Random Items in a Cave. Roll d100. From humblebundle’s… sample of
1. Blowgun with darts
2. Piles of feathers
3. Feather fan
4. Charred nuts and berries
5. Fish hooks carved from bone
6. Wooden staff
7. Obsidian shards
8. Wooden spears (1D10)
9. Painted stones
10. Scale shield
11. Resin-soaked torches (1D12)
12. Stone anvil
13. Claw-tipped spears (1D4)
14. Bundle of gathered herbs
15. Wooden ladle
16. Reptile hide cloak
17. Pouche of fragrant leaves
18. Bow with sinew string
19. Charcoal drawings on cave walls
20. Piles of firewood
21. Beaded bracelet
22. Pouch of strange powder
23. Stone-tipped club
24. Stash of shiny stones (hidden)
25. Hand-woven carrying sacks
26. Quivers of reed arrows
27. Bone club
28. Poison-tipped darts (1D8)
29. Clay tablet
30. Woven grass mat
31. Drilled stones (1D6)
32. Plant fiber netting
33. Pile of animal bones
34. Shell scoop
35. Clay dinosaur figurine
36. Bone needles (1D6)
37. Meat roasting spit
38. Charred wood pieces
39. Animal hide blanket
40. Piles of dried nuts
41. Sharp-edged shells (1D10)
42. Spiked barricade
43. Bundles of dried moss
44. Carved stone totem
45. Feathered headdress
46. Stone lamp
47. Small bird cage
48. Wooden mallet
49. Cowrie shells (1D20)
50. Bowl of animal fat
51. Bone awl
52. Hollowed-out gourd
53. Animal hide bag
54. Long flint blade
55. Wooden bowls (1D10)
56. Dinosaur tooth dagger
57. Basket of roots and tubers
58. Bone necklace
59. Stone scrapers
60. Bundles of grass bedding
61. Basket fish traps
62. Tiny ritual stone circle
63. Vine rope (20 ft.)
64. Reptile scale armor
65. Cured reptile skins (1D6)
66. Pyrite fire-starting stone
67. Caged poison arrow frogs
68. Stone axe
69. Stone fire pit
70. Flat grinding stone
71. Warm coals
72. Clay pots (1D10)
73. Hammerstone
74. Wooden shield
75. Ritual drum
76. Reed sleeping mats
77. Dried fruit
78. Stone mortar and pestle
79. Wooden masks
80. Red ochre
81. Animal skulls (1D20)
82. Pottery fragments
83. Palm leaf mat
84. Clawed gauntlet
85. Drilled animal teeth (1D20)
86. Leather sling
87. Dugout canoe
88. Clay jar sealed with wax
89. Wooden digging stick
90. Fire-hardened stick
91. Jade fragment
92. Shell anklet
93. Bone dagger
94. Wooden tanning frame
95. Pile of animal bones
96. Pouch of salt
97. Dried mushrooms
98. Animal horn trumpet
99. Flint knife
100. Fish drying on a rack
…Equipment, Tools, potions
Equipment, Tools, and Potions
1. Potions of Fire Resistance (1D4)
2. Weaver’s Tools
3. Jeweler’s Tools
4. Wand of Magic Detection
5. Potion of Vitality
6. Manacles
7. Painter’s Supplies
8. Candles (1D20)
9. Potion of Climbing
10. Potions of Greater Healing (1D4)
11. Tinderbox
12. Grappling Hook
13. Pitons
14. Hooded Lantern
15. Paper (1D100 sheets)
16. Torchs (1D10)
17. Waterskin
18. Crowbar
19. Leatherworker’s Tools
20. Rope (50 feet, hempen)
21. Potions of Heroism (1D4)
22. Potion of Heroism
23. Potions of Invisibility (1D4)
24. Cobbler’s Tools
25. Cook’s Utensils
26. Tankards (1D100)
27. Potions of Gaseous Form (1D4)
28. Chain (10 feet)
29. Potter’s Tools
30. Bedroll
31. Potion of Invisibility
32. Potion of Supreme Healing
33. Potion of Superior Healing
34. Potion of Growth
35. Barrel (empty)
36. Rope (50 feet, silk)
37. Carpenter’s Tools
38. Bell
39. Potions of Growth (1D4)
40. Herbalism Kit
41. Tinker’s Tools
42. Potion of Resistance
43. Potions of Climbing (1D4)
44. Candles (1D100)
45. Bag of Holding
46. Healer’s Kit
47. Alchemist’s Supplies
48. Rations (1 day’s worth)
49. Potions of Vitality (1D4)
50. Potions of Resistance (1D4)
51. Blanket
52. Tent (2-person)
53. Potion of Water Breathing
54. Rope of Climbing
55. Chalk (1 piece)
56. Calligrapher’s Supplies
57. Poisoner’s Kit
58. Potion of Greater Healing
59. Parchment (1D100 sheets)
60. Pole (10-foot)
61. Books (1D100)
62. Immovable Rod
63. Spikes (iron, 10)
64. Flask
65. Wand of Secrets
66. Whetstone
67. Torches (1D100)
68. Smith’s Tools
69. Brewer’s Supplies
70. Backpack
71. Hammer
72. Potion of Water Breathing (1D4)
73. Disguise Kit
74. Potion of Healing
75. Oil (flask)
76. Cartographer’s Tools
77. Fishing Tackle
78. Pickaxe
79. Potions of Speed (1D4)
80. Shovel
81. Block and Tackle
82. Lock
83. Ball Bearings (bag of 1,000)
84. Potions of Healing (1D4)
85. Caltrops (bag of 20)
86. Potion of Fire Resistance
87. Mirror (small, steel)
88. Navigator’s Tools
89. Forgery Kit
90. Potion of Speed
91. Signal Whistle
92. Woodcarver’s Tools
93. Mason’s Tools
94. Driftglobe
95. Thieves’ Tools
96. Ink and Ink Pen
97. Glassblower’s Tools
98. Potion of Gaseous Form
99. Chest (empty)
100. Climber’s Kit
How to Use this Book
Presented in this book is a collection of quests or adventure ideas for the use in fantasy tabletop role‐playing games.
This small volume has a dual purpose. The first purpose is to cut down gamemaster prep time. Once we have families, jobs, and other commitments in our lives, time becomes more precious than ever. The second is to help gamemasters provide interesting adventures for their players. We all need a spark of creativity once in a while and that is what these ideas are meant to do.
The ideas are organized by a broad topic and are placed in a random table format. Each table has one hundred ideas. You can use these adventure ideas to run RPG sessions in a number of ways.
You can read through the tables and choose an idea. You can take several ideas and combine them into one scenario for a campaign. You can roll randomly on a table to find an adventure on the fly. You can also use these ideas as side quests within your own campaigns.
The first six tables contain ideas that range from story hooks to scenarios to globe‐ spanning adventures. These tables are organized under the topics: Dungeons Hooks, Royal Quests, Forest Quests, Doorways to Another World, Town Quests, and Sea Quests.
The next three tables are as follows: Questing Beasts, Quest Objects, and Lost Cities. Here you will find the name of a thing and a bit of context. These are meant to be used as the goal of the quest. How the goal is attained is up to the gamemaster.
Meta‐Quests is the last table in the book. It is a list of simple ideas that can be used as micro‐quests much like collecting feathers in Angry Birds or bobbleheads in the Fallout videogames.
It is my sincere hope that this book is the kindling that inspires gamemasters to ignite a roaring flame of fantasy adventures.
Matt Davids 8/16/2019
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Dungeon Hooks
6
Dungeon Hooks
1. The town’s well has gone dry. Strange sounds can be heard from below. The town set up a guard around it, but no one will investigate. The party is hired to check it out. Once down in the well, they notice the water has been diverted and the caverns lead to a dungeon.
2. The party is magically transported into the center of an ancient dungeon. They must fight their way from the inside out. They find clues along the way revealing both the identity of the person who imprisoned them and their location.
3. The party finds a magic item at the bottom of a sinkhole. It leads the party to an evil wizard’s tower and dungeon.
4. A black stone falls out of the sky and hits one character on the head. The stone starts exhibiting strange characteristics. It flashes whenever it’s pointed in a certain direction. It leads the players to a dungeon.
5. A small creature steals one character’s prize possession and runs off with it. When the party gives chase, it leads them down through the woods into a secret grotto. There is a small waterfall and cave. If they venture into the cave they find that orcs are spoiling the idyllic nature of the caves and polluting the grotto. If they slay the orcs, the creature appears, thanks them, and returns the stolen item.
6. Along the path, there are signs of a struggle. Drops and spatters of blood lead off into the woods. If the party follows the trail of blood, they come upon the cave‐like entrance to a goblin lair. The lair is built in an old dungeon. The party will find the goblins holding several travelers hostage.
7. When relaxing in an inn, one character notices a neatly folded piece of parchment under their chair leg. It is a map to a dungeon.
8. A family has disappeared, and the party is asked to investigate. When they go to the family’s home to explore it, they find a basement passage that leads down to a dungeon.
9. A wizard needs a vial full of swamp gas. In return to anyone who brings it to him, he will tell them of the location of an ancient ruin.
10. The tower of a long‐dead robber baron is moldering and decaying. If any brave souls would to repair it, it would be a formidable stronghold. Of course, a dungeon is beneath it.
11. A businesswoman hires the party to clear a forest near a town. While they are clearing the forest, a chest is found with several important items inside. One of the items is a map to a legendary library. Their employer asks them to find the library.
12. An earthquake reveals the entrance to ancient ruins. The party is asked to investigate.
13. The old man who runs the herbalist shop asks the party to gather some rare plants. He tells them of a cave not too far from the town where he used to go. However, his old knees don’t allow him to go there anymore. In exchange, he will give them some healing potions. Once the party arrives at the cave, they find some of the plants. However, it becomes quickly apparent that something suspicious is going on at the cave. There are bandits and some unsavory characters living deep inside the cave. The cave leads to a dungeon.
7
Dungeon Hooks
14. While planting an orchard, a young child falls into a pit. The parents rush to town and ask for help. If the party responds, they are able to rescue the child. However, the pit leads down into a forgotten dungeon.
15. A small wooden box in a curio shop seems to be calling one of the character’s names. If they inquire about the box, the owner says they can have it free of charge. If the box is opened, they find several items: a map to a ruined castle, an illustration of a beautiful woman, and a key made of ivory.
16. A recent drought has revealed the entrance to a long‐forgotten ruin. Rumors begin to spread of treasure.
17. An innkeeper is offering a reward for any who will explore a tunnel recently uncovered in his basement. The tunnel leads to a dungeon.
18. A noble is hiring help. It seems something broke through into his wine celler from underneath. The party finds some creatures and a shaft leading to a dungeon.
19. A farmer plowing a new field unearthed an opening to a shaft leading down into the earth. He says any are welcome to explore it.
20. Rumor has it that something strange is going on in the old abandoned mill down by the river. The party finds that portions of the old mill are flooded, and there is a tunnel leading down into the ground.
21. Someone claims to have seen a light at the ruins of the old fortress the other night. Is it possible there could still be something valuable there after all these years?
22. While repairing a statue in the city, a tunnel was discovered. The town leadership is looking for someone to explore it.
23. A thunderstorm blew over an ancient oak tree revealing a tunnel beneath it. It appears to be a ruin of some kind.
24. A noble recently inherited property that contains the ruins of an old castle. The noble wishes to hire someone to explore the ruins and the old dungeon underneath.
25. While digging a foundation for a new building in town an underground passage was discovered. Is anyone brave enough to explore it?
26. A local farmer reports that something large tunneled out of the ground near his farm. The tunnel that it left is big enough to explore and it appears to be incredibly deep.
27. At the local inn, the old‐timers are always wishing they were young again so they could explore the nearby ruins. Tales tell of treasure and gold. However, the young of the town are none too eager to explore the ruins.
8
Dungeon Hooks
28. Some children discovered an opening in the old stone mound down near the creek. It appears to lead underground for quite a distance.
29. A group of townspeople went to collect stones from the old ruins three days ago. They haven’t returned. The party is asked to investigate. Once they arrive at the ruins, they discover a passage leading down to a dungeon.
30. Local miners say they are hearing strange sounds in the deepest mine shaft. They are getting concerned. The party is asked to investigate. They soon find an opening into an ancient dungeon.
31. Some kids snooping around in the cave just outside of town discovered a stone door in one of the caverns.
32. A local farmer’s ox got its foot caught in a hole. The party is asked to help. Once the ox is freed, the hole is revealed to be an entrance to a dungeon.
33. A collector of oddities needs help organizing his curio shop. He will give the party a map to a dungeon if they help clean up.
34. If the party helps an innkeeper stock up on firewood, the innkeeper gives them a map to a dungeon.
35. The mayor is concerned about reports of goblin raids. She gives the party a map to a dungeon where the goblins are thought to be living.
36. While traveling along the road, the party spots a parchment tacked to a tree by a dagger. It is a map to a dungeon.
37. The signs of a struggle are obvious along the path. There are bloodstains, a silver ring, and a map to a dungeon.
38. If the party helps an old beggar, he gives them a map to a dungeon.
39. If the party gives food to a street urchin, he gives them a map to a dungeon.
40. The owner of the potion shop offers to sell the party a map to a dungeon for five gold pieces.
41. A party member notices something stuck to their boot. It’s a map to a dungeon. How did that get there?
42. The party finds an injured man alongside the road. If they help him, he gives them a map to a dungeon.
43. Some thugs are harassing an old woman. If the party helps her, she gives them a map to a dungeon.
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