a lot. As this is frequently optional, this is usually one of the more expendable / cumulative resources rather than a major permanent item.
#3 – Story Rewards. Doling out a little extra optional exposition might not thrill all players, but the RPG players tend to be the kind that enjoy this kind of thing.
#4 – Clues / Hints to more locations to explore or ways to circumvent their challenges. Yes, this reward for exploration encourages… MORE exploration.
#5 – New environments. The classic Super Mario Brothers “Secret World” reward. These are obviously expensive for developers to make, but the promise of a few of these scattered throughout the world can make exploration REALLY exciting.
#6 – A bonus quest
#7 – A potential new NPC companion
#8 – An experience point award. Minor, but cool.
#9 – A challenging optional puzzle or combat encounter (with its own reward).
#10 – A location that can recharge player resources – like a fountain that restores health or magic points, or a merchant.
#11 – A hint, strategy, or action that can be taken to make an upcoming “boss” encounter easier. This is, IMO, a far more exciting way of rewarding careful players than simply making their brute-force abilities more potent (with more potions, XP for the treadmill, etc.). I did this a few times in Frayed Knights: The Skull of S’makh – Daon… you could bypass the a big chunk of the dungeon and go straight to the boss, or you could explore and deprive the boss of power or reinforcements.
#12 – A piece of a bigger reward or puzzle gets exposed.
#13 – Reputation / Vanity award – because of what you have explored or done, other characters react to you differently based on the news. This can either be a one-time specific reward, or add towards a cumulative “reputation” score.
#14 – Customization options – this provides no actual gameplay reward, but gives the player the addition of new visuals, sounds, or whatnot to make their character unique.
#15 – Cumulative Story Progression – maybe you need to achieve a certain number or percentage of exploration-based goals to progress a story or quest. Beware – done poorly, this can lead to a boring “Kill ten rats” type of goal.
#16 – Unlocking of certain other obstacles. A tried and true variation.
Again, there are probably an infinite number of permutations, alternatives, and combinations of these ideas that can help make a more interesting RPG that relies upon more than simply beating the snot out of bad guys.
Boccob’s Blessed Blog 101 Quest Ideas
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 power 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 are 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 have 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 woman 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
Quests
1. A minotaur was victimized by a wizard, and now he will hire you to lead him through his own labyrinth to his treasures.
2. A painter has been using magic to easily duplicate his own paintings to sell as originals. But a fowl art critic with a penchant for theatrics is on to him and has sworn to reveal the secret unless he is permitted to marry the artist’s only daughter. The artist hires you to eliminate the critic who knows too much.
3. The sun set 26 hours ago. The world is in panic. The Drow are invading, and only the heroes can stop them.
4. A madman who thinks he is a prophet is slaughtering the livestock of the local farmers in the hopes that it will bring forth Ibanirox, the Night Eater, a long forgotten (and made up) deity of immense power. The farmers offer the group 20 gold or 3 cows per adventurer.
5. A theatre director hires the party to keep his lead actor (who is marked for death by a crime syndicate) alive long enough to perform in front of a powerful monarch. The assassins attempt to make his death scene a real one.
6. A tribe of kobolds has taken up residence in the sewers and has been hunting dogs and cats as food.
7. The pc’s are sent after a powerful artifact/weapon that will make their patron unstoppable.
8. The pc’s are hired by a Gensai sorceress to recover her mephit familiar from an enemy.
9. A character notices an error in a broadsheet posted in the city square, and quickly realizes that the paper has been forged to deflect guilt from a minor noble. The noble hires thugs to “dissuade” the party from investigating further by stealing some of their gear and shifting their attention to the thieves.
10. Mind flayers are performing perverse rituals on local orc tribes and granting them psionic abilities. The party must find and destroy them before psionic orcs destroy the kingdom.
11. Ancient prophecies predict that a star will fall at a precise location on a certain day. Whoever is first to grasp the star will receive a wish. Various dark factions camp and await the coming of the star, intent on making their wish.
12. A devil/caster/demon/warlock has set a fire using hell fire and it can only be quenched by the waters from a spring in Celestia
13. A Devil prince coerces you to sabotage the wedding of one of his political rivals.
14. A besieged city holds a tournament to mock their enemies. The King asks you to sneak into the city and win the tournament to demoralize them.
15. A wizard believes he has discovered the location of the wreckage of a legendary battleship, but so has his rival. You must recover the arcane weaponry from the wreck before the opposing team does.
16. You are hired to perform a filibuster in the legislative body of a monstrous nation. It proves dangerous.
17. An ancient and complex prison facility for extraplanar criminals is malfunctioning. The party must repair it as a group of imps attempts to use the facility against them.
18. The party is sent to investigate the disappearance of a missionary cleric in a vast and dark jungle. Investigation reveals that the cleric has instead been converted by the demon-worshiping jungle people and now mobilizes them against his former mission.
19. Gnolls have dug up the severed head of a lich in the desert, and it has promised them great power if they reunite him with his body.
20. A band of Drow (or similarly evil humanoids) comes to town claiming to be not evil and seeking asylum.
21. Ghostly dryads haunt the grove where their tree was destroyed and they can only be put to rest if the grove is replanted.
22. A werewolf, seemingly immune to wolfs bane and silver terrorizes a village. He is in fact a barghest.
23. A ruined tower is in fact a colossal animated object.
24. A yeth hound poses as a wounded blink dog.
25. The pc’s seek an item buried within a grove sacred to a centaur tribe.
26. A delver tunneling under the city is causing earthquakes.
27. The characters are sent to a primitive island to retrieve an item/find a treasure/seek an npc. The island is filled with dinosaurs, near-humanoids, and dire animals. As the pc’s explore the island they begin to devolve, as do their animal companions, mounts, familiars, etc.
28. The mayor, sheriff, high priest, has been replaced by doppelgangers.
29. A white dragon is freezing ships and carrying them off to his glacial home.
30. A major port is now home to spawning dragon turtles.
31. Dryads have taken loggers hostage.
32. All news and shipments from a dwarven stronghold have stopped; the king frees a Duergar attack.
33. Ettercaps have poisoned village children and carried them off, the pc’s know they have a limited window in which to rescue the children before they are eaten (as ettercaps like to let their dinner hang and liquefy before eating).
34. Hippogriffs, run off their mountain roosts by a red dragon, have begun devouring cattle.
35. All the townspeople in a village have contracted lycanthropy and become were-moose at the full moon. The group must discover that the alchemist upstream of the village’s water supply has been experimenting with dangerous chemicals to turn his beloved pet albino moose, Alabaster, into a sentient best friend.
36. The pc’s break a law in an unjust and evil land while doing something good, but are later pursued by a zelekhut for their actions.
37. The elementals that power a dwarven forge have broken free and must be captured without harming them.
38. A thief tells the party about a dragon graveyard that contains the treasure of a dozen hoards, but is haunted by ghostly-dragon guardians.
39. The pc’s require the help of a lillend, but she refuses unless the party’s bard can impress her with his musical abilities.
40. Ice mephits have frozen the town’s well.
41. Merfolk are waylaying ships from traveling over a sacred coral reef.
42. A gelatinous cube, used to eat waste, has escaped the sewer and must be lured back down.
43. Drunken satyrs have carried off a number of women from the village.
44. Will o’ the Wisps are luring people to their swamp.
45. All the animals in the village have collected on a hill nearby and refused to come down.
46. A splinter cult of Drow are kidnapping townspeople and sacrificing them to a powerful aranea sorceress, they worship as an avatar of Loth.
47. The pc’s hired by a local politician that fears he will be poisoned at an upcoming banquet.
48. Thieves have stolen dragon eggs and put the entire town in jeopardy as the angry mother wreaks havoc.
49. The “haunted forest” is actually filled with awakened creatures.
50. A mage’s guild seeks thieves to steal an artifact that will hamper the use of magic. They plan to use it to control all magic in the city.
51. A stray cat taken in by the pc’s is the familiar of an enemy spell-caster.
52. Mongrelmen living under the city are demanding citizenship and full rights.
53. The local wizard’s college wants to hire the pc’s to capture some new familiars.
54. A con artist posing as a priest is fleecing peasants.
55. The pc’s must stop an angry mob from attacking a peaceful tribe of orcs.
56. A glacier has been discovered with an enormous, nightmarish creature inside and the ice is beginning to melt.
57. The pc’s are asked to serve as guardian to a young noble whose parents have been killed.
58. The pc’s must smuggle a message into a besieged city.
59. A dying dragon holds a contest to give away pieces from its hoard.
60. Lizardman-half-Mindflayers are being spotted in the marshes outside town.
61. A vigilante is killing evil criminals in town. The party is hired to capture him, while the people view him as a hero and champion of good despite his methods.
62. Something has driven all the game from the kings hunting grounds.
63. Prisoners are being sold to mindflayers.
64. Marble carved from a newfound quarry is animating.
65. The prison has been taken over by the prisoners.
66. When the well goes dry, the villagers discover a glowing portal to Sigil.
67. A wizard/engineer wants help capturing elementals to power airships.
68. A wizard polymorphed into a chimera is attacking caravans.
69. The pc’s must acquire an artifact from the hoard of a fiendish-black dragon that resides in the swamps of Othrys on the plane of Carceri.
70. People are disappearing and paintings of the missing are showing up in the inn/temple/manor.
71. Fiendish weasels are terrorizing a farmers chicken coop. The family is on the edge of hunger and ruin.
72. A group of wild elves hire the pc’s to escort their clan to a new home in the Beastlands.
73. Something is causing the dead to rise from the local cemetery.
74. After a dark omen all cure spells function as inflict spells.
75. Wererats are stealing children and infecting them with lycanthropy.
76. After a Drow priestess is hanged, women in the city begin giving birth to spiders.
77. The pc’s encounter a strange man on the road how casts a spell on them/gives them a potion, shortly after they arrive in town to see (with their arcane sight) that half the town are actually changelings.
78. A farmer finds a possessed tablet in his field and begins going on a killing rampage.
79. The city’s most powerful adventurers return from questing in a temple of Tharzidun.
80. A child has been bitten by a rare spider, and the only antidote requires some of the spiders venom.
81. A vampiric bard is dining on the finest artists in town.
82. A pc learns that his family lost a powerful legacy item to a dragon. The item is still in the dragon’s hoard.
83. The party is left to raise a brood of silver dragon wyrmlings after their mother is slain.
84. A child is possessed by a demon and must be exorcised.
85. The pc’s are shipwrecked and must build a raft to escape.
86. A child in the slums is spouting doomsday prophecies and is gathering a large following.
87. The pc’s are drugged and forced into naval service by a violent press-gang.
88. The party’s warriors are invited to participate in the alabaster cup (Com. Warrior).
89. The party is approached by an npc that claims to have detailed evidence of an assassination plot. The npc even shows them plans that he stole from the assassin. After the attempt is made, the pc’s are framed and they detailed evidence is found in their room at the inn.
90. An awaken golem is creating an army of warforged to wipe the lands free of living beings.
91. A barbarian horde threatens to invade unless someone can defeat their leader in single combat.
92. The new mayor of a rural village is a Rakshasa.
93. A massive egg has appeared in the village square and cracks are forming.
94. Each night eerie organ music can be heard from the ruin manor on the hill; in the morning, a townsperson is missing.
95. Lightning continues to strike the same gravestone every night for the last week.
96. A wizard, pretending to be goodly, hires the pc’s to retrieve his “stolen” spell book from a rival.
97. Cultists have obtained a scroll of Crushing Fist of Spite (BoVD) and intend on releasing it on the countryside.
98. A party member’s soul has been purchased/stolen/bartered for, by Asmodeus and the party must debate the Devil lord to get it back.
99. A gnoll army sweeps from the north, their leader wields what appears to be the Triple Flail of Yeenoghu, Demon Prince of Gnolls.
100. A Cauldron of Zombie Spewing (BoVD) has been unearthed in an ancient ruin by clerics of Neurull.
101. A mad cleric has resurrected the stuffed monster in the party’s favorite inn.