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by Mike on 8 December 2025
For a year I ran a Shadowdark campaign built off of six pages of material in Cursed Scroll 1 outlining the setting of the Gloaming. The Cursed Scroll zines, by Arcane Library, do a fantastic job of offering tiny bits of useful information that sparks our imaginations to build our own adventures and campaigns. The best campaign world books and sourcebooks offer these actionable adventure prompts as well – little passages of text that inspire us to build entire adventures.
Here are two examples from Kobold Press's Midgard World Book, one of my favorite and most-used campaign sourcebooks:
Ruins of Pharos: Once a seat of learning and a hub of trade, Pharos was razed during the dragon invasion across the Mavressa Straits and has never been rebuilt. Its ruins are swampy, but towers, hillocks, and even half-flooded caverns abound. The place is home to dark dragons and darker ghosts.
Ruins of Siyaz: A great experiment by a kobold alchemist named Mektree the Mad went horribly wrong in Siyaz, releasing vampiric mists and flesh-rotting vapors that turned the town from a thriving metropolis to a tomb almost overnight. Scattered bands of gnolls use its empty buildings, but the dragon urmanli consider it a place best left fallow.
These two small phrases give me enough to build multi-session adventures with hidden ruins, strange monuments, cracked statues of forgotten gods, old vaults filled with traps and terrors, and factions of deadly enemies to face.
We may feel like we need fully fleshed out adventures or campaigns with keyed maps, detailed location descriptions, and intricate plots but often, when we read such adventures, we say something like "that's not how I would have done it." Grabbing onto an adventure prompt from a published campaign setting lets us build adventures the way we want.
When I wrote City of Arches I had this concept of adventure prompts firmly in mind. I wrote hundreds of short location descriptions each with their own adventure hook – not to fill out the whole city but offer enough of a prompt for GMs to grab them and run.
Prompts help push us in a particular direction but it may be only the first step in turning these prompts into a real adventure, quest, scenario, or session for our game. What else do we need? Here are my ideas:
If you need some motivations for the above items, check out the various tables in the Lazy GM's Resource Document.
That helps fill out details, at which point we can fill out many of our eight steps for the next session we're going to run.
Building adventures off of prompts is why I prefer sourcebooks over published adventures these days. Those little prompts let me capitalize off of the tremendous work put into big sourcebooks and still write custom adventures built around ideas that excite me and the backgrounds, motivations, and directions of the characters my players bring to the table.
When you're looking for material to aid you in preparing and running your games, look for material that offers adventure prompts to inspire you and let your imagination run wild.
Each week I record an episode of the Lazy RPG Talk Show (also available as a podcast) in which I talk about all things in tabletop RPGs.
Here are last week's topics with time stamped links to the YouTube video.
Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers.
Here are links to the sites I referenced during the talk show.
Last week I also posted a YouTube video on Smuggling Wyvonir Part 1 – Dragon Empire Prep Session 46.
Each week I think about what I learned in my last RPG session and write them up as RPG tips. Here are this week's tips:
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