The Quest
If you need to build a Quest on the fly or you are looking for inspiration you can pull on the following tables to build the outline.
Who
- A deity (roll on the list if you see fit)
- A local authority (king, nobles, council, etc)
- An old friend or relative
- A dear master or old mentor
- A local population in need
- Someone malicious who can blackmail the party
What
- Recover a Gift
- Stop a Legendary Creature
- Find a Legendary Place
- Appease the wrath of a deity (to stop famine, diseases,earthquakes,etc)
- Escort or delivering something
- Rescue someone
Why
- To help the inquirer
- To get your hands on the Prize
- An oracle has foreseen it
- Your daimon urges you to do so
- To seek fortune and glory
- To avenge a wrong (to you or someone else)
Where (1d6 days distant)
- Caverns
- Ruins
- Faraway Land (see Seafaring Adventures)
- Labyrinth
- Palace
- Abode of a deity
How
- During a quiet moment someone comes looking for you
- An old acquaintance asks you
- Have you heard any rumors where you are now
- You have been arrested or imprisoned and this is the condition of release
- It wasn’t planned, but it happened
- You have found an object that pushes you towards the Quest
Obstacle
- Someone wants to stop you (1-2: a deity 3-4: another party 5-6: a hero)
- You have been deceived, the mission is not what it seems
- The target is different from what was planned
- Someone in your party is not who they seem
- You arrived too late/early
- The target is somewhere else