Appendices
Adventure Starters
- In the group's home village/town
- […] an alarm sounds in the middle of the day, calling everyone to the square.
What set off the alarm? An attack, a fire, a crime, or something more sinister?
- […] a band of armed outsiders demands something from the village leader.
What do these outsiders want? Revenge, tribute, an artifact, or someone in particular?
- […] a band of malevolent humanoids raids the village.
Why do they attack now? Chance, revenge, or the scheming of some greater power?
- […] someone close vanished during the night.
What was left as a clue? Footprints, blood, a message, or nothing but silence?
- As they enter a [welcoming | lively | silent | gloomy] village/town
- […] a townsfolk clings to a PC and says: “Please, they took my son!”
Who are “they”? Bandits, authorities, creatures, or something worse?
- […] a manacled fugitive runs toward the group, begging: “Help me, they're going to kill me!”
Whom is he fleeing? The law, hunters, monsters, or a secret he carries?
- […] a hooded figure steps out of an alley, bumps into the group, and drops something strange.
What does the object reveal? Looming danger, a conspiracy, or a plea for help?
- […] a monster appears out of nowhere and starts attacking people.
Where did this creature come from? Summoned, cursed, lost, or controlled by someone?
- In a [crowded | festive | cozy | quiet] tavern
- […] a cry for help cuts through the night, coming from outside.
Who is screaming? A victim, or a trap?
- […] a patron drops dead near the group's table.
What killed him? Poison, magic, murder, or something unseen?
- […] guards burst in looking for the PCs .
What crime do they accuse them of? Something they actually did, or a frame-up?
- […] a man rushes in, frantic, saying that “something is coming down the road.”
What draws near? A natural threat, an old enemy, or the omen of something greater?
- On a [misty | rainy | abandoned | steep] road
- […] a vehicle blocks the way and no one seems to be around.
What happened here? An ambush, an attack, or a hasty flight?
- […] a traveler runs desperately toward the group.
What is chasing him? A real danger, a delusion, or a guilt?
- […] echoes of screams ring out ahead, muffled by distance.
Who is screaming? Survivors, victims, or something supernatural?
- […] an animal with strange wounds lies fallen in the middle of the road.
What kind of creature could cause wounds like these? Natural or supernatural?
- In a [hostile | misty | desolate | gloomy] [wilderness | forest | swamp | ravine]
- […] the sound of footsteps draws slowly closer, yet nothing can be seen.
Is it someone following the group, fleeing from it, or something that does not belong to this world?
- […] a wounded creature roars in pain and fury somewhere nearby.
Who wounded it? Hunters, adventurers, or something more monstrous?
- […] a stray arrow strikes a nearby tree.
Where did the shot come from? A warning, a mistake, or a deliberate attack?
- […] the trail begins to take on the shape of a nightmare.
Is it a magical phenomenon, a psychological one, or the influence of some entity?
- In the ruins of an [ancient | corrupted | haunted | infested] [laboratory | temple | tower | graveyard]
- […] a supernatural sound echoes through the corridors, followed by approaching footsteps.
What is about to appear? A lost entity, a guardian, or an echo of the past?
- […] a wounded ally stumbles inside: “He's here… run!”
Who is “he”? An old enemy, an unholy creature, or something beyond human understanding?
- […] an ally emerges through a narrow passage and says: “Come, this way!”
Is he leading the group to safety… or into a trap?
- […] a monstrous creature appears, blocking one of the exits.
This creature is guarding something, hunting the group, or simply protecting its territory.
Rumor Generator
Who or what?
- Treasure/Caravan: Stolen gold, a tax shipment, or rare goods.
- Weapon/Relic: An ancient sword, a holy symbol, or a historical item.
- Noble/Heir: A member of the elite, a bastard child, or a diplomat.
- Criminal/Spy: A famous thief, an assassin, or a traitor to the realm.
- Beast/Monster: A predatory animal, an exotic creature, or a hunting trophy.
- Document/Map: Land deeds, military orders, or a treasure map.
- Corpse/Spirit: The body of someone important or a ghostly apparition.
- Prisoner/Slave: Someone captured unjustly or a valuable hostage.
- Cult/Ritual: A subversive group, heretics, or a secret ceremony.
- Remedy/Poison: A cure for the plague, rare herbs, or a lethal toxin.
- Passage/Portal: A secret entrance, an escape tunnel, or a strange hole.
- Strange Object: A pulsing jewel, a master key, or an unknown artifact.
How?
- Stolen/Lost: It vanished, and someone wants it back.
- Hidden/Buried: It was concealed on purpose.
- Cursed/Diseased: It brings misfortune, plague, or bad luck to whoever touches it.
- Forged/Deceptive: It isn't what it seems (it's a sham).
- Bloody/Dead: Involved in recent violence.
- Forbidden/Illegal: Possessing it is a crime punishable by death or imprisonment.
- Watched/Protected: It's under heavy guard or traps.
- Wild/Raging: It's out of control or aggressive.
- Valuable/Golden: It's worth an incalculable fortune.
- Broken/Ruined: It's damaged, but still important.
- Haunted/Magical: It has faint supernatural properties.
- Imprisoned/Locked away: It's trapped and must be freed.
Where?
- Underground: An abandoned mine, a natural cave, or a well.
- City (Poor): Sewers, dark alleys, or slums.
- City (Rich): The Lord's mansion, a temple, or a bank.
- Commerce: A bustling tavern, a market, or a warehouse.
- Wilderness: A dense forest, a swamp, or a mountain.
- Water: A riverbank, a lake, a ship, or the harbor docks.
- Road: An old bridge, a crossroads, or a hunting trail.
- Death: A graveyard, an ancient crypt, or a battlefield.
- Military: A watchtower, a barracks, or the city wall.
- Ruins: A destroyed fort, a burned house, or a forgotten temple.
- Isolation: An island, a distant farm, or a hermit's cabin.
- Prison: A dungeon, a public cage, or the stocks in the square.
When?
- Night: At midnight or under the light of the moon.
- Bad Weather: During a storm, rain, or fog.
- Social Event: A market day, a festival, or a wedding.
- Alarm: When the bells ring or the dogs bark.
- Death: Just after a murder or execution.
- Cycle: At dawn or sunset.
- Silence: When the town sleeps or no one is looking.
- Conflict: During a brawl or a riot.
- Season: At the height of winter or summer (drought/snow).
- Blood: When blood is spilled at the site.
- Sound: Heard only through whispers or screams.
- Now: The event is happening at this very moment.
Major Quest Generator
Who asks? (d6)
- A priest or elder tormented by omens.
- A merchant desperate after an ambush.
- An indebted noble who needs to restore his honor.
- A wounded soldier seeking revenge.
- A hermit or scholar obsessed with an ancient secret.
- An ordinary townsfolk driven by fear or despair.
What is asked? (d6)
- Protect: watch over, escort, or defend someone or something in danger.
- Recover: bring back an object, a relic, or a missing person.
- Discover: reveal the origin, truth, or secret behind something mysterious.
- Destroy: eliminate a threat, a creature, or a cult.
- Prevent: stop an event, ritual, or plan from coming to pass.
- Deliver: transport something important along a dangerous route.
Where is it? (d6)
- A distant village.
- A ruined tower.
- An ancient grove.
- A forgotten mine or cave.
- An abandoned temple.
- A fallen castle.
What makes this place unusual? (d6)
- Overtaken by a supernatural presence: spirits, a curse, or possession.
- Home to an uncommon creature: a guardian, a beast, or an entity.
- Altered by time or magic: distorting space, sound, or memory.
- Contested by factions: bandits, explorers, cultists, or merchants.
- Protected by riddles or traps: left behind by former inhabitants.
- A source of power: magical energy, rare ore, or a portal to another plane.
What complicates the quest? (d6)
- The employer lies about the true purpose of the quest.
- A tight deadline threatens to make the task impossible.
- Another group is after the same goal and arrives first.
- The target of the quest isn't what it seems, or doesn't want to be saved.
- The place is cursed and no one wants to talk about it.
- Political forces try to prevent the group from setting out.
What does he offer in return? (d6)
- Payment in coins: enough for a few weeks of modest living.
- A powerful favor: influence, a letter of recommendation, an audience, a pardon, or “a clean name.”
- Exclusive access: safe passage, old maps, a key, a safe-conduct, or entry into a forbidden area.
- Valuable information: a secret about the place, about an enemy, or a lead pointing to a greater treasure.
- A useful item: a potion, an amulet, a fine-quality simple weapon, a rare kit, a scroll, or a “single-use” talisman.
- A strange reward: a blessing, a ritual, forbidden knowledge, or a pact with a powerful entity…
Minor Quest Generator
Who asks? (d6)
- A merchant trying to avoid loss or scandal.
- An artisan or laborer with a tight deadline and their hands full.
- An agent of the local authority who wants to solve a problem without it becoming public.
- A devout or temple official dealing with a nuisance too “improper” to confess.
- An ordinary townsfolk in a tight spot, afraid to ask the neighbors for help.
- A servant of a wealthy household sent to take care of a problem.
What is asked? (d6)
- Deliver or fetch an important item such as a letter, a parcel, a package, or a forgotten object.
- Recover something that has gone missing, such as a stolen object, a runaway animal, an unreturned book, or hidden goods.
- Help with the NPC 's chores for a few hours, covering simple tasks while they deal with another urgent matter.
- Discreetly watch a place or routine to uncover a thief, cheat, or saboteur.
- Investigate a strange problem in the settlement to find the real cause behind the signs, gossip, and rumors.
- Mediate or settle a standoff to avoid violence, loss, or a public scene.
What complicates the request? (d6)
- It has to be handled quickly, before the rain, the end of the day, or someone's departure.
- It happens in public, becomes gossip, could spark a scandal, and any slip could stain the reputations of those involved.
- Guards and bureaucracy demand permits, records, and explanations, even for a simple request.
- Someone interferes on purpose to cover their tracks, cause harm, or steal the credit.
- The target disappears, lies, plays hard to reach, or only cooperates if they get something first.
- The problem seems small, but it involves a taboo, important people, or bigger consequences than they let on.
What does he offer in return? (d6)
- A modest payment in coins, enough to make it worth the effort.
- Food, drink, and lodging for a few days at the NPC 's home.
- A service from their own trade, such as a repair, a piece of work, or a fair discount.
- A useful, reliable, simple item, the kind that always comes in handy.
- A contact or an introduction to someone important in the settlement.
- A solid piece of information or a future favor that could turn into a major quest.