generate-quests
1
总安装量
1
周安装量
#52650
全站排名
安装命令
npx skills add https://github.com/hopeoverture/worldbuilding-system --skill generate-quests
Agent 安装分布
mcpjam
1
claude-code
1
windsurf
1
crush
1
cline
1
Skill 文档
Generate Quests
Generate quests for: $ARGUMENTS
Overview
Creates adventure content tied to existing world entities:
- Bounty board postings (monster hunts, wanted criminals)
- Mystery hooks (investigations, unexplained events)
- Faction missions (organization-specific tasks)
- Personal quests (character-driven stories)
- Political intrigue (espionage, diplomacy)
- Dungeon delves (exploration, treasure hunting)
- Rescue/escort missions
- Moral dilemmas (no easy answers)
Instructions
Step 1: Determine Scope
-
Parse
$ARGUMENTSfor:- World name (generate world-wide hooks)
- Region name (regional adventures)
- Settlement name (local quests)
- Organization name (faction missions)
- Character name (personal quests)
- Type filter (bounties, mysteries, etc.)
-
Read relevant entities:
- World Overview for themes
- Location entities for setting
- Organization entities for factions
- Character entities for NPCs
- History for background
-
Identify quest-worthy elements:
- Unresolved conflicts
- Mentioned threats
- NPC goals and problems
- Geographic mysteries
- Historical secrets
Step 2: Present Quest Generation Plan
=== QUEST GENERATION: [Scope] ===
Scope: [World/Region/Settlement/Faction]
Existing Hooks Found: [X] in current entities
Recommended Level Range: [Based on area threats]
Proposed Quest Types:
1. BOUNTIES ([X] quests)
- Monster hunts
- Wanted criminals
- Dangerous beasts
2. MYSTERIES ([X] quests)
- Investigations
- Disappearances
- Strange occurrences
3. FACTION MISSIONS ([X] quests)
- [[Faction A]] needs...
- [[Faction B]] needs...
4. DUNGEONS & EXPLORATION ([X] quests)
- [[Site A]]: [Hook]
- [[Site B]]: [Hook]
5. POLITICAL INTRIGUE ([X] quests)
- Espionage
- Diplomacy
- Succession
6. MORAL DILEMMAS ([X] quests)
- No easy answers
7. PERSONAL QUESTS ([X] quests)
- For [[NPC A]]
- For [[NPC B]]
Target Total: [20-30] quest hooks
Proceed? (yes/customize/focus on type)
Step 3: Generate Bounty Board Quests
Bounty Types:
- Monster Hunt – Kill a dangerous creature
- Wanted Criminal – Capture/kill an outlaw
- Beast Control – Clear an infestation
- Dangerous Terrain – Make an area safe
- Creature Capture – Bring back alive
For each bounty:
### [Bounty Title]
**Type:** [Monster Hunt/Wanted/etc.]
**Posted By:** [[NPC or Organization]]
**Location:** [[Area]]
**Reward:** [GP amount] / [Other rewards]
**The Posting:**
> *[Flavor text as it appears on board]*
> *WANTED: [Target]. [Reason]. [Reward].*
> *â[[Poster]]*
**The Target:**
- Name/Type: [[Creature or NPC]]
- Threat Level: [CR or danger assessment]
- Last Seen: [[Location]]
- Distinguishing Features: [Identification details]
**The Truth:**
[What's actually going on - complications]
**Investigation Leads:**
1. [[NPC]] knows [information]
2. [[Location]] has [evidence]
3. [Other lead]
**Confrontation:**
- Location: [[Lair/Hideout]]
- Defenses: [What protects target]
- Allies: [Who aids target]
**Complications:**
- [Twist 1]
- [Twist 2]
**Outcomes:**
- Kill target: [Consequences]
- Capture alive: [Consequences + bonus]
- Let go: [Consequences]
- Discover truth: [New opportunities]
**Level Range:** [X-Y]
**Estimated Sessions:** [1-3]
Step 4: Generate Mystery Quests
Mystery Types:
- Missing Person – Someone vanished
- Murder Investigation – Someone died
- Strange Phenomenon – Unexplained events
- Stolen Item – Something was taken
- Hidden Conspiracy – Deeper plot
- Ancient Secret – Historical mystery
For each mystery:
### [Mystery Title]
**Type:** [Missing Person/Murder/etc.]
**Hook:** [[NPC]] approaches party or [how they learn]
**Location:** [[Area]]
**Reward:** [Payment/Favor/Information]
**The Hook:**
[2-3 sentences - what the party learns initially]
**What Happened:**
[The actual truth - for GM only]
**The Victim(s):**
- [[NPC]]: [Their role, connection to events]
**The Perpetrator:**
- [[NPC or Entity]]: [Motive and method]
**The Clues:**
| Location | Clue | Leads To |
|----------|------|----------|
| [[Scene 1]] | [Evidence] | [Next lead] |
| [[Scene 2]] | [Evidence] | [Next lead] |
| [[Scene 3]] | [Evidence] | [Next lead] |
**Red Herrings:**
- [False lead 1]
- [False lead 2]
**Key Witnesses:**
- [[NPC 1]]: Knows [information], will share if [condition]
- [[NPC 2]]: Knows [information], hiding because [reason]
**Breakthrough Moment:**
[When/how the truth becomes clear]
**Confrontation:**
- Where: [[Location]]
- The reveal: [How perpetrator is exposed/confronted]
- Their response: [Fight/Flee/Confess/etc.]
**Complications:**
- [Twist 1]
- [Twist 2]
**Resolution Options:**
- Justice: [Legal consequences]
- Vengeance: [Violent resolution]
- Mercy: [Let them go - consequences]
- Cover-up: [Hide the truth - consequences]
**Level Range:** [X-Y]
**Estimated Sessions:** [2-4]
Step 5: Generate Faction Missions
For each major organization, create missions:
Mission Types by Faction:
| Faction Type | Mission Types |
|---|---|
| Government | Tax collection, law enforcement, diplomacy, reconnaissance |
| Guild | Trade escort, rival sabotage, resource acquisition, debt collection |
| Military | Patrol, strike mission, rescue, intelligence gathering |
| Religious | Pilgrimage escort, relic recovery, heretic hunting, miracle investigation |
| Criminal | Heist, smuggling, intimidation, territory expansion |
| Academy | Specimen collection, ruins exploration, experiment assistance |
For each faction mission:
### [Mission Title]
**Faction:** [[Organization]]
**Mission Giver:** [[NPC]] - [Their role in org]
**Type:** [Mission type]
**Urgency:** [Immediate/Soon/When convenient]
**Briefing:**
> *"[NPC's actual words giving the mission]"*
**Objectives:**
- Primary: [Must accomplish]
- Secondary: [Bonus objective]
- Hidden: [What faction really wants]
**Background:**
[Why this mission matters to the faction]
**Resources Provided:**
- [Equipment/information/contacts]
- [Authority/documentation]
**Complications:**
- [Expected difficulty 1]
- [Unexpected complication]
- [Moral dimension]
**The Mission:**
1. **Phase 1: [Name]**
- Location: [[Place]]
- Task: [What to do]
- Challenge: [Obstacle]
2. **Phase 2: [Name]**
- Location: [[Place]]
- Task: [What to do]
- Challenge: [Obstacle]
3. **Phase 3: [Name]**
- Location: [[Place]]
- Task: [What to do]
- Challenge: [Obstacle]
**Opposition:**
- [[Enemy 1]]: [Their interest]
- [[Enemy 2]]: [Their interest]
**Success Rewards:**
- Payment: [GP/items]
- Reputation: [Standing increase]
- Access: [New opportunities]
- [[Contact]]: [New relationship]
**Failure Consequences:**
- Faction: [How they respond]
- Personal: [Effect on party]
- World: [Broader impact]
**Follow-up Missions:**
- If successful: [Next mission possibility]
- If failed: [Recovery mission possibility]
**Level Range:** [X-Y]
**Estimated Sessions:** [1-3]
Step 6: Generate Dungeon/Exploration Quests
Tie to existing geographic features:
### [Quest Title]
**Site:** [[Dungeon/Ruin/Cave]]
**Hook:** [How party learns of it]
**Reward:** [Treasure/knowledge/favor]
**The Legend:**
[What people say about this place]
**The Truth:**
[What's actually there]
**Why Now:**
[Recent event that makes exploration timely]
**Getting There:**
- Route: [Travel requirements]
- Hazards: [Journey dangers]
- Guide: [[NPC]] available if [condition]
**Site Overview:**
| Area | Challenge | Treasure | Lore |
|------|-----------|----------|------|
| [Area 1] | [Danger] | [Reward] | [Discovery] |
| [Area 2] | [Danger] | [Reward] | [Discovery] |
| [Area 3] | [Danger] | [Reward] | [Discovery] |
| [Boss Area] | [Final challenge] | [Major reward] | [Key revelation] |
**Inhabitants:**
- [[Creature type]]: [Numbers, behavior]
- [[NPC faction]]: [Why they're here]
**The Prize:**
- [[Artifact/Treasure]]: [What it is]
- Location: [Where in dungeon]
- Guardian: [What protects it]
**Complications:**
- [Twist 1]
- [Rival party/faction also seeking]
**Aftermath:**
- Cleared: [What changes]
- Partially cleared: [What remains]
- Failed: [Consequences]
**Level Range:** [X-Y]
**Estimated Sessions:** [2-5]
Step 7: Generate Political Intrigue Quests
### [Quest Title]
**Type:** [Espionage/Diplomacy/Assassination/Sabotage]
**Patron:** [[NPC or Faction]]
**Target:** [[NPC or Faction]]
**Stakes:** [What's at risk]
**The Situation:**
[Political context in 2-3 sentences]
**The Mission:**
[What the patron wants done]
**Why the Party:**
[Why they need adventurers, not professionals]
**The Approach:**
Option A: [Subtle method]
Option B: [Direct method]
Option C: [Alternative approach]
**Key NPCs:**
- [[Target NPC]]: [Their situation, vulnerabilities]
- [[Allied NPC]]: [How they can help]
- [[Opposing NPC]]: [Their counter-moves]
**Locations:**
- [[Location 1]]: [Role in mission]
- [[Location 2]]: [Role in mission]
**Information to Gather:**
- [Secret 1]: Found at [location] from [source]
- [Secret 2]: Found at [location] from [source]
**Obstacles:**
- [Security measure 1]
- [Political complication]
- [Unexpected factor]
**Moral Dimensions:**
- [Ethical concern 1]
- [Ethical concern 2]
- What if the target is [sympathetic revelation]?
**Success Outcomes:**
- For patron: [What they gain]
- For party: [Rewards and consequences]
- For world: [Political shift]
**Failure Outcomes:**
- Caught: [Consequences]
- Exposed: [Consequences]
- Betrayed: [Consequences]
**Level Range:** [X-Y]
**Estimated Sessions:** [2-4]
Step 8: Generate Moral Dilemma Quests
### [Quest Title]
**The Dilemma:** [Core moral question]
**No Easy Answer:** [Why both choices have costs]
**Setup:**
[How the party encounters this situation]
**Side A: [Position Name]**
- Represented by: [[NPC A]]
- Their argument: [Why they're right]
- What they want: [Their goal]
- If they win: [Consequences]
**Side B: [Position Name]**
- Represented by: [[NPC B]]
- Their argument: [Why they're right]
- What they want: [Their goal]
- If they win: [Consequences]
**The Complication:**
[Why the party can't just walk away]
**Hidden Factors:**
- [Something neither side knows]
- [Secret that changes the equation]
**Possible Resolutions:**
1. Support Side A: [Full consequences]
2. Support Side B: [Full consequences]
3. Compromise: [What it looks like, costs to both]
4. Third option: [Creative solution, what it requires]
5. Walk away: [Why it's hard, what happens]
**No Right Answer:**
[Acknowledge that players may disagree - that's the point]
**Aftermath Seeds:**
- [How this decision echoes later]
**Level Range:** [Any - moral weight matters more]
**Estimated Sessions:** [1-2]
Step 9: Generate Personal Quests
Tie to existing NPCs:
### [Quest Title]: [[NPC Name]]'s Story
**NPC:** [[Character Name]]
**Relationship:** [How party knows them]
**Their Need:** [What they want]
**Background:**
[NPC's relevant history]
**The Revelation:**
[How party learns of their need]
**What They Ask:**
> *"[NPC's actual request in their voice]"*
**Why It Matters:**
- To NPC: [Personal stakes]
- To party: [Relationship/reward stakes]
- To world: [Broader implications if any]
**The Journey:**
1. **[Step 1]**
- Go to: [[Location]]
- Do: [Task]
- Learn: [Information]
2. **[Step 2]**
- Go to: [[Location]]
- Do: [Task]
- Overcome: [Challenge]
3. **[Resolution]**
- Confront: [[Adversary or situation]]
- Choice: [Decision to make]
- Outcome: [Result]
**NPC During Quest:**
- Accompanies party: [Yes/No]
- If yes: [Their role, combat ability]
- If no: [Where they wait, their anxiety]
**Rewards:**
- [[NPC]]'s gratitude: [What they offer]
- Relationship: [How bond changes]
- Revelation: [What party learns about NPC]
**If Refused:**
- NPC attempts alone: [What happens]
- Relationship damage: [How it affects things]
**Level Range:** [X-Y]
**Estimated Sessions:** [1-3]
Step 10: Create Quest Board Summary
Compile quests into usable format:
## Quest Board: [[Location]]
*Posted notices, word-of-mouth opportunities, and pressing needs.*
### Active Bounties
| Bounty | Target | Reward | Posted By | Difficulty |
|--------|--------|--------|-----------|------------|
| [Name] | [Target] | [GP] | [[NPC]] | â
â
âââ |
| [Name] | [Target] | [GP] | [[NPC]] | â
â
â
ââ |
| [Name] | [Target] | [GP] | [[NPC]] | â
â
â
â
â |
### Rumors & Hooks
| Heard From | Rumor | Actually |
|------------|-------|----------|
| [[NPC]] | "[Rumor]" | [Truth/Hook it leads to] |
| Street talk | "[Rumor]" | [Truth/Hook it leads to] |
| [[Tavern]] | "[Rumor]" | [Truth/Hook it leads to] |
### Faction Opportunities
| Faction | Contact | Mission Available | Standing Required |
|---------|---------|-------------------|-------------------|
| [[Org 1]] | [[NPC]] | [Brief mission] | [None/Friendly/etc.] |
| [[Org 2]] | [[NPC]] | [Brief mission] | [None/Friendly/etc.] |
### Urgent Matters
*Time-sensitive opportunities*
1. **[Urgent Quest]** - [Deadline], [Consequence if missed]
2. **[Urgent Quest]** - [Deadline], [Consequence if missed]
### Long-term Opportunities
*Quests that can wait but offer substantial reward*
1. **[Quest]** - [Brief description]
2. **[Quest]** - [Brief description]
Step 11: Link Quests to Entities
- Update NPC files with quest-giving roles
- Update location files with quest associations
- Update organization files with mission types
- Update dungeon files with treasure/danger details
- Create new quest document or add to settlement files
Step 12: Summary Report
=== QUEST GENERATION COMPLETE: [Scope] ===
Total Quests Created: [X]
BY TYPE:
- Bounties: [X]
- Mysteries: [X]
- Faction Missions: [X]
- Dungeon Delves: [X]
- Political Intrigue: [X]
- Moral Dilemmas: [X]
- Personal Quests: [X]
BY LEVEL RANGE:
- Tier 1 (1-4): [X] quests
- Tier 2 (5-10): [X] quests
- Tier 3 (11-16): [X] quests
- Tier 4 (17-20): [X] quests
QUEST CHAINS CREATED:
- [Chain 1]: [Quest A] â [Quest B] â [Quest C]
- [Chain 2]: [Quest A] â [Quest B]
KEY NPCs IN QUESTS:
- [[NPC 1]]: Quest-giver for [X] quests
- [[NPC 2]]: Target/subject of [X] quests
- [[NPC 3]]: Antagonist in [X] quests
FACTIONS REPRESENTED:
- [[Faction 1]]: [X] missions
- [[Faction 2]]: [X] missions
LOCATIONS FEATURED:
- [[Location 1]]: [X] quests
- [[Location 2]]: [X] quests
Files Created: [X]
Files Updated: [X]
Suggested Next Steps:
- Prepare [[Quest]] for next session
- Expand [[Dungeon]] for delve quest
- Develop [[NPC]] for personal quest
- Create handout for [[Bounty]]
Quest Quality Guidelines
- Entity Integration – Quests use existing world elements
- Player Agency – Multiple approaches and outcomes
- Moral Complexity – Not just good vs. evil
- Scalable Difficulty – Adjustable to party level
- Lasting Consequences – Actions matter to the world
- NPC Involvement – Real people, not just quest-givers
- Variety – Different types for different sessions
Examples
# Generate quests for a world
/generate-quests "Eldermyr"
# Generate for a settlement
/generate-quests "City of Thornhaven"
# Generate for a faction
/generate-quests "The Shadow Hand" --type faction
# Generate specific type
/generate-quests "Ashlands Region" --type bounties
# Generate for level range
/generate-quests "Eldermyr" --levels 5-10