Quests
The quest is DM Loremind's first-class narrative thread: "Save the missing merchant", "Unmask the traitor"β¦ Where arcs and chapters structure the story, a quest carries an objective β and its progression is tracked per playthrough: every table playing your campaign advances at its own pace, without touching the scenario.
Creating a questβ
Two entry points, for two use cases:
- Hub quest β from an arc with the Hub structure: + button on the arc β "New quest". The quest appears under the arc in the sidebar and automatically gets its own scene space: its scenes show up directly as children of the quest node.
- Free-standing quest β from the "Quests" branch of the sidebar (at the campaign level): "New quest". Orthogonal to the structure, it can either traverse existing content or live with its own scenes (see below).
The fieldsβ
Only the title is required β the screen reminds you: "Only the title is required. Expand and fill in only the sections you need β everything else is optional."
- Quest title (required), Description, Icon
- Illustrations β portraits, moods and notable locations
- Unlock conditions β see below
- Narrative nodes traversed (free-standing quests only) β see below
- GM notes β private: twists, secrets; never exported to Foundry
- Player objectives and Narrative stakes
- Linked Lore pages (if the campaign is backed by a world) β NPCs, places or Lore elements that appear in the quest
Unlock conditionsβ
Prerequisites combine with AND: all conditions must be met for the quest to unlock in a playthrough. Empty = available from the start. Three condition types:
- After another quest β the target quest must be completed;
- From a given session β the table must have reached session N;
- When a fact is true β a Fact of the playthrough must be switched on.
Conditions are defined on the scenario, but evaluated in play, per playthrough: the same quest can be unlocked at one table and locked at another.
Progression per playthroughβ
Each quest carries, per playthrough, a status:
- Locked β the unlock conditions are not met
- Available β unlocked, not started yet
- In progress
- Completed
Progression is changed from the Playthrough screen β in particular in the "Prepare the next session" section, with the "Mark as in progress", "Mark as completed" and "Reopen" buttons.
Quests and scenesβ
Hub quest β its scenes live directly under the quest node in the sidebar (+ button to add one). The "Scene map" button on the quest view opens the scene graph to visualize and edit branches.
Free-standing quest β two options:
- The "Narrative nodes traversed" section links the quest to existing chapters or scenes ("the quest passes through these places"). These are links: removing a node deletes nothing.
- Without any node, the quest automatically gets its own scene space, created on the fly, with its map β nothing to do on your side.
A quest without content, a node pointing to a deleted scene, or a prerequisite referencing a quest that no longer exists automatically show up in the campaign's "Next steps" panel.