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HOW_TO_HTML = """
<p>This free <strong>DnD quest generator</strong> writes adventures for the person who
has to run them: the Dungeon Master. Instead of a one-line premise, every result is a
complete, runnable quest β a hook, a quest giver with something to hide, a clear
objective, three complications that force real decisions, a twist, an antagonist, a
reward scaled to your party's level, and two hooks showing where it leads next. It
works for 5e and the 2024 rules, runs right on this page, and needs no signup.</p>
<ol>
<li><strong>Pick a quest type, or don't.</strong> Every field is optional. Choose
Rescue, Heist, Mystery, Faction Politics β or type your own β and the generator builds
the arc around it. Leave it blank for a surprise.</li>
<li><strong>Tell it who's playing.</strong> Party level scales the danger and the
treasure; party size shapes how the opposition is built. A level-4 party of three gets
a very different quest than a level-12 party of six.</li>
<li><strong>Set the scope.</strong> One-shot quests resolve in a single night with the
twist firing by the midpoint. Short arcs give each complication a session of its own.
Campaign threads resolve the quest but point both follow-up hooks at something
bigger.</li>
<li><strong>Anchor it to your table.</strong> Add a setting, a quest giver idea, or a
tie-in to a player character β "the rogue's old guild" is enough β and the quest is
written into your campaign instead of beside it. Then generate, copy the Markdown or
download the file, and hit Regenerate until it feels right. Surprise Me rolls a type,
level, tone, and scope for you.</li>
</ol>
"""
INCLUDES_HTML = """
<p>Most quest tools hand you a premise: "retrieve the amulet from the ruins." That is
the easy five percent. The hard part is everything the premise doesn't answer β who
wants the amulet and why they're lying about it, what goes wrong at the ruins, and
what the party actually gets for the trouble. Every quest this tool generates includes
the parts a premise leaves out:</p>
<ul>
<li><strong>A hook</strong> β how the party learns about the quest and why it pulls at
them, written to be read at the table, not summarized.</li>
<li><strong>A quest giver who withholds something.</strong> Honest patrons make flat
quests. Every generated quest giver has a stake, a lie, or a blind spot the party can
discover β and it connects to the twist.</li>
<li><strong>A plain objective and a named location</strong> with sensory detail you
can read aloud, so the goal is never vague even when the truth is.</li>
<li><strong>Exactly three complications that create decisions, not delays.</strong>
This is what separates a quest from a fetch errand. A locked door with one key is a
delay; a collapsed road that forces a choice between a slow climb, a night crossing,
and a cave nobody trusts is a decision. Linear fetch quests fail at the table because
the party never chooses anything β these complications each force a choice, and each
can carry a full scene.</li>
<li><strong>A twist that recontextualizes rather than invalidates.</strong> When it
lands, everything the party did still matters β it just means something different than
they thought. No "it was all a dream," no rug-pulls.</li>
<li><strong>An antagonist with a motivation</strong>, methods, and a stat block
suggestion, so the opposition acts instead of waiting in a boss room.</li>
<li><strong>A concrete reward scaled to your party's level</strong> β a coin range, an
item, a favor, or standing with a faction. Never "suitable compensation."</li>
<li><strong>Two follow-up hooks</strong> showing where the quest leads, so finishing
it opens doors instead of closing the book.</li>
<li><strong>A DM summary</strong> β a three-to-four-sentence prep card you can read
once before the session and run from.</li>
</ul>
"""
EXAMPLE_INTRO_HTML = """
<p>Here is a complete, unedited output from this generator. The inputs were: quest
type "Rescue", party level 4, scope "Short arc (2-3 sessions)" β everything else left
blank.</p>
"""
RUN_AT_TABLE_HTML = """
<p>A generated quest earns its place the moment your players start making choices
inside it. A few habits turn a good sheet into a good session:</p>
<ul>
<li><strong>Read the DM summary aloud β to yourself.</strong> Right before the
session, read the prep card once, out loud if you can. If you can say the shape of
the quest in four sentences, you can improvise everything else. You'll never need to
flip back to the full sheet mid-scene.</li>
<li><strong>Let complications fire when pacing sags, not on schedule.</strong> The
three complications aren't Act One, Two, and Three β they're pressure valves. Hold
them until the table slows down: when a plan is going too smoothly or a discussion
circles, that's when the road collapses or the storm rolls in. Complications land
hardest when they interrupt comfort.</li>
<li><strong>Reskin the location to your map.</strong> The generator names its places
so the quest is concrete, but the names are yours to change. A wind-scoured headland
becomes whatever coast, ridge, or ruin sits nearest your party β keep the sensory
details and the geography of the scenes, swap the labels.</li>
<li><strong>Hook the twist to a PC.</strong> The twist is written to recontextualize
the quest; it hits twice as hard if it recontextualizes a character too. Make the
corrupt official someone the paladin once trusted, or the smuggling ring a branch of
the rogue's old guild. The tie-in field does this for you at generation time, but you
can also wire it in afterward β one changed name is usually enough.</li>
<li><strong>Keep the follow-up hooks even if you drop the quest.</strong> Players
finish quests; worlds don't. The two follow-up threads are designed to survive the
quest's ending β feed one to the party a few sessions later and the world feels like
it kept moving while they weren't looking.</li>
</ul>
"""
FAQS = [
(
"How do you write a D&D quest?",
"Start with three questions: what does the party think they're doing, what is "
"actually happening, and what goes wrong in the middle? The gap between the "
"first two is your twist; the answers to the third are your complications. Add "
"a quest giver with a reason to shade the truth and a reward worth the risk, "
"and you have a quest instead of an errand. This generator produces all of "
"those parts in a structured sheet you can run directly.",
),
(
"What makes a good side quest?",
"A good side quest is short, self-contained, and leaves a mark. It should "
"resolve in a session or two (use the One-shot scope), touch at least one "
"thing the party already cares about β a place they've been, a faction "
"they've met, a PC's past β and end with a small permanent change: a new "
"contact, a new enemy, a rumor that turns out to matter. Side quests fail "
"when they're disconnected filler; the tie-in field exists to prevent "
"exactly that.",
),
(
"How long should a quest take to play?",
"Match scope to appetite. A one-shot quest fills one session of three to four "
"hours: hook and travel in the first hour, complications in the middle, twist "
"and finale in the last. A short arc runs two to three sessions with roughly "
"one complication anchoring each. Campaign threads resolve like a short arc "
"but leave both follow-up hooks pointing at something larger. If your table "
"plays shorter sessions, cut travel first β never the twist.",
),
(
"How do I scale a quest to my party level?",
"Scale three things: the opposition, the stakes, and the reward. Swap the "
"antagonist's stat block up or down a challenge tier and adjust their "
"henchmen count before touching anything else β the story usually survives "
"intact. Set the party level input and the generator does this for you, "
"sizing the antagonist suggestion and the treasure to your tier.",
),
(
"How is this different from a random encounter generator?",
"An encounter is one scene; a quest is a multi-scene arc. A random encounter "
"generator answers \"what happens on the road tonight?\" β one fight, one "
"hazard, one strange meeting. A quest generator answers \"what is this whole "
"adventure about?\" β hook, objective, complications, twist, antagonist, and "
"payoff across multiple scenes or sessions. They pair well: use our encounter "
"generator, linked below, to fill the travel between this quest's beats.",
),
(
"Can I tie quests to character backstories?",
"Yes β it's the single highest-impact input on the page. Put a phrase like "
"\"the rogue's old guild\" or \"the cleric's missing mentor\" in the tie-in "
"field and the quest is built to intersect that history: the quest giver, the "
"twist, or the antagonist will connect to it. Backstory-linked quests get "
"player buy-in for free, because the hook is aimed at a person instead of a "
"party.",
),
(
"What rewards should a quest give at each level?",
"As a rule of thumb for 5e: tier 1 (levels 1-4) quests pay tens of gold up to "
"a couple hundred, tier 2 (5-10) pays hundreds, tier 3 (11-16) pays "
"thousands, and tier 4 (17-20) pays tens of thousands β or things gold can't "
"buy: titles, strongholds, favors from the powerful. Mix in non-monetary "
"rewards early; a minor magic item or a standing favor is remembered long "
"after the coin is spent. Generated rewards follow this curve based on the "
"party level you set.",
),
(
"Does it work with both 5e (2014) and the 2024 rules?",
"Yes. Quests are rules-light by nature β the output references SRD-style "
"stat blocks by name (Bandit Captain, Spy, Thug) and standard skill checks, "
"all of which exist in both the 2014 and 2024 rulesets. Whichever monster "
"book you own, grab the block with the matching name and run it as written.",
),
]
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