Quest Writing Tables
If you’re ever feeling stuck, or just want to shake things up, use these tables to roll up a new quest idea! Feel free to re-roll, alter, or ignore pieces of information; they’re just here as a starting point for creating a quest that fits into your game.
Table 1
Inciting Incident
A big storm rolls in.
A building is on fire
A party member starts hearing things at night that no one else can.
A tree is split by lightning right in front of the party.
An item is missing.
The party has attracted an admirer that insists on following them.
The party is accused of stealing something.
A job opportunity for the party.
An invitation to an event is delivered to the party.
A baby animal stumbles into the party's camp.
There is a contest with big prize.
There is a bounty poster for one of the party members in a local tavern.
A magic item is hastily handed over to the party for safekeeping.
A prisoner pleads with the party to stand for them in a "trial by combat".
The party encounters a group of young scholars waiting for their chaperone to return.
A new statue is being unveiled in the square.
All of the trees surrounding the party's campsite have been chopped down when the party wakes up.
A General Store is selling goods they claim are endorsed by the party.
A rogue elemental messes up the path the party is planning to take for their journey.
Someone is offering free passage to the city, no strings attactched.
Table 2
Character / Creature
A Werewolf
A local wizard
A horse
A Local Official
A Blacksmith
A Fortune Teller
A Traveling Merchant
A magical familiar
A mythical creature
A Bard
A pair of identical twins
A wanted criminal
Someone riding an exotic animal
A tailor
An diplomat from another plane
An outsider
A polymorphed person
An alchemist
A ship captain
A common pet
Table 3
Desire / Goal
Gold / Wealth
A political position
A Title
A new home
To remove a curse or counteract a magical effect
To exact revenge
To have a "grand adventure"
To uncover secrets about those in power
To find a missing person
To make peace where they live
To craft the strongest weapon in the realm
To escape to another town/region
To bring someone back from the dead
To document a rare geological occurrence
To destroy a portal to another plane
To open a portal to another plane
To open a business
To create a new political order in the realm
To perform a memorial or ritual at sea
To become an adventurer
Table 4
Reward / Outcome
Access to an enchanter
A sack of small rubies
Access to rideable creature with a fly speed
A companion animal
A seat on the local council
A custom brewed potion
A custom magic item
A song written about you
An invitation to an event
Having a debt cleared or a criminal accusation dropped
A permanent place to stay in the area
Free basic supplies whenever you visit a certain town
Access to ostentatious carriage
A pair of sending stones
Access to a fighting arena
Access to a private fishing / hunting / resting spot
An arranged marriage proposal
A book of the region's secret history
Access to an excellent tailor
The gratitude and cooperation of a local guild
Table 5
Tone / Mood
Hopeless
Somber
Grim
Light-hearted
Hopeful
Triumphant
Reflective
Surreal
Dreamy
Unsettling
Inspiring
Mysterious
Cosmic
Intense
Wholesome
Existential
Ephemeral
Frivolous
Extravagant
Urgent