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Adventure
Hook
Junction
(agregated)
100 (and more!) Adventure Hooks and Campaign Seeds
(copy to your own gdrive if you want to manipulate filters or sort it)
All hooks contributed on Planewalker’s forums may be found in their original format along with commentary here:
http://mimir.planewalker.com/forum/adventure-hook-junction
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Short Hooks can be easily squeezed into a single session.
Medium Hooks will take place over one to two sessions.
Long Hooks will take place over multiple sessions.
Very Long Hooks are extended adventures that take place over multiple levels.
Campaign Seeds form the basis of an entire campaign.
Duckluck is ultimately responsible for starting this madness.
http://mimir.planewalker.com/forum/adventure-hook-junction-2-adventure-harder
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Thank you, Planewalkers of old.
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agregated by:cyrus bukowsky
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titlemin. lenghtmax. lenghtstory:authorsource
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A Hells of a Party1. Short1. Short
The PCs have gotten an invite to a rather exclusive party hosted in the Nine Hells. Unfortunately, it's probably doubtful that they have any clue why they would have received such an invite. Now they must figure out why they got the invitation in the first place, as well as what they're going to do with it. Being a party in Baator, few choices are likely to be particularly healthy options.
KestralAdventure Hook Junction I
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A lost love1. Short1. Short
An inventive though not very powerful wizard from some insignificant Prime has gained access to a portal to Sigil after the Tempest of Doors. His apprentice and lover has recently vanished. He suspects her family - who want to give the fair lady to some wealthy noble. Since magic does not have a good reputation on this world, the match is an ill-suited one. The wizard consequentially wants to retrieve his apprentice from the estate of her family, and hires the PC due to their reputation in the ward near “his” portal. A simple deed - if something else hadn’t slipped through the wizard's portal along with them. At the DM’s discretion, this something “else” may be anything from Tanarri recruits to Xaositect wild mages.
KayAdventure Hook Junction I
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An Unwelcome Guest1. Short1. Short
The streets of Sigil hold many strange sights, but even here it's not often that one finds a kraken stuck in a tavern. The kraken, Oolwoomlui, was traveling the planes polymorphed into a humanoid shape thanks to a special charm it carried. Unfortunately, it tripped while passing through the tavern and fell into a fireplace, destroying the charm. Within seconds the entire first and second floor of the tavern and much of the street outside were full of confused, angry, and suffocating kraken.The job of the PCs in this case is pretty much up to them. Do they just pass by and avoid the tendrils as best as they can? Kill the kraken before it can cause any more damage? Help the creature before it "drowns" in the air and then try to speak with it? Needless to say the owner of the tavern would be quite happy to recompense someone who would help him out, and most kraken are quite wealthy in their own right, although it may still be stingy as far as rewards go.
HymnethAdventure Hook Junction I
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Arm Wrestling1. Short1. Short
A Slaad has stolen something, and the PCs have been hired to get it back. The Slaad in question has an affection for arm wrestling, fey wine, and bawdy songs no more than verses long.
Darkness_ElementalAdventure Hook Junction I
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Asylum Break1. Short1. Short
A rich father has put his only son in the madhouse just because he joined the Xaositects. Until he is cured of his madness, the father is willing to pay. And he will pay extra for any method that will cure his son of his "madness". But understandably, the Xaositects want to help their new member and they hire the PCs to spring him out. Only, there is a slight problem. This asylum is located in an old maze created by the Lady of Pain. So getting in is easy, simply by diving in from the Ethereal, but getting out is a little more difficult.
SquaffAdventure Hook Junction I
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Bring me a shrubbery1. Short1. Short
The merchant lord Ni, has acquired new toy: a "gardener golem" and he wants to put this machine to the test. The artificer who created the golem said that it can turn any plant into a work of art. So our lord Ni has hired adventurers to bring him a special plant for his golem to work with, and the plant is none other than Sigilian Razorvine.
SquaffAdventure Hook Junction I
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Can You Hear Me Now?1. Short1. Short
A fledgling wizard by the name of Liffed has decided to join the Doomguard. Before he can join though, he has to truly demonstrate his commitment to entropy. To that end, Liffed is using Message spells to whisper creepily into people's ears in the hopes of making them go insane. The PCs are contacted by one of Liffed's targets who thinks he is haunted and are told they will be richly rewarded if they make the voices go away.
DuckluckAdventure Hook Junction I
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Day Labor1. Short1. Short
A wizard or sorcerer PC sees an ad or encounters a crier looking for someone with alchemy skill. The job is for one day, peak to peak, and pays fairly well. The PC will be mixing large batches of alchemist's fire, in a frenzied, 24-hour effort to churn out as much of the stuff as possible. There are several other spellcasters there, of a variety of races who may or may not get along. So much fiery death might be going to a good cause, or not-such-a-good cause, or its destination might remain a mystery. Sometime well past antipeak, mental fatigue should start coming into play, and making an error in measurement while mixing batches of arcane napalm would not be good. On the plus side, the PC might learn how to make various alchemical weapons, or pick up a contact or cohort, or more mundanely just get paid and go home.
AzureAdventure Hook Junction I
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Down the Drain1. Short1. Short
Another member of some group one or more of the PCs belong to has a problem. They recently purchased an item of great value which they planned to present to their beloved as a proposal of sorts, but the courier that was to deliver it fell into an Ooze portal in the Hive and vanished. Now, the PCs must find the particular puddle the portal is located in, pass through, find the item and recover it from whatever has it now by any means necessary. Then get back before the Dabus manage to brick the puddle over. Possible encounters include greedy and lethargic ooze mephits, sentient otyughs, a very confused and distressed lost merfolk bard, and a (hopefully peaceful) disagreement with the Dabus.
HymnethAdventure Hook Junction I
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Fell Business1. Short1. Short
The PCs receive notice that a Dabus named Fell needs their services. For an appropriate reward they are to enter a portal, seek a rare plant, and take a sample of its juice which might become a special ingredient for a new tattoo ink. Of course, the portal leads to a very inhospitable place. For example, an undead-demon-infested swampland on an obscure layer of the Abyss.
Lord XcapoblAdventure Hook Junction I
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Gehenna or Bust1. Short1. Short
A planar merchant by the name of Fliv has been wounded by Khaasta on the Outlands and is stuck in the Gatetown of Ribcage unable to travel. Unfortunately, he has a shipment of eldritch tomes that is due in the Crawling City in an hour. The PCs are tasked with getting the books to their Yugoloth buyer before they are all hunted and killed.
DuckluckAdventure Hook Junction I
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Going out of Business Sale1. Short1. Short
A powerful wild mage living in the City of Brass has gotten it into his mind that somehow he will die in exactly 11 days. He has the time figured out down to the minute. Since he will be dead anyway, he's decided to have fun with it by making a contest of the whole thing. Anyone who can break into his abode before he dies is entitled to keep anything they can steal, and if anyone can kill him before the 11 days are up, they can have the tower. However, the dangers of wandering around the home of a wild mage on the plane of fire are many and ludicrous. Not to mention that if the mage does not actually die after 11 days, he may decide to recollect anything he lost…
HymnethAdventure Hook Junction I
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I, Gysa1. Short1. Short
Gysa is a half-orc and he loves fire and fire loves him. It grants him powers. But he is conflicted over his faith. He asks the PCs what they think fire means, what it wants, then after a quick grunt he'll walk on... but what the PCs say holds weight on the young man. Does he worship the renewing flame? Or does it wish to consume all? Is it the forge he respects? Or does fire have no will, it merely is? Or if the PCs are charismatic enough, perhaps fire isn't worth the worship?
TheSkyAdventure Hook Junction I
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Indigestion1. Short1. Short
Whilst travelling inside an Elsewhale from the River Oceanus to another body of water, something goes horribly wrong. The whale develops a severe intestinal disease and accidentally swallows the entire party. The PCs will have to deal with a slightly acidic environment and the fear of running out of breathable air while trying to escape the Elsewhale, hopefully without causing great harm to their hapless vessel. Internal parasites causing the illness may attack the PCs, and if they take too long the whale may have unintentionally dived to incredible depths in its pain, causing great trouble for the PCs on exit.
HymnethAdventure Hook Junction I
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Knights of the PolL1. Short1. Short
Due to fears of corruption, some polling places are hiring poll watchers to guard certain vote-counts in their districts. The PCs are hired to guard boxes of paper ballots. Gee wiz, how exciting, they think, and their sarcasm lasts until one or more of the following show up: A VERY drunk Xaositect fire-mage. A mob of angry craftsmen armed with tools, whose guild master sold their votes for cash then turned 'em stag to lemon trees. "Sorry, guys but it's too late, they've been counted." is not what they want to hear. A flamboyant high priest with a hundred followers in tow, only a few of whom can legally vote. This works really nice if this are a temple of a god, or a priesthood, the PCs have clashed with before. The PCs must hold themselves in check, but they may notice some voting irregularities by the priests. A group of professional housebreakers, either under the mistaken belief there'd be cash here, or carrying their own box full of rigged votes. A barmy protester who missed the vote by about sixteen hours.
AzureAdventure Hook Junction I
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Mail for Moloch1. Short1. Short
The PCs have been tasked by an individual of their acquaintance with a message bound for Moloch, the former lord of Malbolge. The PCs must track down the location of the disgraced Baatezu lord or, more likely one of his servants, and bring the letter to him unopened. If they succeed, they will be richly rewarded.
DuckluckAdventure Hook Junction I
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Missionaries of the Silver Flame1. Short1. Short
Clueless missionaries from the remote Prime World of Eberron have wandered into Sigil and are busy calling everyone they meet either an infidel or a heretic. Good PCs' have to get the missionaries to shut up and go home before they get bobbed or dead-booked. Evil PCs may well decide to bob or dead-book the missionaries themselves.
DuckluckAdventure Hook Junction I
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Moving Day1. Short1. Short
The PCs have been asked by a client to move some furniture while her dining room is being remodeled. Sounds simple, right? While, it would be if that client weren't Zadara the Titan, the dining room wasn't half an acre, and the chairs in her solid gold dining set didn't weigh a ton each (and that's not even counting the table). Somehow the PCs must find a way to move the furniture before the construction crew shows up and without wasting the sack of jink Zadara is giving them as payment.
DuckluckAdventure Hook Junction I
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One Way Tickets are Hard to Find1. Short1. Short
One morning in Sigil, the PCs are surprised to awake to a woman crashing through their ceiling at an incredible speed, only to land safely on a pile of discarded cloaks and rations. She seems very annoyed to have survived, but when she finds out that they are somewhat skilled in the ways of the Planes she has a proposition for them. Kill her. Michaela, formerly of the Doomguard, has a problem. Several years ago she made a bet with a powerful entity that it is possible for anything to die. The entity accepted, and promptly 'blessed' Michaela with incredible luck at avoiding mishaps. Now, the only way that Michaela can win the bet is by dying herself, but it's proving difficult. Nooses snap, unexpected large birds save her from falls, swords dull, arrows miss, rampaging beasts choke on her and spit her out, and generous priests passing by decide to heal her wounds out of the kindness of their hearts when she does get close. The stakes of the bet were quite high, and although she won't say what was wagered exactly, it is imperative that she wins this bet at all costs. Time is running out for Michaela, and only 10 days remain before the bet is called. Can the PCs find a way to kill someone who may actually be impossible to kill, and if they do find a way can they bring themselves to do it?
HymnethAdventure Hook Junction I
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Pet Lost, Reward to Finder1. Short1. Short
A night hag has lost her favorite pet and she is looking for help from the PCs. She ha presented herself in disguise as an old sweet granny, failing to mention that her "pet" is a mean tempered nightmare who ran away because the hag mistreated her in the first place.
SquaffAdventure Hook Junction I
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Sensory Stone Trap1. Short1. Short
An otherwise innocuous sensory stone is actually a portal and key to a demi-plane. Aside from the local dangers of the plane, the PCs are left to deal with the existential question of wither or not they have actually been transported to the new location, or are simply experiencing the stone’s recordings of the place.
TriasAdventure Hook Junction I
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Stop That Tower!1. Short1. Short
The PCs require the assistance of Merrist Three-hoof, a Bariaur scholar of some renown who has procured his own walking tower in the Outlands. Unfortunately, he's accidentally locked himself out and has been chasing it across the Plane for a week now. He agrees to help with whatever the PCs need, just as long as they can get him back inside the tower, or even just stop it from moving long enough for him to catch his breath.
HymnethAdventure Hook Junction I
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Sun in Sigil1. Short1. Short
A poor thieving berk found a sensory stone, a ancient and vivid one. It seems to have been made by Ra, the sun god himself, and carries the deity’s memories. Unfortunately, they were strong enough to block his brain-box and now he thinks he is Ra. But his sister just wants the old Bobat back. Now a high ranking member of the Sign of One wants him dead and a bunch of barmy Believers of the Source want to further his belief in his godly nature. The PCs must stop the poor berk from getting himself killed, and convince him he's just a lowly thief named Bobat to gain a jink reward. Or perhaps he's better off as "Ra".
TheSkyAdventure Hook Junction I
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That Mother is Crazy!1. Short1. Short
A hive mother beholder has recruited for herself a gang of beholders, who in turn are charming random berks on the street. The ever-expanding group are planning a protest march to the Hall of Speakers. While the beholders' ideas about “democracy” are a little skewed, their intentions are in fact peaceful, at least initially unless someone starts poking 'em with shivs. The growing army of humanoid “marchers” are not really willing participants, but at DM discretion the beholders may pick up a few citizens who will support the beholders' right to non-violent protest, or even the support of an appropriate Faction. Unfortunately, the Hive Mother is a bit ... off. She's marching to expose some ridiculous conspiracy theory, or to demand that bodies should be banned throughout Sigil and everyone go around with just their heads in the name of equality, or some other perfectly nonsensical belief that she is perfectly serious about believing. The other beholders are 110% loyal of course, as is any humanoid that didn't make a Will save along the march route, which goes at least half-way across Sigil.
AzureAdventure Hook Junction I
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The Iron(ic) Giant1. Short1. Short
A wizard's spell goes awry, trapping the wizard's soul in the body of an iron golem he had recently been working on. Unused to the new body, the wizard crushes "himself" and is trapped unless he can resurrect the body and find someone to reverse his spell. Unfortunately, the golem can't talk, so all anyone sees is a clumsy renegade golem carrying around the body of a wizard, causing more and more devastation as his frustration grows.
AzureAdventure Hook Junction I
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The Pallid Crown1. Short1. Short
The PCs find a crown that can command, as they discover, any group of powerful beings including devils, demons and celestials. What do they choose to do with this power? Once they choose their actions, they discover that as soon as they found the crown, they fell into a deep slumber, and that all that happened afterwards has been a test by an ancient creature of Good.
TheSkyAdventure Hook Junction I
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The Removal of Waxen Street 1. Short1. Short
On Waxen Street, the PCs take rest in a inn. Suddenly, uncountable Dabus hover over the street and begin taking it apart brick by brick. Within five hours, the whole street will be gone, walls built around where it once stood. Unfortunately, the street houses a hospital, do the PCs wish to save the patients before they themselves flee, and can they?
TheSkyAdventure Hook Junction I
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To the Eternal Rest1. Short1. Short
The PCs are tasked with robbing the grave of a particularly well known cutter soon after his funeral. Unfortunately, the cemetery / mausoleum / funerary structure holding the deceased is very well guarded. The place may be operatef by the Bleakers, Dusties, or a clergy of a god of death, so it’s possible that a Power or a few of the Factions will be very annoyed by the PCs' actions. If they do manage to make it to the grave and dig up the corpse, they will find out that it is not in fact a corpse at all, and the “deceased” was using the funeral to fake their death. So now, they are in the know, and even if he doesn't kill them, whatever drove him to such an extreme deception might.
KestralAdventure Hook Junction I
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Too Many Teeth!1. Short1. Short
A member of the party is given a tooth by a member of the Ring Givers. The reasons for this are entirely up to the DM. Unfortunately, every morning when the PC wakes up, there are more teeth. Everywhere. They're in his shoes, they're in his soup, they're in his scabbard or spellbook. How do you get rid of the blasted things? Where are they coming from? Who does the original tooth belong to? And why do they need so many teeth?
HymnethAdventure Hook Junction I
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Why that's easy, it's a ... uh…1. Short1. Short
A well-to-do Sigilan lady buys a little pet from a planar merchant. Of course, she wants to know what it is, but the question's been stumping graybeards across Sigil. Sounds like a question for some experienced planewalkers, hmm? So? What is it?
Darkness_ElementalAdventure Hook Junction I
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Yawning Memories of War1. Short1. Short
Garouman, a wolf that can take human form, lives deep within the most razorvine covered part of the Hive. He is one of the few berks to not only survive the Blood War, but still have his wits about him too. He wants the PCs to help him gather the arcane materials needed to create a sensory stone to record his experiences in, so that others might never want to be part of that great ceaseless evil.
TheSkyAdventure Hook Junction I
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Give Me Back My Doll1. Short1. Short
Quadrone TK 421, had strange mission. It had to studdy behavior of gigant's children. For that he vas given guise of mechanical wind up toy. But time has passed and it still has not reported to its superiors from its mission. Now PC are hired to rescue modron from "little" gigant girls bedroom. It is like sealing candy... er, toy from baby, gigant baby that is.
SquaffAdventure Hook Junction II
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Prototypes1. Short1. Short
PC are attacked by modrons while they are crossing desolate cube on Archeron. But this modrons are "different": monodrones explode, triodrones that fly, pentadrones are filled with different types of gas etc...
Unfortunatly PC are stumbled on cube that modrons use for testing new designes of weapons and modifications for war against formians. PC must find way to get away from the cube before they are used as "modron test dummies".
SquaffAdventure Hook Junction II
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What the...1. Short1. Short
After a long night in one of the hives, let's say, less noble taverns, the players wake up in a place that looks suspiciously like Dis, the Iron city, fire and glowing metal included.
But something is strange in this place. Really strange. Soon after waking up, the players are greeted by a pair of friendly Barbazu, who offer them cool drinks "because of the terrible heat" in a café frequented by a host of very polite and friendly devils and petitioners.
What is this place? How did the PCs get here? Is it all some plot to drive them insane or are they in some sort of paralell dimension? And, most important, how can they get out?
EldanAdventure Hook Junction II
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The Merchant of Death1. Short1. Short
An Aboleth mage and merchant, calling himself only "The Cardinal" travels the Outlands with his "special" goods: he sells ghosts he caught on the Ethereal Plane.

Now, while buying either souls or corporeal undead isn't difficult on the planes, these ghosts, bound to crystals, are a rarity, and many people are ready to pay a lot of money for them. But what about the rumours that the Aboleth kills innocent people to bind them? And why do his human servants seem so grey-skinned and thin? Are they just enslaves or is there more?
EldanAdventure Hook Junction II
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STD1. Short1. Short
Customers of the Festhall are leaving with a fever that leads to a coma. One of the Stones from the Sensorium is carrying a experience based disease much like a meme it is something the individuals saw during the experience. During the fever the individuals scrawl a symbol that is the meme. The party are contracted to sort though the vast number of stones that were used by the individuals to try and find the infected stone.
BrassAdventure Hook Junction II
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Old warty thing in library1. Short1. Short
Faternity of Ordere have lost an Demarax from they HQ on Mechanus, the thing wandered after tasty spell crystal trough portal. What is so special about this Demarax? PC's will ask.

Well, this particular Demarax was used as living spell book (and library) eons ago by now extinct race, and sheer information that Demarax hold in its immortall head is pricless (Demaraxes are immortall and remember anything they see or hear). So Guverners want the thing back before some berk kills it for its hide or even worse to fall in the hands of wrong people (fiends, xsaostitects, etc...).
SquaffAdventure Hook Junction II
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Surprise Me1. Short1. Short
PCs have to prove themselves to Shemeska the Marauder, for whatever reason or purpose. To measure their worth, the vain arcanoloth asks that the PCs tell her "something she doesn't know" in one week. Of course, it has to be something she actually cares about. Can the PCs beat the extensive spy network of the most nefarious info-broker in Sigil?
EvilAdventure Hook Junction II
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Alchemists Fire1. Short1. Short
One of the better Alchemists in Sigil has a grudge against Wooly Cupgrass, probably because the extraordinary Bariaur is ruining the competition in alchemy business. He figures that it will be a fitting end to the his rival if he dies while doing what likes doing best: Trying a new, random potion. Chant on the street is that he is looking for the most dangerous, poisonous, deadliest concoctions from all over the planes, AND for someone who will deliver the final cocktail to Wooly.
EvilAdventure Hook Junction II
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Just a Quick Note1. Short1. Short
Someone has been going around sticking little grubby notes on things, on walls, doors, inside shop windows, on the backs of slowly shambling zombies, on the library books and the tips of tall buildings. They give directions, leading to another note, which in turn leads to another note...just who is writing them and what will the final note lead to?
TheSkyAdventure Hook Junction II
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N/A1. Short1. Short
A ally or close friend to the PC's has suddenly just vanished. Nobody has forgotten about him and his possessions and kip are where they were, but the person is no where to be found. It is said that the person missing had recenty earned the emnitiy of a former Signer. Unfortunately, the Signer is also missing, saying that he wanted to disappear from existance. Was the signer behind the person's disappearance? Did they really stop existing? Has the signer really vanishe, or is it a ruse? Can the PC's ever hope to recover their friend?
OtogiAdventure Hook Junction II
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Last Wishes1. Short1. Short
The PCs are approached by a relative of a prisoner soon to be executed and being held in the prison. He asks that the PC's to deliver a letter to his son soon to be but in the dead book. If pushed he admits it is a magical aid to his son, a minor teleport effect that will provide him with a piece of the boy to raise from the dead. He desperately asks that the Red Death not see this letter. His son is a disgraced ex-member of the Mercy Killers and is being given to the Wyrm.

The "son and father" are in fact members of the Revolutionary League. The "son" is to sacrifice himself to the cause by setting off a powerful disintegrate effect (preferably from inside the Wyrm's Belly).
BrassAdventure Hook Junction II
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To Crux1. Short1. Short
Traveling through the astral, the players run across a burning coffin. Inside someone is screaming for help. Assuming the players get him out they find an old man covered in soot with burnt chlothing. He says he's from Crux on Yggdrasil. He last remembers laying down for a nap and woke up in the burning coffin. He has no idea how to get home or what happened so begs the players to take him home.

In truth, he fell asleep drunk and was assumed dead. The townsfolk found him, put him in a coffin on a funeral pyre and had a short cerimony before ignighting the pyre. As is custom in Crux, the flamming pyre was then slid off the tree and plummetted into the astral.

Used as an alternate lead-in to Dead Gods.
ZapogeeAdventure Hook Junction II
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Real Bloods Drill Deep1. Short1. Short
A blood knows where she can get rare commodities when she needs 'em. And a blood knows, too, that all too often these sources tend to run dry just when you really need them. Unfortunately, the characters need a certain metal (something special like adamantium or mithril, or simply a more common one that's needed as soon as possible) that's mined deep in the elemental plane of Earth, when they learn that a series of disasters and cave-ins has disrupted the mining and put the shipment of said metal to Sigil to a halt.

Canny bashers won't just sit around and hope for the problem to solve itself, but rather grab some picks, put on their goggles and get the drill-golem running. After all there're unfortunate cutters trapped between tons of debris and only a barmies'd doubt that a swift rescue of the missing miners and the whole mining operation won't affect the future prices they'll have to pay for rare metals in a rather nice way. Some bloods might even wonder if the calamities are caused by ordinary natural disasters, or if there's some elemental power causing the trouble.
CalmarAdventure Hook Junction II
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High-Up's High-Ups1. Short1. Short
Most cutters assume factol Sarin's the ultimate high-up of the Harmonium. Truth is, the hardheads' primary area of influence is a bunch of worlds on the Material Plane and they actually regard their holdings on the planes as colonies of sorts.
However, some members of the Octave, the Harmonium's government, have announced to stop by in Sigil before they proceed to visit the Harmonium holdings in Arcadia. Now Sarin and the hardheads in the Cage naturally are in turmoil (so to speak) to make sure they make a fine impression on their high-ups and to ensure they'll be save and sound while in Sigil - of course all that's top secret.
Well, in the Cage such a big deal won't stay secret for long.

The characters can get involved into the events in a multitude of ways, depending on the factions they belong to and the amount of information they possess. The Doomguard or the Xaositects'll want to disrupt the visit by means ranging from spoiling Sarin's efforts to be an excellent host, to an assassination attempt on one of the hardhead high-ups. The Harmonium'll do their best to make sure the Octaves have a safe and pleasant stay in the Cage. While Bleakers and Dustmen probably won't care, Members of the other factions might be interested in the events as well, depending on their goals and their relations to the hardheads.
CalmarAdventure Hook Junction II
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Down the Drain1. Short1. Short
The important item (probably an artifact) that the PCs need is owned by a rich Sigilian merchant. However, he laments that just hours ago, he accidentally lost his ring down the latrine portal to Ooze-- a ring which has been in his family for generations. He'll only give the PCs the artifact (or whatever it is they need) if they dive into the latrine and into the Paraelemental Plane of Ooze to retrieve it. Unfortunately, by the time they get there, it has been confiscated by a spiteful Ooze paraelemental which seems to be channeling Gollum (except that it says "precious shiny" instead of "my precious")
Hyena of IceAdventure Hook Junction II
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The Great Fumbles of Mr. Giles1. Short1. Short
A beer spill of epic proportions in Sigil forces the PCs to assist an NPC mage named "Mr. Giles" in opening a huge one-way gate into the Paraelemental Plane of Ooze in order to empty the deadly torrent. However, due to some miscalculations, they accidentally open a portal to Elemental Water instead, earning the wrath of the Padisha of the Marid, Ben-Hadar, Blibdoolpoolp, and several other big names of the plane.
Note: A cookie for anyone who knows what "Mr. Giles" is a take on."
Hyena of IceAdventure Hook Junction II
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Lost in Arcadia1. Short1. Short
A one-way portal has stranded the PCs on Arcadia and they have no idea where to find a portal out. On the surface, Arcadia isn't a bad place to be stuck what with its pleasant climate and (mostly) friendly natives, but one crime or misunderstanding (even something as simple as picking someone's apple tree) could have them chased across the plane by einheriar, the harmonium, formians, petitioners, aasimon, or all of the above. What's worse, an old enemy of the party (DM's choice who) has found them there and is feeding the locals stories of the party's past "crimes" (some of which could even be true). The party has to escape before the whole plane aligns against them, and if they fail they will have to face one of the dangerous entities in the planes, an Arcadian jury.
DuckluckAdventure Hook Junction II
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Live Book1. Short1. Short
An (especially) eccentric Dustman sect has set about compiling a list of all individuals currently living in Sigil. Conventional wisdom says that this task is impossible, but the Dustmen are undaunted and have already recorded hundreds of thousands of names. This whole process has many Cagers worried, however. Many of the less law-abiding residents are concerned about their true identities entering the public record, while others are concerned that if they don't make it they might cease to exist, and there are even a few who are entirely unknown to the rest of Sigil and prefer it that way. Just about any organization in Sigil (including the Dustmen themselves) could task the PCs with destroying, acquiring, or altering this "Live Book" for their own ends, but the Dustmen have guarded it well, and the PCs aren't the only ones looking for it.
DuckluckAdventure Hook Junction II
56
Insensed Sensates1. Short1. Short
The Doomguard have acquired the only remaining copy of an ancient book of Tanar'ri lore and, having no idea what it is save that it's old and important, plan to destroy it in a special ceremony. The Sensates, having learned about the book's discovery, want the party to rescue the book so that they can read it. The twist is that the book itself is unspeakably evil and quite cursed. The book grants its readers great knowledge and power, but is hazardous to their physical, mental, and moral health. If the players let the Doomguard destroy it, precious information about the nature and origins of the abyss (and evil itself) will be lost forever, but letting a bunch of flighty thrill-seekers play with an object of unspeakable evil may not be so smart either. Of course, if the party decides to just hold onto it, sooner or later they'll have to deal with the angry demon trapped inside.
DuckluckAdventure Hook Junction II
57
Educating the Ignorant1. Short2. Medium
A clueless archmage of relatively high power, but with very little knowledge of the Dark of the planes has recently joined one of the PCs factions. The leaders of the faction decide that as great an ally as he is, he will only embarrass the faction if he isn't shown the truth. The PC is assigned to be his 'Tour Guide' and to teach him as much as is possible about Sigil, the Inner and Outer Planes, and whatever else he's mistaken about. Just imagine the PCs trying to balance correcting his errors with avoiding his wrath by angering him. And just wait until he manages to insult a room full of Tanar'ri by calling them Devils or some such. While they may not be much of a threat to him, the PCs will be in trouble…
HymnethAdventure Hook Junction I
58
Ghost in the Shell1. Short2. Medium
Modrons in Sigil have contracted a strange "illness": they start acting odd, they sing, dance break stuff and things like that. Then after some time they resume normal functions without any memories of what happened before. Of course the Guverners and the Pentadrone located in Sigil want to investigate this strange phenomenon, so they hire some more creative and risk-taking bloods to assist, the PCs that is. Who is behind this? A ghost of a Xaositect who for some reason can only possess modron bodies though the lawful energies of modrons soon drive him out. The PCs have to figure first what is going on, then they have to figure how to lay this restless spirit, who can't stay focused for more than 5 minutes, to its final reward on Limbo.
SquaffAdventure Hook Junction I
59
Hermit of Everchangeing Order1. Short2. Medium
And old hermit that preaches from the Book of Everchangeing Order (from Tales from Infinite Staircase) is traveling the streets of Sigil, searching for a portal to a Prime where he will continue his mission to preach on the connections between Law and Chaos. In the meantime, extremists from both the Xaositects and the Fraternity of Order want to shut the man up for good. The PCs may either help the old hermit or they may try to stop him.
SquaffAdventure Hook Junction I
60
Knowing the Unknowable1. Short2. Medium
A Guvner scholar studying the ever swirling chaos of Limbo recently made a historic discovery. He found a book that explains how the apparent chaos of the plane is actually the result of extremely complex applications of universal laws. The Fraternity of Order rejoices at this news and sends a team to retrieve the scholar’s research. Unfortunately, the Scholar has gone completely barmy. The Chaosmen don't believe a word of this screed and assume that the book is a powerful artifact of chaos. Both factions want the book for their own reasons, the Guvners to study it and the Chaosmen to spread chaos. Of course the Harmonium is concerned about what this item could do in the wrong hand so it has to get involved as well. The PCs could be members of any of the above factions, or they could besent by other factions to retrieve, destroy or investigate the book. Members of the Bleak Cabal could even seek out the Scholar to insure his new condition is treated, if they can work up the motivation that is.
BAAL the GoatlordAdventure Hook Junction I
61
The Center Does Not Hold1. Short2. Medium
The Hive is one major problem in Sigilan elections. Who are the rightful citizens? Who actually owns property? The Xaositects are a faction, but are they an organization with officers? No definitive census even exists for The Hive. Some districts are more stable than others within the Hive, but how does the Hive Ward as a whole choose a representative to the council? The answer was a bit of legal trickery that ended up tricking the tricksters. When the Council was set up, it was agreed that if a district could organize its affairs enough to prove the Advisory Council's criteria for citizenship, those votes could be submitted. In those areas of the hive populated by naught but gutter runners, street-pillows, and slum-shackers, the population would have to submit a voting plan and approve it by eight out of every nine votes counted. Now, many districts in the Hive are denied a vote because not enough berks can agree even when to have a vote about how to vote. In some districts, however, they have a lot of fun with it. They might hold a footrace, or a silly song contest, or a giant poker game, or a duel to the death between candidates.
AzureAdventure Hook Junction I
62
Who's Hand is That, and Why is it On My Wrist?1. Short2. Medium
After a long night of drinking (or other suitable activity) the PC awakens with a splitting headache and a very troubling problem. Apparently, while unconscious, an enterprising fleshcrafter scavenged their body for parts. At least the good doctor was kind enough to replace what it took with suitable replacements, but are 2 left arms really suitable? Or a bugbear's feet? Or the liver of a lifetime alcoholic? One of the only clues the PC has to the whereabouts of their parts are minor sensations from each one. But just how does a person go about retrieving stolen body parts? Will they even be willing to take back their heart from the elderly grandfather that it is keeping alive? Or their eyes from a formerly blind child? Decisions, decisions…
HymnethAdventure Hook Junction I
63
The Vortex1. Short2. Medium
The Doomguard Lich Nuir has travelled to the Plane of Ice, to a place so cold that some say even the words of creation froze and fell to the ground. And he came back with an idea...
According to him, the multiverse will end in a giant vortex, born on the negative energy plane. When that vortex has swallowed everything, a new multiverse will be born. But not only that, but those who know how, will be able to control the vortex, and the new multiverse born from it.
Now, whether that's true or not, Nuir is convinced. And now he's training... he acquired a Sphere of Annihilation and is travelling around the planes, destroying everthing in his path to train his ability to control such a vortex of destruction.
[b]Adventure Hook Junction II
64
Secret Ingredient1. Short2. Medium
The multiversally acclaimed cook, so-called "God of Taste", also known as the "Chef of Gods", is in Sigil after a long break. he wants to celebrate his return with a flashy feast, and he will introduce the new recipe he came up with while on vacation. His cuisine always include some rare, even unique stuff. This time he outdid even himself and ended up with the most important ingredient missing.

The PCs are secretly invited to a meeting with the Chef and are tasked with acquiring the secret ingredient.

It is only a few days before the big night and all the golden lords and ladies of Sigil are invited. Everybody is excited about the event and speculations about the new delights are flying around. This means the PCs have to be quick and cunning, as there is a time limit, and those who wish to learn the secret recipe may become persistent.

Here's the catch: The PCs will be invited to the feast if they are successful. This means they'll share a table with some of the most important bloods in Sigil. And the meal itself's supposed to be magical.
EvilAdventure Hook Junction II
65
Reform School1. Short2. Medium
"Doesn't it seem sometimes like there are too many reformed fiends out there? Don't get me wrong, being nice to people is actually pretty cool, and you'll never hear me complain about a Tanar'ri NOT shoving my severed head up my arse ... but I''m just sayin'; for the irredeemably evil, there seems to be quite a few who've found redemption. More or less than fallen celestials, though? Only the rilmani keep good count of stuff like that, I guess."

Fiends have been disappearing off the streets of Sigil. Not that anyone cares. Not even other fiends. Most are weaker to mid-range types. When someone actually notices they assume the fiends are running afoul of enemies, superiors, up-and-coming inferiors, Sodkillers, Clueless, The Lady, or a host of other common dangers in Sigil. Robert Killian {or insert your own clever name}, a Guvner namer who works in the courts, has noticed the trend spiking markedly. Though nobody else seems to care, he's done some digging. Of course, he's a small man who pushes ink around all day, and a coward, so he wants the PC's help to do some field work. He believes he has identified one particular area of the Lower Ward that he believes will see disappearances soon. The PCs might encounter Tieflings and full-blooded fiends wondering what the PCs are doing in their neighborhood. If the party comes back a couple of nights in a row, eventually they witness a brace of cowled figures making off with a large rolled-up rug. They quickly exit the district, heading for the Hive.

Pursuing PCs who think to check auras notice all the figures are mostly Neutral-Good (though with a lot of leans toward 'Chaotic' and 'non-Good' ). Whoever's in the rug is Evil. The figures flee back to a secret hide-out under the Hive Ward. They may even WANT the PCs to follow them. They are a group of aasimar and devas, led by a planetar, who have been kidnapping fiends and trying to reform them. They have experimented with many methods; education, incarceration torture, magic, psionics, etc. They believe they may be near a breakthrough with a method combining Styx-water, long-term psionic domination, and a variant reincarnation spell.

They ask for the PCs' help in redeeming these wretched, twisted, monstrosities of evil that pollute the planes. If the PCs refuse, the reformers might decide THEY need some education.

For a twist: Are the rilmani involved? If so, are the reformers serving the balance or upsetting it?
AzureAdventure Hook Junction II
66
Pandemic1. Short2. Medium
The Oinoloth has sent agents-- including one of his aspects-- to Paraelemental Ooze to discover (or worse, CREATE) new diseases. The PCs must thwart the Oinoloth's plans.
Hyena of IceAdventure Hook Junction II
67
Fiery Vendetta1. Short2. Medium
Disastrously, Zaaman Rul learns of and is somehow convinced of the truth-- it was Ekhak and Chilimba who murdered his mother long ago, not Imix. Overcome with indignation and wrath, Zaaman Rul recklessly declares war on both mephit lords. The PCs must assist Sunnis and Chan in convincing Zaaman Rul of his error.
Hyena of IceAdventure Hook Junction II
68
The Aquamarine Letter1. Short2. Medium
Faerinaal has discovered that Morwel is two-timing him (or three-timing if you assume Gwynharwyf is also her lover, which I'm betting she is.) and has decided to confront Ben-Hadar for a duel to settle their differences. However, Sunnis worries that this duel could get ugly, as Faerinaal might not view Ben-Hadar as a power of Good.
Note: the name is a take on "The Scarlet Letter". Aquamarine refers to the color.
Hyena of IceAdventure Hook Junction II
69
Artscapes1. Short2. Medium
The PCs chase a thief through town, on the way happening across a strange arcane spell.
Later on, they chase the thief into an art gallery, where they spot her in one of the paintings! Noticing the PCs, she quickly flees the canvas!
The party wizard suddenly realizes what the spell is for-- it's a "Merge with Art" spell that will allow them to enter the worlds depicted in the paintings. This quest takes the PCs through a series of worlds depicted on canvas, including Sigil's own rendition of Relativity, as well as other Planescape takes on bizarre classical art, as well as-- well, paintings of things that you REALLY wouldn't want to be in an artscape of, such as a painting of armageddon or of a famous Githyanki-Illithidae war. Note that inter-painting travel is integral, and each painting (essentially, pocket demiplanes, though many extend beyond the canvas) possess a portal leading to an adjacent painting on the wall.
Hyena of IceAdventure Hook Junction II
70
Dragon's Egg1. Short2. Medium
A scholar recruits the party to travel to Bytopia in search of a newly discover resource, but he's mighty cagey about what it is. How will the party react when they discover that the Adamantine Dragon has dozens of wyrmlings, and that their quarry is its latest egg?
DagonAdventure Hook Junction II
71
A Real Knower Man1. Short3. Long
The PCs are sitting in a rundown bar when they over-hear a conversation between two canny berks. One man says, "Perhaps the Lady represents mental anguish... and she gets power from the Factions, from people who ask why?... But worshippers wouldn't offer this, since worshippers never question..." Then he was flayed. Guts and bones thrown off him and he slummed against the bar, blood spilling everywhere. Since then every sod’s been after this man's notes, dairies, anything, anything that was his...because he must of know something, he must of been onto something, right? The Lady doesn't just flay people, right? Right? Right.
TheSkyAdventure Hook Junction I
72
Big brother1. Short3. Long
A young man asks the PCs for help: his elder brother is sick, and getting sicker. No healer can help him, so perhaps experienced planewalkers could find out what kind of curse he suffers? In truth, the brother couldn't be worse: he's been dead for three years. However, his younger brother's belief that he was strong and indestructible kept him moving and well. But as the young man's grows up and gets more mature, his belief in his brother’s invulnerability starts to fade - thus the apparent sickness.
BoojumAdventure Hook Junction I
73
Bring Him Back Unharmed1. Short3. Long
An especially unpleasant fiend that gives new meaning to the word “hostility” must be captured and bought to the PCs employer for jink, items, or information. The catch: the fiend must not be harmed. Not even scratched. Of course, the fiend is in hiding and disguised, and quite a planehopper, thus the PCs will be led on a wild goose chase throughout the planes. Fiend or not, the target is generally unpleasant enough to attack the PCs on sight. Therefore, traditional diplomacy, intimidation or the “come with us for your good” approach are out of the question.
TriasAdventure Hook Junction I
74
Campaign Contribution1. Short3. Long
Sigilan law is really lax and practically unenforced anyway, when it comes to monetary support to candidates. Every Guild has its own bylaws, of course, though they tend to be stricter than the 'official' law. Judgeships are considered special, but members of the Sigilan Advisory Council, as well as district officers, constables, barristers, and a host of other minor and moderate public offices are bought and sold every election cycle. A 'good' politician is one that stays bought and remembers her friends (and their jink) once she's in office. The PCs learn about a large pay-off, in the form of a chest full of jinx and merts, that has to make it from one Ward to another. The pay-er is known to be a cheapskate who'll likely not pay a lot for security, so it should be a fairly easy grab… The PCs learn that the temple of, pick your favorite evil deity, is going to make a huge pay-off to an influential candidate. Stealing the pay-off is double-win, as not only can they thwart the evil temple's plans, but get paid in the process. Alternately, they may learn that there will be an assassination attempt on a (too) honest candidate with a lot of popular support. When they eliminate the assassin, they find a powerful item the assassin was carrying. In this scenario, the assassin's guild, while they harbor no ill will toward the PCs (occupational hazard), want their property back. They are also likely to try again (they already took the money for the hit), and if the PCs are still around will see them as a threat to be taken care of. Follow-ups: Every action has a consequence… 1) The corrupt guild / evil temple / rival Faction or Sect is not happy that its jink disappeared. They are actively trying to find out who robbed them, and when they find out they plan to recoup the loss with interest. 2) Another group of bushwhackers had the same idea. They either run into the PCs while they are weakened from taking down the guards, or they find out soon after and come looking for the group that took 'their' jink. 3) Thepay-off was highly illegal, and the Authorities had a sting set up and ready to go, for a change. They are not too happy about 'their' evidence growing feet. A few gumshoes following the PCs’ footprints makes for a fun time (for DMs and players, not PCs).
AzureAdventure Hook Junction I
75
Detour1. Short3. Long
A Baatezu Blood War detachment tried to steal a march on their Tanar'ri foes by routing through a couple of conduit portals through an Upper Plane. They were mostly Cornugons with a Pit Fiend in command. This was an elite aerial detachment, perhaps 40 or 50 strong. (For this to work, 3.5 edition teleport rules have to be in force or this must be set after the events of Squaring the Circle, so that the fiends can't simply Teleport without Error home). Unfortunately, demonic sappers destroyed the portals while the devils where marching to the second portal. So now they're stranded on the Upper Planes. The Pit Fiend commander doesn't really want to fight Celestials, so now the PCs have an opportunity to defuse the situation before there is bloodshed and get the detachment where it was going.
Darkness_ElementalAdventure Hook Junction I
76
Election Daze1. Short3. Long
Every three years, a Ward votes for its representative on the Sigil Advisory Council. Many other lesser office elections, for judgeships, guild officers, public advocates, city watchmen, etc., are also held at or around this time. Technically, all actual citizens of Sigil in a particular Ward (2 each year, on opposite sides of the ring) vote. In reality few residents are officially citizens, and those that are often have somebody else cast their vote for them, especially if they are in a faction, guild, sect, temple, etc. In order to be a citizen, one must meet one of the following criteria: a. Own Property. b. Be an officer-level member (factotum or above) of a property-owning organization recognized by the city. This includes factions, guilds, temples of Powers of Intermediate or greater rank, certain recognized sects, and so forth. The PCs, if any are eligible, are called upon to make their choice in the elections, as every vote is valued by those running for election. There are several Sub-adventures that can be set in the crazy, chaotic, cut-throat world of Sigilan street-level politics.
AzureAdventure Hook Junction I
77
Ethics1. Short3. Long
The PCs overhear an argument between a Guardinal and an Archon. It seems that a small group of Guardinals entered into a contractual agreement with a similar group of Archons. The Archons delivered their end of the bargain, but now the Guardinals say that they won't be following through on their side, because unforeseen circumstances have made it much more difficult than anticipated, beyond their abilities to perform. They offer to perform some other service, but the Lawful Archon isn't too pleased with the whole thing. The PCs have an opportunity to get the two calmed down (or riled up, depending on party alignments). Once the two report back to their respective superiors, the PCs may have a similar opportunity between the groups as a whole.
Darkness_ElementalAdventure Hook Junction I
78
From Bad To Worse1. Short3. Long
The body of some individual important to the PCs is taken by the Collectors before they can find it. They could require the body to retrieve an item, as part of final rites, or to resurrect the individual. Unfortunately, upon following the trail to the whereabouts of the body, they discover that the only one who knows is a Dustman but he is not present in Sigil. The PCs discover that for one reason or another, the Dustman is somewhere within the Bonecloud on the Astral. The PCs must really consider how important the body is to them. Has the body been taken to the Bonecloud too? Not good news, either way. If one places this adventure Post-Faction War: Considering how portals became all confused in the Tempest of Doors the Mortuary's portals could have simply opened to the Bonecloud as the body was sent it on its way out the city.
bRA1N-b0XAdventure Hook Junction I
79
Insectile Invaders1. Short3. Long
A hive of formians, including their queen, has moved into Undersigil leaving some in the city worried that the bugs are going to steal their jobs, eat their children, or do something equally dastardly. The PCs are tasked by the Advisory Council, one of the Factions, or simply concerned locals to find out what the formians want and, if possible, how to make them go away.
DuckluckAdventure Hook Junction I
80
Phantoms of the Opera1. Short3. Long
It has always been rumored that Civic Festhall is haunted, but in recent days sightings of strange apparitions are increasing, especially during opera performance. Of course, the strange shimmering apparitions are attracting lots of patrons and customers who want to see what is this all about, but some Sensate factotums are still worried about the strange happenings, so they hire the PCs to do some ghost hunting. Except the "ghosts" are not ghosts, but beings of living sound that have been stranded in Sigil and are searching for a way home. They come from a plane where sounds have color, shape, and weight, and where song is act of creation and a scream is used as weapon of destruction.
SquaffAdventure Hook Junction I
81
Rod of Wonder1. Short3. Long
A Xaositect adventurer returns from a trip to Pandemonium with a Rod of Wonder. He promptly puts it to use to spread a little chaos around Sigil. On its own, this would simply be slightly annoying, however the PCs come to find out - possibly from the Xaositect himself as he's the chatty type - that the Rod was found in one of the sealed caverns of Agathion. Things don't usually wind up down there unless there's a reason for it. Just how worried should the PCs be? And just what else can that Rod do?
Darkness_ElementalAdventure Hook Junction I
82
Rumors of the Slaad Lords II1. Short3. Long
Gatehouse barmies are dreaming about Ssendam, Tolly Salmon was said to have muttered something about the "golden shape" before she departed the gatehouse.
sciborg2Adventure Hook Junction I
83
Rumors on the Slaad Lords III1. Short3. Long
The slaad lord Chourst apparently plans to look into the well of the Norns, to see what his future may be. Those who venerate the triple goddess represented in the crones, as well as those who believe in destiny, are rather worried over the prospect. Chourst himself believes that the well won't be able to show his future, as he is the personification of Randomness. In fact, the Slaad Lord hopes the well's power will be destroyed in the attempt, and the sect known as the Fate-Breakers are more than willing to help him out.
sciborg2Adventure Hook Junction I
84
Rumors on the Slaad Lords IV1. Short3. Long
Having recently been seen in the Court of Color on Radiance, Renbuu commented at the time that the multiverse has the wrong color scheme. Additionally, that there ought to be a lot more orange dragons around, as the Slaad Lord felt they were under-represented on the multiverse. However, whether Renbuu can naturally shift the chromatic dragons between species at will as he can with the slaadi ranks is unclear. Regardless, Tiamat is believed to be rather upset with even the suggestion and has dispatched one of her consorts to assassinate the Lord of Color. Unless, of course, Renbuu started that rumor for his own enjoyment as well.
sciborg2Adventure Hook Junction I
85
Smitten1. Short3. Long
The PCs rescue a young and attractive member of the opposite sex from some dastardly fate, and she/he falls for one of the PCs. His/her affections are genuine, but there's a hitch. The rescued is a noble (or elf / aasimar / very rich / already married / immortal exemplar / whatever), and the family does NOT approve of "Tomb Robbers, Planewalkers, Mercenaries and Adventurers". There may or may not be another suitor or arranged marriage back home. If the PC is good (twist: the true love is of an evil aligned race) and cares for the person in question, some of the family may side with the PC. This may be even worse than the otherwise hostile situation, considering how virulent feuds between close relatives can get on occasion.
AzureAdventure Hook Junction I
86
The Cloak of Half-Being1. Short3. Long
A PC discovers a grayish and insubstantial magical cloak that causes powerful physical attacks to pass right through him, while his powerful physical attacks do the same to others. Weaker attacks by both the PC and his enemies still make contact and have their usual effects. Gradually, this cloak begins to weaken the PC and make him incorporeal at inconvenient times - though it also provides many other benefits, such as the ability to float a few inches off the ground at all times. The PC soon finds that he is pursued by other figures wearing similar grey cloaks who seem dead set on killing the PC and fade into puffs of smoke when they are slain.
weishanAdventure Hook Junction I
87
The Succession of Gith1. Short3. Long
In the waning days of Valkilith CLVII's mortal reign, a far sighted githyanki warlock named Duth'Njuk placed records concerning the full succession* of the githyanki throne in the care of a powerful construct, a Living Vault, and launched it into the gulfs of the Astral Plane. After a thousand years of obscurity, records concerning the Vault of Duth'Njuk have at last been revealed in secluded githyanki libraries, and parties of githyanki have set forth to reclaim the lost records. The vault does not simply open up for any githyanki who approaches it, instead it must be entrapped or somehow destroyed. Further complicating matters, it is capable of using Plane Shift or Greater Teleport once every 1d10 rounds. This can concern the PCs in two ways. First, the PCs become involved in the search, either on behalf of the githyanki, or on behalf of those who do not wish to see a new Queen on the Red Dragon Throne. Second, the Vault may simply appear near the PCs or something they care about, with a horde of zealous githyanki seconds behind. *Incidentally, the succession records the descendants of various high officers of the Rising, and their order of precedence, providing clear guidance on inheritance questions.
Darkness_ElementalAdventure Hook Junction I
88
Trick or Treat1. Short3. Long
Some new sort of "rare chocolate" is sold by a shop in Sigil. Unfortunately the chocolate is filled with liquid that has been made from waters of the river Styx. A lot of Sensates have run out and tried this "new experience" before knowing about the side effects. Now the faction is in some disorder and the PCs are asked to find out the dark behind all of this.
MaskAdventure Hook Junction I
89
Visit Sunny Nemausus!1. Short3. Long
Someone, probably the Xaositects or the Revolutionary League, has been printing out fake travel brochures and distributing them among the Clueless. The brochures, which are printed on cheap card stock but have unusually good pictures, urge the Clueless to "visit sunny Nemausus," a "planar paradise of rest and relaxation," and gives them directions to several portals to Arcadia's lost third layer. The flowery words and bright, cheery (and somewhat outdated) pictures make no mention of the Harmonium re-education camps, the layer's collapse into Mechanus, or the fact that it is the battleground for the second largest war in the Multiverse. The PCs come across one of these pamphlets and have to find the source and shut it down before any more Prime tourists get sent to certain doom.
DuckluckAdventure Hook Junction I
90
Disharmony in the Harmonium1. Short3. Long
Hook: The PCs encounter a Harmonium patrol in the back allyways of the great Bazar, beating a defenseless Inep Bariaur, whale the poor kid screams bloody murder that he hasn't done anything. One of the Harmonium notices the PCs, and will order them away, or (if there are any Indeps flashing their symbol, or obvious primes such as elves or whatnot), order his friends to "kill 'em" for no reason.

The Dark of It: There is a splinter version of the Harmonium that is going after all indeps, viewing them as dangerous individuals because their push for individuality is in direct contrast to the Hardhead philosphy. Now, the factol doesn't know about it, but these guys think they have the right of it, and are willing to kill and falsify information in order to achive their goals. What's worse, they have made an alliance with Cirily (from faces of Sigil), an Eladrin that wants to form her own faction as a Planars-only faction, and kick all primes out of Sigil.

The two groups have struck a deal. The Hardheads get supplies, safe houses, and political support from Cirily, and in turn, they whipe out the Indeps, making way for the new faction (remember, only 15 factions in Sigil!) Their numbers are starting to grow, and several indeps have banded together to offer a reward for stopping this invasion of freedom, preferably by bringing proof to the attention of the Factol of the Harmonium, a guy who does not stand lawbreakers, even those in his own ranks.
DegausserAdventure Hook Junction II
91
Uproar in Sigil1. Short3. Long
Hook: The PCs return to Sigil after an extended adventure to find the entire city at each other's throats. A bit of digging finds that the Harmonium, Indeps and Anarchists are all fighing amongst themselves, and fighting the Guvners. Rumor has it that the Guvners have found a doomsday weapon and only the faction high-ups know what it is. People are saying that the lady has mazed a bunch of people already, but that hasn't stopped anyone yet.

The Dark of It: The Fraternity of order has indeed found a new ritual, and it can be used as a weapon, but not the one people think. It is a newly developed (or alternatly, ancient, lost) ritual simply called "Know." The ritual poses so much of a threat, or could be such a boon, that the factions are willing to go to war with each other in order to posess this ritual, and to make sure no one else does! Unbeknownst to all, the master of this ritual has fled Sigil, in order to avoid being mazed by the lady, as soon as he saw there was a problem, he is currently hiding out in the gate-town to Mechanus.

Know, level 26, Category: Divination, Casting Time: 1 hour, Duration, Instantanious, Component cost: 45,000 GP, Market Price (Special, only one copy is known to exist, and the master isn't handing out copies), Key Skill: History (No roll)

Casting the Know ritual is somewhat similar to the Voice of Fate Ritual. However, instead of asking questions about the future, instead the caster states something specific, and instantanously gains enough knowledge about that subject to be an expert. For example, a battlefield commander could state "The Opposing army" and instantanously learn the size and state of the enemy troops, all their current plans, and all the enemy commanders' names. Alternatly, the Heardheads could cast it to learn the best way to go about expanding their empire, or the locations of all Anarchist Cells.
DegausserAdventure Hook Junction II
92
A Heartbreaking Work of Staggering Genius1. Short3. Long
Irvin Longfellow, a well-trained artist of (as of yet) no renown, has fallen in love. He's an Indep, and his lady-love, Ti'andelis, is a Sensate (but he's willing to forgive that). Sadly for Irvin, he's only one of many suitors, and she barely even knows his name. To impress her, he wants to make a work unlike any she's ever seen before, and he'll need the materials to do it. As an artist of many media, Irvin refuses to work on this project with anything he's used before; he'll settle for nothing less than a rare material -- wood, stone, metal, clay, bone, or otherwise -- from the corpse islands of the Astral Plane.

What's more, out of begrudging respect for Ti'andelis' beliefs, Irvin feels it would be dishonest to send others to do the work for him. He hires a few intrepid planewalkers (who else but the PCs?) to serve as his minders and guides in the Silver Void. The problem? Irvin has never left Tradegate, and has no idea what he's getting into. Everything new and potentially interesting draws his attention, whether a torpid dhour or a flight of astral searchers. Can the party keep him alive long enough to collect his promised reward?

Sample Complications: Ti'andelis is blatantly manipulating Irvin and all her suitors into providing for her every luxury; the people in her thrall don't respond kindly when this is pointed out. Another suitor got it in his head to kill all his rivals. Irvin is completely self-obsessed and uninspired, and rewards the PCs with some worthless, derivative artwork of his own creation. The Guardian of the Dead Gods is very displeased with the party's activity on one of the God-Isles.

This could be a short jaunt or even a series of excursions, depending on how long and how many trips it takes the PCs to find what they're going after (and what kind of trouble they get into along the way).
StixAdventure Hook Junction II
93
The Nightmare1. Short3. Long
For weeks a phantom criminal stalks the alleys of the Lower Ward, breaking into houses and putting cagers into the dead-book, apparently at a random pattern. The same time Indep Shalya Carnet is haunted in her sleep by horrible nightmares of crime and violence and plagued by tiredness when awake.
The dark is she doesn't simply dream of these events - in fact it's her dreams that create the violent phantom.

Hardhead-investigators comb through the phantom's tracks and rack their brain-boxes to find out the identity of the murderous stranger who gives 'em the laugh again and again. 'Course the Signers'd take great interest in the tiefling girl as soon as they find out about her ability to affect reality through her dreams. Additionally, the Bleakers'd gladly subject her to special "treatment" in the Gatehouse to help her to get rid of her awful condition.
Why is Shalya dreaming a murderer into reality and what does the phantom try to achieve? And what exactly is the phantom?

The player characters can get involved into this plot in various ways. They could be friends of the young tiefling, of one of the phantom's victims, or be involved with one of the factions that're on her heels.
CalmarAdventure Hook Junction II
94
Myron's daughter1. Short3. Long
The artificer Myron was not only known for his great skill, but also to for his quick temper. Over time his imprudent coarseness, his sudden outbursts of anger and his fanatical devotion to his work had alienated him from both his friends and his wife. One day, when Myron had locked himself in his workshop after a heated argument with his wife about something unimportant, she died in a horrible accident.
Myron cried bitter tears, prayed to the gods to bring her back, carried her to the wisest priests and to the greatest temples to restore her to life, but it was all in vain, for he failed to realize that she simply did not want to return to a life with him (see, there actually was no tangible reason for her not to give this berk the laugh - like many others'd do -, but sometimes life just ain't that easy for certain cutters).
At this point Myron the Artificer went barmy. Where the gods had forsaken him and failed to bring his wife back to life, he thought, it was his superior craftmanship that should allow her to live again! He began to fabricate a body of brass and white marble, with gears and spokes in its interior for her soul to inhabit. Seeing that his first attempt to summon her soul into the automaton didn't work, he concluded that he somewhere made a mistake during it's creation. Did he use the wrong materials? Where it's capabilities too limited to to shelter a human soul? And does one have to give the automaton certain basic traits of a person's behaviour first?

After years have passed and piles of jink were spent, only to create a multitude of failures that were at best caricatures of her personality, Myron managed bribe a greedy Sensate to get hold of a sensory stone that stored a vast amount of his wife's memories. From this stone Myron created a heart to bring his latest automaton to life.

A mage known as Myron the Artificer has managed to peel the Sensates off of one of their sensory stones with the help of a traitorous faction member, in order to bring his dead wife back to life as an automaton. Unfortunately for Myron the construct's not exactly behaving the way he has his beloved wife in memory and causes a lot of havoc in the artificer's large kip. The automaton's highly disoriented and completely clueless about who or what it (she?) is supposed to be and just why it came to exist, and has begun to bash Myron's case to chips with it's quite formidable abilities. See, waking up to find out to be some kind of artificial construct that's surrounded by a multitude of dead copies of oneself's enough to drive a cutter scared and barmy, especially when she's in a strange place with and just a small bunch of rather vague memories.

Is the mage the victim of some malfunctioning construct, or is he a criminal for creating a being that's doomed to suffering? Is it justified to take apart a dangerout automaton when it possesses feelings?

It's a cinch that the Sensates want to get their sensory stone back and to find out what's going on. The Harmonium might want to investigate the cries sound of fighting coming out of Myrons's case, and the Mercykillers'll likely be interested ensure just punishment of the wrongdoer - whoever that might be.
CalmarAdventure Hook Junction II
95
Trouble in Orctown1. Short3. Long
A community of strange Lawful orcs from the Harmonium home world of Ortho have settled in Acheron and have started trying to "convert" all Orcs in Acheron who have been "tainted" by Chaos (IE most of them). This provocation has the followers of the Orcish pantheon up in arms, but Acheron's status as a Lawful plane has them on the defensive and even the goblins and bladelings are starting to pick sides. War is the standard method for resolving such conflicts on Acheron, but this time the PCs have somehow become stuck in the middle and must choose whether to resolve the conflict or just try to pick the winning side. Should they fail to reach a sufficiently Lawful conclusion it is entirely possible that parts of Acheron will start shifting into the Outlands or more remote planes causing conflict to spread all over. Whatever happens they will likely come out of the mess with a few new friends and some powerful enemies.
DuckluckAdventure Hook Junction II
96
Linked Portals1. Short3. Long
Some wizard managed to develop a powerful spell named "Link Portals". It allows to link the exit of a portal to the nearby entrance of another portal. Someone using the first portal will arrive at the destination of the second portal. While originally used for helpful purposes (if you have to make a short trip through some dangerous plane from one gate to another you can just send one protected spellcaster, while the rest of the party can travel unseen and unprotected through the linked portals), there are lots of possible abuses for the spell.

As soon as word of this spell spreads, a lot of people want to get their hands on it - whether for use, abuse or destruction of the spell. The party could get hired from one or more interested partys to find the spell.
MaskAdventure Hook Junction II
97
Alt adventure1. Short3. Long
An "employer" forces the party to hunt down an individual on Bytopia. It turns out that the person is a priest of Loki who stole the Adamantine Egg. But why did he steal it and why did the party's "patron" resort to blackmail instead of hiring or requesting the party's aid?
DagonAdventure Hook Junction II
98
Groundhog Day1. Short4. Very Long
The PCs defeat monsters in the forest and go to sell the loot in a nearby typical village, just like any other day. After they have completed their business they go to sleep. When they wake up they find they are back in the forest and the same monsters are attacking them, and in the nearby village the people are also doing the same things they did yesterday. The next day is the same, and the next... PC enter a time loop that repeats over and over again, except the PCs retain their memories of the past day. Behind this problem is a genial, if a little crackpot, gnomish inventor who invented a time gate. The gate jammed when he was testing it and is now stuck. And he along with it. The PCs must find a way to save the gnome who is the only one who knows how to shut the machine down. Simply smashing it will not work.
SquaffAdventure Hook Junction I
99
Across the planes In 80 days1. Short5. Campaign
A VERY rich and just about as clueless noble has read some books, describing parts of the Planes. Now he wants go to there, and see for himself. All the highlights of course. City of Brass, Demonweb Pits, Jangling Hiter, Sigil… He bought a trip through a portal to Union, where he meets with the party that was hired to be his guides and guards. He even provides a (slightly inaccurate) list of portals and keys to use. Unfortunately he already planed his trip home through the portal in Union again, so there is a limited time for him to get through his sightseeing and back to Union. Of course, the PCs have a limited about of time to prepare for each stop. If you are a generous DM, the players may get whole lists of places to visit at once. Otherwise they are surprised with a new destination every time. This is a good way to show the characters around, taking them to special places that didn't fit into your normal campaign. If you want to use this adventure as an introduction to the planes, than the PCs are hired just as guards and guides are brought along if needed. At almost any other time the noble prefers to use his books as guides.
MaskAdventure Hook Junction I
100
Save the environment1. Short5. Campaign
In Sigil patches of Razorvine start dying.
That's not exactly bad news for most people, so at first most people won't care. Even the Dabus ignore it. No one cares - except those guys, who rely on Razorvine for extra protection.
They could either hire a party as guards for a special event, or they could send them investigate. Is it a disease, an insect or perhabs a spell? Did it come through a gate from the lower planes?
The infection might spread to some lower plane from Sigil, bringing up investigators from Baator or Gehenna looking for the reason as well. They might or might not form alliances with the party (and they might or might not honor agreements).
But with those fiends in Sigil a lot of people start to care at last. If the party is not yet involved, someone colud hire them now (or they might investigate on their own).
MaskAdventure Hook Junction II