Monday 23 September 2024

d100 Scavenger's Guild Quests in the Wasteland



Some more adventurer jobs 

d12 Other possible settlements to appear every d4+2 months
1 A templar fort to the south starts sending patrols from the holy lands
2 A crusader fort near borderlands
 sending patrols of the eastern remains of the empire
3 Knight of a kingdom occupies a fort intending to salvage metal scrap
4 Demihuman trade post to the west - find humans cringy, greedy and impatient
5 Murder hobo settlement border or wastes - grows from camp to guild village to frontier fort
6 Barbarian village with lots of beast folk and orcs here to trade and display wizard heads
7 Mutants establish a base in a trench system of no-man's land and build a chaotic temple
8 New scavenger guilds are set up in the great wall around Chagrinspire or the wastes
9 Village of witches, cultists and demonologists. Pilgrims and exiles flock here
10 A train station near a tunnel opening has an Underland trading post
11 Cult or sect arrive and occupy a ruin to live in and build a new temple
12 Military camp of the kingdom in a strategic ruin

d12 Petty Guild Rewards
1 A week of food each in the guild-affiliated inn or tavern or a night of feasting and drinking
2 A year of guild membership fees each or a room for one week
3 An old map to abandoned claim (registered members who owned it unseen for a year)
5 A keg of cabbage beer and a fresh pair of trousers each
6 Months or dried army biscuit each
7 Select a melee weapon each from the smithy or armoury or single light musket with spring loaded bayonet
8 Box with d3 cast iron hand grenades with fuses, d3 incendiaries and d3 bottles of holy water (1in10 chance is a dud unless repaired)
 Gasmask can resist smoke, gas, stink or miasmas in a carry case
10 Six healing potions d4, save vs addiction each use. If addicted you'd like more please at least one a day. Being locked up with bread and water for 4 days usually gets an extra save to recover from addiction
11 Telescope, folds up in a case (also can see normally invisible auroras around Chagrinspire or portals)
12 Wizard's head, wake it up by naming wizard and point at target and head will cast the last spell then putrify. Speak with dead reveals its spell usually d4 lv spell

d12 Good Guild Rewards
1 A shack inside a settlement or camp (you might have to evict squatters, vermin or a spirit)
2 A year exempt from guild tithes and money changing rates
3 A trunk with d3 pistols, d3 muskets with bayonets, +1 mace and a d6 potions
4 A trunk with a suit of plate mail, a suit of chainmail, +1 leather armour, +1 shield, a small medium and large shield
5 Chest with d4 x100gp, 3d4 x100sp, 
3d4 x1000cp all in the currency of ancients depicting the Chagrinspire, various supreme leaders or the black sphere
6 A seat on a guild sub-committee with weekly meals and beer for a year
7 Room for a season in the tavern with a meal a day
8 Steaks and a map with possible ruins you may claim as yours with a legitimate registered guild claim 
9 Contract for a mercenary currently in guild employ lasting a d6 months pre-paid service, if mistreated will lose nut and attack party while asleep and then flee, sworn enemy for life now 
10 A wizards spellbook in a trunk with spell components, a dagger +1 and AC+1 bracers
11 A clockwork soldier with a musket loyal to who owns its key and winds it hourly, a bit noisy
12 Collection of maps and journals of adventurers who fled over the years leaving them and 2d4 potions in a trunk

d10 Quick Types
1 Guard
2 Guide
Scout
Salvage
5 Explore
6 Defend claim
7 Defend camp
8 Rescue
9 Exterminate vermin
10 Exterminate monster

d100 Scavenger Quests in the Wasteland
01 Guard a merchant traveling d4 1=known settlement 2=scavenger camp 3=town near 
wasteland 4=secret location
02 Guard a warehouse from robbers 
03 Guard this coach that was ambushed already and lost its guards
04 Protect scavenger band exploring a ruin where gangs sometimes feud over scrap
05 Protect scavengers from bandits in the area
06 Patrol the road and protect travellers from harm
07 Guard the strongroom in a merchants house for one night
08 Guard an underground tunnel found and see if anything comes out
09 The tavern needs bouncers to cope with recent increased traffic
10 Local people avoided kidnappers and needed guards
11 Help a merchant caravan cross the river safley
12 Escort this wizard paying the guild to this location and guard them while they search the ruin
13 Show new adventurer band where a ruin is they can start with
14 Child crusaders have been rounded up and the church needs escorts to get them to a larger temple outside the waste
15 Take these knights to the trenches bordering nomans land and explain some basic dangers of exploration like showing them traps or set off some mines so they dont all die
16 Guide this alchemist and his friends to the plateau of peril and protect them while they explore
17 Guide these prospects to a ruin on a map they have
18 Guide these weird-robed guys to a rusted hulk of an ancient war machine on this map
19 Guide this guild master on his visit to various scavenger camps on hs secret map 
20 Guide these foreigners through this drain pipe on this map
21 Scout the swamp and contact the tribes and farmer clans there 
22 Scout the wall and hills around Chagrinspire and locate major breaches and possible inhabited areas
23 Scout the area around the guild for possible enemies or rival guilds
24 Scout for campsites and evaluate what nomadic people have been in area
25 Scout and locate any trails or good ruins in an area while avoiding conflict
26 Scout area and follow a mysterious traction engine machine seen driving around belching smoke. Find who operates it and avoid engaging 
27 Gunfire has been heard go find out who is fighting in area
28 After strange falling stars we need someone to scout for star metal stones in craters
29 Scout out the borderlands for signs of border kingdoms are moving troops
30 Dustclouds in the distance is from some possible large force go and scout their progress and warn us if they come this way d6 1=child crusaders 2=pilgrims 3=refugees 4=several hundred marching zombie soldiers 5=mounted barbarian warband 6=tank golem on a ramble, peaceful if not attacked otherwise goes on rampage
31 Salvage scrap metal sheets, nails, wood, and even bricks
32 Salvage some doors, frames and all and locks are preferred
33 Salvage glass windows from a ruin with intact windows
34 Collect pipes and plumbing from the ruins, bonus for a porcelain or steel toilet
35 Recover a ceramic dinner set, the more place settings intact the better 
36 Intact bottles, buckets, pots, any intact containers 
37 Salvage farm tools from this ancient walled ruin once a jam factory and orchard
38 Salvage support beams from this tapped-out junk mine
39 Recover a cannon from a fort ruin
40 Recover a rumoured fortune in a trapped treasure pit
41 Explore the lake area for possible ruins or hidden settlements
42 Explore a recently uncovered train line that seems to be operating
43 Explore this recently discovered sub-basement under the guild
44 Explore these old sewer lines to see if they can access any buried ruins
45 Explore an ancient cistern with lots of carved stone blocks from ancient temples
46 Explore the plateau and identify dangerous populations of monsters
47 Explore the river for possible alternative crossings
48 Explore an area unmapped by the guild for ruins
49 Explore the routes to the rumoured underground caverns for possible trade
50 Explore a new sinkhole opening to a mud-covered ruin
51 Scavengers claim being jumped by rivals who need to be scared off
52 Scavengers guild needs someone to escort a guild inspector to check registered claims on ruins in order 
53 Scavenger has a junk mine but non-guild scavengers are robbing the site
54 Guard this claim until a guild work team assembled
55 Find a guild traitor selling fake claim maps that belong to other members
56 Check if these claims are being used and that the claim is marked correctly 
57 Drive a rival guild from a claim in our area and teach them a lesson
58 Follow these members secretly working a site without declaring to the guild or paying a cut. Bonus if you find out who they are selling to
59 Scavengers working a claim need help with kobolds
60 Our border with a rival guild needs patrolling to make sure those dirty bastards not robbing us
61 Scavengers camp with a sly grog shop has been attacked by rat folk please help them
62 Scavengers camp being stalked by night by a horrible unamable screaming horror, go sort it out 
63 Scavenger camp reporting cult infiltration go purge the enemies of the guild
64 Scavengers camp trapped by a skinless tentacled dinosaur horror - keep it busy so scavengers can get supplies in and treasure out
65 Scavengers camp raided my mutant gangs go help them
66 Some huge creature is stalking the camp of guild scavengers go identify and stop it
67 Scavengers camped on a sleeping monster, go see if the monster is still there
68 Scavengers in an isolated risky area go check on them and see if they have any problems 
69 Scavengers saw some smokey creature near the camp spying on them
70 Scavenger camp keeps hearing strange sounds and needs someone to check it out
71 A cult kidnapped some guild members go save them
72 Slavers have been kidnapping guild members. Punish the bandits and free our people
73 Travelling actors have been kidnapped by goat folk led by a warlock go save them so we can get a show
74 Another settlement is keeping slaves, go free the captives and getting them to join our village
75 A cannibal clan living underground have taken some guild members so go save them
76 Some mercenaries have taken over a camp and mistreated the original inhabitants, go liberate them 
77 A camp of guild members report undead taking captives by night to some crypt
78 Kobolds have been kidnapping prisoners and taking them to their dungeon
79 Goblins from a dungeon attacked one of the scavenger guild camps and make a deal with the goblin chief to get them back and avoid conflict we can't afford
80 The head scavenger at one of our camps reports several cults infiltrating the village and kidnapping travellers to and from the outpost
81 Rats are swarming an area to find out their source and kill them
82 Giant locusts are attacking fields go guard the crops or find a way to stop the bugs 
83 Giant carnivorous bugs have been burrowing under the village please catch or kill them 
84 Huge worms attracted to the compost have been biting the muckrakers go kill th worms
85 Among the bats swarms at night giant ones have been seen skulking around the village
86 Protect the food stores from giant mutant rats that bypass traps and gnaw through rock
87 House infested with vermin, burn and salvage the contents and smoke the house out. Don't let pests just go to another house
88 Critter is living in the latrine and children won't use it - you know what to do
89 Merchants report giant pillbugs and cockroaches menacing their stores, go clean them up before some bigger monster things the pests are tempting food
90 Scavengers report finding a weird fleshy unshaped baby thing that craves heat and has been growing under their care. They report they are being spied on by spy eye automatons so go see what is happening. Its a Baby Deathwatch golem somehow malformed and escaped its incubator, will grow with heat and may develop a different personality to normal hivemind flesh machines. 1HD now grows 1HD a week until full grown with full abilities 
91 Pack of mutant hounds are howling at night and growing must be stopped
92 A horrible tentacled panther horror has been seen by travellers and they say it's a bad omen to come here so it needs to be sorted out
93 Some say there is a dragon in this ruin please go see if this is true and if any good ruins are in the area
94 Necromancers are making surgical monstrosities and releasing them to go and kill the wizards that should help
95 A huge burrowing monster in the area has opened holes and eaten some people go find out what is happening
96 A horrible giant mutant bat thing has been trying to snatch livestock, wear these hides and ambush the menace 
97 Manticores seem to be seen in a small canyon, go see what the monsters are doing there
98 A burning pit is populated by fiery elemental salamanders. Lure one out and kill it and bring remains to the guild alchemist who will make potions and use its wool for fireproof cloaks and sheilds 
99 A mindless giant has camped nearby. Go taunt it and lure it towards a rival guild territory
100 Some say a strange wandering carny in our territory, offers magic items for those who swear oaths to hell. Go and see what's is on about and make them hop it out of here if he seems weird. Be careful, it might be a shapeshifter or supernatural!

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