Time to narrow!
- Murder at magic boarding school
- The team must attend the dance where the murder takes place
- The team is questioned by the authorities
- The team attends an assembly the day after the murder
- The rest of the town has fallen asleep. How can these adventurers save their town (or are they the ones in danger?)
- Each player wakes up and starts to make their way to work
- The party locates the sleeping town healers and attempt to wake them
- The team faces nightfall and the choice of whether to rest
- A town's zoo has escaped. Can the party return all of the creatures and figure out what happened in the first place?
- Talking with a small child who has adopted one of the escaped animals and loves it dearly
- A horse-like creature is loose at the hospital
- Someone approaches the party to offer a high price for a certain animal
- A new queen fears being overthrown by her younger brother. She hires the adventurers to help quell a coup.
- The team must go to a pub friendly to the queen's brother
- The team attends a tournament in honor of the queen hosted by the brother
- The team must investigate the brother's chambers
- The team enters a baking competition to win coveted jobs in the palace.
- The team must make a patriotic dessert for a panel of three judges to make it through round one
- The team must make a cookie display for a panel of five judges in the shape of the royal couple to make it through round two
- The team must make an entirely new dessert for a panel of the previous judges as well as all eliminated contestants to win
(Prompt by me)
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