At the end of the fourth session, just yesterday, I actually ran out of content for the session almost an hour before I thought I would.
So I'm going to employ the old 'Adventurer's Guild' trope to present some space filling side quests. Problem is, for the main arc to keep making sense, all the side quests have to take place within a day's walk of the city. I've got a couple standard ones sketched out. One session length, gold payout at the end, boring if you ask me, but it's probably what they're hoping for.
What I'd like is to make an obviously boring 'joke' quest that ends up being several sessions long and takes several bizarre, hard left turns. I can write crazy crap all day, so I suppose my question is how do I present it to them?
How do I give them a quest that they're never going to take, until it's the last one on the list? And then when they finally do it they'll hate themselves for not doing it sooner.
If anyone has advice on getting my players to take the bait, I'd appreciate that as well as my main question.