RPG Story Ideas

One job for a whole party per press: a patron, a task, a place, a complication and a reward.

A locksmith who opened a door and wishes otherwise asks the party to plant a boundary marker where no one has stood before at a jousting ground where the judges are statues. The complication: everyone in town has the same alibi. The reward, if they succeed: snowshoes carved to fit every member.

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

  • Who is askinglocksmith who opened a door and wishes otherwise
  • The jobplant a boundary marker where no one has stood before
  • Whereat a jousting ground where the judges are statues
  • The complicationeveryone in town has the same alibi
  • The rewardsnowshoes carved to fit every member
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    Who is asking: all 60 patrons

    Sword and sorcery 12

    • elderly dragon who will not admit to failing eyesight
    • goblin innkeeper with a respectable name to protect
    • guild of locksmiths robbed for the first time ever
    • hedge wizard who has lost the ability to lie
    • knight under a vow of silence who writes on a slate
    • palace cook ordered to serve a dish out of a legend
    • retired adventurer who left one job unfinished
    • royal gardener tending something that must not bloom
    • talking helmet with no memory of its last owner
    • traveling alchemist banned from three kingdoms
    • village council that pooled every coin it has
    • young king crowned yesterday by accident

    Mystery in a town 12

    • baker whose loaves keep vanishing from a locked oven
    • banker missing nothing except the vault door
    • clockmaker baffled by forty timepieces halting together
    • harbor master who logs a ship that never docks
    • lamplighter who sees who walks the streets before dawn
    • landlady whose lodger pays in very old coins
    • locksmith who opened a door and wishes otherwise
    • mayor who would rather this stayed quiet
    • night watch captain two days from retirement
    • rival detective too proud to ask twice
    • schoolteacher whose class gained a pupil nobody enrolled
    • town gossip who will now only write things down

    Wilderness journey 12

    • band of pilgrims who took a wrong turn weeks ago
    • beekeeper following a swarm across three valleys
    • botanist seeking a flower that blooms once in a lifetime
    • caravan master short of guards and patience
    • exiled noble who must reach the border unseen
    • hermit who wants the mountain quiet again
    • lighthouse keeper posted far inland for reasons unknown
    • mapmaker paid by the mile and deeply in debt
    • river pilot who has somehow lost the river
    • shepherd whose flock walked uphill and did not stop
    • surveyor whose measurements stopped adding up
    • tracker puzzled by a trail that begins mid-meadow

    Supernatural and haunted 12

    • caretaker whose churchyard gate will not stay shut
    • child whose imaginary friend left a forwarding address
    • doubting professor who has run out of explanations
    • fortune teller whose cards have all turned up blank
    • ghost who cannot recall what was left undone
    • heir to a house the servants refuse to enter
    • innkeeper with a room nobody books twice
    • librarian whose returned books come back annotated
    • medium who has stopped getting answers
    • portrait painter whose finished work keeps changing
    • theater manager whose ghost keeps missing its cue
    • village whose echoes have stopped answering back

    Far future 12

    • archivist of a planet nobody remembers settling
    • cloned heir who is the fourth of that name
    • colony governor whose supply ship is a year overdue
    • diplomat from a species that bargains by riddle
    • freight captain with a cargo that hums
    • mining union locked out of its own asteroid
    • navigation beacon grown curious about its ships
    • retired android who wants its memories back
    • salvage broker holding half of a star chart
    • ship's computer that suspects it is being lied to
    • station botanist whose garden has outgrown the dome
    • terraforming engineer whose rain will not stop
    How this list was compiled

    Each entry is whoever hires the party, with no article in front, so the sentence can add "A" or "An". Original list written for Draw This Next on 2026-10-02. The five headings (sword and sorcery, mystery in a town, wilderness journey, supernatural and haunted, far future) are shared by all five lists of the page. Every entry was made up for this list and is written for a group of players, not for one hero. Nothing is taken from a rule book, a published adventure or a named setting: no rules, numbers or classes of any published game, and no game, studio or character is named. The creatures are folklore words (a dragon, a goblin, a troll, a griffin, a giant). What an adventure is in a tabletop role-playing game (a playable scenario, which a gamemaster can construct for the players) was read on 2026-10-02 in the article Adventure (role-playing games) of the English Wikipedia (en.wikipedia.org; text free to reuse under CC BY-SA 4.0). Licence: own work

    The job: all 60 jobs

    Sword and sorcery 12

    • babysit a hatchling that breathes sparks
    • break a curse that everyone has grown used to
    • catch a thief who steals only left boots
    • lose a contest on purpose without the judges noticing
    • persuade a tower to let its wizard out
    • recover a bell that summons something large
    • retrieve a spellbook that bites
    • settle a feud between two orders of knights
    • steal back a crown before anyone learns it was gone
    • unmask whichever of five princes is the impostor
    • wake a sleeping giant gently
    • work out who should inherit a legendary banner

    Mystery in a town 12

    • discover why everyone nearby overslept by a day
    • find a witness who saw everything and remembers nothing
    • find out who keeps returning stolen things, polished
    • hunt down a book that hides from readers
    • identify a stranger who has everyone's trust
    • keep a nervous witness safe until the hearing
    • learn who paints a red door on every house by night
    • prove the miller's cat innocent of arson
    • recover a mayor's chain of office before the parade
    • solve a theft where nothing is missing
    • trace a forged invitation to its printer
    • work out which of three confessions is the true one

    Wilderness journey 12

    • chart a safe path for two hundred settlers
    • find a lost expedition and its better-lost notes
    • find fresh water for a stranded camp
    • follow a river back to wherever it begins
    • guide a blind scholar to a view worth describing
    • haul a piano to wherever its buyer has moved to
    • learn why the birds have stopped migrating
    • plant a boundary marker where no one has stood before
    • rebuild a rope bridge before the caravan arrives
    • recover a fallen star before it cools
    • round up forty goats that have taken to the cliffs
    • track a white stag without harming it

    Supernatural and haunted 12

    • apologize to a ghost on behalf of the living
    • catalog every cold spot and what it remembers
    • count their own shadows and explain the extra one
    • find out what a haunting actually wants
    • finish a letter a ghost began a century ago
    • help a lost spirit remember where home was
    • host a dinner where half the guests are ghosts
    • persuade a poltergeist to take up a quieter hobby
    • return a borrowed lantern to a ghost who wants it back
    • silence a ticking that grows louder each dusk
    • spend one night and write down everything that moves
    • umpire a shouting match between rival phantoms

    Far future 12

    • audit a set of accounts that are far too perfect
    • deliver a birthday message to a satellite
    • evacuate a crew that does not want to leave
    • find out which crew member is the copy
    • hide a harmless stowaway through one inspection
    • negotiate first contact without a shared word
    • repair a robot that insists it is not broken
    • restart a machine nobody alive has the manual for
    • retrieve a flight recorder before the scavengers do
    • translate a distress call three centuries old
    • wake one sleeper out of ten thousand, the right one
    • win a salvage claim against a faster crew
    How this list was compiled

    Each entry follows "asks the party to" and is followed by a place from the next list. Original list written for Draw This Next on 2026-10-02. The five headings (sword and sorcery, mystery in a town, wilderness journey, supernatural and haunted, far future) are shared by all five lists of the page. Every entry was made up for this list and is written for a group of players, not for one hero. Nothing is taken from a rule book, a published adventure or a named setting: no rules, numbers or classes of any published game, and no game, studio or character is named. The creatures are folklore words (a dragon, a goblin, a troll, a griffin, a giant). What an adventure is in a tabletop role-playing game (a playable scenario, which a gamemaster can construct for the players) was read on 2026-10-02 in the article Adventure (role-playing games) of the English Wikipedia (en.wikipedia.org; text free to reuse under CC BY-SA 4.0). Licence: own work

    Where: all 60 places

    Sword and sorcery 12

    • at a crossroads inn where four kingdoms meet
    • at a jousting ground where the judges are statues
    • at a wizards' college during exam week
    • beneath a castle built on an older castle
    • in a forest where the mushrooms glow brighter near trouble
    • in a kingdom where it is always the same afternoon
    • in a market where spells are sold by weight
    • in a mine the miners sealed and will not discuss
    • in a spire whose staircase is longer on the way up
    • in a throne room with nine empty thrones
    • inside a dragon's hoard the size of a town
    • on a bridge guarded by a troll with a ledger

    Mystery in a town 12

    • at a boarding house with a strict curfew
    • at a museum whose exhibits were rearranged overnight
    • at a station hotel whose guests all missed the same train
    • at a theater between the matinee and the evening show
    • at a town hall with a sealed basement
    • in a harbor town during the week of fog
    • in a market square on the night before the fair
    • in a row of shops that all closed on the same day
    • in a town built around a well nobody drinks from
    • in a town where every door is painted the same blue
    • in a village that votes on everything, loudly
    • on a lane the mapmakers keep leaving off

    Wilderness journey 12

    • among islands that drift a little each tide
    • at a river crossing that is never in the same place
    • at the edge of a map that just stops
    • in a canyon where shouts come back as answers
    • in a desert that was a sea last year
    • in a marsh with one dry path that moves
    • in a pine wood where each trail has a nickname
    • in a valley the snow has skipped for a century
    • on a glacier that groans at night like a ship
    • on a mountain with a door halfway up
    • on a plateau reachable by one ladder
    • on a salt flat with a single signpost

    Supernatural and haunted 12

    • aboard a ferry that makes one crossing too many
    • at a crossroads where a lantern waits each midnight
    • at a hotel where the top floor is not on the plans
    • at a lighthouse that shines with no keeper inside
    • in a churchyard where the dates are all next year
    • in a drowned hamlet whose chimes still carry over water
    • in a house where the doorbell is rung from indoors
    • in a mill that grinds with no grain in it
    • in a playroom where the toys change places after dark
    • in a shut schoolhouse where the desks rearrange themselves
    • in a theater whose curtain rises on its own
    • in an orchard that blossoms only by moonlight

    Far future 12

    • aboard a colony vessel whose crew think it is a planet
    • aboard a derelict that is still paying its docking fees
    • at a relay station that always answers a second late
    • in a bubble city patched with ten kinds of glass
    • in a museum of the home world that gets things wrong
    • in a vault sealed before its builders had finished
    • in an orbital junkyard run by its own robots
    • inside a starship that was grown, not built
    • on a moon where one crater is always in shade
    • on a station where the day is eleven minutes long
    • on a world where it rains upward once a year
    • on an ocean world with one floating town
    How this list was compiled

    Each entry is a place that opens with "in", "at", "on" or a word like them and closes the first sentence. Original list written for Draw This Next on 2026-10-02. The five headings (sword and sorcery, mystery in a town, wilderness journey, supernatural and haunted, far future) are shared by all five lists of the page. Every entry was made up for this list and is written for a group of players, not for one hero. Nothing is taken from a rule book, a published adventure or a named setting: no rules, numbers or classes of any published game, and no game, studio or character is named. The creatures are folklore words (a dragon, a goblin, a troll, a griffin, a giant). What an adventure is in a tabletop role-playing game (a playable scenario, which a gamemaster can construct for the players) was read on 2026-10-02 in the article Adventure (role-playing games) of the English Wikipedia (en.wikipedia.org; text free to reuse under CC BY-SA 4.0). Licence: own work

    The complication: all 60 complications

    Sword and sorcery 12

    • a dragon has taken a polite interest in the outcome
    • a kindly wizard keeps helping, disastrously
    • a rival party was hired for the same job at half the fee
    • an earlier party left notes that end mid-sentence
    • an old prophecy names the party, with one name misspelled
    • every door opens only for two people who disagree
    • everyone the party meets recognizes one of them
    • the only key is baked inside one of forty loaves
    • the party's guide is cursed to mix up left and right
    • the patron's twin wants the exact opposite
    • spells fizzle near anyone hiding a secret
    • the treasure is alive and has opinions about being moved

    Mystery in a town 12

    • a masked carnival begins the same evening
    • the best informant is a parrot that charges in crackers
    • the clue everyone needs is somebody's family secret
    • everyone in town has the same alibi
    • the local watch wants the credit and none of the work
    • no two townsfolk agree on what day it happened
    • the party is already blamed in tomorrow's newspaper
    • the patron left out the one detail that matters
    • the person wronged would rather it stayed unsolved
    • someone tidies every scene before the party arrives
    • the trail leads to someone the whole town loves
    • two of the suspects are the same person

    Wilderness journey 12

    • a very big animal trails the party and minds its manners
    • another crew set out earlier with better mules
    • every compass needle swings toward the party's cook
    • the food runs out a day before the easy way ends
    • half the route crosses the land of a giant who naps lightly
    • the local guide speaks entirely in proverbs
    • the one bridge belongs to a hermit who dislikes visitors
    • the pack animals refuse to go past a certain tree
    • the party's boots were made for a different climate
    • the path is only visible at dawn
    • the storm season has started a month ahead
    • supplies were packed by someone who has never traveled

    Supernatural and haunted 12

    • the candles go out whenever anyone says a name
    • dawn comes an hour later every morning
    • every mirror shows the party from behind
    • footprints appear in fresh dust ahead of the party
    • the haunting is friendly and the neighbors are not
    • the last team to try left a meal half eaten
    • nobody local will stay past sunset, or say why
    • nothing strange happens at all, which worries everyone
    • only one of the party can hear the voices
    • something in the walls is taking notes on the party
    • two ghosts tell the story and neither version agrees
    • whatever it is, it is afraid of something else

    Far future 12

    • a salvage firm has filed a claim on the party's gear
    • the broken part turns out to be the one part still working
    • every lock asks for a password in a forgotten language
    • gravity cuts out on a schedule nobody will share
    • the locals are machines, very politely pretending otherwise
    • the nearest working computer answers only yes or no
    • the one power source is needed in two places at once
    • the only spare part is on display in a museum
    • the party's translator is improvising
    • someone in the party sent a message nobody admits to
    • the star chart is two hundred years out of date
    • the whole job is being broadcast to a paying audience
    How this list was compiled

    Each entry is a whole clause about what goes wrong; a few speak of the patron, who is in every result. Original list written for Draw This Next on 2026-10-02. The five headings (sword and sorcery, mystery in a town, wilderness journey, supernatural and haunted, far future) are shared by all five lists of the page. Every entry was made up for this list and is written for a group of players, not for one hero. Nothing is taken from a rule book, a published adventure or a named setting: no rules, numbers or classes of any published game, and no game, studio or character is named. The creatures are folklore words (a dragon, a goblin, a troll, a griffin, a giant). What an adventure is in a tabletop role-playing game (a playable scenario, which a gamemaster can construct for the players) was read on 2026-10-02 in the article Adventure (role-playing games) of the English Wikipedia (en.wikipedia.org; text free to reuse under CC BY-SA 4.0). Licence: own work

    The reward: all 60 rewards

    Sword and sorcery 12

    • a griffin's promise of one rescue, any time
    • a map to something better than gold
    • a royal pardon, dated and left blank
    • a seat at a table where decisions are made
    • a single wish, with a lawyer to word it
    • a skeleton key good for exactly one lock
    • a small castle in need of a roof
    • a tapestry of the adventure, woven before it happens
    • a tent that pitches itself and never leaks
    • a year of free repairs from the best smith in the land
    • each member's weight in good cheese
    • the title to an island nobody has found yet

    Mystery in a town 12

    • a library card for the archive nobody else may enter
    • a pie from every kitchen on the street
    • a sealed envelope, to be opened next winter
    • a shop of their own with the rent paid for a year
    • a standing table at the best eating house in town
    • a street named after the party
    • bronze likenesses of the party outside the bakery
    • the casting vote at one town meeting
    • first pick of everything in the lost property room
    • free lodging in town for life
    • three truths from someone who never tells any
    • the truth about one party member's family

    Wilderness journey 12

    • a cabin with a view and no neighbors
    • a canoe carved from a single fallen tree
    • a flock of geese that will follow them anywhere
    • a hand-drawn map with the party's route in gold ink
    • a pack mule that never complains
    • a share of a caravan's profits for a year
    • a telescope that looks one day into the past
    • first claim on a valley nobody has farmed
    • the friendship of a very large animal
    • the right to name the mountain
    • seeds from a tree thought lost
    • snowshoes carved to fit every member

    Supernatural and haunted 12

    • a bell that rings when a lie is told
    • a cottage whose only ghost does the dusting
    • a final note from a great-grandparent, unsealed at last
    • a full year of quiet nights
    • a ghost's word to leave the family in peace
    • a grateful spirit as a doorkeeper
    • a lamp that glows brighter when hope runs low
    • a pocket watch that stops when danger is near
    • a portrait of the party, painted by nobody
    • a secret recipe dictated by a ghost
    • a shelf of books that finish themselves
    • an heirloom the family is glad to see leave

    Far future 12

    • a bundle of delayed mail addressed to the party
    • a robot who has chosen to come along
    • a seat on the first ship out
    • a secondhand ship with a paid-up berth
    • a signed apology from a very large company
    • a spacesuit tailored to fit, with pockets
    • a working garden that packs into a suitcase
    • an engine upgrade that came with no manual
    • citizenship on a world with real weather
    • the coordinates of a planet nobody has claimed
    • shares in a mine that might exist
    • twelve months of fuel on someone else's account
    How this list was compiled

    Each entry is what the patron offers, something a group can share or argue over. Original list written for Draw This Next on 2026-10-02. The five headings (sword and sorcery, mystery in a town, wilderness journey, supernatural and haunted, far future) are shared by all five lists of the page. Every entry was made up for this list and is written for a group of players, not for one hero. Nothing is taken from a rule book, a published adventure or a named setting: no rules, numbers or classes of any published game, and no game, studio or character is named. The creatures are folklore words (a dragon, a goblin, a troll, a griffin, a giant). What an adventure is in a tabletop role-playing game (a playable scenario, which a gamemaster can construct for the players) was read on 2026-10-02 in the article Adventure (role-playing games) of the English Wikipedia (en.wikipedia.org; text free to reuse under CC BY-SA 4.0). Licence: own work

    How it works

    These RPG story ideas deal the job a party is hired for: a retired android asks them to wake a sleeping giant gently in a harbor town during the week of fog. No game system is needed or named.

    Read the full guide

    A hook for the whole table

    Each press deals the job, not the hero: who is asking, what they want done, where, what goes wrong and what is on offer. Every entry leaves room for several players. Keep the patron and the reward, change the complication, and the same job turns from a puzzle into a chase.

    Supernatural RPG story ideas and four other kinds

    Each list below is sorted under sword and sorcery, mystery in a town, wilderness journey, supernatural and haunted, and far future. The tool mixes all five and cannot filter, so a ship's computer may send the party to a wizards' college. Read the haunted heading of each list to build a ghost job by hand.

    • Keep one patron for three jobs running and the party has an employer with a pattern.
    • A reward the party would turn down is a second complication.

    Questions and answers

    Do these work as video game story ideas?

    In part. Each result is one quest with a giver, a task, a place, a snag and a reward, so it can frame a mission as well as a session. The far future and wilderness journey headings fit best. No game or studio is named.

    Which game system are the ideas for?

    None in particular. The lists use no rules, numbers or classes from any published game, and the creatures are folklore words (a dragon, a goblin, a troll), so they fit whatever your table plays. To make someone to send, try the RPG character generator.

    Are these game story ideas for a group or for one player?

    For a group. Every job is written for a party, and none assumes a single hero. For one character with a want and an obstacle, deal a story prompt instead.

    What is an adventure in a tabletop RPG?

    A playable scenario, often built by the gamemaster for the players. Each result here is the opening of one: the reason the party sets out, and the first thing that goes wrong.