The following charts available here are capable of generating events and scenarios for the Game Master to use in their campaign. Also included for players are charts related to creating personal goals, villain goals, potential plot twists, and more.
Storylines
The most important aspect of a game is the plot. It provides a reason for the events taking place, and can switch a game of murder hobos killing monsters for their money into a full fledged story like that seen on TV and movies. These choices tend to be the starting point for a grand, overarching story to a campaign.
(1) Rebellion: A rebellion has broken out within the land which the PCs are currently staying in. If there's no ruling body within the area, it is instead a group of bandits attempting to forge a nation by force. Whether the PCs agree with the rebels or not, this has put a strain on trade between kingdoms as well as the making areas of the kingdom under martial law. They are contacted by one or both parties to help, unless they choose to do something themselves.
(2) Famine: A large area of land (up to the GM) is stricken by a dangerous famine which threatens the lives of those around. PCs have trouble buying food and both them and the citizens are hungry. The source of the disease which is killing the crops is found, and the PCs are needed to take care of it.
(3) Artifact:
(4) Monster:
(5) Sick Family:
(6) Scandal:
(7) Guild:
(8) Cold War:
(9) Assaulted Family:
(10) Dimensional Gate:
(TBA)
Plot Twists
Events which take place to make a plot go in a particularly unexpected direction. These are done to spice up the game and sometimes as a means to shock the players. It isn't recommended to use these all the time, lest they'd not be "plot twists" and instead become regular instances. These should be rolled before a game's plot is determined.
(TBA)