Article:
D&D 4th ed: 100 Motivations for Joining an Adventuring Group


Here is a random list of a hundred mini motivations behind the meeting of fellow adventurers. I mean, they might all gather in a bar and get to talking, but why did they seek each other out in the first place?
This rather gargantuan table is a special request for Master DM Iain, who loves a good random roll table as much as I do it seems.
Hope you enjoy it Iain and thanks for the request!
RANDOM TABLE OF MOTIVATIONS FOR JOINING AN ADVENTURING GROUP.
Roll 1D100
1- You have a crystal amulet that people subscribe to scry on, you are adventuring for an audience that pays your agent, who is a professional wizard and kind of a technical seer.
2- You are hunting for the ingredients to a rare alchemical formula, said to create an elixir of immortality, you need to travel in the wilds and this group is a good choice of travelling companions.
3- All members of your family die young from an inherited disease, you don't have the luxury of growing old and retiring, so you seek out adventure, quick wealth and fame to compensate.
4- Your parents were adventurers and they travelled with the parent of one person on the team you seek to join.
5- You are seeking answers to a list of puzzles involving ancient ruins that your grandfather left for you. If you solve the mystery, you stand to inherit a lot of your grandfather's money.
6- Your brother gambled away your family fortune, so you seek adventure to vent your frustration and hopefully earn enough to replace what has been taken from you by his failures.
7- You are on the run from authorities in a distant land, the chances of being found are slim, but it seems wise to surround yourself with capable friends if you ever find yourself in a tight spot.
8- You suffered amnesia a few years back and some memories have come back, you seem to be an adventurer, you figure going on some more adventures will help to trigger more memories of your life before the amnesia.
