Tuesday, 10 February 2026

Barking Alien Challenge day11: Where to find adventure! + Early prep of new campagn





































Well, being a grimey horrible world adventure is easy to find.

I have lots of quest tables, but here are some quickstart adventure hook tables

d100 magic bugs to eat on the way

d12 Urban Quick Hooks
1 Gang members demand your money and will come back regularly
2 Witness a child snatcher
3 Rabid stray dogs or giant rats
4 Drunken sailors or labourers are easily offended and like brawling
5 Old, begging adventurer with missing limbs, offers a treasure map for cash
6 A thief snatches an item, and the owner offers a reward
7 Someone looking for a family member or pet, offers a petty reward (it's the best they can do)
8 Recruiters looking for hardy youths to d4 1=ship crew 2=guard shop 3=search sewer for item or person 4=clean and repair a tomb
9 See some robed cultists kidnap a victim
10 See gang bully some local shopkeepers
11 Offered a chance in an underground fighting pit
12 Town crier announces jobs and bounties from market notice boards

d12 Market Notice Board
1 Landlord wants some thugs to evict unwanted occupants of a house d4 1=giant vermin 2=gang 3=beggars guild members 4=minor undead
2 Business needs giant vermin removed from the basement, warehouse or ship
3 Bounty for a local bandit leader and gang
4 Bounty for a species of humanoid monster
5 Angry mob or posse being formed to hunt d4 1=robber 2=murderer 3=witch 4=monster
6 Party of adventurers forming to plunder a dungeon
7 Magician requires a rare ingredient from another town
8 Merchant caravan requires guards (to replace lost ones)
9 Gourmet dandies require adventurers to guard them on their travels and to hunt monsters to eat
10 
Explore the recently discovered catacombs found in a construction project
11 Test some experimental magic potions and earn one to keep
12 Town council, bank, guild or merchant needs someone to "take care of" a problem d4 1=find a spy 2=identify a cult 3=drive away humanoid monsters  4=hunt a creature menacing the town

d12 Village Quick Hooks
1 Villager sure they saw a strange creature while working fields
2 Herder complains of wolves or some menace to herd
3 Local mentions a dangerous aquatic thing has ruined a fishing hole
4 Hunters complain of a cunning beast, and they need some help
5 Retired adventurer offers a dungeon map for a few beers
6 Child or pet has fallen ina well or sinkhole
7 Villagers found some interesting coins in a local ruin
8 Villagers complain about bandits or a humanoid monster gang
9 Famous monsters with a name menacing area and subjects of gossip
10 Monsters scaring local children with noises or hiding under beds
11 A local ruin is haunted
12 Locals found a cave entrance by accident

d12 Village Store Notice Board
1 Bounty on a beast that has taken an animal
2 Vermin exterminators needed, bounty per creature killed
3 Bounty on a local bandit or highway robber
4 A valuable animal has gone missing
5 Creature dancing on the rooftops by night, a reward to stop it
6 Warning to avoid a nature spirit luring youths into the woods
7 Shopkeeper wants a late delivery to be investigated
8 Old ways druids seek strong-armed warriors to recover a grove fallen to evil
9 Visiting spell caster seeking adventurers to help explore a ruin
10 Local land owner wants someone to dig up a barrow on the land
11 Local priest requires a relic to be recovered 
12 Local noble seeks daring adventurers come to his castle for a discreet mission

Possibly im starting a club D&D5/24 game and no idea about regularity, ages, etc so these are current thoughts for a game.

I'm probably drawing from Ravenloft (a non Straad domain) and Grim Hollow books, which are Australian. I plan to keep low level maybe max ppl at 4th (gain stats or feats or other stuff if milestones are happening). Non-humans will stand out and humans will be the dominant species. I will use some slower healing/rest requirements like a long rest requires a day with a proper bed and food. Survival could craft a place to sleep. 

I will keep it grimy and dangerous with cinematic 6-room dungeons with lots of environmental features for dramatic fights. So not using 1980 dungeon design style I normally do. I found using a non-familiar setting and being a bit grimy helps DM control and flexibility. I'll see what happens but I am thinking up some simple one-page dungeons and will show some here. Maybe call it Tenebrae Fields or Macabre 
Grafschaft. Possibly reading on sale DCC comps might help for ideas.

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