• Justin Handlin

50 Notice Board Quests for Dungeons & Dragons

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Dungeon Masters! Do you ever find yourself in the need of quick quest hooks or short adventures? With these 50 Notice Board Quests, you will always have something ready when your characters decide to bob instead of weave.

50 Notice Board Quests was developed by Drop the Die with the Dungeons and Dragons 5th edition tabletop game in mind, but when writing it, their goal was to give only the framework for potential quests players could choose to involve themselves in. This pretty much means it’s system and setting agnostic! Making it a powerful tool for all Dungeon Masters.

Image of parchment note with D&D quest hooks

Consider, also, that each notice/hook may lead to a much different long-running quest. This means that each of them is extremely malleable.

For example; One could take a notice to investigate a missing child, and become embroiled with corrupt city officials who have begun kidnapping children and selling them to nearby hags to prevent the city's lifeblood, apples, from suffering in the wake of a harsh winter.

Likewise, it should be just as likely that a notice leads to practically nothing - such as a simple misunderstanding. A notice from a mercenary that states his equipment was stolen may have had a drunken night and left his armor at the blacksmith's to repair damage from him falling down the stairs. Above all, be creative with it!

We’ve chosen a few of our favorite Quest Hooks to share with you today.

(In Dwarvish) Clansmen heed my warning. The owner of the Bright-kettle Teahouse is a dwarf hating maniac. Lurista Hurkle, the proprietress, has been responsible for no fewer than three missing dwarves that ignored my warnings and took sup at her business. I know not what she does with them or where they end up, but gone as sure as a candle’s flame what’s been snuffed out. If you have a mind to see to the bottom of it, find me outside the place any waking moment. Moradin guide you.

Bresh Goldspinner

My daughter signed up with the Blazing Fist mercenaries. They fought a big battle against some inhuman creatures outside of town, and I just know the worst happened. I can feel it in my bones. She’s not come home or sent word. The bodies are still out there, in the sun. People are too scared to go lay them to rest, those creatures are still out there. Any sellswords that help me find her in that mess and lay her to rest can have her dowry and my prayers of safety for as long as I draw breath.

Mikana Orla

Those who appreciate the finer things: antiques, magical items, paintings, and masterwork jewelry, should attend the Au’d Mystriri gala. Open from sundown to midnight until the end of the tenday. Entry fee is 50 gold. Those interested in employment as staff or security may reach Stathos Zvet from sun up to midday at the gala’s entryway. Payment is 5 gold per person per day, 15 gold at the end of the tenday, should no complications arise during the festivities.

Stathos Zvet

(Commoner Scribbles) Nobil master, I beg ye’. Me yongst childs are shakin’ an hot like a fyre. I canot pay ye’ not but a payer an’ a place ta lay yer head for the rest of yer life. Help me littl’st one?

X (in a different hand) His name is Hanbin.

Pick up 50 Notice Board Quests here and always be prepared no matter which direction your player characters go.

Extraordinary Expeditions:

10 Modular Adventures for your 5th Edition Roleplaying Game

Extraordinary Expeditions is a collection of modular adventures designed on a flexible framework to be easily tossed into any fantasy setting. Scour the Desolate Wastelands for the lost library of Zenith Athenaeum. Save, escort, and protect villagers as they seek a safe haven, while two towering titans do battle. Venture into a village completely overrun by monstrous creatures from the Far Realm. Complete with adventures, maps, and monster stat blocks.

One of the best parts about any roleplaying game isn’t just the fantastic battles. It’s the memorable locations that they take place in, and the interesting NPCs that our heroes encounter. Our goal was to build a project that included all these great points. With Crit Academy’s expertise in 5th Edition and Arjade Productions’ masterful knowledge of 3.5 rules, we believe Extraordinary Expeditions will hit on all these points and so much more.

Click here to learn more and get the FREE sample adventure Far-Touched

Unearthed Tips and Tricks Monthly Magazine! We bring you new and creative content for you to bring with you on your next adventure

Character Concept: Ethel the School Marm

Description: Fire on the Mountain? Look for Ethel the School Marm. Lightning in the Air? Yep, that's her handiwork, too. Gold in them hills? Not for long! 6'11" of pure, non-nonsense, git-'er-done determination, Ethel the School Marm is a Half-Orc Cleric of Light Domain that exudes the power and strength of authority in a way that few others can match.

Her pious peers do Lathander's work with maces and warhammers. Bless their hearts; they try their best. Ethel? Well, she only needs her oak-rod, her eyes of steel, and a not-so-subtle flair of her nostrils to return ne'er-do-wells and scallywags to the path of the light and to buck up good little boys and girls in the notion of doing good for good's sake.

Personality: Fire and stone in flesh and bone! Ethel's heart is as light as a sunray and just as golden, too! If she weren't such a bastard, she would be the muse of poets everywhere. But she is a real bastard! For Ethel, right is all that matters, come hell or high-water. If it ain't right, just try to hold her back! No, actually, don't.

History: Okay? Let's try this with a few examples, how about? Duke Snootsington thought his shit didn't stink. He treated everyone like the rabble that they were. That is until good ol' Ethel the School Marm caught him berating a humble footman. So what does Ethel do? "HEY! You, Mr. Fancy-pants! You better sicher ass down and sit it down right now, Mister, afore I come and sit it down for you!" And she did. She walked right over to Duke Snootsington and sat him down right on his keister in front of the whole square. You know who goes to temple every ten-day? Yepper-do! The Duke.

Okay? You know what I mean? And then one day, some funny Ogres come a-stumbling into her schoolhouse like they're gonna start trouble, a-crashing desks here and there, and pressing ham on the chalkboards and leaving half-moons everywhere. WHACK! WHACK! WHACK! Them Ogre's part their hair to the left, to a one, and nearly graduated two grade! Go and figure!

Then, some smart-ass, townie wizard tried pushing hisself around with Elmer the Shopkeep. Whoo-boy did he get a lickin'. He tried a hoodoo-doodooing her, and boy, did she call down some Lathander on that poor sumbich.

What's her history? She keeps folk, animals, and things in check, y'all!

Motivation: Followin' the word and makin' sure ain't none of hers go astray! And knockin' the tar outta those that give her and her kins sass-mouth, turkey-talk, or monkey-squak! It's Lathanter's way or no way, not even the highway, Mister!

Monster: Shield Guard

Origin: Guard

New Features:

Shield Slam. If the guard makes a spear attack on its turn, it can use bonus action to try and shove a creature within 5 feet of it with its shield.

Shield Bulwark. If the guard is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it can use its reaction to take no damage if it succeeded on the saving throw, interposing its shield between itself and the source of the effect.


Weapon Lock. When a creature wielding a melee weapon makes an attack against it and is within reach. The guard can use its reaction to make a melee attack. On a hit, the attack deals no damage, instead the guard locks weapons with the creature and both are grappled. Neither the target or the guard can attack with these weapons. The creature can use an action to make a contested grapple check to break free. The guard can end this feature as a bonus action.

Encounter: A Guardian’s Search

The characters' minds feel the telepathic touch of the feathered serpent Quetzalcoatl, an elderly couatl. Quetzalcoatl has been a guardian of House Al’veer’s shadow well. A character who succeeds on a DC 18 Intelligence (Arcana or Religion) check knows the creature is a couatl. Benevolent celestial guardians and caretakers created by a god not worshiped since the dawn of time. One that’s name has been forgotten to time.

Quetzalcoatl is aware that his end is near. Since he is bound to protect the well, lest its barriers be broken and set loose a plague of shadows that has been sealed there. For this reason he seeks out any who would be willing to help him locate another couatl so that he may produce an offspring to pass on his duties to. Quetzalcoatl has been protecting this well for thousands of years and hasn’t gone beyond a few miles from it since the task was assigned to him. Because of this, he is not aware of the location of any of his rare kin.

The characters must use powerful resources such as the sages Researcher background, cleric’s Divine Intervention, Divination spell or similar features to learn where they might locate a coatl who may be interested. The details of this search are at the GM’s discretion. In exchange for your assistance, the coatl will provide the characters with the location of a powerful item that will summon the spirits of powerful warriors to aid them in combat (horn of valhalla).

Magic Item: Helm of the Vampire King (Submitted by Dalcinea)

Wondrous item, legendary (requires attunement)

A simple-looking iron helmet with the nose guard designed to look like an upside down cross made of gold. It is actually highly polished brass that seems resistant to tarnishing, even in direct sunlight.

While wearing the helmet, the wearer begins to hear a voice extolling the wearer’s virtues, and promising power. Once attuned, the iron part of the helmet becomes darker with a blood spot upon the nose guard.

Cursed. The wearing gains advantage on Persuasion, Deception, and Athletics checks, as well as a +2 bonus to Strength and Charisma. This bonus is lost and two levels of exhaustion are gained if the helmet is removed, if the wearer does not consume blood within 24 hours, and an additional level of exhaustion for every additional 24 hours without blood consumption. Once blood is consumed, all levels of exhaustion, including those not caused by the helmet, are removed.

While attuned to the helmet, the wearer becomes suspicious of those closest to them, prodded by the sinister voice in the helmet, and treats them with hostility. The only way to be truly safe is to be alone.

The helmet cannot be removed until greater restoration or similar magic is used.

Dungeon Master Tip: Progressive Handicaps

In Dungeons and Dragons randomness is part of the game. So how come we don’t exploit this more? Let’s talk about a way to not only make a dungeon or area a bit more interesting, but also add new challenges that come out of nowhere. This is a great alternative for one shots, or for a multilevel dungeon. As a DM you assign the Conditions to a number (or multiples) on the dice via a table. Then, as the characters progress through the challenge, either a new level, or a new wave of enemies, they become affected by a random condition. Thus, they must deal with the conditions first, before or while dealing with the rest of the encounters. This certainly isn’t for everyone, but we encourage you to give it a try. Who knows? Maybe your players will love the challenge, or their characters will die. Either way, it will be a night they will never forget.

Player Tip: Don’t be a Dick: Inspiring Leader and Aide

Combining the 2nd level abjuration spell aid with the inspiring leader feat will give any party a sizable cushion of hit points to play with. Aid increases the hit point maximum and current hit points of up to three creatures within 30 feet by 5. If the spell is cast at a higher level, this bonus is increased by an additional 5 for each slot level above 2nd. Meanwhile, the inspiring leader feat will additionally boost everyone's hit points by an amount equal to the user's level plus their Charisma modifier. We know what you're thinking, "Temporary hit points don't stack!". You're right! Thankfully, a close reading of aid reveals that the spell doesn't actually provide temporary hit points, so it's free to be used in tandem with other abilities that do.

RPG Phatloot Giveaway: Prophecies as Narrative Tools

Have you ever wanted to be able to predict the future? Well, We can’t help you with that... But Martín Davico can offer the next best thing: a sound narrative for your games! Which is most certainly not the next best thing, or the one following that... let’s just say it’s a good thing and leave it at that, shall we?

Winner: Shipp99

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