D&D5e - Quest Gen

Description (more info)

You can find a collection including all of my public charts here: https://chartopia.d12dev.com/collection/2569/

Result

Patron: Resolve: {Roll on "PatronType"|Roll on "AdventurePatron"}

Resolve: {**Villain:** Roll on "AdventureVillain"|}

Resolve: {**Ally:** Roll on "AdventureAlly"|}

Goal: Roll on "PartyGoal"Resolve: {.| and, if possible, Roll on "SideQuest"}

Resolve: {**Twist:** Roll on "Twist"|}

Subcharts

PatronType (d8)

d8 Result

1

Academy: Roll on "AcademyType"

Contact: Roll on "AcademyContact"

Quest: Roll on "AcademyQuest"

2

Ancient Being: Roll on "AncientType"

Contact: Roll on "AncientContact"

Quest: Roll on "AncientQuest"

3

Aristocrat: Roll on "AristocratType"

Contact: Roll on "AristocratContact"

Quest: Roll on "AristocratQuest"

4

Criminal Syndicate: Roll on "CriminalType"

Contact: Roll on "CriminalContact"

Quest: Roll on "CriminalQuest"

5

Guild: Roll on "GuildType"

Contact: Roll on "GuildContact"

Quest: Roll on "GuildQuest"

6

Military Force: Roll on "MilitaryType"

Contact: Roll on "MilitaryContact"

Quest: Roll on "MilitaryQuest"

7

Religious Order: Roll on "ReligiousType"

Contact: Roll on "ReligiousContact"

Quest: Roll on "ReligiousQuest"

8

Sovereign: Roll on "SovereignType"

Contact: Roll on "SovereignContact"

Quest: Roll on "SovereignQuest"

AcademyType (d6)

d6 Result

1

Boarding School. Students and faculty enjoy a familial relationship on a self-contained campus.

2

Arcane Enclave. Drawn together by cutting-edge magical scholarship, the enclave's residents are hungry for secrets, reagents, and subjects.

3

Secret Monastery. Ageless secrets remain the focus of contemplation and rigorous training at this site.

4

Elite Institute. This cutthroat college of science or the arts accepts only the crème de la crème of society and talent.

5

Vault of Secrets. This conspiracy strives to keep or eradicate all knowledge of a specific truth.

6

Museum of Dreams. Magical communication or shared dreamscapes connect a network of wide-ranging specialists.

AcademyContact (d6)

d6 Result

1

Harried Functionary. A disinterested secretary conveys written correspondence to you from an exceptionally busy or aloof senior faculty member.

2

Celebrated Instructor. Despite their throngs of ambitious assistants, a celebrity researcher considers you their star pupil.

3

Wizened Fixture. A fantastically old, believed-to-be-deceased librarian gives you assignments from the circulation desk they never leave.

4

Infatuated Tourist. A flirtatious visiting scholar perceives your every report and donated discovery as a personal gift.

5

Spectral Fragment. A haunted piece of the academy's collection compels you to complete its secret research.

6

Distant Observer. A mysterious sponsor encourages your research from afar to avoid alerting nefarious forces embedded within the academy's bureaucracy.

AcademyQuest (d6)

d6 Result

1

Aberrant Zoology. You undertake expeditions to document, capture, and explain beings antithetical to the natural order.

2

Arcanodynamics. You investigate the ways magic underpins existence, exploring its flows and seeking ways to harness its nexuses.

3

Forbidden History. You reveal the lost truths of the world's darkest ages, pursuing the history of purposefully hidden or taboo eras.

4

Cryptogeography. You search for proof of a hidden land or that the world isn't structured as commonly assumed.

5

Restorative Antiquarianism. You track clues leading to plundered artifacts and then restore them to their rightful owners.

6

Evolutionary Divinity. You dare to explore what no mortal was meant to know: the origins of divinity.

AncientType (d6)

d6 Result

1

Elder Dragon. An ancient dragon seeks knowledge or power. It wishes to gather greater wealth for its hoard, its ambitions expanding in its advancing years.

2

Lich. An undead spellcaster of immense power employs your group. Its interests are strangely diverse and seemingly benign. Perhaps it's not as evil as conventional adventuring wisdom suggests?

3

Bound Fiend. This fiend is bound to a location, either in its true form or as a possessing spirit. Whether trapped in an unbreakable circle of binding sigils or sealed as a spirit within a gigantic statue, the fiend's influence drives your group.

4

Guardian Celestial. An angel or another powerful celestial takes an interest in a specific region of the Material Plane. It cultivates a network of mortal informants and agents to serve its agenda.

5

The Endless. This person has lived many lifetimes because they can't die—at least not permanently. No matter the cause of their demise, they return. To all appearances, they are alive and mortal, but they control the amassed resources of an immortal.

6

Primal Manifestation. Its existence defies mortal understanding; the being simply is. It could be a primordial force of nature awakened to self-awareness that now inhabits the landscape or an alien intellect that whispers through proxies, omens, and idols.

AncientContact (d6)

d6 Result

1

Employer. An established member of local society acts as the interface between you and the patron and provides the cover of legitimate employment. They could be a bartender, shopkeeper, local official, or noble.

2

Back-Room Dealers. An exclusive area in an otherwise-ordinary establishment requires a password or token to gain entry. There you meet and communicate with shadowy agents of your patron.

3

Magical Message Drop. Magically recorded messages from your contact or your patron appear in odd places. You know to check a predetermined location, such as a crack in an ancient monolith or a specific grave, for instructions.

4

Visions. Your patron doesn't use intermediaries, instead speaking to you in dreams, omens, or visions. The being appears in your mind as you sleep, taking control of your dreams to deliver instructions that become to ignore.

5

Ephemeral Echo. Your contact never physically reveals itself to you. Perhaps it is the ghost of a dead person, an entity that appears outside the flow of time, or a projected illusion of a being that never leaves your patron's hidden sanctum.

6

The Mouthpiece. The ancient being's voice whispers through the lips of an ordinary person. You patron might posses the body of a stranger or a party member to converse with you.

AncientQuest (d6)

d6 Result

1

Rescue. A wayward agent went missing while gathering information or materials. You must discover their fate and recover them and their findings.

2

Sabotage. You must destroy an aspect of a rival's organization, either assassinating a key minion or destroying a critical object.

3

Artifice. Your specialized skills are instrumental to assembling components for a powerful magic ritual or object.

4

Treachery. A high-profile minion of another powerful figure is in a position to betray their master, to the benefit of your patron. You must convince them to defect to your organization or extract them from now-hostile territory.

5

Culling. A respected agent of your patron (possibly an ally or a mentor for your group) has been compromised. Perhaps they are defecting to a rival, attempting to seize the ancient being's power. Whatever the case, you must catch them to end their threat.

6

Astral Heist. A powerful rival of your patron stores their secrets in a mind vault on the Astral Plane. That means they can't be tricked or coerced into revealing anything, nor can their thoughts be read. You must find the vault and travel through the rival's deadly memories to find the knowledge your patron desires.

AristocratType (d6)

d6 Result

1

Local Lord. Convinced that power and prestige lie just around the corner, this minor lordling grasps for every opportunity to climb the ranks.

2

Merchant Mastermind. Reputation, wealth, and power are one and the same for the head of a family with world-spanning business holdings.

3

Nomadic Princeling. Nothing is more appealing to this princeling than treasure. Their sprawling merchant caravan trails behind their palanquin as far as the eye can see.

4

Double Dealer. The leader of a noble family has turned against their nation, secretly opposing their liege for personal gain or ethical reasons.

5

Ambitious Entrepreneur. The sole heir of a vast fortune, this entrepreneur seeks allies to expand their wealth in a new business on the international, global, or planar stage.

6

Future Ruler. This young noble is destined to rule, but currently their whims are fickle and dangerous.

AristocratContact (d6)

d6 Result

1

Common Contact. A servant with ambitions toward a title works as a go-between for your patron.

2

Professional. A level-headed advisor or manager of your patron's business directs you in keeping their reckless employer safe.

3

Family Peacemaker. A naive aristocrat appointed by your patron wants your assistance in keeping the peace between fractious family members, which isn't your patron's priority.

4

Intimate Connection. A common-born confidant or lover of your patron guides you in creating circumstances to bolster the noble family's best interests.

5

Outside Insider. An outcast noble favored by your patron works with you to uphold their family's interests despite their exile.

6

Outsider Inside. A mysterious entity manipulates a noble family's fortunes. Through your patron, it employs you to help guide its chosen family along a centuries-long course.

AristocratQuest (d6)

d6 Result

1

Noble Union. You work within multiple noble factions to unite rival families.

2

Business Breakthrough. You track down and obtain a wonder your patron believes is the key to their financial fortunes.

3

Sabotage Rival. You break into the business or estate of an enemy noble family and undermine their political or professional ventures.

4

Lost Lineage. You seek evidence of a lost branch of a noble family or proof that individuals don't possess a noble pedigree.

5

Origin of Nobility. You reveal the secret reason why certain individuals were elevated to noble status and how they will soon fulfill their purpose.

6

The New Nobility. You recreate the remarkable event that granted today's noble families their special standing, enabling the rise of new nobles.

CriminalType (d6)

d6 Result

1

Thieves' Guild. A disparate convocation of thieves, spies, smugglers, and other scoundrels controls criminal activity in a region of a city.

2

Assassin Society. The network's livelihood is death. Members of the society hone their skills as cutthroats, poisoners, body-disposal specialists, and any other profession focused on ending lives. The society is motivated by profit or labors in service to a greater cause.

3

Magical Arms Dealer. The syndicate has cornered the market on deadly magical devices. They offer their services and wares for a price and acquire staggering magical might for those who meet their demands.

4

Pirate Fleet. This alliance of pirate captains is unified under a ruling captain or admiral and adheres to a strict code of honor. They converge only in response to an outside threat.

5

Body Snatchers. The syndicate consists predominantly, if not entirely, of creatures that possess or impersonate other people. They seek to replace influential individuals throughout society with members of their ranks.

6

Thought Thieves. These psychic criminals infiltrate their target's minds to steal secrets and disguise their existence.

CriminalContact (d6)

d6 Result

1

Personal Mentor. This longtime member of the syndicate took you under their wing when you were young and became a parental figure.

2

Clever Urchin. An innocuous person, perhaps a beggar or menial laborer, knows all the right people and shares their connections with you.

3

Former Law Enforcement. Your contact used to be (or maybe still is) a member of local law enforcement. They have sharp insight into the law's workings in your area and a healthy dose of paranoia for that reason.

4

Bon Vivant. The boss of a local den of vice—whether gambling, narcotics, or other pleasures—aids you when they're not distracted by their own debauchery.

5

Traitor. You know your contact in the syndicate has betrayed it, but they have enough clout and leverage that you don't dare cross them—yet.

6

Criminal Royalty. Unknown to most, your contact is a member of local nobility or royalty. Why they maintain relations with the syndicate is a troubling mystery.

CriminalQuest (d6)

d6 Result

1

Acquisition and Retrieval. You acquire assets for the syndicate. You steal important documents or clear out locations for use as hideouts.

2

Heists. You plan and execute elaborate robberies that require the combined skills of your team.

3

Gang Warfare. You ensure that no other crime syndicate gains a significant foothold in your territory.

4

Enforcement. You keep the corrupt, headstrong, and avaricious members of your syndicate in line with the goals and rules of the organization.

5

Assassination. You dispatch prominent people—the sort who have numerous bodyguards and elaborate security systems to circumvent.

6

Topple the Powerful. Your syndicate is criminal and your methods illegal, but your goals are righteous. You help people who are powerless against exploitation by the powerful.

GuildType (d6)

d6 Result

1

Crafters' Guild. This conglomerate of artisans pools its resources and influence to ensure a steady exchange of gold for its crafts.

2

Merchant Consortium. These entrepreneurs don't create the wares they peddle, instead specializing in linking products to prospective owners. If they don't have it, they find it.

3

Miracle Makers' Association. The magically inclined crafters of this guild specialize in imbuing physical goods with magical effects. Rumor has it they can strip the magic from existing enchanted items and might be willing to buy or trade adventurers' spoils.

4

Moneychangers. These merchants deal in all forms of currency, acting as bankers, loan agents, and crucial contacts for adventurers and other individuals who deal with large sums of wealth. They exchange coin for gemstones as readily as they find buyers for historical relics and recovered art.

5

Philosophical Faction. These like-minded individuals follow specific teachings, spreading word of their expertise through their services and training.

6

Identity Traders. These enigmatic dealers buy and sell documents, memories, and the trappings of thoroughly lived lives, selling them to those in need of the ultimate fresh start.

GuildContact (d6)

d6 Result

1

The Perfectionist. Your contact is a skilled but obsessive creator consumed with the quest to create something perfect that will define their life's work and secure their legacy. They lose sight of right and wrong in pursuit of the finest materials and exciting opportunities.

2

Attentive Overseer. A guild representative takes personal interest in your group's tasks. They follow your exploits and know of your adventures before you return to report. Despite the unsettling depth of their knowledge, they seem genuinely eager to shepherd your work.

3

Hidden Benefactor. Whoever your contact is, they don't communicate directly. They send messages via couriers or letters. No one in the guild knows who the contact is, or if they do, they aren't telling you. Regardless, the contact's information is good, and they pay on time.

4

Discerning Mentor. No matter how well you perform, or how perfect your creations, nothing is ever good enough for this contact. They point out every flaw and missed opportunity. Are they bitter, lashing out at anyone around them, or do they recognize your potential and try to push you to greatness?

5

Golem Guide. Your guild contact is the soul of a long-dead artisan preserved in a construct body. This golem is wise and knowledgeable, but it has difficulty grasping the passage of time and the state of the world compared to its original era.

6

Fallen Muse. Your contact is a fallen celestial. Whether they regret their transgressions or hunger for vengeance, they provide divine inspiration and guidance to you and to the guild. Somehow your group and the guild inspire their hope for ascension.

GuildQuest (d6)

d6 Result

1

Deliver Goods. You need to deliver an order to an important customer or partner of the guild. The delivery must arrive by a critical deadline—regardless of who or what tries to stop you.

2

Acquire Materials. Your guild requires materials that are rare and difficult to procure, either for a guild project or for a paying client. Your group must gather the missing components from a dangerous location or a recalcitrant owner while outpacing a rival to the prize.

3

Eliminate a Rival. A competitor has humiliated the guild one too many times, and it's time for that to stop. Your group is charged with assuring the rival never darkens the guild's reputation again. Can you trick them into permanent disgrace, or must you resort to more direct methods?

4

The Masterpiece. An exquisite work of art for an influential client, either created by your guild or acquired through agents, has gone missing. You must track down its whereabouts and secure it before time runs out and the guild suffers a penalty.

5

The Collector. Your guild is tasked to create or acquire something wondrous for a wealthy but secretive client's collection. Guild members who previously failed to fulfill this assignment ended up missing. The collector promises to return your comrades if you provide what the collector seeks, but if you fail, you'll become part of the collection.

6

The Bill Comes Due. Your guild master achieved their vaunted position by means of an otherworldly bargain. That price has come due, and they are desperate to avoid paying. You must defeat whatever's coming to collect the master's debt or find another acceptable payment.

MilitaryType (d6)

d6 Result

1

Standing Army. A standing army serves as the highly disciplined and structured guardian of a province or an entire nation. Strict tiers of command ensure coordination between branches of the force.

2

Mercenary Company. Hard-bitten veterans of numerous conflicts, mercenaries serve an employer for coin rather than out of loyalty.

3

Expeditionary Force. This military force is far from home, fighting behind enemy lines or striking into wild, unsettled lands. The force must be fast, self-sufficient, and either diplomatic or decisive to assure their survival.

4

Horde. The horde is almost a force of nature, and what it lacks in discipline it makes up in ferocity. It doesn't have a rigid command structure, instead functioning like a pyramid of smaller armies. Horde commanders owe fealty to stronger leaders above them, all the way up to the warlord.

5

Planar Conscripts. This military force battles for cosmic stakes on far-flung planes of the multiverse or fights against extraplanar invasion on the Material Plane. Warriors include conscripts pressed into service in the Blood War, fodder in the thrall of ruthless yugoloth mercenaries, or members of a glorious celestial host defending against fiendish incursion.

6

Sky Warriors. This military force consists of winged creatures, employs magical flight, or sails airships as a sky navy. Traditional defenses are ineffective against attacks from the air, positioning the sky warriors as a fearsome nation or expensive and coveted mercenaries.

MilitaryContact (d6)

d6 Result

1

Tested Veteran. Your commander is a battle-scarred officer who experienced horrors in combat. They rely on something to dull the pain of their memories or wounds, from a favorite writer's prose to a distracting vice.

2

Taskmaster. This angry officer yells every order, reprimands you for the smallest mistake, and fully expects you to fail at every mission you undertake. This might be tough love or simple brutishness.

3

Protective Officer. A kindly officer is hesitant to send you into danger and constantly reminds you to be careful.

4

Bitter Soldier. Your commander carries deep grudges against your force's enemies. They leap at any chance to do those foes harm, even if it puts your group in terrible risk.

5

Hopeful Commander. This optimistic officer knows that a new era of peace is just over the horizon. You just need to complete these last few missions, then it should all finally be over.

6

Devout Leader. Your commander is a person of deep faith. They believe that your success or failure lies entirely in divine hands and you are the instruments of that will.

MilitaryQuest (d6)

d6 Result

1

Strike Force. You undertake a quick, strategic, and devastating attack against an enemy force.

2

Defensive Operations. You must preserve the safety of an important location such as a civilian population center, a supply depot, or strategically critical bridge or seaport.

3

Special Forces. You are assigned to a covert operation behind enemy lines. This is similar to the work of a spy or an assassin but with a broader scope. You engage in equipment sabotage or execute targeted strikes against high-value targets.

4

Reconnaissance. You gather information on enemy troop numbers, placements, movement, or supply caches and routes.

5

Seek and Destroy. You are responsible for hunting down specific high-value and dangerous targets, which include deserters, suspected enemy special forces, or magical war machines run amok.

6

Siege. You are assigned to initiate a siege on an enemy stronghold or help break a siege in progress on an allied fortress.

ReligiousType (d6)

d6 Result

1

Undead Hunters. This community of scholars and monster hunters laboriously researches the unquiet dead, tracking them to their lairs and permanently laying them to rest.

2

Devout Scholars. This federation prizes knowledge and texts pertaining to their god. They collect rare holy books and record the life stories of miracle-working prophets.

3

Relic Collectors. This order of archaeologist-monks seeks to fill their museum-like temple with storied holy relics.

4

Charitable Missionaries. Adhering to the belief that religion empowers civilization, this order travels far to help the downtrodden, seeking to draw new believers by their virtuous example.

5

Militant Inquisitors. This dogmatically rigid hierarchy seeks to stamp out all threats to their beliefs.

6

Doomsaying Evangelists. This order believes the world is about to end. They're convinced that if they persuade everyone else of this fact they might stave off the impending doom.

ReligiousContact (d6)

d6 Result

1

Shadow Tongue. A mysterious speaker for your order advises your next steps but fears being discovered by a powerful rival faith.

2

Inspired Creator. A gifted artisan conveys the will of the divine through prophetic song or artwork.

3

Mysterious Text. The gradual translation of a secret holy text points you toward the next step of a divine destiny.

4

Fierce Inquisitor. A severe hierarch directs you to cleanse wickedness from a region, from the order, or from within yourself.

5

Beloved Healer. A famed healer guides you to where you'll be needed most, even if their reasons are unclear until you arrive.

6

Divinity's Voice. Otherworldly messages direct you to undertake divine quests.

ReligiousQuest (d6)

d6 Result

1

Safe Escape. A band of the faithful wandered into territory hostile to your order. You must find them and escort them to safety.

2

Relic Recovery. You seek a lost symbol of the order discovered in a dangerous place or in the hands of an enemy.

3

Cult Hunt. You hunt a cell of zealots dangerous to your order or mortals at large.

4

Desperate Pilgrimage. You protect members of the order as they participate in a pilgrimage that takes them through dangerous lands.

5

Expunge Heresy. You seek out the source of blasphemy that's taken root within the order.

6

Prevent Prophecy. A rival order stands on the cusp of fulfilling a prophecy with deadly ramifications. You strive to undermine their blasphemous agenda.

SovereignType (d6)

d6 Result

1

Village Elder. The wizened leader of a community offers both civic and moral leadership.

2

Young Noble. An ambitious noble eagerly seeks to reform society to align with a personal vision.

3

Shipwrecked Governor. A desperate leader struggles to keep people alive in a wilderness they're not prepared to endure.

4

Ruler Returned. A tribe's revered leader has returned from the dead and seeks to resurrect their past glories.

5

Hidden Power. A mysterious figure manipulates the nation's puppet leader and guides the government's true agenda.

6

True Regent. The rightful heir to the throne struggles to reclaim power from a perfect impostor.

SovereignContact (d6)

d6 Result

1

Intimate Confidant. The sovereign's friend or lover seeks to aid their companion in any way possible.

2

Spymaster. An intelligence operative attends to the nation's dirty work so the sovereign keeps their hands clean.

3

Administrator. This severe bureaucrat disagrees with many of the sovereign's policies but takes loyal service seriously.

4

Executive Assistant. The responsibilities of an exacting butler or other servant at the royal household far exceed their title.

5

Envoy. A semi-retired, leisure-loving ambassador speaks in suggestion and innuendo.

6

Spectral Assembly. A ghostly council of the nation's previous regents manifests to avert disasters.

SovereignQuest (d6)

d6 Result

1

International Espionage. You attempt to steal intelligence, national symbols, or super weapons from an enemy power.

2

Undermine Rival. You seek to weaken or remove a rival to the regent's rule—perhaps a general, an archdruid, or a noble with a claim to the throne.

3

Expel Corruption. You help the sovereign reform their government, rooting out institutional vices.

4

Subvert Blame. The sovereign is caught in an embarrassing affair. Make it disappear.

5

Test Heir. You prepare the sovereign's heir for the challenge of taking the throne.

6

Desperate Diplomacy. You seek to make peace with a force or entity that could wipe out your nation.

PartyGoal (d20)

d20 Result

1

Stop the dungeon's monstrous inhabitants from raiding the surface world

2

Foil a villain's evil scheme

3

Destroy a magical threat inside the dungeon

4

Acquire treasure

5

Find a particular item for a specific purpose

6

Retrieve a stolen item hidden in the dungeon

7

Find information needed for a special purpose

8

Rescue a captive

9

Discover the fate of a previous adventuring party

10

Find an NPC who disappeared in the area

11

Slay a dragon or some other challenging monster

12

Discover the nature and origin of a strange location or phenomenon

13

Pursue fleeing foes taking refuge in the dungeon

14

Escape from captivity in the dungeon

15

Clear a ruin so it can be rebuilt and reoccupied

16

Discover why a villain is interested in the dungeon

17

Win a bet or complete a rite of passage by surviving in the dungeon for a certain amount of time

18

Parley with a villain in the dungeon

19

Re-roll

20

Two goals: Re-roll 2 times (unique results only)

AdventureVillain (d20)

d20 Result

1

Beast or monstrosity with no particular agenda Resolve: {Roll on "VillainScheme" (dice="4d1")|Roll on "VillainScheme" (dice="5d1")|Roll on "VillainScheme" (dice="7d1")}

2

Aberration bent on corruption or domination Roll on "VillainScheme"

3

Fiend bent on corruption or destruction Resolve: {Roll on "VillainScheme" (dice="2d1")|Roll on "VillainScheme" (dice="3d1")|Roll on "VillainScheme" (dice="4d1")|Roll on "VillainScheme" (dice="6d1")|Roll on "VillainScheme" (dice="7d1")|Roll on "VillainScheme" (dice="8d1")}

4

Dragon bent on domination and plunder Roll on "VillainScheme"

5

Giant bent on plunder Roll on "VillainScheme"

6-7

Undead Roll on "VillainScheme"

8

Fey with a mysterious goal Roll on "VillainScheme" (dice="1+1d7")

9-10

Humanoid cultist Roll on "VillainScheme"

11-12

Humanoid conqueror Roll on "VillainScheme"

13

Humanoid seeking revenge Roll on "VillainScheme"

14-15

Humanoid schemer seeking to rule Roll on "VillainScheme"

16

Humanoid criminal mastermind Roll on "VillainScheme"

17-18

Humanoid raider or ravager Roll on "VillainScheme"

19

Humanoid under a curse Roll on "VillainScheme"

20

Misguided humanoid zealot Roll on "VillainScheme"

AdventureAlly (d12)

d12 Result

1

Skilled adventurer

2

Inexperienced adventurer

3

Enthusiastic commoner

4

Soldier

5

Priest

6

Sage

7

Revenge seeker

8

Raving lunatic adventurer

9

Celestial ally

10

Fey ally

11

Disguised monster

12

Villain posing as an ally

AdventurePatron (d20)

d20 Result

1-2

Retired adventurer

3-4

Local ruler

5-6

Military officer

7-8

Temple official

9-10

Sage

11-12

Respected elder

13

Deity or celestial

14

Mysterious fey

15

Old friend

16

Former teacher

17

Parent or other family member

18

Desperate Commoner

19

Embattled merchant

20

Villain posing as a Re-roll (dice="1d19")

Quandry (d20)

d20 Result

1-3

Ally quandary: The adventurers have a better chance of achieving their goal with the help of two individuals whose expertise is all but essential. However, these two NPCs hate each other and refuse to work together even if the fate of the world hangs in the balance. The adventurers must choose the NPC that is most likely to help them accomplish their goal.

4-6

Friend quandary: An NPC that one or more of the characters cares about makes an impossible demand on the characters. A love interest might demand that a character turn away from a dangerous quest. A dear friend might plead with the characters to spare the villain's life, to prove that they are better than the villain. A weak NPC might beg for a chance to win favor from the characters by undertaking a dangerous but essential mission.

7-12

Honor quandary: A character is forced to choose between victory and a personal oath or code of honor. A paladin who has sworn the Oath of Virtue might realize that the clearest path to success lies in deceit and subterfuge. A loyal cleric might be tempted to disobey the orders of his or her faith. If you present this quandary, be sure to provide an opportunity for a character to atone for violating his or her oath.

13-16

Rescue quandary: The adventurers must choose between catching or hurting the villain and saving innocent lives. For example, the adventurers might learn that the villain is camped nearby, but they also learn that another part of the villain's forces is about to march into a village and burn it to the ground. The characters must choose between taking out the villain or protecting innocent villagers, some of whom might be friends or family members.

17-20

Respect quandary: Two important allies give conflicting directions or advice to the adventurers. Perhaps the high priest counsels the characters to negotiate peace with militaristic elves in the nearby forest, while a veteran warrior urges them to prove their strength with a decisive first strike. The adventurers can't follow both courses, and whichever ally they choose, the other loses respect for them and might no longer aid them.

Twist (d10)

d10 Result

1

The adventurers are racing against other creatures with the Resolve: {same|opposite} goal.

2

The adventurers become responsible for the safety of a noncombatant NPC.

3

The adventurers are prohibited from killing the villain, but the villain has no compunctions about killing them.

4

The adventurers have a time limit.

5

The adventurers have received false or extraneous information.

6

Completing an adventure goal fulfills a prophecy or prevents the fulfillment of a prophecy.

7

The adventurers have two different goals, but they can complete only one. Second goal: Roll on "PartyGoal" (dice="1d19")

8

Completing the goal secretly helps the villain.

9

The adventurers must cooperate with a known enemy to achieve the goal.

10

The adventurers are under magical compulsion (such as a geas spell) to complete their goal.

SideQuest (d8)

d8 Result

1

find a specific item rumored to be in the area.

2

retrieve a stolen item in the villain's possession.

3

receive information from an NPC in the area.

4

rescue a captive.

5

discover the fate of a missing NPC.

6

slay a specific monster.

7

discover the nature and origin of a strange phenomenon in the area.

8

secure the aid of a character or creature in the area.

VillainScheme (d8)

d8 Result

1

who seeks to achieve immortality by using Roll on "VillainMethod" to Resolve: {acquire a legendary item to prolong life|ascend to godhood|become undead or obtain a younger body|steal a planar creature's essence}.

2

who seeks to gain influence by using Roll on "VillainMethod" to Resolve: {seize a position of power or title|win a contest or tournament|win favor with a powerful individual|place a pawn in a position of power}.

3

who seeks to gain magical power by using Roll on "VillainMethod" to Resolve: {obtain an ancient artifact|build a construct or magical device|carry out a deity's wishes|offer sacrifices to a deity|contact a lost deity or power|open a gate to another world}.

4

who seeks to cause mayhem by using Roll on "VillainMethod" to Resolve: {fulfill an apocalyptic prophecy|enact the vengeful will of a god or patron|spread a vile contagion|overthrow a government|trigger a natural disaster|utterly destroy a bloodline or clan}.

5

who is driven by their passion, using Roll on "VillainMethod" to Resolve: {prolong the life of a loved one|prove worthy of another person's love|raise or restore a dead loved one|destroy rivals for another person's affection}.

6

who seeks to take power by using Roll on "VillainMethod" to Resolve: {conquer a region or incite a rebellion|seize control of an army|become the power behind the throne|gain the favor of a ruler}.

7

who seeks to take revenge by using Roll on "VillainMethod" to Resolve: {avenge a past humiliation or insult|avenge a past imprisonment or injury|avenge the death of a loved one|retrieve stolen property and punish the thief}.

8

who seeks to gain wealth by using Roll on "VillainMethod" to Resolve: {control natural resources or trade|marry into wealth|plunder ancient ruins|steal land, goods, or money}.

VillainMethod (d20)

d20 Result

1

agricultural devastation

2

assault or beatings

3

bounty hunting or assassination

4

captivity or coercion

5

confidence scams

6

defamation

7

dueling

8

execution

9

impersonation or disguise

10

lying or perjury

11

magical mayhem

12

murder

13

neglect

14

politics

15

religion

16

stalking

17

theft or property crime

18

torture

19

vice

20

warfare