User:Quincy/Levels 1-5, Random Adventures Guild Quest (5e Quest)

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Levels 1-5, Random Adventures Guild Quest[edit]

I have random generators for my games that work well. I am not sure if they will translate well to here. I am willing to share them however. I am writing them from scratch here too however. So I might have to tweak them here and there.

Towns and City Quest[edit]

These are radiant quest that can performed over and over. These quest are simple and can garner some quick game time and a little fun, story, culture and such quite simply. It does in my game anyway. It shouldn't be too hard to finish the story from thereon.

Weather:

  • 1) Dark and over cast.
  • 2) Rainy
  • 3) Mild
  • 4) Blistering Hot
  • 5) Foggy
  • 6) Tumultuous Down Pour
  • 7) Windy and roll again
  • 8) Very Blustery and roll again.


Inside the local tavern or local adventuresses guild hangs a tacked on note on the billboard for all those that can read and write:

(1)Retrieve[edit]

1)Local (a) had an inscribed item (Random) stolen from them. Please return the sentimental item. They are willing to pay half of its worth to you for its return. They think it was stolen by a (b). (Check Monster Manuals for details on number appearing and etc.) And they headed in the direction of (c)

(a)-------------------------------(b)---------------------------------------------------------(c)

  • 1)Blacksmith------*1)A random goblin---------------------------------*1)Local Temple
  • 2)Cartwright-------*2)A kobold from------------------------------------*2)The sewer Canals
  • 3)Fletcher----------*3)A trained monkey-------------------------------*3)another shop
  • 4)Jeweler-----------*4)A big rat or (were-rat)running ---------------*4)That warehouse
  • 5)Fisherman-------*5)A shape changer--------------------------------*5)The guards barracks
  • 6)Farmer------------*6)A Halfling that headed for the---------------*6)city center
  • 7)Tanner------------*7)An elf that headed toward--------------------*7)The local tavern
  • 8)Butcher-----------*8)a young male human hastily running------*8)The market Place
  • 9)Tailor--------------*9)a gnome creeping away----------------------*9)That spooky little shack
  • 10)Grocer----------*10)a young female human trotting off--------*10)Over on that roof top

(The monkey/Rats(s) will often have notes on them in case they are instructed with orders to give to someone.)

(2)Deliveries[edit]

There is another note posted in the guild/tavern on the Merchants board:

Transporters needed to deliver goods and supplies to (a)x 1d20. Due to crowds during the day, deliveries will have to be done at early morning or in the evenings. A small hand cart will be provided. Payment will be paid upon return of delivered goods and cart.

Encounters: During the travels, some random encounters can be added at you pleasure IE:

  • 1)Attempts by several (b) attempt to distract and loot the cart.
  • 2)When passing near (c) you may observe a group (2d8) (b) looting an abandoned cart that is half empty.
  • 3)When delivering to (a) you are given an extra stipend, as the (a) reveals something special hidden in his purchase.
  • 4)When nearing delivery to (a) you are instead greeted by a mob/pack/troop of (3d6) (b) who forbid you to go any further, for some reason.

(3)Fetch[edit]

And yet another note:

During the busiest parts of the day merchants are low on stock they will hang a bit of cloth on the high on the corner of their building to flag that they need supplies.

This is a (a) to (a) and return to original source (a) delivery that needs to be fetched with haste.

Encounters:

  • 1)Local guard thinks that you just stole something and are running away. They attempt to delay or hold you for questioning.
  • 2)You are stopped by (2d8) and are instructed to take the supplies to (c) instead.
  • 3)When your sent to 2nd (a) you are told that they are out of stock and must go to a similar merchant. this may require 1d8 attempts to find someone who has the items requested in stock.
  • 4) When running near (c) you see a similar marker upon their corner. They want you to deliver a message to random (a).

(4)Shipment[edit]

You are hired by the local merchants guild to guard a shipment across town. You are given a specific path that you must take because the cart cant fit or travel in some places because of terrain or crowds. The cart is overly stuffed and has to make several stops. Depending on the weather, there is a chance that (b) will attack. The percentage of attack is based on the crime rate in YOUR city.

(a2)-------------------------------(b2)---------------------------------------------------------(c)

  • 1)Blacksmith----------*1)Pack 3d12 rouge goblins
  • 2)Cartwright-----------*2)Swarm 3d12 rouge kobolds
  • 3)Fletcher--------------*3)Troop 8d12 trained monkeys
  • 4)Jeweler---------------*4)Mob 3d6 Rats(were-rat)
  • 5)Fisherman-----------*5)Pack 4d4 rouge shape changers
  • 6)Farmer----------------*6)Pack 3d8 rouge Halflings
  • 7)Tanner----------------*7)Gang 4d6 rouge Elves
  • 8)Butcher---------------*8)Gang 3d4 Male Human Rouges
  • 9)Tailor------------------*9)Troop 5d6 of rouge Gnomes
  • 10)Grocer--------------*10)Gang 4d4 Female Human Rouges
  • 11)Tavern--------------*11)Gang 3d6 of rouge/fighter Half Orcs
  • 12)Warehouse--------*12)Gang 5d4 of Fighter Orcs
  • 13)Guard House------*13)Murder 12d6 Crows, And 1d6 Corvus type mage/rouge humanoids
  • 14)Noble Estate-------*14)Mixed 3d8 Band roll 1d4x
  • 15)Shipping Docks---*15)Band of 3d8 human Mages
  • 16)Cobbler-------------*16)Mixed mob 3d8 of mages, roll 1d4x
  • 17)Mission-------------*17)Mixed mob of 3d8 illusionist, roll 1d4x
  • 18)Grand Temple----*18)Mixed Mob of 3d6 Summoners, roll 1d4x
  • 19)Herbalist------------*19)Mixed Mob of 3d4 Archers, roll 1d4x
  • 20)Printshop-----------*20)Noble Mob of 5d6 from local family.

(5)Rescue[edit]

Some member of (a)/(a2) is seemingly missing. The guards of the city want assistance in finding out what happened to this person.

  • 1-70%) Person simply went to visit friend for the day somewhere else in the city. (a)/(a2)
  • 71-76%) The person was mugged by (b2) and hasn't been able to recover enough to move.
  • 77-80%) (b2) are holding the person for not paying 'protection' money.
  • 81-83%) The person is out looking for a member of their family that was 'kidnapped' by (b2) for various reasons;
  • 1)Extortion
  • 2)Slavery
  • 3)The shop owner must do something in return for the person.
  • 4)The member ran off to join (b2)
  • 84-95%) The person was accused of something and being held by the local guards. Players can assist either way here.
  • 1)Theft of property of (a2)
  • 2)Selling inferior product or service.
  • 3)Inappropriate Behavior.
  • 4)Conspiracy to commit murder.
  • 95-100%) The person was kidnapped into slavery or murdered, by (B2)

(6)Escort[edit]

Escort (a)/(a2) to 2d8 other (a)/(a2) places. Important chain of exchanges need to happen. Several Groups of (b)/(b2) may attack, from rivals or simply to stop the important exchange. At the end of the exchange, it will be reviled that the item gained by (a)/(a2) is an personally made item for them specialized for their craft.

Paired Suggestions are welcome in the Discussion/Comments section.

Outer City[edit]