One job for a whole party per press: a patron, a task, a place, a complication and a reward.
RPG Story Ideas: 30 adventure ideas
A locksmith who opened a door and wishes otherwise asks the party to plant a boundary marker where no one has stood beforeat 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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Adventure Idea of the day
A locksmith who opened a door and wishes otherwise asks the party to plant a boundary marker where no one has stood beforeat 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.
A caretaker whose churchyard gate will not stay shut asks the party to recover a mayor's chain of office before the paradein a kingdom where it is always the same afternoon. The complication: half the route crosses the land of a giant who naps lightly. The reward, if they succeed: the right to name the mountain.
A mining union locked out of its own asteroid asks the party to recover a mayor's chain of office before the paradein a market where spells are sold by weight. The complication: the only key is baked inside one of forty loaves. The reward, if they succeed: a year of free repairs from the best smith in the land.
A mapmaker paid by the mile and deeply in debt asks the party to follow a river back to wherever it beginsin a mine the miners sealed and will not discuss. The complication: the only spare part is on display in a museum. The reward, if they succeed: twelve months of fuel on someone else's account.
A retired android who wants its memories back asks the party to identify a stranger who has everyone's trustat a wizards' college during exam week. The complication: spells fizzle near anyone hiding a secret. The reward, if they succeed: the truth about one party member's family.
A fortune teller whose cards have all turned up blank asks the party to spend one night and write down everything that movesin a valley the snow has skipped for a century. The complication: footprints appear in fresh dust ahead of the party. The reward, if they succeed: a griffin's promise of one rescue, any time.
A guild of locksmiths robbed for the first time ever asks the party to repair a robot that insists it is not brokenat a crossroads where a lantern waits each midnight. The complication: the patron left out the one detail that matters. The reward, if they succeed: a lamp that glows brighter when hope runs low.
A clockmaker baffled by forty timepieces halting together asks the party to spend one night and write down everything that movesat a station hotel whose guests all missed the same train. The complication: a very big animal trails the party and minds its manners. The reward, if they succeed: snowshoes carved to fit every member.
A lamplighter who sees who walks the streets before dawn asks the party to rebuild a rope bridge before the caravan arriveson a mountain with a door halfway up. The complication: nobody local will stay past sunset, or say why. The reward, if they succeed: an engine upgrade that came with no manual.
An elderly dragon who will not admit to failing eyesight asks the party to count their own shadows and explain the extra onein a vault sealed before its builders had finished. The complication: an earlier party left notes that end mid-sentence. The reward, if they succeed: a flock of geese that will follow them anywhere.
A ghost who cannot recall what was left undone asks the party to count their own shadows and explain the extra oneat a town hall with a sealed basement. The complication: dawn comes an hour later every morning. The reward, if they succeed: an heirloom the family is glad to see leave.
A night watch captain two days from retirement asks the party to find fresh water for a stranded campon a lane the mapmakers keep leaving off. The complication: a rival party was hired for the same job at half the fee. The reward, if they succeed: a flock of geese that will follow them anywhere.
A medium who has stopped getting answers asks the party to host a dinner where half the guests are ghostsat a wizards' college during exam week. The complication: the only key is baked inside one of forty loaves. The reward, if they succeed: a map to something better than gold.
A mayor who would rather this stayed quiet asks the party to audit a set of accounts that are far too perfectin a playroom where the toys change places after dark. The complication: two ghosts tell the story and neither version agrees. The reward, if they succeed: a telescope that looks one day into the past.
A doubting professor who has run out of explanations asks the party to track a white stag without harming itat a river crossing that is never in the same place. The complication: the only spare part is on display in a museum. The reward, if they succeed: first pick of everything in the lost property room.
A medium who has stopped getting answers asks the party to haul a piano to wherever its buyer has moved tobeneath a castle built on an older castle. The complication: a very big animal trails the party and minds its manners. The reward, if they succeed: a griffin's promise of one rescue, any time.
A clockmaker baffled by forty timepieces halting together asks the party to keep a nervous witness safe until the hearinginside a starship that was grown, not built. The complication: an earlier party left notes that end mid-sentence. The reward, if they succeed: a single wish, with a lawyer to word it.
A tracker puzzled by a trail that begins mid-meadow asks the party to find fresh water for a stranded campin a house where the doorbell is rung from indoors. The complication: the party's translator is improvising. The reward, if they succeed: a portrait of the party, painted by nobody.
A terraforming engineer whose rain will not stop asks the party to lose a contest on purpose without the judges noticingat a theater between the matinee and the evening show. The complication: someone in the party sent a message nobody admits to. The reward, if they succeed: a final note from a great-grandparent, unsealed at last.
A tracker puzzled by a trail that begins mid-meadow asks the party to learn who paints a red door on every house by nightin a market square on the night before the fair. The complication: spells fizzle near anyone hiding a secret. The reward, if they succeed: a share of a caravan's profits for a year.
A guild of locksmiths robbed for the first time ever asks the party to umpire a shouting match between rival phantomsin a village that votes on everything, loudly. The complication: a rival party was hired for the same job at half the fee. The reward, if they succeed: snowshoes carved to fit every member.
A botanist seeking a flower that blooms once in a lifetime asks the party to trace a forged invitation to its printerbeneath a castle built on an older castle. The complication: the haunting is friendly and the neighbors are not. The reward, if they succeed: snowshoes carved to fit every member.
A terraforming engineer whose rain will not stop asks the party to learn why the birds have stopped migratingat a wizards' college during exam week. The complication: two of the suspects are the same person. The reward, if they succeed: snowshoes carved to fit every member.
A botanist seeking a flower that blooms once in a lifetime asks the party to learn why the birds have stopped migratingin a spire whose staircase is longer on the way up. The complication: the clue everyone needs is somebody's family secret. The reward, if they succeed: the truth about one party member's family.
A shepherd whose flock walked uphill and did not stop asks the party to wake a sleeping giant gentlyin an orbital junkyard run by its own robots. The complication: an old prophecy names the party, with one name misspelled. The reward, if they succeed: first claim on a valley nobody has farmed.
A goblin innkeeper with a respectable name to protect asks the party to hunt down a book that hides from readersin a playroom where the toys change places after dark. The complication: nothing strange happens at all, which worries everyone. The reward, if they succeed: a hand-drawn map with the party's route in gold ink.
A librarian whose returned books come back annotated asks the party to finish a letter a ghost began a century agoon a plateau reachable by one ladder. The complication: another crew set out earlier with better mules. The reward, if they succeed: a grateful spirit as a doorkeeper.
A guild of locksmiths robbed for the first time ever asks the party to identify a stranger who has everyone's truston a moon where one crater is always in shade. The complication: the local watch wants the credit and none of the work. The reward, if they succeed: citizenship on a world with real weather.
A tracker puzzled by a trail that begins mid-meadow asks the party to wake one sleeper out of ten thousand, the right oneon a glacier that groans at night like a ship. The complication: the treasure is alive and has opinions about being moved. The reward, if they succeed: a secondhand ship with a paid-up berth.
A banker missing nothing except the vault door asks the party to steal back a crown before anyone learns it was goneinside a starship that was grown, not built. The complication: the treasure is alive and has opinions about being moved. The reward, if they succeed: a lamp that glows brighter when hope runs low.
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.