Rosavalda (Rose) and Thornboldt (Thorn) Durst
—
“There’s a monster in our house!”
Rose turned and pointed towards a dilapidated manor that had seen better days. Its broken windows were dark, and the rusted gate was left ajar.
—
Spoilers below:
seen from Italy

seen from Malaysia

seen from Malaysia
seen from United States
seen from Germany
seen from China
seen from China
seen from United States
seen from Germany
seen from Italy

seen from United States

seen from China
seen from United States
seen from United States
seen from Lithuania

seen from Netherlands

seen from Malaysia
seen from China

seen from Malaysia
seen from Türkiye
Rosavalda (Rose) and Thornboldt (Thorn) Durst
—
“There’s a monster in our house!”
Rose turned and pointed towards a dilapidated manor that had seen better days. Its broken windows were dark, and the rusted gate was left ajar.
—
Spoilers below:

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Cauliflower the horse
5 plot hooks you can steal tonight (and the trick to making them stick)
Every DM has been here: it's Thursday, the session is Sunday, and you've got no plot hooks. The plotting brain freezes. The party is going to walk into the tavern and you're going to stammer through three minutes of "you see a stranger in a cloak."
Here are 5 hooks you can use this weekend. Steal them. They're yours. The only rule: pick one and commit.
1. The empty grave
The local gravedigger asks the party, privately, if they'd be willing to "look into a small matter at the boneyard." Three of the graves he dug last year are empty. He hasn't told the priest. He hasn't told anyone. The bodies are not where they should be — and the descriptions of the missing dead don't match the names on the stones.
2. The wrong inheritance
A noblewoman dies in childbirth. The local midwife is summoned. The baby's eyes are not the eyes the family is expecting. The husband has been campaigning for an inheritance dispute. The midwife approaches the party with a sealed letter she would like delivered — not to the husband, but to the woman's sister.
3. The stranger by the hearth
An NPC the players have never met arrives at their inn. They sit by the fire. They don't speak to anyone. They drink one cup of water. They go to bed. They are still there in the morning. And the morning after. They have not eaten in eleven days. On the twelfth day, one of them lifts their head and looks directly at a single party member and says, "I have been waiting for you."
(Pure GM bait. Whatever they need to be, they are.)
4. The midnight contract
A respected captain of the city watch approaches the party off-duty, in plain clothes. He needs them to "do a job, no questions asked." He'll pay double the going rate. The job is to deliver a sealed pouch of coin to a man at a specific corner at midnight. The captain doesn't tell the party that the man is blackmailing him. He hasn't decided whether he wants the party to pay the blackmailer — or to kill him. He'll decide based on the look on the party's face when they take the job.
5. The recognized blade
A weapon-merchant — refined, bored, three centuries old — approaches the party with a problem. One of his recent customers used a blade he sold to assassinate a regional noble. The investigation is closing in. The merchant offers the party a substantial sum to locate the blade and either retrieve it or destroy it before the investigators do.
The trick to making any hook stick
A hook is just a question. "Why is the grave empty?" "Whose baby is it?" "What does the stranger want?" The plot is the journey from question to answer.
The trick to making a hook stick is to give the party a person who needs the answer. Not an abstract mystery — a real, named NPC who looks at the party and asks for help. People care about people. They don't care about mysteries.
The gravedigger. The midwife. The veiled woman. The captain. The merchant. They're not just plot hook delivery mechanisms — they're the reason the players will chase the hook.
If you want fifty more hooks of this kind, attached to fifty fully-built NPCs with names, voices, and faces — that's the entire format of my 50 City NPCs supplement. Pay what you want, $4.99 minimum.
Roll well. Run brave.
— Hearth & Quill Press · disclosure: AI-assisted writing, human-curated
🪇🪷🌊 [pmd oc commission]
Renée, my beloved

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With the risk of some of my players seeing this before its time, I'm just to happy with this to not share it.
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