1.  A group of explorers go out in the woods to find a bandit camp.   2.  Local baron gets his signet ring stolen by a bunch of ugly little scamps of Kobolds.   3.  A wizard/collector wants a live troll to study, the players must capture one.   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 far 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 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.   10. A sorcerer has died of old age and strange things are creeping out of his tower.   11. A shop/traveling merchant sells pets/familiars that are actually polymorphed people.   12. The PC’s are sent to find a hermit that lives on the “moving island”.   13. A traveling circus/faire comes to town and completely vanishes in the morning with several children.   14. An evil druid has taken up residence in the sewers and is waging a guerilla war on civilization.   15. 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. Little does he know this lie is more true than he thinks.   16. A mysterious helmed/hooded/masked figure has forged an impressive army by bringing tribes of kobolds, goblins, orcs, and hobgoblins under one banner.   17. Grave robbers working for a necromancer are running out of graves and start looking for easy prey.   18. the adventurers wander upon an immortal stabbed through the heart with a blade, the blade is enchanted to keep him grounded   19. A traveling “holy man” is selling relics that disappear in the morning   20. The PCs are sent to deal with a raiding ogre that turns out to be a gnome illusionist   21. 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   22. 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   23. A monster seen roaming close to town is actually a cursed person and not evil   24. 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   25. A mad wizard has been selling potions that have poisonous/odd effects (GM gems would be very helpful)   26. A doppelganger/changeling serial killer claims the identity of their most recent victim for one week before killing again   27. 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   28. 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   29. 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   30. 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   31. 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   32. The sun set 26 hours ago. The world is in panic. The Drow are invading, and only the heroes can stop them.   33. A prince coerces you to sabotage the wedding of one of his political rivals.   34. 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.   35. 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.   36. 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.   37. A band of Drow (or similarly evil humanoids) comes to town claiming to be not evil and seeking asylum.   38. A werewolf, seemingly immune to wolfs bane and silver terrorizes a village. He is in fact a barghest.   39. A ruined tower is in fact a colossal animated object.   40. All news and shipments from a dwarven stronghold have stopped.   41. A gelatinous cube, used to eat waste, has escaped the sewer and must be lured back down.   42. Will o’ the Wisps are luring people to their swamp.   43. Children have disappeared from a small village after playing in an open meadow. The only thing the party can find is fairy rings   44. A glacier has been discovered with an enormous, nightmarish creature inside and the ice is beginning to melt.   45. Something has driven all the game from the kings hunting grounds.   46. Marble carved from a newfound quarry is animating.   47. When the well goes dry, the villagers discover a glowing portal to Sigil.   48. Something is causing the dead to rise from the local cemetery.   49. After a dark omen all cure spells function as inflict spells.   50. Were-rats are stealing children and infecting them with lycanthropy.   51. After a Drow priestess is hanged, women in the city begin giving birth to spiders.   52. A child in the slums is spouting doomsday prophecies and is gathering a large following.   53. 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 pcs are framed and the detailed evidence is found in their room at the inn.   54. A massive egg has appeared in the village square and cracks are forming.   55. Each night eerie organ music can be heard from the ruin manor on the hill; in the morning, a townsperson is missing.   56. 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.   57. A mad cleric has resurrected the stuffed monster in the party’s favorite inn.   58. The players are confronted by a mercenary that has a message from their leader claiming to have something they would be interested in, once they are in the mercenary camp they are ambushed.   59. A writer is commissioned to write a novel about the lord as a gift for his birthday. The only problem is that the novel describes the lord’s life perfectly and has information no one knows about but him. The last chapter describes his assassination.   60. Two wizards have been at war for over 500 years and made their respective towns folk immortal to fight for them. An escaped town person asks the party to capture the flag of one of the wizards to end the fighting.   61. Bandits take over a local mine and enslave the miners. As the party approaches the bandits flee screaming about something bleeding from the rocks.   62. An archeologist hires the party to escort him to ancient ruins, the only problem is that the ruins weren’t there yesterday.   63. A young couple are star crossed lovers and leave a note to their families telling of how they plan to run away to be together. Both families hire the party to bring home their child and kill the other.   64. A band of thieves steal the royal crown and jewels and now technically are the rightful rulers of the kingdom   65. A group of bandits for help from the party as their base was taken over by a clan of Vikings.   66. A king recently dismissed his advisory court and has shut himself in his room only giving orders and decrees from his room. Some servants claim to hear him talking with another person in the dead of night.   67. A band of sentient gypsy goats lead by a well-dressed charlatan has made camp in front of a city. The guard are getting reports of the goats selling shoddy crafts.   68. A king tells of his beautiful daughter being up for marriage but has been taken by a horrid dragon. Whoever rescues her or kills the dragon will be bound to her by marriage. When the party arrives at the dragon’s layer they see the beautiful dragon being held captive by an ugly princess.   69. A wandering group of bards has been getting rave reviews from all that listen to them but the audience never remembers the show and seem to be missing their wallets after.   70. A merchant from a nearby town says that the guard has taken over the strong hold and ousted the king. The guard captain is conscripting all men from nearby towns and villages.   71. Players must succeed a spot check (dc 25-30) to notice that in the crowd there is a monster in disguise (wig and maybe glasses) after giving chase the monster leads them to its home where they find many more.   72. Players find their way into a labyrinth that seems to mess with their mind (echos, seeing people that aren’t there, moving walls) when they arrive to the center there is a feast fir for the highest king but at the table sit skeletons wearing the same armor and equipped with the weapons as the players.   73. An old hunter has hired the PCs to collect a pretty tame-sounding creature to finish his collection. He’d do it, but he’s too frail. Surprise, surprise the tame-sounding creature is more of a horrific beast.   74. The PCs hunt down a suspect for the city guard and follow it back to its cave. It keeps evading capture but is running for its life. Once they get back to the cave, hundreds of little eyes blink to life in the darkness and the PCs need to make a break for it.   75. A town hires the PCs to retrieve an ancient idol for them. They must defeat the awful monsters and go through great pains to get it back from a trio of old hags in the swamp. When they return, expecting celebration and reverence of the object, the town elder smashes it and eats the goo that was inside.   76. The PCs find a treasure trove of small value. As they go deeper they’re tempted by more gold and/or magical items than they’ve ever seen before and as such driven deeper and deeper into the cave (some spell of greed, deepest part of the cave may find an embodiment of greed itself). As they progress, they find an increasing number of monsters and eventually must decide: do they continue forward and collect more great treasure or do they back out while they still breathe? As they investigate the weapons they find them covered in barnacles doubling or tripling their weight also obscuring their identification of the weapon's condition 3-1 odds the weapon is beyond repair or no magical charge.   77. In order to accomplish a task, the team is required to use an artifact in a very specific way or follow a very precise ritual. Seems easy enough until they’re under fire or being attacked at the exact time they need to perform the steps required to succeed.   78. The PCs are asked to investigate a crypt and recover a relic from it. When they arrive, the crypt is locked/bound by magic and someone else is already broken in and sealed the entrance behind them.   79. The PCs hear about a town that has had a sudden rush of prosperity under the leadership of a fast-talking man with a powerful gold scepter. Ever since the townsfolk constructed that strange new statue in the center of town, they’ve forgotten all about their troubles and woes.   80. A mysterious silver object fell from the sky and smashed into a nearby hillside, deep in the territory of a tribe whose diplomatic tact is one of violence rather than peace. Sneaking into their territory to investigate the fallen star won’t be easy.   81. During an interrogation, an arrested man has let slip that he was planning on going to a warehouse at the docks that night to purchase a dragon egg from a mysterious seller. The city watch who arrested the man ask the PCs to take his place and purchase the egg to get it off the streets. Additionally, they ask the team to plant a tracking device on the seller of the egg so they can follow him or her back to their base and see what other kinds of contraband they have.   82. The PCs offer to help a gnome who owes a lot of money to a violent cartel. They offer to go deep into a nearby forest to recover a rare type of spider silk which will fetch a good price and help the gnome recover her good standing.   83. A goblin chief hates kobolds who are muscling in on their turf in the mountain. The chief explains the location of the loot, which is in the kobold's den with the hopes that the PCs will kill them and thereby preserving the goblin warren   84. In a warren, they should go into the room lined with statues, transformed by a basilisk. There are kobolds worshipping the basilisk. They lead their enemies down into the cave and they’re transformed. The large creature has kept them alive from the goblins and others this long and worship the basilisk in turn. The kobolds should taunt the PC and run instead of fighting. If the basilisk is losing, they should join the fight to protect their god.   85. Back in town, during the celebration after the PCs deal with the kobolds and goblins, there is an attempt on the mayor’s life by an assassin. They give chase and lose the suspect, finding a scrap of a cloak left behind. The cloak is a similar fabric found on one of the area’s baron’s guards. They should find the torn piece of cloak from the mayor’s would-be assassin.   86. A player finds a magical sword that gives two attacks per turn. [must be rolled d20 1d6, d20 1d6] The second attack heals the one hit. [don’t tell them this part.]   87. A player finds a ring made of smooth crystal [what looks like blue glass] after they put it on it begins to grow and threatens to encase them.   88. Players wander upon a small child that’s injured. The child tries to rob the players of something. If she succeeds the party awakes to find that the girl and something of value is missing. If failed, they catch her in the act.   89. A small village is having their local festival but the druid in the woods is sending animals to halt progress.   90. The players use a Wizard tower to teleport to another area but the teleporter collapses half way through and they wind up in a cage, trapped.   91. The players wander into a town that is fanatically enthralled with the local priest. The priest is a charlatan (same as 67) as has no powers.   92. A gambler is said to have uncanny luck, after a high coercion check the man reveals his luck to be from a charm. His charm is actually the symbol of an ancient god.   93. A group of future seers have lost their powers, their last vision was the party arriving at their monastery.   94. Children in a town begin wearing red capes and wander off into the woods, the parents and elders are growing worried as no one knows why.   95. The players are kidnapped by a powerful illusionist and are forced to go through his maze of challenges to get out.   96. The players meet a very friendly grave digger that promises to undercut the competition at any price. Something is a tad bit off about him.   97. A zombie is found in the town square but isn’t attacking anyone just constantly screaming in pain. All attempts to kill the zombie just result in the zombie coming back.   98. The party is hired to kidnap a princess. After kidnapping her and waiting for nearly 3 months they question if they should have taken her on her word that she is a princess.   99. A town guard sells all his possessions to join the party as a new hero, and then gets fucked. I’m talking pushed through a fine mesh screen into a pink paste. The party has to now go tell his parents [the king and queen] that they took on a child to be a hero.   100. There is a Guild of heroes looking for new members. As the party enters the guild they notice things are very strange.   101. A wizard needs a special crystal, the only known one is in the king’s bedroom.   102. The party is trusted with very important, time sensitive information and must give it to a distant kingdom. Strange thing is, all teleportation seems to not want to go there.   103. A player looks through a desk and stumbles upon the King’s signet ring. The ring that was supposedly lost after the King died in mysterious circumstances.   104. After paying, you get settled in your room. When you set your armor in the chest, the bottom gives away and you find a little girl tied up, looking up at you with wide, terrified eyes.   105. After spending an afternoon in town, attending the local festival the party goes to their rooms at the inn. When they step out of the Inn the next day the town is completely in ruins, and it has been like so for quite a while if the skeletons are anything to go about.   106. After spending a splendid afternoon in town, looking at the attractions of the local festival and singing merry with the other patrons, when you step out of the Inn the next day the town is completely in ruins, and it has been like so for quite a while if the skeletons are anything to go about.   107. The city’s beggars are disappearing at a rapid rate each night, but the citizen’s don’t seem to care   108. The duke has not been seen in weeks, but new and conflicting orders keep coming from his keep.   109. One member of the party keeps seeing and hearing things that the rest of the party cannot.   110. A priest tells tales of a dwarf making artificial life that is a sin against all creators and should be destroyed. The party finds the dwarf is a master Artificer but his creations are able to speak when no other creator has been able to do such a thing.   111. A goblin is being held captive and the Guard captain wants the players to transport him to the capital for interrogation. The goblin has information regarding a “Leader” that is uniting all goblin tribes to form an army.   112.An ancient Ent blocks the only path between two cities, the Ent demands the humans return his pearl but he has no idea who stole it.   113.A pirate captain needs you to return her missing ship   114.One of the players is cursed with having visions of a possible future but no one believes them.   115.A character is tool by a seer that they will be in grave danger in a few days. But their actions to prevent this lead them into the danger.   116.A bridge troll demands a toll of a wonderful song.   117.A group of pirate captains hires the party to go kill a ship that has been hunting down all other pirate ships   118.A dragon is nearly dead and holds a tournament and the victor will get his horde.   119.The part is hired to transport a sealed box. The players notice many more zombies and skeletons attacking them. I wonder what is in the box?   120.A researcher has morphed themselves into a golden cup and hid away in a dragon’s horde in an attempt to learn more about them. He has been gone for nearly a month and his staff is worried.   121.A Wisp is following the party trying to get them to follow.   122.A group of Fey have been targeting caravans passing through the forest. No one is hurt and no gold is missing, the only thing stolen is wine for the taverns.   123.A local orphanage has a talking mouse up for adoption.   124.The local Count is holding a party, one of the players finds their way into the wine cellar only to notice that most of the bottles are filled with blood.   125.A wizard trapped a demon’s heart in a glacier many years ago, reports say the glacier is almost melted through.   126.An Orc engineer is claiming to have a way of making underground highways. He is seeking investors and adventurers. Little does anyone know the Orc is trying to tame tunnel worms.   127.A peaceful lich is looking for help to reclaim his land that has been overrun by Minotaurs.   128.A man in town claims to be a celestial, is he really descended from the gods or just crazy?   129.The party is approached by a well-dressed charlatan (same as 67 and 91) and is telling them of a cave filled with pirate gold.   130.An old priest is on his deathbed and tells a secret of a gate to hell under the chapel, when he dies the gate will open for one night. The players must last until dawn.   131.A giant turtle is crawling out of the nearby lake and destroying anything near his home. Nothing can penetrate the shell and he flees before the guard can do any damage. The players are hired to kill the turtle.   132.The king is expanding the walls of his hold, the stone for his walls is giving off an odd magical aura.   133.After a town insulted local twin mages they cast a spell cloning everyone. Now no one knows who is the original and who is the clone.   134.The party is arrested because the oracle saw them commit a crime a week from now.   135.The players must go into the dreams of an assassin to get the vital information.   136.A stone golem took over a quarry, scouts say the golem is mining the marble for something.   137.The group is hunting a cult, when they follow the cult into a cave, they find the 8 members around a table worshiping an hourglass that’s counting down.   138.All the players swap bodies and bust convince a wizard to switch them back. The players receive a -3 to all checks and attacks   139.The players find a treasure map but the map is constantly shifting getting them lost. (dc of 25 or higher, less if they have a cartographer related skill)   140.A charlatan (same as 67, 91 and 128) sells a potion of flight to a player that will last one day. The potion, once taken, the player slowly starts to rise in the air (.5 feet a minute.) and cannot control their movement.   141.The players meet a group a very friendly people, after a short time their new friends ask them to help them overthrow the crown.   142.The players are hired to send a cease fire to a neighboring warring kingdom. All the past couriers have been found killed, it seems someone doesn’t want this war to end.   143.A city known for its dangerous gangs has seen a complete drop in crime. The players hear whispers of someone taking control of all the gangs for some major project.   144.The players find a living diary and it wishes to be returned to its master.   145.Vikings are destroying nearby villages in a quest to find the lost helm of Maan’Do. Legend claims he who finds the helm shall control all the Viking houses.   146.The players find a person trapped in a crystal, if freed the person tells them they are from a distant past.   147.A group of thieves broke into the baron’s wine cellar stole a precious bottle of Booze Hound brandy, he's offering a reward to whoever can recover it. Rumor has it the bandits are going to meet up with a broker in a few nights to sell it off.   148.A master craftsman needs the party to guard him as he goes to the silver mines for ore. Werewolves are blocking entrance to the mines and attacking his town.   149.An unknown bastard child of one of the players has reached the age of 18 and wishes to claim their tribal right of a fight to the death to claim the right to hold their family crest.   150.A gnome hires the part to steal back his war blimp after a drunken dwarf stole it from dock.   151.A group of Templars has targeted a small town for execution claiming one of them is infected with an infectious spiritual taint but no one in the small town wants to come forward and say who has it.   152.The players are summoned to the coronation of a new King/Queen. Upon seeing them up-close they recognize the person as the charlatan. (same as 67, 91 and 128)   153.A mayor has had something very valuable stolen form him but can’t tell the players what they are looking for only that ‘they will know when they see it.’   154.A Rumor is going around that the young child [10-14] of rich recluses now has the appearance of someone in their 30s or 40s.   155.The villagers of an old town say they hear alien screams down by the river whenever it rains, all search parties turn up nothing other than odd footprints.   156.The Headmaster of a magic university is missing a very important and dangerous summoning book and needs it back before the thief tries to summon anything.   157.A powerful possessed man has been killed but was resurrected when the priests tried to cremate him. The players need to put the possessed man down and destroy the body without using fire.   158.A local wizard has gone missing, when investigating his house, the only thing out of place is an odd mirror in the middle of the room.   159.A challenger has been going city to city looking for the strongest warrior, rumor says no one has defeated the stranger.   160.After the sudden death of their king, with no heir to the throne, the people say whoever is riotous enough to pull the holy sword from the stone shall be king. The only problem is a troll pulled the sword from the stone and is turning the nation into a slave state.   161.A recently desist druid was buried on the edge of a town, from the grave grew beautiful plants, now they are growing horrible nature constructs that attack anyone nearby, what caused the corruption?   162.A lich has been resurrecting the bodies of ancient heroes to do his bidding, can the players stop him before he reaches the tomb of a fallen god?   163.The players are hired as security to help transport a prisoner across the sea back to his homeland, what could possibly go wrong?   164.The players find a kingdom ruled by a necromancer. All the citizens are slaves and worked to death, resurrected then worked again. An underground cleric asks the players to free them.   165.A king has been controlled by a coven of witches and has been exposed, the people are in revolt.   166.Traveling merchants haven’t reported seeing any druids in the forests they pass, one swears he heard a man begging for help but couldn’t find anyone when he went to investigate.   167.An archeologist tells a tale of his latest expedition into the tomb of an ancient tribe of warriors. Legend says their weapons had mystical properties.   168.The wizard tower’s vault was robbed during the night. All their magical items, ingredients and potions are missing and many are very dangerous. The Arch-Mage hires the party to track down the thief and return their items.   169.The royal guard need to transfer the leader of a barbarian clan to the capital. Strangely enough the prisoner could be the identical twin of one of the players and must pose as a decoy incase the barbarian clan tries to free their leader.   170.The Merfolk are having their swamp drained to make room for farmland, both sides are ready for war. Can the players settle this without conflict or are they going to take sides?   171.A major city uses a fire elemental and an intricate piping system to light the city, with this elemental almost dead the players need to capture a new one.   172.A priest opened a strange box found under the church, inside was a knife wrapped in a bloody piece of cloth. Since then no one has been able to stop smiling or stop having dreams of a snow white woman that attacks them if they don’t smile.   173.After being thrown into jail the party meets their cell mate who has an amazing plan for their escape. Once they are out they realize their new friend may have been in prison for a good reason.   174.The party hears a legend of a fountain that gives the power of meta knowledge to anyone that drinks it.   175.A trickster god teleports the players into what he calls the tower of traps. Rooms are filled with monsters, treasure and traps. If the players can escape they can keep what they carry, but can they do it?   176.A dragon invades a kingdom but isn’t attacking, she is looking for someone to save her children from a witch that has taken control of their mind.   177. The players hear of a legend that tells of a magical sword shattered during a duel, did they just find a part of the mythical weapon?   178. The players cave contracted the azure blight, a lethal plague that kills in three days. The local apothecary needs one more ingredient. Can play players find the missing part?   179. Pirates siege a city and leave without touching the vaults, what did they leave behind?   180. A world class bard hires the players to protect him and his instruments while in town. As the concert starts he sees the instruments have been silenced.   181. A king demands the players capture a doppelganger so it can perform for him.   182. A doppelganger has broken free and is hiding in the kingdom, can the players find one doppleganger before they escape or seek revenge?   183. A shop has been selling items to adventurers for a very low cost cutting out most of the competition. Every purchase comes with a free token. What's he planning?   184. A sinkhole opens up on a popular street and reveals an ancient ruin underneath the entire city.   185. A mysterious tower suddenly appears in the middle of a busy market and a strange being at the top claims the tower will stay until he is paid what he is owed but gives no clues to what that may be.   186. The players awake on the floor of a strange room with no recollection of where they are or how they got there.   187. The players find a temple long abandoned. Inside are statues, all the statures strike a shocking resemblance to the party.   188. On the eve of a royal wedding the bride and groom are found in their chambers in a catatonic state. The players are called to found out why and how to reverse it.   189. In a remote farming community a group of teenagers sneak into an abandoned house to party and find themselves in trouble when they make a ghastly discovery   190.   191.   192.   193.   194.   195.   196.   197.   198.   199.   200.