Finch 3E

Adventure Seeds

Author: Matthew J. Finch

Website for more DM Resources: https://mythmere.tripod.com/index.html

Copyright July 2002, Matthew J. Finch, all rights reserved. No claim is made to any intellectual property of others, including WOTC.

All content is Open Game Content other than names and non-game specific descriptions.

OGL: Open Gaming License

  1. The Blasphemy of the Silversmith's Scroll. The party hears that there has been a bizarre occurrence involving a Silversmith's Scroll that suddenly shrank. The silversmith wishes to hire a party of adventurers to investigate and resolve the matter. The explanation is that the occurrences reflect divine displeasure against the scrolls and the maker of them, a fallen cleric who has switched alignments to evil.
  2. The Seduction of the Dwarf's Wheel. The party hears that there has been a bizarre occurrence involving a Sparrow wearing a Ring sighted in the Temple of the Shalm. Authority has been given to the patron to hire a party of adventurers to investigate and resolve the matter. The explanation is that the occurrences are coded messages to a spy in the Shalm’s temple.
  3. The Secret of the Tunnel. The repair of damage to the city needs to be guarded from the threat of a bulette, a recent problem in the area due to a tunnel-like faultline connecting a bulette breeding ground to the area near the city.
  4. The Battle of the Beggar's Way. The party hears that there has been a bizarre occurrence when there was a series of crimes committed by Boars. Authority has been given to the patron to hire a party of adventurers to investigate and resolve the matter. The explanation is that the occurrences resulted from experiments by a mad wizard to create intelligent boars, and he must be stopped before the next experiment kills people. The wizard lives in Beggars’ Way.
  5. The Secret of the Weasel Chest. It appears that an attack by giants will happen if the party cannot retrieve a lost Chest containing a gold weasel needed as a bribe to solve the problem. The giant leader lost this item when he was younger, to a group of adventurers. He wants it back, and the old adventurers need to be tracked down.
  6. The Journey of the Elf's Wolf. The Springtide caravan to the west towns needs to be guarded from the sinister plans of a high-level goblin ranger, who is known to be planning mayhem.
  7. The Spell of the Mace. The local fair of Gnomes has been stopped by legal action and can't happen unless the party can retrieve a Purse stolen by one of the gnomes.
  8. The Truth of the Town crier. The Autumnal tournament of the Shalm has been stopped by a magic barrier and can't take place unless the party can find the villain who cursed the endeavor. The villain is posing as a town crier.
  9. The Identity of the Iron Lantern. An important meeting of mercenary leaders has been stopped by legal action and can't happen unless the party can retrieve a lost Scroll needed to solve the problem. The scroll contains the charter of the mercenary company of the Iron Lantern.
  10. The Battle of the Wanderer and his son. The robbery of a caravan of wheeled houses needs to be prevented. The party stumbles upon these events while the crime is taking place. The robbers are seeking the treasure of an invalid sorcerer, who is traveling with his son.
  11. The Exploration of the Gnome's Necklace. A powerful ceremony in an underground complex once used as burial tombs, now structurally unstable, needs to be prevented. The perpetrator is a demon.
  12. The Cleric's Treachery. The annual tournament of the local lord needs to be guarded from the threat of wyverns, a recent problem in the area. An evil cleric posing as the lord’s adviser summoned the wyverns and will attempt to stop the party.
  13. The Quest of the Wanderer's Ring. A Wanderer needs help to find his daughter who has been kidnapped. The only witness is an Assassin. The perpetrator is a blackguard. The motive is to advance in the ranks of an evil society.
  14. The Battle of the Ring of Hoods. A crime has been committed. Someone has stolen a very valuable Ring. The owner, a Herald, wants it back. The only clue is the tracks of a Bear near the scene of the crime. The perpetrator is an evil ranger.
  15. The Confusion of the Aristocrat's Ring. A crime has been committed. Someone has killed a Jeweller. An Aristocrat wants the murderer caught, for the only item taken was a signet ring, under repair, belonging to the Aristocrat. The identity of the criminal is known from eyewitnesses. The perpetrator is an evil wizard.
  16. The Battle of the Silversmith's Castle. The repair of damage to the city has been stopped by unnatural windstorms and can't happen unless the party can deactivate a distant magic Talisman located in a hidden temple of Nerull, which will allow the problem to be fixed.
  17. The Defense of the Warrior and Messenger. A crime has been committed. Someone has stolen a magic book. The owner, an Elf, wants it back. The only clue is a Ring with the sigil of Erythnul left at the scene, apparently as a message. The perpetrator is an evil barbarian. His motive is to advance in the ranks of an evil society.
  18. The Secret of the Candle. The harvest in a village has been stopped by a magic barrier (the motive of the villain being to receive payment from a vampire.) and can't happen unless the party can deactivate a distant circle of stones guarded by giant owls, which will allow the problem to be fixed.
  19. The Scheme of the Cauldron. The party hears that there has been a bizarre occurrence involving a Cauldron that took flight. Authority has been given to the patron to hire a party of adventurers to investigate and resolve the matter. The occurrences are the byproduct of magical energy being released by a hag's plan to destroy a nearby town using an army of giant owls.
  20. The Identity of the Necklace. It appears that a serious dispute between the clerics of The Green Mother and the Shalm will happen if the party cannot find a missing Cauldron. It is kept by an evil cleric in a Temple of Hextor.
  21. The Riddle of the Rose's Identity. A duel between a Warrior and a first level wizard needs to be prevented. The party is hired ahead of time to prevent it from happening. The perpetrator is a character type minotaur. The motive is to serve his master, a high-level goblin sorcerer.
  22. The Secret of the Belt's Invisibility. The robbery of a Temple of Kord needs to be prevented. The party stumbles upon these events while the crime is taking place. The perpetrator is a hag.
  23. The Quest of the Trickster's Sparrow. A Trickster needs help to rescue his lover from her evil mother, who opposes the marriage on the grounds that the Trickster is poor
  24. The Mystery of the Mace. A crime has been committed. Someone has stolen a magic Mace. The only clue is a Dagger left at the scene, apparently as a message. The perpetrator is an evil cleric.
  25. The Gem of Winds. The harvest in a village has been stopped by unnatural windstorms and can't happen unless the party can bring the Windlord Druid with the Gem of Winds to the village.
  26. The Truth of the Cleric's Fury. The party hears that there has been a bizarre occurrence when the sky (according to witnesses) sang aloud. The identity of the criminal is not known. Authority has been given to the patron to hire a party of adventurers to investigate and resolve the matter. The occurrences are being produced by misfiring divine energy originating in a Temple of Hextor, where a cleric has created a wondrous item too powerful for the materials used in its creation.
  27. The Identity of the Wastrel's Murder. The party hears that there has been a bizarre occurrence when there was an odd series of episodes where people spoke in languages they didn't know. Authority has been given to the patron to hire a party of adventurers to investigate and resolve the matter. The explanation is that the occurrences are coded messages.
  28. The Crime of the Lantern. The Bardic poetry competition needs to be guarded from the threat of a dragon who showed up and demanded to compete.
  29. The Confusion of the Gryphon's Statue. A Blacksmith needs help to find the missing part to a magic item, which he thinks is in a stone circle dedicated to Erythnul in a forest
  30. The Truth of the Dagger's Song. The party hears that there has been a bizarre occurrence involving a Weasel wearing a Gem sighted in the Castle. Authority has been given to the patron to hire a party of adventurers to investigate and resolve the matter. The occurrences are being produced by misfiring divine energy originating in a Temple of Nerull.
  31. The Scheme of the Belt. The harvest in a village has been stopped by unnatural windstorms and can't happen unless the party can rescue a missing Student (an expert on magical weather conditions), who is the only one who can fix the problem.
  32. The Night of the Fool's Book. A plan to extinguish the light of a lighthouse needs to be prevented. The party stumbles upon these events while the crime is taking place. The perpetrator is a character type troglodyte. The motive is to serve the goals of an evil society.
  33. The Identity of the Potion. The party hears that there has been a bizarre occurrence involving a Potion. Authority has been given to the patron to hire a party of adventurers to investigate and resolve the matter. The explanation is that the occurrences resulted as side effects of experiments by a mad wizard, who must be stopped before the next experiment kills people.
  34. The Battle of the Key. The party hears that there has been a bizarre occurrence involving an Assassin's Key that took flight. Authority has been given to the patron to hire a party of adventurers to investigate and resolve the matter. The explanation are the byproduct of magical gases being released by a bandit leader's plan to destroy a temple of Kord using potions in the water.
  35. The Crime of the Trickster's Staff. An outdoor banquet to be held in honor of an important Trickster needs to be guarded from the threat of a giant, a recent problem in the area.
  36. The Seduction of the Belt's Falsehood. The Springtide caravan to the east cities needs to be guarded from the threat of bugbears, a recent problem in the area due to the activity of an evil druid, who is himself the minion of a blackguard.
  37. The Name of the Blacksmith's Promise. The annual pilgrimage of Brelady needs to be guarded from the threat of wyverns, a recent problem in the area due to the activity of an evil druid.
  38. The Quest of the Messenger's Bear. The party hears that there has been a bizarre occurrence involving a Statue that grew very large. Authority has been given to the patron to hire a party of adventurers to investigate and resolve the matter. The explanation is that the occurrences are parts of a prophesy being deliberately fulfilled (with dire intent) by a fiend.
  39. The Blackmailing of the Castle's Substitution. The party has been hired to kidnap a Murderer from a caravan of wheeled houses.
  40. The Escorting of the Cauldron. A crime has been committed. Someone has stolen a very valuable Belt. The owner, a Town crier wants it back. The only clue is a Gauntlet left at the scene by accident. The perpetrator is a hag. The motive is revenge.
  41. The Night of the Boar's Staff. It appears that an attack by dragons will happen if the party cannot activate a hidden idol of Boccob, which will allow the problem to be fixed.
  42. The Blackmailing of the Hat. The party hears that there has been a bizarre occurrence when there was a mysterious series of episodes where people spoke in languages they didn't know. Authority has been given to the patron to hire a party of adventurers to investigate and resolve the matter. The explanation is that the occurrences resulted as side effects of experiments by a mad wizard, who must be stopped before the next experiment kills people.