20 D&D Sorcerer Quest Ideas (d20)

The sorcerer, imbued by fate with powers beyond the ken of mortals, inspires envy and suspicion in equal measure. Their strange, intrinsic connection with arcane force can be a blessing or a curse, and each sorcerer must come to grips with the fact that they are fundamentally different from everyone else they know, whether they like it or not. Whether they learn to accept their curse or embrace their gift, sorcerers can tap into the power of the multiverse and shape it to their will. Yet another reason to not pick on the weird kid at lunch….

d20 Result

1

Racial tensions rise when the beornings raise the price of honey at market day, blaming the human village for a mysterious illness among the bees.

2

A boy with unexplained powers is blamed for the village’s misfortune, and will be burned at the stake at first light if no one intervenes.

3

An important bridge across a misty ravine has collapsed, and the work crew sent to rebuild it has disappeared, leaving grisly clues behind.

4

A bitter nobleman hires the party to help spy on his romantic rival, who has dark secrets he will do anything to conceal.

5

At an orc-dwarf treaty signing brokered by humans, a high-ranking officer of the dwarvish iron mining guild is found murdered, threatening a fragile peace.

6

A wealthy merchant’s impetuous and spoiled son craves adventure, and wants to investigate an abandoned keep rumored to be haunted. The merchant will pay the party handsomely to see that the boy stays out of trouble.

7

A rash of unexplained murders at the university is causing panic, as construction begins on a new campus library.

8

Dark dreams plague an aging duke, even as, one by one, his rivals die mysteriously in the night. The duchess hires the party to watch over him, in case he is next to be killed.

9

The old hermit in the hills was once a renowned healer, they say. Perhaps he will know how to stop the strange fever that began near the crypts.

10

A dangerous relic of the Old People is found in a tunnel, awakening an eons-old evil that could end the world a second time.

11

During a lightning storm, a castaway from another world appears, wielding strange weapons and arcane powers. But her troubles have followed her to your world, and sending her back requires the party to make some dark choices.

12

A new prophet has arisen among the human population, preaching a fanatical religion of blood and fire. But who… or what… are they really worshiping?

13

Passing by an ancient circle of standing stones, you are stricken by excruciating pain, and the knowledge that something terrible is slowly clawing its way into your world.

14

The newly pious king outlaws magic and other “heresies”, upon pain of death. Help smuggle a small group of elderly wizards out of the kingdom before the king’s inquisitors can find them.

15

You are approached by an old adventurer who says they are your future self, and asks you to commit a seemingly horrific crime to change future events for the better.

16

One of the king’s most trusted advisors is discovered to be a vampire, revealing a terrifying plot centuries in the planning.

17

When an artificer is arrested by the crown’s inquisitors, a device which detects beings of magical nature falls into the hands of the authorities.

18

A powerful wizard from the Academy challenges you to a magical duel, seeking to prove once and for all the superiority of academic magic over sorcery.

19

An old friend of the party, who retired from adventuring after losing a hand, is framed for a murder he could not have committed.

20

The recent crop blight and plague of strange monsters is traced back to a glowing object, which exudes magical energy too deadly for mortals to approach. The local baron is determined to possess it for himself.