Appendices

Adventure Starters

  1. In the group's home village/town
    1. […] 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?
    2. […] a band of armed outsiders demands something from the village leader.
      What do these outsiders want? Revenge, tribute, an artifact, or someone in particular?
    3. […] a band of malevolent humanoids raids the village.
      Why do they attack now? Chance, revenge, or the scheming of some greater power?
    4. […] someone close vanished during the night.
      What was left as a clue? Footprints, blood, a message, or nothing but silence?
  2. As they enter a [welcoming | lively | silent | gloomy] village/town
    1. […] a townsfolk clings to a PC and says: “Please, they took my son!”
      Who are “they”? Bandits, authorities, creatures, or something worse?
    2. […] 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?
    3. […] 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?
    4. […] a monster appears out of nowhere and starts attacking people.
      Where did this creature come from? Summoned, cursed, lost, or controlled by someone?
  3. In a [crowded | festive | cozy | quiet] tavern
    1. […] a cry for help cuts through the night, coming from outside.
      Who is screaming? A victim, or a trap?
    2. […] a patron drops dead near the group's table.
      What killed him? Poison, magic, murder, or something unseen?
    3. […] guards burst in looking for the PCs .
      What crime do they accuse them of? Something they actually did, or a frame-up?
    4. […] 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?
  4. On a [misty | rainy | abandoned | steep] road
    1. […] a vehicle blocks the way and no one seems to be around.
      What happened here? An ambush, an attack, or a hasty flight?
    2. […] a traveler runs desperately toward the group.
      What is chasing him? A real danger, a delusion, or a guilt?
    3. […] echoes of screams ring out ahead, muffled by distance.
      Who is screaming? Survivors, victims, or something supernatural?
    4. […] 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?
  5. In a [hostile | misty | desolate | gloomy] [wilderness | forest | swamp | ravine]
    1. […] 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?
    2. […] a wounded creature roars in pain and fury somewhere nearby.
      Who wounded it? Hunters, adventurers, or something more monstrous?
    3. […] a stray arrow strikes a nearby tree.
      Where did the shot come from? A warning, a mistake, or a deliberate attack?
    4. […] 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?
  6. In the ruins of an [ancient | corrupted | haunted | infested] [laboratory | temple | tower | graveyard]
    1. […] 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?
    2. […] a wounded ally stumbles inside: “He's here… run!”
      Who is “he”? An old enemy, an unholy creature, or something beyond human understanding?
    3. […] an ally emerges through a narrow passage and says: “Come, this way!”
      Is he leading the group to safety… or into a trap?
    4. […] 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?

  1. Treasure/Caravan: Stolen gold, a tax shipment, or rare goods.
  2. Weapon/Relic: An ancient sword, a holy symbol, or a historical item.
  3. Noble/Heir: A member of the elite, a bastard child, or a diplomat.
  4. Criminal/Spy: A famous thief, an assassin, or a traitor to the realm.
  5. Beast/Monster: A predatory animal, an exotic creature, or a hunting trophy.
  6. Document/Map: Land deeds, military orders, or a treasure map.
  7. Corpse/Spirit: The body of someone important or a ghostly apparition.
  8. Prisoner/Slave: Someone captured unjustly or a valuable hostage.
  9. Cult/Ritual: A subversive group, heretics, or a secret ceremony.
  10. Remedy/Poison: A cure for the plague, rare herbs, or a lethal toxin.
  11. Passage/Portal: A secret entrance, an escape tunnel, or a strange hole.
  12. Strange Object: A pulsing jewel, a master key, or an unknown artifact.

How?

  1. Stolen/Lost: It vanished, and someone wants it back.
  2. Hidden/Buried: It was concealed on purpose.
  3. Cursed/Diseased: It brings misfortune, plague, or bad luck to whoever touches it.
  4. Forged/Deceptive: It isn't what it seems (it's a sham).
  5. Bloody/Dead: Involved in recent violence.
  6. Forbidden/Illegal: Possessing it is a crime punishable by death or imprisonment.
  7. Watched/Protected: It's under heavy guard or traps.
  8. Wild/Raging: It's out of control or aggressive.
  9. Valuable/Golden: It's worth an incalculable fortune.
  10. Broken/Ruined: It's damaged, but still important.
  11. Haunted/Magical: It has faint supernatural properties.
  12. Imprisoned/Locked away: It's trapped and must be freed.

Where?

  1. Underground: An abandoned mine, a natural cave, or a well.
  2. City (Poor): Sewers, dark alleys, or slums.
  3. City (Rich): The Lord's mansion, a temple, or a bank.
  4. Commerce: A bustling tavern, a market, or a warehouse.
  5. Wilderness: A dense forest, a swamp, or a mountain.
  6. Water: A riverbank, a lake, a ship, or the harbor docks.
  7. Road: An old bridge, a crossroads, or a hunting trail.
  8. Death: A graveyard, an ancient crypt, or a battlefield.
  9. Military: A watchtower, a barracks, or the city wall.
  10. Ruins: A destroyed fort, a burned house, or a forgotten temple.
  11. Isolation: An island, a distant farm, or a hermit's cabin.
  12. Prison: A dungeon, a public cage, or the stocks in the square.

When?

  1. Night: At midnight or under the light of the moon.
  2. Bad Weather: During a storm, rain, or fog.
  3. Social Event: A market day, a festival, or a wedding.
  4. Alarm: When the bells ring or the dogs bark.
  5. Death: Just after a murder or execution.
  6. Cycle: At dawn or sunset.
  7. Silence: When the town sleeps or no one is looking.
  8. Conflict: During a brawl or a riot.
  9. Season: At the height of winter or summer (drought/snow).
  10. Blood: When blood is spilled at the site.
  11. Sound: Heard only through whispers or screams.
  12. Now: The event is happening at this very moment.

Major Quest Generator

Who asks? (d6)

  1. A priest or elder tormented by omens.
  2. A merchant desperate after an ambush.
  3. An indebted noble who needs to restore his honor.
  4. A wounded soldier seeking revenge.
  5. A hermit or scholar obsessed with an ancient secret.
  6. An ordinary townsfolk driven by fear or despair.

What is asked? (d6)

  1. Protect: watch over, escort, or defend someone or something in danger.
  2. Recover: bring back an object, a relic, or a missing person.
  3. Discover: reveal the origin, truth, or secret behind something mysterious.
  4. Destroy: eliminate a threat, a creature, or a cult.
  5. Prevent: stop an event, ritual, or plan from coming to pass.
  6. Deliver: transport something important along a dangerous route.

Where is it? (d6)

  1. A distant village.
  2. A ruined tower.
  3. An ancient grove.
  4. A forgotten mine or cave.
  5. An abandoned temple.
  6. A fallen castle.

What makes this place unusual? (d6)

  1. Overtaken by a supernatural presence: spirits, a curse, or possession.
  2. Home to an uncommon creature: a guardian, a beast, or an entity.
  3. Altered by time or magic: distorting space, sound, or memory.
  4. Contested by factions: bandits, explorers, cultists, or merchants.
  5. Protected by riddles or traps: left behind by former inhabitants.
  6. A source of power: magical energy, rare ore, or a portal to another plane.

What complicates the quest? (d6)

  1. The employer lies about the true purpose of the quest.
  2. A tight deadline threatens to make the task impossible.
  3. Another group is after the same goal and arrives first.
  4. The target of the quest isn't what it seems, or doesn't want to be saved.
  5. The place is cursed and no one wants to talk about it.
  6. Political forces try to prevent the group from setting out.

What does he offer in return? (d6)

  1. Payment in coins: enough for a few weeks of modest living.
  2. A powerful favor: influence, a letter of recommendation, an audience, a pardon, or “a clean name.”
  3. Exclusive access: safe passage, old maps, a key, a safe-conduct, or entry into a forbidden area.
  4. Valuable information: a secret about the place, about an enemy, or a lead pointing to a greater treasure.
  5. A useful item: a potion, an amulet, a fine-quality simple weapon, a rare kit, a scroll, or a “single-use” talisman.
  6. A strange reward: a blessing, a ritual, forbidden knowledge, or a pact with a powerful entity…

Minor Quest Generator

Who asks? (d6)

  1. A merchant trying to avoid loss or scandal.
  2. An artisan or laborer with a tight deadline and their hands full.
  3. An agent of the local authority who wants to solve a problem without it becoming public.
  4. A devout or temple official dealing with a nuisance too “improper” to confess.
  5. An ordinary townsfolk in a tight spot, afraid to ask the neighbors for help.
  6. A servant of a wealthy household sent to take care of a problem.

What is asked? (d6)

  1. Deliver or fetch an important item such as a letter, a parcel, a package, or a forgotten object.
  2. Recover something that has gone missing, such as a stolen object, a runaway animal, an unreturned book, or hidden goods.
  3. Help with the NPC 's chores for a few hours, covering simple tasks while they deal with another urgent matter.
  4. Discreetly watch a place or routine to uncover a thief, cheat, or saboteur.
  5. Investigate a strange problem in the settlement to find the real cause behind the signs, gossip, and rumors.
  6. Mediate or settle a standoff to avoid violence, loss, or a public scene.

What complicates the request? (d6)

  1. It has to be handled quickly, before the rain, the end of the day, or someone's departure.
  2. It happens in public, becomes gossip, could spark a scandal, and any slip could stain the reputations of those involved.
  3. Guards and bureaucracy demand permits, records, and explanations, even for a simple request.
  4. Someone interferes on purpose to cover their tracks, cause harm, or steal the credit.
  5. The target disappears, lies, plays hard to reach, or only cooperates if they get something first.
  6. 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)

  1. A modest payment in coins, enough to make it worth the effort.
  2. Food, drink, and lodging for a few days at the NPC 's home.
  3. A service from their own trade, such as a repair, a piece of work, or a fair discount.
  4. A useful, reliable, simple item, the kind that always comes in handy.
  5. A contact or an introduction to someone important in the settlement.
  6. A solid piece of information or a future favor that could turn into a major quest.