Tuesday 6 July 2021

UVG: d11+n more reasons to travel the Ultraviolet Grasslands

The seed for one of these travel quests came from a conversation with a friend along the lines of "what if the party were all bards and the campaign was actually a stadium tour," and the rest came all at once after that.

I'm writing them down for when I come to run a game in the Ultraviolet Grasslands and hope you find them useful or entertaining, further suggestions are very welcome in the comments! 

Ah those crazy cat lords. Image (cc) maricamolesi


  1. Band on tour. Play a loud gig at every location, whether the denizens want you to or not. Award xp as for surviving conflict - depending on how tough a crowd it is - multiplied by the number of days it took to organise the gig. Extra 3d6 xp per groupie on the caravan when arriving for your headline show at the Black City, don't forget they need feeding.
  2. Gullible dilettantes. Independently wealthy PCs on a Grand Tour of the grasslands, d6 times 10 xp for exploring a new location. Convert any cash swindled out of the party to xp every time they go along with enterprising scams from the locals (who can see them coming a mile off).
  3. Travelling salespeople. Your patron gives you d6 sacks of encyclopedias, snake oil, or similar per PC and instructions to go out and sell them. 2d6 xp, times the sale price, per sack you can offload on the unsuspecting folks you meet on your travels - but probably only one sale per stop because bad news travels fast in these parts.
  4. Puppets and puppeteers. Party is convinced that their actions are being dictated by beings from another dimension for light entertainment. A Gate (as per p18) can be Discovered at each location; d6 times 100 xp for exploring or activating one, d6 times 1000 xp for activating the one that leads somewhere free from the oppression of the cruel, cruel dice. Metagaming is potentially hazardous.
  5. Three Singles to Adventure. The caravan is a travelling zoo; 3d6 times your number of animals in xp every time you stop in an inhabited place with an animal they haven't seen before. Maybe d10% multiplied by the number of animals that one escapes or causes trouble? Remember they need feeding and housing!
  6. Tourists. d6 times 100 xp for exploring a new landmark, if of cultural significance and the PCs can get someone to record an image of them standing in front of it to show the folks back East. Discretionary bonus, or penalty, for anyone recorded comically "holding it up" or "pushing it over" etc.
  7. Bachelor(ette) road trip. One of the PCs is getting married to an extradimensional being in the Black City. Congratulations! Double xp when choosing to take disadvantage on celebratory carousing rolls, which are mandatory before leaving an inhabited location. Extra d6 times 1000 xp for getting to the church on time.
  8. The Tax Man Cometh. Your patron is convinced that they rule the grasslands and, frankly, their people should show more recognition. 3d6 times 200 xp for convincing the residents of an inhabited area to pay "tax" to your patron.
  9. Come with me if you want to live. Tracked by a vome from the future; untiring, unstoppable, unkillable. 2d6 xp each week you stay one step ahead, d6 times 500 xp for finding out how to put it down for good, or achieving what it was sent to prevent. 20% chance any location has a clue to one or the other. Best do both to be safe.
  10. Pony Express. Someone has to deliver the mail; d6 times 100 xp each time the party arrives at an inhabited location that's not the last one they visited or the one they visited before that. 20% chance there is a Special Delivery that needs taking d4 stops away, ASAP, with distance as a multiplier.
  11. Gastronauts. The eateries from p14 are spread, their locations known or as Discoveries, across several locations on the map. 2d6 times 200 xp when the party try the special in each one and discuss it loudly and critically at the table.

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