Roll 1d10 and follow the corresponding Prompt below. You may reroll or ignore a Prompt if it is redundant or not applicable. The examples may assist you.
| Number | Prompt | Example |
|---|---|---|
| 1 | Describe in this scene what will lead the characters to act. | As we arrive, we witness that the museum is on fire. We must act quickly to save the priceless artifacts! |
| 2 | In this scene, introduce what is at stake. | As we walk through the camps, we see small children afflicted with the disease. If we don’t find the cure soon, these children will die. |
| 3 | Describe how the task at hand becomes more complicated in this scene. | Given recent terrorist attacks, the planetary forces will not permit us to land on their home world. |
| 4 | In this scene, introduce extra tensions that flare. | The market is closed now due to boycotts for mutant rights. The cyborg merchants are angry that they cannot do business. |
| 5 | Describe how the characters can confront conflict in this scene. | As we wander further into the forest, we discover the werewolf den. We can now take vengeance. |
| 6 | Describe a life-altering decision to be made in this scene. | Amid the chaos of battle, there are young orphans crying. We can either save the orphans or stop the army from advancing. |
| 7 | Describe how the characters can overcome an obstacle in this scene. | In the prison courtyard, we meet somebody with a plan for a jailbreak so that we can finally escape. |
| 8 | Reveal a major secret in this scene. | As we descend farther into the tomb, we discover a mural that shows us the truth: The ancient treasure is at the bottom of the sea. |
| 9 | In this scene, introduce the chance to sacrifice to change for the better. | We can destroy the power absorber, bricking our tech, but freeing the lifeforms from torture. |
| 10 | In this scene, introduce something to tempt the characters. | The wizard warns that if we take the enchanted weapons, then the ghosts of their original owners will haunt us forever. |