diff --git a/gm.tex b/gm.tex
index 0dc1ed0237438e65509dac1474ec711f97c2d472..6de52fa2b4d22885aa3b1b472a939a70e910ddc5 100644
--- a/gm.tex
+++ b/gm.tex
@@ -244,6 +244,54 @@ Of course, all the set locations attached to side quest parts can be placed onto
 
 If you have paper to spare, designating a party cartographer can bring a map to life by filling in the areas as you go.
 
+\subsubsection{Writing a Side Quest}
+
+Consider this standard fantasy plot-hook:
+
+\begin{exampletext}
+
+	Bandits stole an alchemist's magical item, and he wants the party to retrieve it.
+
+\end{exampletext}
+
+Now let's expand with some foreshadowing:
+
+\begin{enumerate}
+	\item
+	Merchants enter town without their wares, having been robbed.
+	\item
+	An alchemist asks the characters to find the items bandits stole from him.
+\end{enumerate}
+
+Now let's add a decoy -- the bandits must know adventurers often come after them, so they can send someone to lead the party into a trap.
+And finally, we might add another lead to make things interesting.
+Perhaps the bandit leader began as an alchemist who left his circle because they began practising Necromancy, and they want him dead so he doesn't spill the beans.
+
+\begin{enumerate}
+	\item
+	(Town)
+	Posters go up for a local alchemist, wanted `DEAD on sight'.
+	\item
+	(Town) 
+	Merchants inter town without their wares, having been robbed.
+	\item
+	(Town)
+	An alchemist asks the characters to find the items bandits stole from him.
+	\item
+	(Villages)
+	A man offers to help the party find the bandits, but in fact wants to lead them into a trap.
+\end{enumerate}
+
+The first two encounters can combine with whatever else the players want to do.
+If they want to drink, they drink and notice the posters.
+If they want to buy weapons, they find prices have risen since shipments of iron and various other components have been raided by bandits, leaving the merchants with nothing but their skins.
+
+If the characters skip town to find the bandits, we don't need the mage with the mission - they can simply encounter the guide in the village.
+
+Once we've finished with those encounters, you might leave the rest to the areas: the bandits' hide-out, and then a local tower where alchemists secretly learn about Necromancy.
+
+Or perhaps another part might slot into the town, or forest, involving an alchemist, and lengthen the Side Quest into a meatier tale.
+
 \end{multicols}
 
 \section{The Undead}