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| """Page copy: how-to, article sections, example intro, FAQs. One H1 lives in the hero.""" | |
| 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.", | |
| ), | |
| ] | |