My Characters had a crazy night last night, drinking dragon tears (strong stuff). They all got ridiculously drunk, so I want to do a hangover / mystery side quest. I am having trouble coming up with one, has anyone got one?
Have your players wake up in a strange place with a few important pieces of equipment missing, then have them retrace the nights events as they run around trying to get their stuff back. All the while finding out increasingly embarrasing stories about what they got up while they were drunk.
See the stage production of Dude, Where's my Carriage?
They got wasted and were involved in stopping a great evil, but of course, they have no memory of it. As they retrace their steps, they begin to unravel their actions that were securing the safety of the region from the great evil - and oodles of weird sidequests with unintended consequences that they must fix so they won't be readily aware when they're fixing something or undoing what was necessary to do to stop the great evil.
Don't call it A Night to Remember. Everyone calls it that.
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Human. Male. Possibly. Don't be a divider. My characters' backgrounds are written like instruction manuals rather than stories. My opinion and preferences don't mean you're wrong. I am 99.7603% convinced that the digital dice are messing with me. I roll high when nobody's looking and low when anyone else can see.🎲 “It's a bit early to be thinking about an epitaph. No?” will be my epitaph.
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HI All.
My Characters had a crazy night last night, drinking dragon tears (strong stuff). They all got ridiculously drunk, so I want to do a hangover / mystery side quest. I am having trouble coming up with one, has anyone got one?
Cheers
Karina
Have your players wake up in a strange place with a few important pieces of equipment missing, then have them retrace the nights events as they run around trying to get their stuff back. All the while finding out increasingly embarrasing stories about what they got up while they were drunk.
See the stage production of Dude, Where's my Carriage?
They got wasted and were involved in stopping a great evil, but of course, they have no memory of it. As they retrace their steps, they begin to unravel their actions that were securing the safety of the region from the great evil - and oodles of weird sidequests with unintended consequences that they must fix so they won't be readily aware when they're fixing something or undoing what was necessary to do to stop the great evil.
Don't call it A Night to Remember. Everyone calls it that.
Human. Male. Possibly. Don't be a divider.
My characters' backgrounds are written like instruction manuals rather than stories. My opinion and preferences don't mean you're wrong.
I am 99.7603% convinced that the digital dice are messing with me. I roll high when nobody's looking and low when anyone else can see.🎲
“It's a bit early to be thinking about an epitaph. No?” will be my epitaph.