Temporary List of Short-Term Plots

" A simple campaign idea is to build a world, and then give the players a guild they work for. The main hook is that when running a dungeon for the guild, player gets a book, but no one can translate it save for one sage. However as he is translating it over night he is killed. Afterward the players learn of a BBEG whom wants to take the book because it will allow him to ascend to god hood. To defeat him the group must find the rod of seven parts or like artifact to defeat the man.
An easy way to run it is to make all dungeons from premade dungeons and call it gravy. You just have to put them in the correct order so that they don’t run into a CR4 dungeon and level 8.

Well, I’m currently working on a villain inspired by some thread from a month or so ago here, to be the centerpiece for a long-term campaign that I’ll be running in the future, which you’re free to borrow from.

He’s basically a Rakshasa with advanced spellcasting (through various prestige classes) who uses the simulacrum spell to create several 1/2 level versions of himself to infiltrate various agencies and gain control of things. He’ll use this influence to accumulate wealth and power, but I haven’t figured out yet what his goal should be beyond that. I figure he’ll probably be the guy the PCs are working for in addition to whatever enemies they come up against, and he’ll eventually take enough interest in them to start making things personal.

The key thing is to remain anonymous for as long as possible, making good use of the rakshasas’ natural shapeshifting and detect thoughts abilites. The greatest thing about this concept is that the simulacrum version can be the BBEG for the early parts of the campaign, and when they finally defeat him it just melts away and they realize that there’s way more to go in order to defeat the real villain. It’ll also help to start being kind of a jerk to the players once they catch on to the whole shapeshifting villain thing, so they really build up a lot of hatred for your villain. In particular, I plan to use some spells (such as ray of stupidity) that are more insult than injury. As you can see, it’s really a campaign that’s more about the villain himself than about whatever villainous plans he has going at the moment (of which there should be several).

Bonus points if you can manipulate the PCs into inadvertantly helping the BBEG accomplish his goals or win against his various enemies even after they’ve stopped working for him.

I can post the full build I have in mind if you want. I expect this to work especially well against my group since nobody has used a rakshasa in any game since I joined the group 5 years ago. They’ll probably assume it’s a doppleganger when they realize it can assume other peoples’ identities. Misdirection is the key. I really expect that this will be a really fun campaign once I get everything prepared. "

The PCs are called in to clear out the goblins that have infested a distant Dwarven mining outpost. They find the goblins covered in tumors and oozing toxic slime from their orifices, mining a weird greenish stone, ignoring anything traditionally valuable.

They then quest to find the sage who can identify the stone — it’s identified as Coldfire Stone, a bizarre energy-laden mineral (essentially, Uranium).

The PCs, through some sleuthing, eventually find out that the BBEG is using Coldfire Stone to fuel horrifying war machines which he intends to use to take over the world.

Source

• Vistaru, Lord of the Mountain, is attacking small towns surrounded by his kingdom in hopes of expanding his army before his assault on the capital.
• Your party is sent to kill an evil Duke/King/Emperor etc.
• Your party is pursued by a murder of deadly crows with needle sharp beaks.
• Drugged and put on a boat in the middle of the ocean and naked with no food or water.
• Trapped on an island with monsters and little food or water.
• Soldiers in an army marching into unholy land.
• Spies for an army.
• Part of an exploration team.
• Plain old surviving – Bandits, highwaymen, monsters, women, etc.
• Portal from one plane has been opened and elemental monsters are invading a peaceful land.
• Priest is kidnapped by opposing clerics.
• Cult becomes angry with rival gang and attacks them.
• A mysterious mound threatens a military base.
• A rival country threatens war, peace must be obtained.
• A Wizard hires you to retrieve magical artifacts from the ruins of an ancient city.
• Locals hear chants in the nearby ruins.
• Undead threaten cities across the nation.
• A queer lightning storm wipes out an entire city – the king orders you to investigate.
• An encrypted stone tablet is discovered during an archaeological expedition.
• Several major politicians have been assassinated.
• A large gang/terrorist organization wages war against a local city.
• Barbaric humanoid tribes threaten a supply post which boasts the majority of a country’s natural resources.
• The party comes across a gladiator stadium and is offered money in return for fighting.
• Dragon blood is needed to cure a plague and your group is sent to collect some.
• A powerful bard hires your party to retrieve a fabled magical instrument from a dead wizard’s coffin.
• A huge drought arises and you must travel to the Water Plane and battle elementals in order to direct a flow into the drying world.
• Breaking into a dungeon/room/fortress etc. to rescue or capture a person or artifact.
• The characters must escort a dignitary.
• A nation’s enemies have a secret base that must be found.
• The characters are imprisoned and must escape.
• The ship the party is traveling on is hijacked.
• Safari; characters must hunt down a creature.
• Mysteriously, an entire city has lost its inhabitants overnight.
• The characters must be counterspies and seek enemy agents.
• The party competes in a sport/competition/game.
• The characters must chase escaping bandits through the countryside/are chased by bandits through the countryside.
• Discovering a portal to another plane leads to an exploration party.
• A group of Doppelgangers have assassinated the town council and assumed their identities.
• A medusa is constructing a garden of statues using townsfolk.
• Statues in a large cemetery come to life at night.
• A lich is raising a massive undead army.
• A wizard has been kidnapped and his book of immortality/whatever is hidden in his tower, wanted by rival guilds.
• A group of warriors has challenged the party to a match, to prove who is the strongest.
• A thief has stolen one of the player’s main pieces of equipment – spellbook, sword, divine focus, etc.
• Demons are appearing all over the kindom. Why?
• A giant believes that all humans exist for his dining pleasure.
• A man with one eye is being hanged for “looking sinister.”
• A wizard has declared himself ruler of all he surveys – meaning most of everywhere.
• The well has turned black.
• Party members find a chained and punished god in an ancient, forgotten temple
• Catacombs have opened beneath the city, guarded by ancient undead who let no one pass.
• The sacred spear of Lesh has gone missing.
• There is a black cloaked man in a tavern, though he is dead. Everybody says they saw him walk in just fine.
• An ogre regards a party member as “The perfect mate.”
• A wandering rogue believes that one of the party is his long lost brother.
• An spirit begs for help from an evil party member.
• A god’s weapon has fallen to earth and now there is a race to obtain it.
• Suddenly an entire country turns black.
• A party member discovers a great sword made of red metal that has the properties of adamantine, mithril, silver and cold iron, but can be wielded in one hand as if it were a longsword. What is it? (the godly weapon, perhaps?)
• A party member’s armour comes to life and tries to leave.
• A tribe of trolls is trying to make peace with a nearby village.
• The party meets several groups of travelers headed in the same direction, claiming to be going to something called “The Games.” (
• An earthquake that leaves magical glowing fissures in the ground shakes directly beneath a kindom’s capital.
• A previously rithteous and good god suddenly calls genocide on all that are not his followers.
• A paladin is after a party member because of a case of mistaken identity.
• An area has an uprising of twisted, demon-like animals. What has happened?
• Everybody who buys a charm from a certain vendor begins experiencing the effects of a curse that causes a physical aspect to change (odd skin colour, longer legs, hair changing colour or falling out, etc.) So far, the effects have not been particularly terrible, but how long will that keep up?
• A beastial race (Rat/Lizarmen, etc.) are killing everything from paladins to assassins. Whose side are they on?
• A shady character asks you to smuggle some barrels of moonshine into a city.
• We need the Demon-slaying sword is we are to overcome the oncoming siege. Travel to that indifferent neighboring country and negotiate with their leader for a loan of the sword.
• A member of a party of adventurers is on the run from the law but the Duke has asked to see the party. The adventurer is welcome but the guards do no know this and the character must be smuggled into the city.
• Facing a pack of werewolves becomes a grueling all-nighter as they use hit-and-run tactics to lure characters away from the group so they may overpower them with their numbers. (Perhaps the party is trapped within a remote cabin or rundown fort or ruin) A group of guards/civilians are all the party have to aid them.
• Book passage on a ghost ship; at night the crew turn into ghouls and kill each other – and anyone else unfortunate enough to be aboard – while below deck, it grows even worse.
• A ring of regeneration is a great find – until a character realizes what is is turning them into… can the party do what it takes to remove the curse in time?
• All who come in contact with the waters of a holy fountain rot and eventually become zombies.
• A mysterious Goblin raids the town at night, striking and seemingly vanishing without a trace.
• A druid is accused of killing other druids.
• A hidden pathway in an abandoned house leads to a lair of a terrible Demon. The Demon keeps “slave girls” where a friend of the party is, but the “slave girls” are secretly Demons in disguise.
• One of the party members is offered a slave girl as a reward for a job well done. Another character – e.g. a Paladin – finds this outrageous and demands he let her go.
• The party and some others are raiding a city when they are captured and forced to entertain the king in the gladiator’s arena.
• A large tribe of Orcs are planning a raid on an Imperial city.
• A Mage summons a demon but is unable to control it and is possessed.
• The world is hit by an asteroid that mutates anyone that touches it.
• A large egg of some sort is discovered and the Orcs are coming for it. Will the characters try to hatch it?
• A thick plague-inducing fog is slowly covering the countryside.
• A Paladin goes mad, turning evil while still thinking he is good.
• The characters are shrunk by an evil wizard and have to find a way to reverse the spell.
• An illusion of peace and tranquility is projected over a town. The characters must escape and discover what is really happening.
• The God of Time punishes a town/city/village for not worshipping him, making everything happen out of sequence.
• All the local wild life is killing people; are the Druids to blame?
• Everyone is turned into monsters and the characters are run out of town.
• The characters are framed for a genocide they didn’t cause.
• While crossing a sea, the boat is sunk by a monster of some variety. The charcters are saved by merfolk but trapped on a deserted island miles from the mainland.
• A dragon captures the party and takes them to her mountain lair to feed to her wyrmlings.
• The characters complete a job but their employer doesn’t want to pay them.
• Monsters are attacking a castle; the party must prevent the monsters from taking the castle.
• A large rock worm is attacking a large city. One of the characters must kill the rock worm before the city goes under.
• A time warp descends upon an isolated village, setting everyone and everything back a century into the past.
• Several of the king’s tax collectors have disappeared after travelling to a particularly dangerous area.
• A good cleric tries to establish a temple to his god in a hostile city, hoping to graduall convert the populace.
• Suspicion arises that the inhabitant of a town are gradually being replaced by imposters.
• Animals within a particular area are becoming monstrous and mutated.
• Ships are disappering within a five-mile radius of ocean.
• A phantom river barge sails past a small town once per month, leaving malevolent, supernatural occurences in its wake.
• A local ruler is suspected of making a pact with a powerful devil or demon.
• The Assassin’s Guild is planning to kill the mayor.
• A witch’s curse is causing a farmer’s crops and livestock to die.
• A mysterious curse is settling on town after town, rendering almost all forms of magic ineffective – e.g. ice and wind magic – while greatly empowering any who make use of Black or Demonic magic.
• A band of clerics is robbing the graves at a large cemetery, creating an army of undead creatures.
• A secret vigilante society is inflicting barbaric punishments on “evil-doers.”
• The daughter of a nobleman has run off with a seedy, disreputable commoner.
• A small community of neutrally-aligned Orcs tries to convince inhabitants of a nearby town that they mean them no harm.
• A formerly good cleric is suspected of secretly worshipping an evil god.
• About to be hanged for his crimes, a powerful bandit leader is sprung from his prison by his cohorts.
• Kobolds occupy an abandoned mine, using it as a base from which to launch raids on Human settlements.
• A Sorceress has lost her unique familiar and all efforts so far to reveal the creature’s whereabouts have been fruitless.
• The party is sent to deliver the ransom for a woman, who is being held by a gang of brigands.
• The king’s ambassador has disappeared while en route to a hostile country and is suspected of being a traitor.
• A megalomaniacal Duke has sent his minions in search of a weapon that would make him nearly invincible.
• The king, a just, good ruler, is somehow being manipulated by his new adviser.
• A series of murders are being committed with the MO of an executed killer.
• Clerics are stymied as to how to remove a bizarre desecration that has fallen upon their temple.
• Strange, glowing runes appear on the door of the town hall, forming a riddle.
• A local farmer is suspected of breeding hell hounds, after several of the beasts were spotted killing the cattle of other farmers.
• A Kraken is destroying any ships that try to enter or leave a city’s port.
• During a break from traveling in a big city, the party wakes up to find all of the city’s inhabitants missing and the gate locked…
• A growing maelstrom near a rocky coast is sucking ships down beneath the waves.
• The party members are hired as marshals to escort a powerful Fallen Paladin back to the city, where he is to stand trial.
• Magical droughts are descending upon an increasing number of communities.
• The king sends the party to parlay with an adjacent kingdom contemplating war.
• Villagers are fed up with a group of troublesome mercenaries.
• Dryads fight to preserve their forest against an encroaching Human settlement.
• Messengers must travel through a haunted swamp to deliver a timely warning to the Queen.
• Members of a coven have infiltrated the city’s populace and are working their black magic.
• A magical fire in town resists all efforts to extinguish it.
• An ancient artifact must be retrieved from the bottom of the sea.
• A Druid is framing a werewolf by committing crimes while in the form of a wolf.
• Local bandits are far too well informed about trade caravans. A trade post keeper is suspected of being an informant.
• A small town is being raided every few weeks by an unusually well organized group of Goblins and Hobgoblins. It turns out that a group of Goblin Shaman ordered these raids in order to draw out the best soldiers and mercenaries in the region before unleashing a massive army of Goblins, Hobgoblins, Bugbears, Ogres and Trolls.
• A merchant comes to the characters to ask them to retrieve a chest that was stolen by Furbolgs. When the group finds the Furbolgs, they are told the merchant had been hiring mercenaries to hunt and kill them so he could trade their pelts.
• A cursed orb serves to reduce intelligent lifeforms into feral states and enraging any animals that come upon it.
• A young Gnome/Pixie/Sprite/Imp/Satyr/Halfling must prank the group to be accepted by or meet the dare of a peer group and the characters may not realize it is a classic scenario of peer pressure.
• A magic ring is found that offers complete immunity to an element, but any party member within a certain range experiences temporary random alterations in their own items.
• A water elemental demands the party drop a coin in the creek or river in order to be allowed to cross a bridge.
• A prideful Orc is challenged by his friends to arm wrestle the strongest member of the group. From the looks of things they aren’t giving you a choice, and they are forcing a wager.
• The party was once the elite task force for the King only to find out from a Duke they were sent to kill that the King is working for dark forces, gathering the shards of a crystal which his dark master is trapped in. They must now run as outlaws and try to stop this evil being from rising again.
• A Wyvern has made the city gatehouse its home. A siege is on the horizon and the gatehouse must be operational as soon as possible!
• A skilled warrior joins forces with the party, but a recurring memory disorder leads her to wake up one day believing she has been captured.
• Distinct armour recently looted by the party turns out to have once belonged to the father of a local hero, who identifies it and confronts the party.
• A powerful arachnomancer attempts to conquer the area with his spider minions; the party is sent to kill him.
• A cabal of powerful Golem-builders has sent a messenger to a Kingdom with a threat; submit to their demands or they will unleash their collosi upon the Kingdom.
• Entering a flooded cave in a boat, the party members find themselves in the company of a Paladin and a Warlock. The situation soon begins to get out of hand.
• A Hydra attacks the group.
• Each locked in a small cell with a single tiny window, fed the barest amounts of bread and water and deprived of their equipment, the party is held captive.
• The party must travel the globe searching for the pieces of an ancient set of armour.
• Soon after looking into an enchanted mirror, the characters meet shadowy copies of themselves.
• The person the group was sent to meet has been replaced by a doppelganger.
• A powerful Demon offers each of the party members their greatest wish. This is too good to be true.
• An Sorcerer seeks to uncover a massive ancient construct with world breaking power. The party is sent by the King to stop him. At the end the group must choose whether they should destroy the construction or hand it over to the King.
• The chosen Queen of (race or subtype) has arrived! (May have protection and mind-control spells, etc.) She has more followers than one might expect for such a newly declared monarch. All her kin gather to serve her and reclaim their rightful place in the world.
• Ogres have kidnapped the major’s daughter!
• A Witch had turned the village children into scarecrows.
• While exploring an old rundown castle, the group accidentally releases an ancient evil and, in the process, each member is possessed by a Demon. While trying to find a way to stop the creature they released from destroying all they know, they must each wage their own personal and internal war with the Demon whom possessed them to prevent the loss of their soul.
• An ancient horror (a 20th level half-dragon vampire sorcerer) has awakened…
• A new Outer Plane has been discovered, that of the bleak, dead wastes of Scriothia.
• The group is thrown into a game where they must find weapons and armor. They start with just the average clothing and no supplies. But they aren’t the only ones in the game. Happy hunting!
• The party is sent to a fort to help defend it from (monster of choice).
• A terrible ogre has been treated with sedatives by the village shaman. But the drugs ran out and now the ogre is suffering from withdrawal. The party must provide him with counselling and find ways to treat his anxiety and dizziness before he smashes everyone in the village.
• The heroes seek rather fortune, fame, or power (depending on the characters or individuals). They discover a job that pays steadily and promises a big reward at the end, hired adventurers aboard a captain’s ship (their boss) and is sent out to discover new lands with mysteries waiting against a rival explorer organization.
• The party arrives to new land in binds, ready to be delivered as slaves.

• News spreads that a dragon was slain while away from his cave, a search for its unguarded hoard is underway
• A thief has stolen a power item from a lich and then joins the party for protection
• A wizard/collector wants a live troll to study
• Rat catchers are going missing under the city and a plague is spreading in their absence
• A local caster has summoned a creature that they cannot contain and it is destroying the area
• A charismatic charlatan claims (and has proof) to be the cousin/brother/son of one of the PCs
• A wandering merchant trades a pc for their magic item for a fake he claims is more powerful
• 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
• A white dragon is driving monsters from the north into the southern lands
• A planar rift has formed and outsiders are seeping through
• 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
• A sorcerer has died of old age, strange things are creeping out of his tower as his spells, and dweomers break down
• A map has been found that leads to parts of an artifact that once reassembled, will summon a fiendish kraken
• The dead are rising as zombies one hour after their death
• Slavers are capturing peasants and merchants on the highway and selling them to mindflayers
• A shop/traveling merchant sells pets/familiars that are actually polymorphed people
• The PC’s are sent to find a hermit that lives on the “moving island”, a zircon/dragon turtle
• A traveling circus/faire comes to town and completely vanishes in the morning with several children
• An Ur priest cult is killing all the divine casters in the area
• Water drawn from a certain well is animating into water elementals/mephitis
• An evil druid has taken up residence in the sewers and is waging a guerilla war on civilization
• Anyone who reads a cursed book, brought into town by an adventuring party, dies after reading it
• A killer is leaving rare flowers in the mouths of his victims
• A member of a planar cartographic 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
• 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
• 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
• A pack of displacer beasts/displacer beast lord are preying on farm animals and famers alike
• Two rival gangs are actually devils and demons fighting a Blood War battle on the city streets
• 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
• 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
• Grave robbers working for a necromancer are running out of graves and start looking for easy prey
• A “red” dragon demanding tributes from a village is actually an especially greedy copper dragon
• A killer is released from prison and the father of one of his victims stages a similar murder in the hopes of framing him
• A traveling “holy man” is selling relics that disappear in the morning
• The new judge is in fact a devil hoping to harvest souls for not guilty verdicts
• A logging camped is being haunted by the ghost of a treant/forest haunt and his dryad followers
• A band of fey have been stealing wine from a rural tavern
• A good and helpful aranea has been captured and tried for murder while the true culprit is a drider that resides close by
• A college that teaches science over magic opens and arcane casters start going missing
• Drug related deaths lead the PCs to an evil alchemist
• The PCs are hired to retrieve a meteor, but find it is being worshipped by a tribe of goblins/orcs/lizardmen etc
• Several woman in the area are pregnant under strange circumstances, an incubus is to blame
• An artifact is needed to avert a major catastrophe; its last known owner was Levistus the arch devil trapped within a glacier
• The PCs must find a rare herb only known to grow within Gith monasteries
• The PCs visit a strange village where all the people are simulacrums, an ancient wizards mark is seen everywhere
• The PCs are sent to a distant land to find an NPC that it turns out has been dead for 20 years
• The PCs must help an conflicted Erinyes to the Cradle of Creation (phb2) to be reborn into a non-evil body
• A map leading to the legendary Shield of Prator 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
• A local orphanage is actually run by a demonic cultist that sacrifices the weak children and raises the strong ones to be followers
• 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
• An overmatched Marut seeks assistance with a powerful lich/vampire/mummy
• Rumors of “The most powerful sword” lead the PCs to an evil, intelligent, dancing sword that can animate other weapons to fight for it
• 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
• 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
• The PCs are sent to deal with a raiding ogre that turns out to be a gnome illusionist
• 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
• 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
• The PCs are invited to a Three Dragon Ante tourney, either as guards, VIPs, or to play
• 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
• Thieves have plundered a tomb and until his golden burial mask is returned, a ghost/ghast/specter will continue to kill innocent people
• A group of fire giants has taken up residence in an inactive volcano, their activity threatens to awaken the volcano and cause widespread devastation
• 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
• A monster seen roaming close to town is actually a cursed person and not evil
• 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
• The PCs find a wounded angel that is being hunted by powerful outsiders
• A newly discovered dungeon is actually a complex trap to harvest souls/magic/life energy
• The PCs must break an innocent man from a complex magical prison
• Murders attributed to a small girl are being done by her doll, a slaymate (libris motris)
• An ancient beholder has gone mad and his destroying the Underdark, driving monsters to the surface
• A gnome settlement has been overrun by Drow displacing hundreds of citizens
• A mad wizard has been selling potions that have poisonous/odd effects
• Mind flayers are draining people of their quintessence in hopes of using the substance to return to the far realm from which aberrations came
• A spelljammer has crashed in a remote forest/jungle and the inhabitants seek materials to repair their helm
• 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
• 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
• Cultist seek a tablet that depicts a ritual that will summon a Fist of Spite (BoVD)
• The party must save an NPC from the stomach demiplane of Dalmosh (MM5)
• 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
• A local sage/astronomer is convinced that a massive meteor is going to strike the kingdom/city/town
• The normally-inert gargoyles atop the temple/castle/mansion has have animated and started attacking people that approach the building
• A group of bulettes are keeping anyone from entering or leaving the city/town/inn
• A doppelganger/changeling serial killer claims the identity of their most recent victim for one week before killing again
• A gnome settlement has been overrun by fiendish duergar led by a demon
• 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
• The players find/are sent to a city that that reflects the entire multiverse scaled down with a neutral inn in the center run by a power caster
• 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
• 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
• 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
• 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
• A chaotic good horselord (CAd) has lead all the horses in the region/city/town away into the hills to freedom
• 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
• 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
• 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
• A pair of ethereal filchers are stealing all the curative magic in the area/city/town
• The answer/riddle/name/code that the PCs require is etched onto the helm of a massive golem that paces a deadly dungeon
• Monthly full moon attacks are blamed on a good lycan, and are actually being carried out by a pack of Moon Rats (MM2)
• Summoned Thoqqua threaten to compromise the structural integrity of the city/town/inn/dungeon/ as they melt tunnels through the ground below
• Centaur knights (phb2) are running any humanoid from their forest
• 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
• 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
• A xenophobic elvish lord has begun to arrest non-elves after his daughter eloped with a human

Temporary List of Short-Term Plots

Magic & Mayhem halfgnome