Storytelling & Worldbuilding
Bad Omens
Bad Places
Bad Places 2
Defining Life Events
Dubious Discoveries
Festivals and Holidays
Ignoble Ends
Incendiary Incidents
Inns and Taverns
Maritime Encounters
Odd Skills and Traits
Quest Seed Generator NEW
Reasons to Be Evil
Reasons to Leave the Shire
Travel Encounters
Travel Location Generator NEW
Wild Wild Weather NEW
Creatures & Characters
A Life in Three Acts NEW
Animal Oddities
Extremely Unexpected Creatures
Lost and Broken Demigods
Normal People
NPC Generator
NPC Name Generator NEW
Personal Mottos
Suspicious Strangers
Working Stiffs NEW
Location Generators
A Cabin in the Woods
A Mysterious Tower
A Seaside Altar
A Sinister Sepulchre
Dour Dour Docks
Six Establishments in Squalor
Powers & Effects
Curses! Curses!
Devilish Deals NEW
Diseases
Double Deformity
Dumb Cantrips for Bad Wizards
Peculiar Potions NEW
Items & Artifacts
Abhorrent Artifacts
A Critical Armament NEW
Arcane Artifacts
Books of the Damned
Does It Have a Name?
Rods, Staffs, and Wands
Spell Components NEW
Things Found in a Dungeon
Things Found in a Mage's Tower
Things Found in an Abandoned Mine
Things Found in an Alchemist's Lab
Things Found in a Rickety Shack
Things Found in a Tree
Things Found in the Pocket of a Stranger
Weird Weapons
Quest Seed Generator
Even a small idea can yield enormous misery.
These quests are generated by a plot-mangling automaton.
Refresh the page to see more.
1
A heartless scoundrel named Ella Bogaard is attempting to besmirch your legacy by doing evil things in your name. Deal with it.
2
Something remarakably evil is digging an unearthly well in the plains below Manley's Hollow. Find out what it is and bring a stop to it.
3
A horse-faced saint named Eva desperately wants something: a whistle that is horrifying to look at. Eva is willing to provide a family heirloom in exchange for finding it.
4
You find yourself stranded at the Goblin Hole. All of your possessions have been lost along the journey, except for a small music box and an old doorknob. You are on the top of a tall, frozen peak with wind whistling around you.
5
An informant named Mayakob is hellbent on obtaining something: a warm pair of deerskin gloves that points in the direction of a known ally. Help Mayakob find it, or find it first.
6
You must escort the wandering minstrel Daryll to the Sagging Lake of Shadows. It is there that they will find their lost small roll of copper wire.