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New DM looking for some nice side-quests or main quest plot hooks (Pathfinder BTW)

So I've finally decided to start DM'ing my own game, and so far its been fun seeing the players reactions and responses to the situations that have occurred. Problem is, I'm struggling to come up with a follow on to where the plot leads so far. For reference, the party has just "kidnapped/arrested" the mayor due to the fact that he was hiring a bandit gang to steal and sell the items for gold, of which some went to him in exchange. So that plot arc is coming to an end most likely next session, and I'm a bit stuck as to where to follow on from. As for ideas I have at the moment I'll list a couple, I found the first one from an online source, but I have no true way of hooking them in yet: A bomb has been engineered and threatens to cause great harm to a town, until a town wizard casts some spells that cause it to go somewhat "haywire"... A fortune teller is said to be able to tell how anyone will die, however anyone who has their fortune told by them dies, by the exact method predicted by the fortune teller. The fortune teller is now on trial for witchcraft and murder. Is this coincidence, or is there some other force at play? Those are the few I have at the moment, I may update this with new ideas occasionally just to get peoples opinions, feel free to place your ideas here, I just want some help brainstorming some cool new ideas. They don't have to be super serious, as long as it would be fun to play. :)
It'll probably be more compelling if you can find _some_ way to link the next plot arc to things the characters have already done. Two options here are: 1. Extend the plot arc. Yes, the mayor was being a dick, but he was doing it at the behest of a local lord. Now the party has to take on that lord. 2. Character renown - The party's excellence in dealing with corruption in this city has made them a little bit famous, and now someone wants to hire them to do something similar.
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Following a night of celebration at the defeat of the corrupt mayor, in the party's honor, the town groggily wakes up to find a giant egg in the town square! No one can recall how it came to be there, nor can anyone identify what sort of thing is inside, but all know that if this is the young ling, the parents might not be too far off. A traveling minstrel company arrives in the town offering thrills and amusement, in reality the company are slavers! After drugging everyone in attendance and knocking out everyone else, they capture the children and ride off to the west. Upon awakening the residents realize to their horror what has happened and plead for the party to ride off after their children. I know it's already been done by Brian Jacques but hey flattery and all that... An addition to the "Magic goofs up" the resident mage has gotten his hands on a tome that accidentally cast a town wide spell (eg. Silence) now the party has to deal with it while also having the problem of a roaming band of young orcs hungry to test their mettle.
I'm liking the idea of the local lord, but the mystery egg sounds like a really fun sidequest! :P
the mystery egg is a fun one to do.
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Celebrating an epic victory over the dragon egg side quest, the party hits the tavern and has a great time celebrating. They awaken the next day, naked, miles out of town. Small, subtle footsteps lead away from their resting place. Who took their gear and what are they going to do to get it back? Party finds a few simple weapons on their journey, and simple armor pieces, but must use the little armor and weapons they have, along with their wits, to survive some formidable opponents. Turn "hack and slash" DnD into "survival" DnD. This is my favorite side quest for players to run through. It really makes them stop and think instead of just running through combat like a tornado. Especially when their only weapons are a few table knives, a rusty short sword, a buckler, a small chain shirt, some simple tools (rope, oil, woodworking knife), and miles to go. Plot twist: the person that stole their gear needed to be sure they were not only able warriors, but also smart warriors, returns their gear at the end of it, and offers them a job.
I'd ask my players what they thought would be cool to do next, then we'd do that. I'd also get out of the towns for a bit. Ancient cursed fey ruins rumored to contain the riches of ten kingdoms and horrible, painful death to any non-fey that crosses the Crimson Ley-Line? Yes, please!