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Quests

The quest is DM Loremind's first-class narrative thread: "Save the missing merchant", "Unmask the traitor"… 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 quest​

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 fields​

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 conditions​

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 playthrough​

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 scenes​

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.
Watched by the guided prep

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.