Random Quests

Contents

Quest Giver

Objective

Twist

Rewards

About Quests

Quests are a core element of this game. They can arise organically, be assigned by a quest giver, chosen by the players themselves, or created by the players.

As a GM, you may find yourself needing to quickly come up with a quest, which can be a challenge. To help inspire you, we’ve created this guide with some ideas. It’s always good to connect the quests with the world, using monsters, lore and unique characteristics from the region. Don’t forget to put some personality on the region, this is how to player will interact with the world.

For example, there can be 2 similar quests about a monster haunting a village. On the artic, the monster can be a Yeti and it is hunting the people on the village in a harsh environment. If the quest is on a swamp, the monster can be a hag, using tricks and illusion to terrorize the people.

By aligning the quest with characteristics of the region, you will not only provide engaging challenges, but also memorable experiences to the players that will deepen their connection with the game world.

The guide is separated in 4 parts, which will help you design a quest:

  • Quest Giver
  • Objective
  • Twist
  • Rewards

Quest Giver

The context of the quest can drastically change depending on the requester. Doing a quest for a farmer in need is completely different from doing a quest for a rich noble, for example. Here are some examples of quest givers:

1d8 Quest Givers
1
A Common Person
2
A rich and powerful person
3
A Guild
4
Someone from the Criminal underworld
5
A religion sept
6
Local authorities
7
A Deity
8
Someone in need

Objective

Each quest can have a unique objective. Here are some examples to inspire you:

1d8 Quest Givers
1
Save Someone
2
Collect an item(s)
3
Kill something
4
Gather an information
5
Sabotage something
6
Protect something or someone
7
Deliver something
8
Persuade someone

Twist

Each quest is unique in its own way. What makes this quest special? What is its twist?

Here are some ideas to inspire you. You can roll or choose twists from this table up to 3 times, depending on how spicy you want the quest to be. If the results conflict, you can choose or reroll 1 of the twists.

1d20 Twist
1
Someone involved in the quest is pretending to betray the party.
2
The Objective is not what it seems...
3
Things get more complicated as they go on...
4
There are other people involved that are against the objective.
5
There is a Curse involved.
6
This needs to be stealthy. If someone finds about this, your reputation is ruined.
7
Something completely unexpected happens.
8
The quest may involve illegal activities...
9
A hard combat encounter.
10
The quest is urgent, with no time to rest
11
You will need preparations in order to succeed in this quest.
12
There are multiple combat encounters involved
13
You need help from an unlikely ally.
14
The lives of others are depending on you.
15
Failing this quest may have terrible consequences.
16
The more you advance in this quest, the clearer it becomes that what you are doing is morally wrong.
17
There is forbidden magic involved.
18
The quest is somehow connected to a bigger conspiracy theory.
19
The quest is somehow connected to the background of one player.
20
The quest will probably lead to a tragic end.

Rewards

Once players finish a quest, they expect a cool reward.

You can use Special Item for the reward. If you are not sure what to give, you can also use the Random Treasure table.

If you want to reward them with money, you can use the Economy rules as a guide.

Example: A very common and simple quest would be rewarded with 10 to 20 copper coins, while a rare and complex quest would be rewarded with 50 to 100 gold coins.