A quest is when a faction wants to hire the party to do something. An adventure is when the party decides to pursue a goal of their own accord. Quests often spawn adventures, and adventures typically involve quests.
Roll d3 for the number of factions involved. If you already have factions use those, otherwise generate some.
Determine an alignment for each faction.
1. Lawful 2. Neutral 4. Chaotic
Opposing factions of similar alignments may have similar goals but disagree about methods, or are competing, but not necessarily want to destroy each other
Neutral alignments do their own thing, may be unwilling participants or bystanders, and may switch sides with the tides of fortune.
Faction:
1-10. Humans
11. Demi-humans
12. Monstrous humanoids
13. Celestial / daemonic / elemental beings
14. Dragon / mythical creature
15. Deity / demigod / immortal
16. Government / army / nobility
17. Secret faction / cult
18. Wizard
19. Technological / Outsider
20. Roll two: first is puppet for second.
Goal
1. Power / money / control
2. Paying back a debt
3. Consolidating assets
4. A weapon against enemies
5. Turn an enemy / neutral faction into an ally
6. Mindless revenge
7. Gain favor with another faction
8. Restore what was lost
9. Control / access to resources
10. End / avoid some misfortune, current or future
Methods:
1. Direct and confrontational
2. Scheming and secretive
3. Regretful and hesitant
4. Hopeful, fearful
5. Courageous and bold
7. Despotic and malicious
8. Ignorant, unaware, selfish
9. Plays the victim / greed
10. Bent on vengeance / insane
Where do we go?
1. Cave, cavern
2. Ruin
3. Temple
4. Keep / stronghold
5. Prison
6. Lair
7. Another plane / planet
8. Population center (d6 for size)
9. Terrain hex (roll)
10. Island
Object of importance:
1. Valuable treasure
2. Resource (food, gold, fuel)
3. Promise / assistance / oath
4. Lost information
5. Technological artifact
6. Magical item
7. Lost heirloom
8. A person of importance
9. Pass / path / conveyance
10. Medicine / religious artifact
Complications
1. Flooded
2. Buried
3. In different location
4. Additional faction
5. Powerful monsters
6. Radiation storm
7. Thieves
8. Army / battle
9. Difficult choice
10. Roll twice
Payment for accomplishing goal
1. Respect / trust / honor
2. Money
3. Artifact
4. Magic item / spell
5. Needed information
6. Transportation
7. Access to resource
8. Ally in time of need
9. Safe passage
10. Debt
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