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Part 6: Adventuring   ☰

Adventure Hooks

Ideas and Inspirations

Sometimes, especially for new GMs, it can be difficult to come up with ideas for campaigns, be it for an entire arc or just a simple side quest. For this reason, a handful of ideas for different campaigns and quests at various tiers are supplied here; these can be the source of anything from a short quest to a full-blown campaign. The only limit is your imagination!

Any Tier

The hooks given here are designed to be vague and open-ended, so that a GM can easily modify them appropriately and slide them into their campaign regardless of their party’s collective level.



Something eldritch has arrived from the Unknown Plane, and either has started causing trouble or will soon. Perhaps the PCs arrive at a town and notice all the residents acting a little… off, or perhaps they see the silhouette of an Elder God against the sky the day after a meteor crashes into the ocean. Consult the Others section of the Bestiary and see what sparks your imagination!


A small hamlet has a cockatrice problem they need taken care of; a dragon has started stealing sheep right out of farmers’ fields; a succubus/incubus is working their way through members of the government and needs to be stopped. Consult the Bestiary and try to imagine an interesting and engaging quest based around hunting and stopping a monster of an appropriate tier for your party.


A remote city-state has suddenly gone silent: trade caravans sent there are never heard from again, and messengers sent there never return. The cause of and solution to this problem could be anything, so take a look through the Bestiary and see what strikes your fancy.


A volcano has suddenly erupted, pouring out Scorched like a geyser of burning hate; a portal in undiscovered ruins has suddenly switched on, allowing Undead to leave the Plane of Soul and roam free; a host of Buried have emerged from the ground, wreaking havoc on a nearby city. Any of these and dozens more might make for an exciting and interesting adventure for your party.

Tier 1

These hooks are for beginning, low-level parties, and as such don’t present a very big threat or much of a challenge to parties with a lot of adventuring experience under their belt. Still, every adventurer has to start somewhere!



A group of bandits has moved in near the tracks of a supply train and has started taking every opportunity to rob it that they can. This problem needs to be solved sooner rather than later.


A Specter has recently been discovered in the basement of a local’s home, and it is frightening their guests and keeping them awake at night. The owner would like it dealt with in one way or another, before it becomes angry and escalates.


Recently, minor Undead (Zombies, Skeletons, etc.) have begun attacking people at night – the casualties are thankfully few so far, but the locals would like this looked into before any serious damage is done.

Tier 2

At this point the PCs have had a few tastes of combat, and may even be making a name for themselves. As such, the threats that they are able to handle have increased in scale a bit, presenting bigger problems, but still nothing overtly serious or catastrophic, and the hooks presented here should provide a few examples of just that.



The group stumbles upon ancient and as-yet-undiscovered ruins, and inside there could be incredible and wondrous treasures – or mortal danger!


Pirates have begun raiding ships out at sea, and the merchants and governments whom this affects would like to see justice brought to these sea-faring brigands.


Two tribes of Sentients have gone to war with each other, whether over resources, racial tensions, a misunderstanding, or some other cause. The PCs must find a way to bring the conflict to an end, either through diplomatic means or by picking a side and ensuring their victory.

Tier 3

At this point in their adventuring career, the PCs should definitely have some fame attached to them, and the local populace should at least have heard their names or tales of their deeds. So in turn, they should be able to handle threats that may present serious challenges to lesser parties, and in some cases may grow into larger problems if left unchecked. Use these hooks as examples.



The citizens of a large town or city have accrued a rather long list of complaints against their leaders, and something must be done to remind them that governments serve the people, not the other way around; alternatively, a terrorist cell has taken root in the city and is instigating riots, causing property damage and getting bystanders caught in the crossfire. In either case, the PCs must investigate the claims and subdue the guilty party accordingly.


A rich archaeologist, explorer, or merchant has brought the party on as hired muscle for an expedition into an unexplored region of the world. Many unknown dangers await them in those strange lands!


A rich merchant, a local bank, or a government agency has made an announcement that they are creating a new vault and would like its security measures thoroughly tested. They are offering any person(s) who is/are able to break into the vault twice their weight in Aeons (or four times their weight in the case of Small beings).

Tier 4

By now the party is likely famous – or infamous – for what they have done and should now be trusted by most to handle large and formidable threats, including even inter-planar ones. Refer to the example hooks given here for some ideas as to the scale of threats your party should be facing.



Two nations have gone to war with each other for one reason or another, and the PCs must resolve the conflict in any way they see fit.


A powerful government official has taken to slandering the party and condemning all that they have done, reframing all of their deeds in a negative light and painting them as threats and terrors to the people. The party must find a way to clear their names and silence the noble, who is too well protected and too powerful for a direct assault or assassination attempt.


Recent years have seen the rise of a disturbing trend: Sentients being born with a condition that can only be described as Soulless – quite literally, they are being born without souls. The PCs must travel to the Plane of Soul, confront the Unliving, and see what the problem is and how it can be solved.

Tier 5

Finally, the PCs are beginning to approach the absolute apex of their abilities. Their names are well-known, the world regards them as heroes – or villains – and their tales will likely be recorded in the history books and told around campfires for generations to come. They may even be unmatched in their abilities, and for this reason are entrusted with resolving only the greatest of threats – threats to the entire world or the planes themselves. Refer to the hooks below for inspiration if you feel so inclined.



One of the Titans has, for some reason, become absolutely enraged at the Sentients, either as a whole or a specific group of them, and threatens to wipe them out. Resolving this will take everything the PCs have.


One day, the sun and/or the moon simply stopped going across the sky, resulting in a single long night that has left everyone the world over frightened to their very core. The PCs must go to the appropriate plane and investigate what has prevented these vital celestial bodies from making their rounds.


A collector of ancient artifacts contacts the party, telling them that one of the powerful relics in their possession has gone missing, and that in the wrong hands, that relic can wreak true havoc.