The Book of Random Tables: Quests
By Matt Davids
3.5/5
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About this ebook
Need adventure ideas for Dungeons & Dragons or Pathfinder? Cut down your GM prep with 1000 quest options.
This book is a collection of quests or adventure ideas for the use in fantasy tabletop role-playing games. The ideas are organized by a broad topic and are placed in a random table format. Each table has one hundred ideas. You can use these adventure ideas to run RPG sessions in several ways.
You can read through the tables and choose an idea. You can take several ideas and combine them into one scenario for a campaign. You can roll randomly on a table to find an adventure on the fly. You can also use these ideas as side quests within original or premade campaigns.
The first six tables contain ideas that range from story hooks to scenarios to globe-spanning adventures. These tables are organized under the topics: Dungeons Hooks, Royal Quests, Forest Quests, Doorways to Another World, Town Quests, and Sea Quests.
The next three tables are as follows: Questing Beasts, Quest Objects, and Lost Cities. Here you will find the name of a thing and a bit of context. These are meant to be used as the goal of the quest. How the goal is attained is up to the gamemaster.
Meta-Quests is the last table in the book. It is a list of simple ideas that can be used as micro-quests much like collecting feathers in Angry Birds or bobbleheads in the Fallout videogames.
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The Book of Random Tables - Matt Davids
Dungeon Hooks
The town’s well has gone dry. Strange sounds can be heard from below. The town set up a guard around it, but no one will investigate. The party is hired to check it out. Once down in the well, they notice the water has been diverted and the caverns lead to a dungeon.
The party is magically transported into the center of an ancient dungeon. They must fight their way from the inside out. They find clues along the way revealing both the identity of the person who imprisoned them and their location.
The party finds a magic item at the bottom of a sinkhole. It leads the party to an evil wizard’s tower and dungeon.
A black stone falls out of the sky and hits one character on the head. The stone starts exhibiting strange characteristics. It flashes whenever it’s pointed in a certain direction. It leads the players to a dungeon.
A small creature steals one character’s prize possession and runs off with it. When the party gives chase, it leads them down through the woods into a secret grotto. There are a small waterfall and cave. If they venture into the cave they find that orcs are spoiling the idyllic nature of the caves and polluting the grotto. If they slay the orcs, the creature appears, thanks them, and returns the stolen item.
Along the path, there are signs of a struggle. Drops and spatters of blood lead off into the woods. If the party follows the trail of blood, they come upon the cave-like entrance to a goblin lair. The lair is built in an old dungeon. The party will find the goblins holding several travelers hostage.
When relaxing in an inn, one character notices a neatly folded piece of parchment under their chair leg. It is a map to a dungeon.
A family has disappeared, and the party is asked to investigate. When they go to the family’s home to explore it, they find a basement passage that leads down to a dungeon.
A wizard needs a vial full of swamp gas. In return to anyone who brings it to him, he will tell them of the location of an ancient ruin.
The tower of a long-dead robber baron is moldering and decaying. If any brave souls would repair it, it would be a formidable stronghold. Of course, a dungeon is beneath it.
A businesswoman hires the party to clear a forest near a town. While they are clearing the forest, a chest is found with several important items inside. One of the items is a map to a legendary library. Their employer asks them to find the library.
An earthquake reveals the entrance to ancient ruins. The party is asked to investigate.
The old man who runs the herbalist shop asks the party to gather some rare plants. He tells them of a cave not too far from the town where he used to go. However, his old knees don’t allow him to go there anymore. In exchange, he will give them some healing potions. Once the party arrives at the cave, they find some of the plants. However, it becomes quickly apparent that something suspicious is going on at the cave. There are bandits and some unsavory characters living deep inside the cave. The cave leads to a dungeon.
While planting an orchard, a young child falls into a pit. The parents rush to town and ask for help. If the party responds, they are able to rescue the child. However, the pit leads down into a forgotten dungeon.
A small wooden box in a curio shop seems to be calling one of the character’s names. If they inquire about the box, the owner says they can have it free of charge. If the box is opened, they find several items: a map to a ruined castle, an illustration of a beautiful woman, and a key made of ivory.
A recent drought has revealed the entrance to a long-forgotten ruin. Rumors begin to spread of treasure.
An innkeeper is offering a reward for any who will explore a tunnel recently uncovered in his basement. The tunnel leads to a dungeon.
A noble is hiring help. It seems something broke through into his wine cellar from underneath. The party finds some creatures and a shaft leading to a dungeon.
A farmer plowing a new field unearthed an opening to a shaft leading down into the earth. He says any are welcome to explore it.
Rumor has it that something strange is going on in the old abandoned mill down by the river. The party finds that portions of the old mill are flooded, and there is a tunnel leading down into the ground.
Someone claims to have seen a light at the ruins of the old fortress the other night. Is it possible there could still be something valuable there after all these years?
While repairing a statue in the city, a tunnel was discovered. The town leadership is looking for someone to explore it.
A thunderstorm blew over an ancient oak tree revealing a tunnel beneath it. It appears to be a ruin of some kind.
A noble recently inherited property that contains the ruins of an old castle. The noble wishes to hire someone to explore the ruins and the old dungeon underneath.
While digging a foundation for a new building in town an underground passage was discovered. Is anyone brave enough to explore it?
A local farmer reports that something large tunneled out of the ground near his farm. The tunnel that it left is big enough to explore and it appears to be incredibly deep.
At the local inn, the old-timers are always wishing they were young again so they could explore the nearby ruins. Tales tell of treasure and gold. However, the young of the town are none too eager to explore the ruins.
Some children discovered an opening in the old stone mound down near the creek. It appears to lead underground for quite a distance.
A group of townspeople went to collect stones from the old ruins three days ago. They haven’t returned. The party is asked to investigate. Once they arrive at the ruins, they discover a passage leading down to a dungeon.
Local miners say they are hearing strange sounds in the deepest mine shaft. They are getting concerned. The party is asked to investigate. They soon find an opening into an ancient dungeon.
Some kids snooping around in the cave just outside of town discovered a stone door in one of the caverns.
A local farmer’s ox got its foot caught in a hole. The party is asked to help. Once the ox is freed, the hole is revealed to be an entrance to a dungeon.
A collector of oddities needs help organizing his curio shop. He will give the party a map to a dungeon if they help clean up.
If the party helps an innkeeper stock up on firewood, the innkeeper gives them a map to a dungeon.
The mayor is concerned about reports of goblin raids. She gives the party a map to a dungeon where the goblins are thought to be living.
While traveling along the road, the party spots a parchment tacked to a tree by a dagger. It is a map to a dungeon.
The signs of a struggle are obvious along the path. There are bloodstains, a silver ring, and a map to a dungeon.
If the party helps an old beggar, he gives them a map to a dungeon.
If the party gives food to a street urchin, he gives them a map to a dungeon.
The owner of the potion shop offers to sell the party a map to a dungeon for five gold pieces.
A party member notices something stuck to their boot. It’s a map to a dungeon. How did that get there?
The party finds an injured man alongside the road. If they help him, he gives them a map to a dungeon.
Some thugs are harassing an old woman. If the party helps her, she gives them a map to a dungeon.
A messenger raven lands near the party. It has something strapped to its foot. It’s a map to a dungeon.
The word is out that a noble is selling a map to a dungeon for 20 gold pieces.
When the party wakes up one morning they find a map to a dungeon among their belongings.
A stranger bumps into a party member and then runs off. When they check their pockets, they find a map to a dungeon.
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