Sunday, 29 November 2020

Why am I adventuring? 1d30 reasons not to turn back

 Sometimes you just need that little bit of extra motivation to not turn back from your adventure into the depths of Death Mountain of Doom and Eternal Damnation after things start turning bad, or if you do you should at least have a reason to gear up better and go back there.
After all, adventuring is something that no-one sane and concerned for their well-being would pick up as their means of income, even if the coin from a successful venture might sometimes be enough to significantly improve one's standards of living.

Adventure often times take place in locations where after seeing a bit of the dangers, a lot of sensible and careful people would choose that they've seen enough and turn back. Even in the tower of the stargazer game I'm currently running the party is starting to lean towards that conclusion even without having really found that much worth of loot or anything (their reason for being there, getting hired to bring back arcane artifacts), and that's with them having managed to avoid most of the bad things in that place.

For this kind of situations I present to you a 1d30 table of answers to the question: "Why am I adventuring again?"

Roll, choose, or invent your own reason.

  1.  Woke up from a ditch, got told that all those rounds for the entire tavern won't magically pay themselves.
  2.  The smith's daughter was snatched away, someone had to stand up and do something about it.
  3.  "You know this one place? They say it's full of treasure just laying around and nobody's been there yet."
  4.  The village is small and can't feed everyone, you drew the shortest straw.
  5.  Sent on a mission by your church. You don't think they really expect you to come back.
  6.  A wizard's apprentice. Does he really expect you to go collect that...?
  7.  A war has broken out and you've heard the army is marching towards your town. Evacuate while you can.
  8.  There was no work to earn a living in your town so you moved. Now nobody trusts any work to the outsider so adventuring it is...
  9.  A stranger in a strange land, fled away from your homeland. Now you need an income though...
  10.  You were sentenced for hanging but managed to escape with few of the other prisoners. You have no idea where they dispersed to but staying in this place can't be a good idea.
  11.  The village has a tradition of offering someone as a sacrifice to their pagan god every spring to ensue plentiful harvest. It was about to be your turn as the sacrifice.
  12.  Simple menial work never could hold your attention, so you started to seek for a proper thrill.
  13.  Your father paid for the whole expedition, but none of them survived but you. There's no way you can go back home empty handed, he'd have your head...
  14.  A mercenary, one of the last surviving members of your company. You were used to ensue a nobleman's escape, but at what cost?
  15.  A far-off land is supposed to have medicine that you desperately need, but how will you afford to get it?
  16.  She is dead, all you have left is the empty house and bottle of cheap alcohol. Might as well go down in a blaze of glory, eh?
  17.  This is what you live for. The excitement, the experiences, the money! Why in the world would people say this is a job for madmen?
  18.  You've been hired to collect information on this assortment of eccentric people. No idea why, but the pay is good and all you gotta do is tag along to their misadventures.
  19.  The jitters never stop. You're an old veteran who just couldn't settle down. You can't stand this calm any longer.
  20.  Young and full of dreams, you've left your village behind. It is time to strike out on your own and carve a name for yourself.
  21.  Your home burned down, along with everything you weren't wearing.
  22.  You're a criminal condemned to death, but have been promised a pardon if you succeed on your mission.
  23.  Remember all those stories about adventurers retiring to live almost like small nobles off of the treasure they've amassed? Betcha anyone can do that if they just try a bit!
  24.  You owe a debt, a big one. You're broke after your last payment and need more money for the next one, fast!
  25.  Woken up at a battlefield littered with corpses and carrion birds with no memory of who you are and why you were here.
  26.  You accepted the request on a whim, but by now it's too late to tell the others that and head back.
  27.  The last job of yours was a total disaster. You can afford a room at the local tavern for few night but after that you need a new job or sleeping in the gutter it is.
  28.  A relic of your church or something the church wants to lock off is supposed to be held here, stolen or abandoned. The orders weren't exactly clear...
  29.  A noble has bought your pardon from crimes you've committed so that you would go delve for exotic artifacts for them.
  30.  Your master has disappeared and according to the rumors this place is where they were last seen.
 Some of these are a bit more of straight up adventure prompts or ways to start a campaign for the whole party, but the common factor here is that they should all prompt you to action and give you a reason not to turn back to just safely tilling fields or hauling cargo for a living.

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