Twelve Adventure Hooks

NPCs
Some artwork copyright William McAusland, used with permission

Here are 12 different hooks that can be used to develop adventures. Some are intended to not be much more than a single encounter, whilst others will serve for a more traditional adventure. Each is described in a similar way, with suggestions as to relevant places to have the adventure or encounter, its goal and difficulties characters may face.

Beast Hunters

Location: A farming village

Goal: Livestock are being killed by some sort of beast and if it isn’t dealt with soon, the village will be in serious trouble

Obstacle: There is a beast attacking the livestock, but a group of bandits are using its attacks as cover for a bit of rustling

Duel to the Death

Location: Duelling Arena

Goal: To be victorious in a duel

Obstacle: The opposing duellist is both talented and a cheat

If You Go Down to the Woods…

Location: Old Growth Woods

Goal: To find out why people have been disappearing in the forest

Obstacle: Spirits of the woods who have been angered by excessive logging and mistreatment of their home, and will not tolerate any more

In Search of Elemental Ice

Location: Plane of Water

Goal: To recover some rare elemental ice for a wizard and return with it

Obstacle: Elemental creatures, lack of air and unusual cold

Quest for the Flame Crystal

Location: Plane of Fire

Goal: Gain rare elemental crystals

Obstacle: Ifrit who don’t like people plundering their home

River Passage

Location: A large, but unnavigable, river

Goal: To help turn the river into a usable transport route for merchants by clearing away obstructions and removing any dangerous creatures

Obstacle: Caravan owners who currently have a monopoly on trade in the area will do anything to stop the river being cleared

Seeking a Fight

Location: Tavern

Goal: Avoid getting into a duel

Obstacle: An angry noble customer is determined to provoke a duel

The Duellist’s Sword

Location: Tomb

Goal: To find the sword that belonged to the legendary duellist whose tomb this was

Obstacle: The duellist is undead and still wields their sword

The Missing

Location: Thick Jungle

Goal: To find a missing party of explorers and bring them home safely

Obstacle: Those who live in the jungle do not like outlanders

The Trade Route

Locations: Desert

Goal: To map out a new caravan route across the desert and find oases to support it

Obstacle: The hostile environment and bands of marauders

Thieves in the Night

Location: A sizeable city

Goal: To stop a group of thieves who are stealing things from supposedly secure locations

Obstacle: The thieves have the ability to fly, getting in through the upper parts of a building and escaping pursuers that way

Urban Cleaning

Location: A corrupt town

Goal: To aid in the removal of the corrupt influences on the town’s government, from thieves to wealthy merchants

Obstacle: Those behind the corruption are rich, powerful, dangerous or a combination of all three and have no interest in losing their grip

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Species of Sundara: Gnomes (PFRPG) is the same supplement, but with the options provided for the Pathfinder Roleplaying Game.

Characters may come across rumours whilst asking around and 100 Hooks and Rumours to Hear in Ghelspad is a collection of such for the Scarred Lands. They are usable with any system and can be used for anything from misinformation to adventure hooks.

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D8: Numenera Rumours – The Plains of Kataru

Numenera Cover
TM and © 2019 Monte Cook Games, LLC.

Numenera is a game published by Monte Cook Games. Its setting is the Ninth World, and this list has eight rumours for that setting. The rumours, which are similar to the Hearsay that can be found in the official books, can be used as adventure hooks or as simple misinformation.

  1. Bands of human nomads roam the Plains of Kataru. Recently, some of the bands have taken to raiding other tribes and settlements of the plains. This is reportedly starting to become more serious, as one tribe is adding members of those it defeats in battle to its own strength, which will quickly make it the most powerful tribe in the region, if not stopped one way or another, able to conquer everyone else.
  2. In the middle of a field of white stones on the Plains of Kataru is a structure called the Orgorek. On occasion, those who fiddle with the hatches of the structure are attacked by whiplike tendrils that come out of the interior. The touch of the tendrils burns flesh, and some say that, if they kill a living creature, that creature will be turned into something neither alive nor dead, neither organic nor machine, but under the control of the Orgorek.
  3. Needlestorms are winds of the Plains of Kataru that gather up shards of glass, and those exposed to such storms can get cut to ribbons by the needles and fragments. There’s a rumour that needlestorms are not entirely random in their nature; that they seem to follow some sort of pattern, almost as if they were, at least partially, under the control of something.
  4. Small towns and aldeia dot the Plains of Kataru, primarily farming communities that occasionally trade with caravans from the Steadfast. Recently, there have been reports that a number of the smaller communities have been destroyed, though it isn’t known who by. At best, all that has been left are smoking ruins. At worst, the settlement has vanished completely, with no sign it ever existed.
  5. The Ausren Woods of the Plains of Kataru are a forest of purple trees found nowhere else. The trees have a purple fruit that travellers are advised not to eat. There’s a rumour that someone went into the woods to harvest this fruit and bring it out, for some unknown, but probably inadvisable, purpose.
  6. The Beanstalk on the Plains of Kataru is a tower of metal and glass that continues up into the sky as a thin stalk, 10′ wide but only a few inches thick. The stalk seems to disappear into the sky. Recently, there have been rumours that the stalk has been vibrating, as if something unimaginable was shaking it, and that the vibration seems to be increasing as if something is getting closer.
  7. The Empty Machine on the Plains of Kataru is a huge structure embedded in the ground. Many hatchways exist and more entrances have been cut inside, though the interior lacks anything but the leftovers of those who have made a home in the machine over the years. Recently, though, there have been rumours of changes in the machine, of lights blinking on and off both inside and out, and the occasional sounds of mechanisms trying to start up.
  8. The Plains of Kataru are known for their terrible storms that engulf the land, particularly in spring months. It’s rumoured that both the frequency and severity of these storms has been increasing over the past few years, making the land far more dangerous than it used to be.

Want some items that could be used as oddities? Check out 100 Xenoarchaeological Finds.

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