Sometimes you want to start with the action and figure out the why of things later. Especially if it's a pick-up game with little or no prep time, you want to play now, plan later.
With the tables below, you can throw down a set of polyhedral dice and instantly have enough background info to start in media res.
The party is (D4):
- fighting with
- negotiating with
- hiding from
- chasing
a group of (D6):
- guards
- mercenaries
- zealots
- intelligent monsters
- unintelligent monsters
- beasts
in a (D8):
- city street
- dungeon
- wilderness
- crypt
- temple
- mansion
- ship
- tower
because (D10):
- something has been stolen
- someone has been taken
- an offence must be punished
- a plague must be cured
- a curse must be broken
- a bounty is on offer
- a sentence must be commuted
- a prophecy has been spoken
- an oath has been sworn
- a debt is owed
and if they fail (D12):
- a debt will default.
- they will be cursed.
- they will be outlawed.
- a bounty will be placed on them.
- an ally/family member will be harmed.
- an allied faction will be weakened.
- a crime will go unpunished.
- a regime will fall.
- a war will begin.
- their home will be destroyed.
- an opportunity will be lost.
- an enemy will be empowered.
The theme for this adventure is (D20):
- betrayal.
- the generosity of honourable enemies.
- competition with another party of adventurers.
- a generation-spanning grudge.
- insidious, creeping evil.
- a race against time.
- conspirators in every shadow.
- revenge.
- defending the weak.
- reclaiming a heritage.
- exploration.
- impending disaster.
- righteous vs despotic monarchs.
- revealing treachery.
- the gods are angry.
- babysitting.
- keeping up an act.
- acting with stealth.
- allies in unlikely places.
- forbidden knowledge.
(Thanks to Spwack of the Slight Adjustments blog for the generator code.)
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