Random Quest Generator

One press hands you a whole errand: who asks, the task, the place, the obstacle and the reward.

A grandmother who refuses to give a reason asks you to return a book borrowed by somebody's great-grandmother on the roof of the old watchtower. In the way: a gatekeeper who is away on holiday. The reward: the answer to one question, any question.

Padlock: keep a part. Arrows: change only that part.

  • Who asksa grandmother who refuses to give a reason
  • The taskreturn a book borrowed by somebody's great-grandmother
  • The placeon the roof of the old watchtower
  • In the waya gatekeeper who is away on holiday
  • The rewardthe answer to one question, any question
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Every quest you make is kept here, newest first, up to the last 20. The list stays in this browser.

    Quest of the day

     

    How it works

    This random quest generator deals one errand for a tabletop game or a story in five parts: who asks, the task, the place, what stands in the way and the reward. Nothing here needs a fight to finish.

    Read the full guide

    Deal a quest, then keep the good parts

    Press New quest. Tap a part to lock it or change it alone, so a giver you like can hand out a second job. Copy puts the quest in your notes, and Print 20 quests fills a notice board.

    The shapes a quest takes

    The word comes from Old French queste, from a Latin verb meaning to seek or to ask. In medieval England a quest could be the formal search for stolen property or lost livestock. Games sort quests into gather, delivery or "fetch", and escort kinds. The task row here adds finding out and mending.

    Tips
    • Lock the place and deal three quests: one location, three reasons to go there.
    • Ask the players why the giver cannot do it alone. The first line usually answers.

    Questions and answers

    What makes a good side quest?

    A giver with a reason, one clear task, and an obstacle the players can solve more than one way. A toll keeper who takes only riddles can be answered, outwitted or befriended. A reward that is a favor keeps the giver in the story.

    Can I use these quests in any role-playing game?

    Yes. The quests are written for no rule system and name no published world, monster book or adventure. There are no levels, coin amounts or dice. Set the difficulty yourself by deciding how stubborn the obstacle is.

    Are the quests safe for a family table?

    Yes. No quest asks for a fight, and nothing involves gore, weapons or death. The trouble is fog, geese, riddles, rival parties and missed ferries. For a meeting on the road, use the random encounter table.

    Who asks: all 50 quest givers

    Town and village 12

    • a baker who has run out of ovens to borrow
    • a beekeeper with one hive too many
    • a bell ringer with a sore shoulder
    • a grandmother who refuses to give a reason
    • a miller whose millstream has run dry
    • a pair of twins who agree on nothing else
    • a schoolmistress with chalk on both sleeves
    Show all 50 quest givers (43 more)

    Town and village, continued

    • a shepherd who is one sheep short
    • a smith's apprentice left to mind the forge
    • a tailor with a wedding on Saturday
    • a village council speaking all at once
    • the smallest and quietest child in the village

    On the road 10

    • a caravan cook with twenty mouths to feed
    • a ferryman who never leaves the river
    • a lamplighter at the end of her round
    • a mapmaker with one corner still blank
    • a messenger who cannot leave her post
    • a peddler with a pack taller than he is
    • a pilgrim walking the other way
    • a retired knight too stiff to ride
    • a traveling player missing half a costume
    • a wagon driver who swears the road used to be shorter

    Court and tower 10

    • a castle steward counting spoons
    • a court astronomer who is afraid of the dark
    • a judge who cannot be seen to take sides
    • a librarian who never raises her voice
    • a lighthouse keeper who has not slept in a week
    • a queen traveling as her own messenger
    • a royal gardener up to her elbows in soil
    • a wizard who has misplaced his spectacles
    • a young duke with his first real problem
    • an abbot who will not explain further

    Odd company 18

    • a cat that is clearly somebody important
    • a clockwork owl wound by nobody
    • a dragon grown too old to fly
    • a fox in a waistcoat who denies being a fox
    • a giant who is too shy to go himself
    • a hedgehog herald with a very small trumpet
    • a mermaid with a letter she cannot carry inland
    • a painted figure on an inn sign
    • a river spirit speaking through a fishing float
    • a scarecrow who cannot leave the field
    • a snowman who has until the thaw
    • a statue that speaks once a year
    • a talking raven with a debt to settle
    • a troll who has given up bridges
    • a voice from the bottom of a well
    • a weathervane that has seen something
    • an old oak that takes all afternoon over one sentence
    • the moon's reflection in a rain barrel

    How this list was compiled: Our own list, written on 2026-10-01 for this page: who hands out the job, written to stand before the words "asks you to". The tool builds one quest from five rows and cannot block a combination, so every line was written to read well beside every line of the other four. Rules for every row: an errand for a tabletop game or a story, written for no rule system and no published world. Nothing is settled by a fight: no gore, no weapon, no death, no drink; the creatures are the common ones of folklore (a dragon, a giant, a troll, a griffin, a mermaid) and none belongs to one game. Rewards are things, favors, knowledge and honors, with no coin amounts. Thirty lines were written and read first, and forty random results were read in full. Screened by script on 2026-10-01: no line repeats a line of any other list on this site or on drawthisnext (exact match, or six in ten content words shared), the rows of random-encounter-table, random-scenario-generator, random-npc-generator, random-curse-generator and random-loot-generator among them; no line contains the title of a published adventure (465 titles read from two English Wikipedia lists of published adventure modules; their addresses are in the page notes), and no line shares a run of four words with those lists or with the articles Quest, Quest (video games) and Adventure (role-playing games). Licence: own work

    The task: all 60 tasks

    Fetch and bring back 12

    • borrow a thimble from a giant
    • bring back a bell that was left behind
    • bring down a kite caught on the clock tower
    • buy back a fiddle sold by mistake
    • catch the goose that runs off with hats
    • collect a debt of three buttons
    • dig up a box buried on a wedding day
    Show all 60 tasks (53 more)

    Fetch and bring back, continued

    • fetch a kettle that has not gone cold in a hundred years
    • fill a bottle with morning mist
    • find the last page of a recipe
    • gather seven feathers of seven colors
    • pick the first apple of the year

    Deliver 12

    • bring soup to a dragon with a cold
    • carry a letter that must not get wet
    • carry a sleeping cat without waking it
    • deliver a birthday cake to a hermit
    • deliver a crown in an unopened hatbox
    • hang a lantern where travelers can see it
    • leave a basket and knock twice
    • plant an acorn exactly at midnight
    • post a notice on the only door
    • return a book borrowed by somebody's great-grandmother
    • return a borrowed ladder to its owner
    • take an apology to someone who is not expecting one

    Escort and guard 12

    • bring a grumbling wizard to a meeting he keeps avoiding
    • escort a nervous goat to its new home
    • guard a wagon of pumpkins overnight
    • keep a bonfire lit through one rainy night
    • keep watch from dusk until the rooster crows
    • lead a blue-ribbon ram home from the fair
    • lead a choir that cannot see in the dark
    • mind a dragon's egg until it hatches
    • ride with the mail coach on its last run
    • see a young bard safely to a first performance
    • shepherd forty ducks to the market
    • walk an elderly tortoise to a wedding

    Find out 12

    • count the swans twice, to be sure
    • discover what is knocking under the floor
    • find out what has pleased the crows so much
    • find out who keeps winding the town clock
    • find out why the lanterns go out at midnight
    • find the door that matches an old key
    • follow the footprints that start from nowhere
    • learn the name of the stranger who waves every evening
    • learn who has been leaving flowers
    • learn why the stream has gone silent
    • listen for a song that is heard only at dawn
    • map the paths that the sheep will not take

    Mend and settle 12

    • coax a frightened pony down from a roof
    • get a stopped clock ticking again
    • judge a pie contest nobody else dares to judge
    • lay the last stone of an unfinished wall
    • make peace between the frogs and the herons
    • mend a weathervane that only points at people
    • relight a beacon that went dark
    • settle an argument between two echoes
    • talk a giant out of a sulk
    • teach a young griffin to land
    • untangle a hundred fishing lines by morning
    • wake a watchman who has slept for a year

    How this list was compiled: Our own list, written on 2026-10-01 for this page: the job itself, a verb phrase that follows "asks you to" and reads with any place after it. The rules every row follows and how each line was screened are in the source of the quest-giver list. Licence: own work

    The place: all 50 places

    Water and coast 10

    • at the ford with the stepping stones
    • at the lighthouse at the end of the sandbar
    • at the well by the crossroads
    • behind the waterfall with the mossy steps
    • beside the lake that hums before rain
    • in the cove where the tide runs backward
    • in the salt marsh below the old sea wall
    • on the far bank of the widest river
    • on the island where the ferry turns around
    • on the pier that the town forgot to finish
    Show all 50 places (40 more)

    Hills and heights 10

    • at the hut above the tree line
    • at the standing stone that leans east
    • at the top of the thousand-step stair
    • in the cave behind the echoing cliff
    • in the pass where the snow comes early
    • on the bridge between two mountaintops
    • on the ledge where the eagles nest
    • on the roof of the old watchtower
    • on the windy side of the tallest hill
    • under the hill where the echo lives

    Woods and fields 10

    • at the edge of the wood nobody has named
    • at the oldest oak in the forest
    • beneath the tree that keeps its leaves all year
    • in the clearing where nothing casts a shadow
    • in the field with the single scarecrow
    • in the hollow where the foxes hold court
    • in the meadow the mowers always skip
    • in the mushroom ring past the last farm
    • in the orchard that fruits in winter
    • in the reed beds where the herons stand

    Built by somebody 10

    • at the crossroads with four blank signposts
    • at the inn with a door on every side
    • at the market held on the frozen river
    • at the windmill that grinds only at night
    • beyond the last milestone on the north road
    • in the bell tower where pigeons keep the hours
    • in the castle with scaffolding on every tower
    • in the garden behind the highest wall
    • in the library at the bottom of the stairs
    • in the village that moved uphill after the flood

    Strange places 10

    • at the fair that packs up before sunrise
    • at the house built around a tree
    • at the stile in the middle of an open field
    • in the forest of stone trees
    • in the town that appears on no map
    • in the tunnel with daylight at neither end
    • in the valley that keeps its own time
    • on the hill that is a sleeping giant
    • on the road that is longer going back
    • where the rainbow touches down

    How this list was compiled: Our own list, written on 2026-10-01 for this page: where the job is, each starting with its own small word (at, in, on, under) so that it follows any task. The rules every row follows and how each line was screened are in the source of the quest-giver list. Licence: own work

    In the way: all 50 obstacles

    Weather and ground 10

    • a bridge with the middle missing
    • a fog that turns every traveler around
    • a path that forks more often than seems fair
    • a river that has moved since the map was drawn
    • a week of rain arriving all at once
    • a wind that blows every map away
    • brambles that grow back overnight
    • loose stones that slide one step back for every two
    • mud deep enough to keep a boot
    • snow, although it is midsummer
    Show all 50 obstacles (40 more)

    People 10

    • a festival crowd filling every street
    • a gatekeeper who is away on holiday
    • a guide who is also lost
    • a hermit who wants to hear all the news first
    • a rival party with a one-hour head start
    • a rumor that you are the tax collector
    • a toll keeper who takes only riddles
    • a very helpful stranger giving wrong directions
    • an official who needs the form in triplicate
    • two guards who each say the other has the key

    Creatures 10

    • a bear who is very fond of the picnic spot
    • a dragon sunbathing on the one good bridge
    • a flock of sheep in no hurry at all
    • a giant using the valley as a bed
    • a great many geese
    • a griffin nesting on the signpost
    • a magpie that has flown off with the key
    • a troll collecting opinions, not tolls
    • a watchdog the size of a pony, who wants to play
    • bees guarding the shortcut

    Rules and riddles 10

    • a door that wants a joke it has not heard
    • a law against whistling, strictly kept
    • a lock with three keys held by three cousins
    • a map sketched by someone who was guessing
    • a password that changed this morning
    • a promise you forgot you made
    • a riddle carved where the answer should be
    • a rule that nobody may cross before breakfast
    • a sign that says "No" and nothing else
    • a spell that makes everyone terribly polite

    The clock 10

    • a candle that must not burn out first
    • a clock that everyone trusts and should not
    • a ferry that crosses once a week
    • a full moon that the whole plan depends on
    • a harvest that will not wait
    • a market day that cannot be missed
    • a tide that comes in early
    • the last coach leaving at noon
    • nightfall, sooner than expected
    • one day fewer than you were promised

    How this list was compiled: Our own list, written on 2026-10-01 for this page: what stands in the way, a thing to get past by wits, patience or kindness and never by a fight. The rules every row follows and how each line was screened are in the source of the quest-giver list. Licence: own work

    The reward: all 50 rewards

    Things 10

    • a blanket woven by the whole village
    • a coat with one pocket you have not found
    • a compass that points to the nearest hot meal
    • a hat that keeps off any rain
    • a kite that flies in no wind
    • a lantern that never needs oil
    • a pony that knows every road home
    • a rowboat, freshly painted, with your name on it
    • a walking stick cut from the oldest oak
    • boots already broken in
    Show all 50 rewards (40 more)

    Favors 10

    • a bed at any inn on the north road
    • a favor, owed and written down
    • a guide for your next journey
    • a horse, lent for as long as the journey lasts
    • a letter of introduction to the queen
    • a room in the tower whenever you need one
    • a seat at the harvest table for life
    • free bread every morning for a year
    • free passage on the ferry, forever
    • your boots mended for life

    Something learned 10

    • a lesson in talking to crows
    • a map that shows the shortcuts and the picnic spots
    • a recipe the whole valley has begged for
    • a song that puts any baby to sleep
    • a trick for finding north without stars
    • a word that calms any horse
    • the answer to one question, any question
    • the ending of a story nobody else has heard
    • the spot where the trout always bite
    • the true name of the river

    Honors 10

    • a ballad, sung at least once
    • a place in the village mural
    • a ribbon from the queen's own hat
    • a statue, small but flattering
    • an apple tree planted where you choose
    • the first dance at the midsummer fair
    • the key to the city, which opens nothing
    • the title of honorary bell ringer
    • your name on the new bridge
    • your own feast day on the village calendar

    Odd gifts 10

    • a bag that weighs less the fuller it gets
    • a button that brings good weather
    • a jar of honey that never runs out
    • a key, and a hint about which door
    • a kitten that grew up on a ship
    • a whistle that dragons come to
    • a wish, slightly used
    • an egg that will hatch when it is ready
    • an umbrella borrowed from a giant
    • three seeds and no instructions

    How this list was compiled: Our own list, written on 2026-10-01 for this page: what the giver hands over at the end: a thing, a favor, something learned or an honor, never a number of coins. The rules every row follows and how each line was screened are in the source of the quest-giver list. Licence: own work