Friday, 6 February 2026

Barking Alien Challenge day6: Starting Locations + Goat Quest session prep





























These are stats I've used for campaigns...

1 Youth Gang - Players all start as zero-level street urchins in Shadelport. Once hit 1st level, skip a few years till they are adults who meet again and let players say how they became apprentices in their classes. (or roll various background tables i have)

2 Shipwrecked! - Wash up on Anglerslund near the marsh village. Getting to the lights of the village should be dangerous. Locals will drag into a pub and give survivors grog and ask to hear the players' tales. Can be relocated to anywhere touching the sea, really

3 Refugees! - Arrive on the southern coast of exile island. They need to avoid wreckers and find a nice village, and not the fish folk cult village, who hate strangers they are not related to. This. Players might relate why they fled the continent. This could be moved to anywhere perhaps fleeing a war or disaster.

4 Locals - start as villagers who need some cash and are willing to take a risk. Perhaps a local haunted location, lair or ruin. A local monster might be defeated with preparation and trickery. Have a local family and know everybody. People expect you to get proper boring jobs and be married asap

6 Nobles - start in a castle as minor family members of a ruling clan. Something goes wrong, and all the older family members are dead. If you dont flee the kingdom, you will die too. Good in any feudal kingdom or city-state with property to fight over

7 Granny's House - you are the bastard abandoned children of murder hobos who grew up in Granny's home. Adventurers paid her to raise their offspring for decades. She was strict and fair and fed you all well. All her children get good apprenticeships that suit their nature and most return to visit her. She has a reputation locally as benevolent but weird. Could play a zero lv caper, then do a time jump to adulthood as 1st-level adventurers.

8 Convicts! Taken to Exile Island in a ship. Why are you in this mess? Told you can slave digging or for a chance to earn your freedom, explore dungeons for the engineer corp. They need expendable sappers to drive out monsters and disarm traps so troops can mop up. They also claim loot. Its a bad deal but escape to Shadelport would be possible but they will send bounty hunters after you

9 Squires! servants and entourage of a knight. You get to watch the master on their way to tournaments. Keep them safe from attractive witches, cursed manor hospitality and rival knights. Your adventurous family might serve the family too and have some levels

10 Agents! On a mission from nobility or church or other patrons, need adventurers to poke around a frontier region to see if stories of arising evils are true. Your welcome to loot bandits or unfriendly peoples not sworn to the kingdom. Locations to search include Chagrinspire, distant sea voyages, scarford Reef, Anglerslund and Sour Hill are all good places to start or the rural areas of Exile Island

11 The Clan - You all have same dad a minor noble with a city house and a rural manour and lands. Look after the family and seek fame and glory. Keep daddy and his heirs happy. You might be chosen for some special purpose or mission, an oportunity for respect and profit. Set in any river valley civilisation or any barbarian kingdom. Could also be adopted into a male or females family house and clients under them. The family should be detailed 

12 Mule Drone - headless quadraped pack mechanoid follows soldiers or walks specific routes. Used in areas with bad terrain

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Goat Quest session prep

This is my session prep for my Goat Quest game at Oz Orc Con

Pick Your Goat Type

Goat 1
AC+4 HD d6 or 4 Unarmed Attack d6 Move 24
Cunning Goat - x2 damage on surprise attack
Agility 15+1 Might 9 Vigour 10 Charm 13+1 Talent 12 Will 11
Arms: Disarm, Opportunity attack 
Arts: Balance, Climb, Hide, Jump, Mechanical Lore, Sleight. Sneak, Trap Lore

Goat 2
AC+3 HD d6 or 4 Unarmed Attack d6 Move 18
Holy Goat - Turn Shapeshifter once per day will revert to true form
Zero Level Spells: Cure, Mask Scent, Open Gate, Sprout
First Level Spells: Bless, Bless Horns, Cure Light Wounds, 
Agility 15+1 Might 9 Vigour 10 Charm 12 Talent 11 Will 15+1
Arms: Alertness, Frenzy, Recovery
Arts: Beast Lore, Folk Lore, Herbalist, Listen, Scent, Taste

Goat 3
AC+4 HD d4 or 3 Unarmed Attack d4 Move 18
Magic Goat - Turn Shapeshifter once per day will revert to true form
Zero Level Spells: Acid, Ignite, Quill, Whisper
First Level Spells: Burning Hands, Comprehend Language, Invisible Servant, Magic Missile 
Agility 13+1 Might 9 Vigour 10 Charm 11 Talent 15+1 Will 12
Arms: Split Cast
Arts: Arcane Lore, Astrology, Diplomacy, Forbidden Lore, Ettiquette, Taste

Goat 3
AC+3 HD d4 or 3 Unarmed Attack d4 Move 18
Magic Goat - Turn Shapeshifter once per day will revert to true form
Zero Level Spells: Acid, Ignite, Quill, Whisper
First Level Spells: Burning Hands, Comprehend Language, Invisible Servant, Magic Missile 
Agility 13+1 Might 9 Vigour 10 Charm 11 Talent 15+1 Will 12
Arms: Split Cast
Arts: Arcane Lore, Astrology, Diplomacy, Forbidden Lore, Ettiquette, Taste

Goat 4
AC +4 HD d8 or 5 Unarmed Attack d8 Move 15
War Goat - Turn Shapeshifter once per day will revert to true form
Zero Level Spells: Acid, Ignite, Quill, Whisper
First Level Spells: Burning Hands, Comprehend Language, Invisible Servant, Magic Missile 
Agility 12, Might 15+1 Vigour 13+ Charm 11, Talent 9 Will 10
Arms: Charge, Knockback, Martial Attack, Martial Strike
Arts: Search, Listen, Scout, Scent

Roll These: 
Goat Lineage
Goat Decor
Goat Condition
Secret Goat Origin

ill ad rest next post game

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