I thought it would be fun to put out a list of quick adventure starts.

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Roll 1d12 to determine how the party gets together to find their latest fantasy adventure.
Note that these are just introductory hooks and not full adventure seeds. The how’s and why’s are entirely up to the GM.

  1. You’re on your way into the local tavern when a horse staggers by, its rider unconscious with several arrows in their back. A messenger’s bag is shackled to a ring on the saddle.
  2. A spirit appears before each member of the group at night whether they are awake or not.
  3. A town crier calls for each member of the group by name specifically. He was paid one silver coin per group member and told not to stop until the entire party was assembled in the center of town.
  4. The nearest apothecary seeks the group out, perhaps by reputation or maybe because he (or she) needs help with an urgent retrieval of a bundle of herbs from a distant mountain.
  5. The town’s blacksmith presents an urgent plea for adventurers who come looking for armor, weapons, horseshoes, repairs, etc.
  6. A royal magistrate (tax collector/record keeper/marshal) has been searching for one specific group member for a long time and catches up to the party on the road/in the street.
  7. A gang of young ruffians lay in a collapsed heap on the street/road. Their assailants are nowhere in sight. The group could even be mistaken for the assailants if they’re not careful.
  8. An exhausted messenger who has ridden night and day shows up with an urgent message for one of the party members.
  9. The group arrives to find the tavern/inn on fire along with neighboring buildings. The townsfolk are scrambling in an attempt to extinguish the fires.
  10. Something or someone manages to sneak up to one of the PCs and liberate an item of sentimental value to hold for ransom. (It doesn’t have to be a magic item.)
  11. A large fiery rock falls from the sky and lands not far from wherever the party is. A large explosion follows. Trees for a mile around are knocked over. Buildings are damaged.
  12. The group stumbles upon a small, locked chest quite by accident. How it got there, why, what it contains, and so on are up to the GM.
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1d12 Townsfolk NPCs for use as quest givers:

  1. The town drunk.
  2. The Mayor’s daughter (or son.)
  3. The Town Crier.
  4. Blacksmith.
  5. Apothecary.
  6. Sherriff.
  7. Farmer.
  8. Cobbler.
  9. Wainwright.
  10. Woodcutter.
  11. Bookbinder
  12. Sage.