If you're running Bug & Claw you may want to generate your own adventures and play more organically. The game will include various ways of helping make that happen, with this adventure generator being just the start. You can roll three d20s on this table to quickly spin up an idea for a new adventure, whether a rumour heard in town, assigned to the adventurers from an NPC, or via some other method of your choosing.
3d20 | Detail 1 | Detail 2 | Detail 3 |
---|---|---|---|
1 | Find the | Crystal monolith | Of the infected lands |
2 | Loot the | Royalty | Of the cave system |
3 | Raid the | Council | Of the chemical wastes |
4 | Build for the | Mutant wildlife | Of the mountain |
5 | Replace the | Infection | Of the forest |
6 | Imitate the | Seer | In the hospital |
7 | Battle the | Crystal | In the swamp |
8 | Teach the | Breach | Murdering bug-kin |
9 | Judge the | Free Knight/s | Attacking royalty |
10 | Run from the | Scrat | Destroying historic records |
11 | Study the | Relic-kin | Of the ancient wreck |
12 | Impress the | Quick-growing crystals | Enslaving bug-kin |
13 | Catch the | Non-kin | Attracting mutant wildlife |
14 | Use the | Thief | That appears at night |
15 | Stop the | Memories | Drug storage |
16 | Steal the | Camp | Spreading lies |
17 | Free the | Ancient treasure | Drinking blood |
18 | Cleanse the | Assassin | Tainting the town's food |
19 | Bolster the | Construction | Taking hostages |
20 | Honor the | Graveyard | Building a resistance |
As you roll (or manually mix) columns you may find that things are open to interpretation. For example, you'll have to decide what it means to "bolster" or "cleanse" something. Or maybe you leave that up to your players. Some of the interpretation of columns also means deciding if you're going to add an oxford column between the second and third column or not, as sometimes that can vastly change the interpretation of things.
A general tip with adventures is not to reveal too much upfront to those experiencing things what's going on. Keep in mind that adventure seeds such as these may be best played close to the chest. Maybe don't reveal upfront to the players that you're off to battle giant mutant wildlife.
This generator gives you seeds for an adventure. You as the DM or players need to come up with why that's happening and what the payoff is at the end, both financially and narratively.
Lastly, I'd love to hear what your adventures are like! What's so enjoyable about prompts from a generator is to find out how they were interpreted. If you use this table to come up with something neat, share it with @bugandclaw on Twitter.