The party is doing some down time, with much of the group scattered. Two of the players are still together and I wanted to know if there were any good side quests ideas I could give to them. One is a elf rogue theif who steals for the poor and in need. The other is a tortle grave cleric who seeks to help those dying or whom have lost someone. I wanted to make them feel badass adventurers. They are level 5, and so I wanted to give them something interesting. Does anyone have any suggestions?
Ooh... that sounds like a really fun team for a little solo adventure.
If they find or are pointed to a bereaved family who find themselves in need after the death of their chief provider, that would give the cleric and the rogue some common ground-- someone who could use a robin hood figure to help with their financial bind, but where that need is also directly tied in to a recent death, that could motivate your cleric to accompany the rogue on a treasure hunt. Alternately, your cleric could be in the position to have been asked to lay a recently deceased adventurer's ashes somewhere important to them, but risky to navigate. If the dungeon is rumored to hold a treasure, then that's motivation for the rogue to come and join them.
They might need to employ some skill checks to reach their objective, and might have to take on a couple of good encounters, but it'll be something that's driven by what they each believe in and who, as individuals, they want to help.
Combat encounters when you've just got a rogue and a cleric on hand can be tricky, since both classes can be a little more towards the squishy end, but at the same time, they can be an effective duo when it comes to dealing out damage, depending on the type of enemy, what advantages they can gain via terrain/flanking etc, and just having some ability to heal.
First thing that came to mind was a side quest from Witcher 3 where investigating a cursed island leads you to discover that a mage had been experimenting on the local populace to study the effects of a plague. To my mind a rogue and a grave cleric fit really well into a darker adventure and the idea of the plague experiment makes an interesting moral quandary - do they stop the research or allow it to continue for a greater benefit later? If they believe he or she is trying to find a cure that is.
Maybe they stumble on the aftermath of such an experiment and there are some ghosts that need to be put to rest, or the beginning and they need to stop the mage/alchemist before he/she does more damage. Depending on how you scale it, it could be a really badass thing for just two PCs or maybe they do all that they can and need to bring the rest of the party in later to finish the job.
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The party is doing some down time, with much of the group scattered. Two of the players are still together and I wanted to know if there were any good side quests ideas I could give to them. One is a elf rogue theif who steals for the poor and in need. The other is a tortle grave cleric who seeks to help those dying or whom have lost someone. I wanted to make them feel badass adventurers. They are level 5, and so I wanted to give them something interesting. Does anyone have any suggestions?
Ooh... that sounds like a really fun team for a little solo adventure.
If they find or are pointed to a bereaved family who find themselves in need after the death of their chief provider, that would give the cleric and the rogue some common ground-- someone who could use a robin hood figure to help with their financial bind, but where that need is also directly tied in to a recent death, that could motivate your cleric to accompany the rogue on a treasure hunt. Alternately, your cleric could be in the position to have been asked to lay a recently deceased adventurer's ashes somewhere important to them, but risky to navigate. If the dungeon is rumored to hold a treasure, then that's motivation for the rogue to come and join them.
They might need to employ some skill checks to reach their objective, and might have to take on a couple of good encounters, but it'll be something that's driven by what they each believe in and who, as individuals, they want to help.
Combat encounters when you've just got a rogue and a cleric on hand can be tricky, since both classes can be a little more towards the squishy end, but at the same time, they can be an effective duo when it comes to dealing out damage, depending on the type of enemy, what advantages they can gain via terrain/flanking etc, and just having some ability to heal.
First thing that came to mind was a side quest from Witcher 3 where investigating a cursed island leads you to discover that a mage had been experimenting on the local populace to study the effects of a plague. To my mind a rogue and a grave cleric fit really well into a darker adventure and the idea of the plague experiment makes an interesting moral quandary - do they stop the research or allow it to continue for a greater benefit later? If they believe he or she is trying to find a cure that is.
Maybe they stumble on the aftermath of such an experiment and there are some ghosts that need to be put to rest, or the beginning and they need to stop the mage/alchemist before he/she does more damage. Depending on how you scale it, it could be a really badass thing for just two PCs or maybe they do all that they can and need to bring the rest of the party in later to finish the job.