Tabletop Adventure Generator — illustrative example INPUT Prepare a short investigation about a missing village bell. It is hidden in a flooded mill. Give three clues and two ways to approach the mill; no combat statistics needed. RESULT Clues: - The bell tower's fresh cart tracks lead toward the river road. - A delivery slip at the inn lists the abandoned mill as a destination. - The ferryman heard a bell strike once inside the mill at dawn. Approaches: - Ask the ferryman for a crossing to the dry loading platform. - Follow the river road and secure a rope across the flooded entrance. Resolution lead: tool marks on the crate match the village carpenter's equipment; ask why the bell was moved. REVIEW Plan situations and possible responses instead of one mandatory player path. Include clues that can be discovered in more than one way. This is a teaching example, not a live execution record.