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The Paranoid Professor’s Delivery

The party receives a quest to deliver a mysterious package to Professor Evergreen, an eccentric conspiracy theorist. However, the professor refuses to sign for the package, setting the adventurers on a mission to convince him. Engage in intellectual debates, navigate wild theories, and handle the professor’s paranoia to unlock the secrets hidden within the enigmatic parcel.

The Paranoid Professor’s Delivery

The party receives a quest to deliver a mysterious package to Professor Evergreen, an eccentric conspiracy theorist. However, the professor refuses to sign for the package, setting the adventurers on a mission to convince him. Engage in intellectual debates, navigate wild theories, and handle the professor’s paranoia to unlock the secrets hidden within the enigmatic parcel.

The Golden Lassie

A group of pirates have been trying to get their hands on their late captain’s magical hook. However, they’ve been unsuccessful due to their former captain’s haunted tomb. The crew awaits a gullible group who’d be willing to do the dirty work for them, so they can then pull the rug out from under them.

Side Quests for your Tabletop RPG - A path junction with a sign pointing left and right

The Golden Lassie

A group of pirates have been trying to get their hands on their late captain’s magical hook. However, they’ve been unsuccessful due to their former captain’s haunted tomb. The crew awaits a gullible group who’d be willing to do the dirty work for them, so they can then pull the rug out from under them.

Caring is Sharing

A healer living on the edge of a swamp is renowned for her skills, but is actually a wizard who transfers the wounds to random people in a lizardfolk community living deeper in the swamp.

Caring is Sharing

A healer living on the edge of a swamp is renowned for her skills, but is actually a wizard who transfers the wounds to random people in a lizardfolk community living deeper in the swamp.

The Illusionary Gambit

The party encounters Barnaby, a charismatic con man, who lures them into a rigged game called Illusory Targets. Initially, the players are captivated by the lively crowd and Barnaby’s promises of incredible rewards. However, they soon discover that the game is a cleverly constructed illusion designed to deceive and manipulate.

The Illusionary Gambit

The party encounters Barnaby, a charismatic con man, who lures them into a rigged game called Illusory Targets. Initially, the players are captivated by the lively crowd and Barnaby’s promises of incredible rewards. However, they soon discover that the game is a cleverly constructed illusion designed to deceive and manipulate.

Orcwreck

A tribe of orcs forcefully takes control of a merchant vessel to plunder its valuables, but their lack of sailing knowledge causes the ship to crash near Ravenlog. The town guards’ attempts to scare away the orcs have failed, leading to the party’s arrival. The party must decide whether to eliminate the orcs and claim the treasure or risk the orcs attacking Ravenlog. The fate of Ravenlog hangs in the balance.

Orcwreck

A tribe of orcs forcefully takes control of a merchant vessel to plunder its valuables, but their lack of sailing knowledge causes the ship to crash near Ravenlog. The town guards’ attempts to scare away the orcs have failed, leading to the party’s arrival. The party must decide whether to eliminate the orcs and claim the treasure or risk the orcs attacking Ravenlog. The fate of Ravenlog hangs in the balance.

Camp Guin

While travelling through a barren section of the North, the party can hear the kazoo-like noots of an army of penguins. The penguins are armed and well-organised. The party can attempt to steal, bargain, or converse with them though combat is almost inevitable. Only by defeating the leader will the party uncover the terrible truth about these strange penguins—they really were just penguins, at least, most of them were.

Camp Guin

While travelling through a barren section of the North, the party can hear the kazoo-like noots of an army of penguins. The penguins are armed and well-organised. The party can attempt to steal, bargain, or converse with them though combat is almost inevitable. Only by defeating the leader will the party uncover the terrible truth about these strange penguins—they really were just penguins, at least, most of them were.

Hark to the Cove’s Call

A fishing village by the coastlines is found to be well and thriving, but fear and anxiety sweep as the day passes. Before evening even hits, all the villagers are found to be indoors. Soon a sickly-sweet melody beckons the party leading them to uncover a lair with five harpies waiting for their next victim.

Hark to the Cove’s Call

A fishing village by the coastlines is found to be well and thriving, but fear and anxiety sweep as the day passes. Before evening even hits, all the villagers are found to be indoors. Soon a sickly-sweet melody beckons the party leading them to uncover a lair with five harpies waiting for their next victim.

The Serenity Lily

The party passes an alchemist who stops them and asks for their help retrieving a rare flower from a nearby cave, which he can use to create a Potion of Harmony. The cave is dangerous and therefore requires skilled adventurers to traverse.

Side Quests for your Tabletop RPG game, ready to play!

The Serenity Lily

The party passes an alchemist who stops them and asks for their help retrieving a rare flower from a nearby cave, which he can use to create a Potion of Harmony. The cave is dangerous and therefore requires skilled adventurers to traverse.

The Elemental Sanctum

In their pursuit of the legendary Elemental Sanctum, the adventurers find themselves on a quest to unlock the grand door by solving four elemental puzzles. As they delve into the chamber and demonstrate their understanding of earth, air, fire, and water, the locks holding the door captive will gradually release, granting them access to the treasures hidden within the sanctum’s depths.

Side Quests for your Tabletop RPG game, ready to play!

The Elemental Sanctum

In their pursuit of the legendary Elemental Sanctum, the adventurers find themselves on a quest to unlock the grand door by solving four elemental puzzles. As they delve into the chamber and demonstrate their understanding of earth, air, fire, and water, the locks holding the door captive will gradually release, granting them access to the treasures hidden within the sanctum’s depths.

The Upas Tree

A villager asks you to help get a cat that has fallen asleep on a high tree branch, and is in danger of falling down. Magic can’t be used, but you can climb the tree. Beware though; the tree emits a sleep-inducing toxin upon touch and anyone climbing the tree will soon fall asleep themselves.

Side Quests for your Tabletop RPG game, ready to play!

The Upas Tree

A villager asks you to help get a cat that has fallen asleep on a high tree branch, and is in danger of falling down. Magic can’t be used, but you can climb the tree. Beware though; the tree emits a sleep-inducing toxin upon touch and anyone climbing the tree will soon fall asleep themselves.