Guide sections

Campaign Markers

Track quests, mysteries, rumors, conflicts, and events from dormant idea to resolved campaign thread.

Creating a Campaign Marker

  1. Click Campaign Markers in the sidebar
  2. Click New Campaign Marker
  3. Enter a name (required)
  4. Select type and urgency
  5. Fill in additional fields as needed
  6. Click Save

Campaign Marker fields

Core information

FieldWhat It’s For
NameShort, memorable identifier: “The Missing Merchant” or “Strange Lights in the Marsh”
DescriptionWhat the marker is about - the situation, the mystery, the opportunity
Hook typeCategory: mystery, quest, conflict, discovery, rumor, or event

Stakes and urgency

FieldWhat It’s For
StakesWhat happens if players ignore this - consequences of inaction
UrgencyHow time-sensitive: none, low, medium, high, critical
DeadlineOptional date when something happens regardless of player action

Stakes and urgency help players prioritize. A marker with high urgency and deadly stakes demands attention. A marker with no urgency and minor stakes is something they can pursue when ready.

Tracking

FieldWhat It’s For
StatusWhere the marker is in its lifecycle (see below). Setting the status automatically updates whether it’s active and resolved - you don’t toggle those separately.
Resolution notesHow it ended - useful for campaign records

Connections

FieldWhat It’s For
Parent markerFor quest chains - link sub-quests to their main quest
Related NPCsCharacters involved in this marker
Related locationsPlaces relevant to this marker
Related factionsOrganizations connected to this marker

Organization

FieldWhat It’s For
TagsCategories: “main-quest”, “side-quest”, “arc-2”, “mystery”
VisibilityDM Only or Player Visible

Hook types

TypeWhat It Represents
MysterySomething to investigate - who did it, what happened, why
QuestA task with clear objectives - retrieve the artifact, escort the merchant
ConflictAn ongoing struggle the party can engage with - faction war, territory dispute
DiscoveryInformation or places to find - ancient secrets, hidden locations
RumorSomething the party might hear - true, false, or partly true
EventSomething happening in the world - the king’s death, the festival, the eclipse

The status flow

Campaign Markers follow a kanban-style flow. Move markers through these stages as your campaign progresses:

Dormant

You’ve created the marker, but it’s not available to players yet. Maybe it depends on other events, or you’re saving it for later.

Example: “The Cult’s Ritual” - you know about it, but the party hasn’t encountered the cult yet.

Available

The marker can now be discovered by players. It exists in the world, waiting to be found.

Example: “The Missing Merchant” - the merchant’s wife is looking for help, and the party could hear about it.

Active

Players have engaged with this marker. They’re pursuing it, investigating it, or working on it.

Example: “The Missing Merchant” - the party accepted the job and is following the trail.

Resolved

The marker has concluded. The mystery was solved, the quest completed, the conflict ended.

Example: “The Missing Merchant” - they found him (or his body), and the situation is settled.

Abandoned

The marker is no longer relevant. The world moved on, the opportunity passed, or it simply doesn’t matter anymore.

Example: “The Missing Merchant” - the party ignored it, and the merchant’s family gave up and moved away.

Using kanban view

Campaign Familiar offers a kanban view where you can drag markers between status columns. This gives you a visual overview of your campaign’s story threads.


Creating quest chains

Link related Campaign Markers together to create quest chains:

Example: the dragon conspiracy

Main Quest: “The Dragon Conspiracy” (the overarching goal)

Sub-quests (parent = main quest):

  • “Find the Dragon’s Agent” (discovery)
  • “Infiltrate the Cult” (quest)
  • “Obtain the Ritual Components” (quest)
  • “Confront the Dragon” (conflict)
  1. Create the main quest first
  2. Create each sub-quest
  3. Set each sub-quest’s Parent marker to the main quest

Now you can see the full quest structure and track progress through the chain.


Using stakes and urgency

Stakes and urgency make markers feel meaningful:

Stakes examples

MarkerStakes
The Missing MerchantHis family loses everything; the smuggling ring grows bolder
The Cult’s RitualThe demon is summoned; the city falls
The Border DisputeWar breaks out; innocents die
The Lost ArtifactThe villain claims it first

Urgency guidelines

LevelMeaning
NoneNo time pressure - pursue whenever
LowEventually relevant - weeks or months of in-game time
MediumSoon relevant - days to a week
HighImmediate - needs attention this session or next
CriticalRight now - consequences if ignored

Escalation

Markers can gain urgency over time:

  • “The Missing Merchant” starts as Low urgency - he’s been missing a week, what’s another few days?
  • After the party delays, increase to Medium - now there are reports of strange lights where he was last seen
  • If they keep delaying, High - the merchant’s family received a ransom note with a deadline

Escalation creates organic tension.


Using AI to create Campaign Markers

AI generation panel

  1. Open the campaign marker and find the AI Generation panel (inside the AI Generation panel)
  2. Pick a Generation Type
  3. Optionally enter a prompt: “involving the Thieves Guild” or “a ticking clock situation”
  4. Set the Creativity slider and an optional Tone Preset, then click Generate
  5. Review the suggestion cards and Accept the ones you want or Dismiss the rest

See AI generation for the full flow.

Quick generation with Quick Prep

  1. Open Quick Prep from the dashboard (or the Session Companion -> Quick Generators)
  2. Select Campaign Marker
  3. Choose a Tone
  4. Optionally expand More options and set Use Campaign Context
  5. Click Generate Campaign Marker

This creates a complete marker with name, description, stakes, and complications. Promote it if you want to keep it.

-> Quick Prep generators


Tips for managing Campaign Markers

Create more than you need

Players should have choices. Create multiple available markers so they can decide what to pursue. If they only have one option, it doesn’t feel like a choice - it feels like a railroad.

Track what players care about

Players vote with their attention. If they keep asking about a minor marker, promote it. If they ignore a “main” marker, consider why. Maybe the stakes aren’t clear, or they don’t feel connected to it.

Let some markers fail

Not every marker needs resolution. Some should have consequences if ignored:

  • The merchant dies
  • The artifact is claimed by the villain
  • The war starts without the party’s intervention

This makes the world feel real and choices feel meaningful.

Record resolutions

When a marker resolves, note how in Resolution notes. This becomes your campaign history. Months later, you’ll appreciate knowing exactly how “The Missing Merchant” ended.

Connect markers to other creations

Link markers to relevant NPCs, locations, and factions:

  • Who can tell the party about this marker?
  • Where does the marker lead?
  • What organizations are involved?

Connected markers feel like part of your world, not isolated quest-dispensers.


Example: creating a Campaign Marker

Name: The Sunken Cargo

Type: Quest

Description: A merchant ship went down off the coast three weeks ago, carrying a valuable cargo. The merchant who commissioned the shipment is offering a substantial reward for recovery - but he’s being vague about what exactly was aboard.

Stakes: If the party doesn’t act, a rival salvage crew will claim the cargo. If the cargo is what we think it is, that’s very bad news.

Urgency: Medium (the rival crew sets out in two days)

Related NPCs:

  • Marcus Varne (the merchant - hiding something)
  • Captain Reeve (knows where the ship went down)
  • One-Eye Peg (heard rumors about what was really aboard)

Related locations:

  • The Rusty Anchor (where rumors circulate)
  • The wreck site (two hours by boat)

Related factions:

  • The Merchant’s Guild (Marcus is a member)
  • The Thieves Guild (interested in that cargo)

Tags: side-quest, docks, arc-1

Status: Available