How to use Quoth›Adventures
How to run an adventure
Build the library, then choreograph the night. A Quoth adventure is a bench of scenes you draw from when the dice are rolling — this guide walks you from the first blank scene to a session running live.
You’ve built your world. You’ve created a campaign. Now you have an adventure—a self-contained chapter of your story. Before you schedule your first session, you need to build your scenes. Think of scenes as the building blocks of your adventure: encounters, locations, clues, moments. Once you’ve created your library of scenes, you’ll assign them to sessions and run them live. This structure mirrors the old hardcover modules from the 1980s and 1990s — a book full of locations, encounters, and clues you’d pick and choose from as the game unfolded.
Vocabulary
What these words mean in Quoth
Adventure
A chapter
A self-contained chapter within a campaign. It holds scenes, locations, clues, and lore you’ll draw from when you run sessions.
Scene
A moment, a place, a beat
A single moment or location your party will experience — an encounter, a meeting with an NPC, a tavern they walk into, a trap they discover. Anything that happens at the table can be a scene.
Session
One night of play
One night of play. During a session you’ll select and run scenes you’ve already prepared, add more on the fly, and push them to your players’ phones in real time.
Go to your adventure
When you’d do this: Any time you’re ready to plan the next chapter of your campaign.
- 1.
From your campaign, click the adventure you want to run.
- 2.
You’ll see the adventure page with two main sections: Sessions (the nights of play you’ve scheduled) and Scene Library (every scene, location, and clue you’ve created).
- 3.
Everything else flows from here — you’ll build the library first, then schedule the sessions that draw from it.
Create your first scene
When you’d do this: Whenever you’ve thought of something — a place, a fight, a clue — that the party might encounter.
- 1.
In the Scene Library section, tap + Add Scene. A form opens.
- 2.
Pick a type. Choose Scene (an encounter or moment), Location (a place they’ll visit), or Clue (information they’ll discover). The type helps you organize and filter later — it doesn’t lock you into anything.
- 3.
Name it. Clear and simple. “The Tavern Brawl.” “The King’s Throne Room.” “The Library Clue.” Something you’ll recognize at a glance.
- 4.
Write a one-sentence summary. Your short description. For a location it answers “what kind of place is this?” For a scene, “what happens here?”
- 5.
Add GM Notes. This is for you. Pacing notes, contingencies, things to remember: “If they ask about the scar, mention the war.”
- 6.
Write the description. This is what you’ll read or show your players. Make it vivid — it’s the text that lands on their phones when you push the scene.
- 7.
Add an image, encounters, and outcomes if you want to. All optional. Outcomes use a simple If / Then list for branching consequences — quick reference for the table.
A small habit
Write the description as if you’re reading it at the table, because you might be. Vivid sensory detail — smell, sound, light — lands harder on a phone than a clinical summary does.
Save and repeat
When you’d do this: Keep going until the library feels like a chapter, not a sketch.
- 1.
Tap Save. The scene is now in the Scene Library.
- 2.
Create as many as you need. Five scenes, or sixty — there’s no limit. Build your full adventure: every location, encounter, clue, and moment you might need.
- 3.
Some prep before the session is a gift. Some prep mid-session is a different gift — you can always come back here and add more.
Create a session
When you’d do this: Once the scene library has enough material to draw a night of play from.
- 1.
Back on the adventure page, scroll up to the Sessions section.
- 2.
Tap + New Session.
- 3.
Give the session a name and a date. That’s it for now — the session is created.
Assign scenes to your session
When you’d do this: A day or two before play — or fifteen minutes before, depending on the kind of GM you are.
- 1.
Open the session you just created. You’ll see the session planner with a list for scenes.
- 2.
Tap + Add Scene. A picker opens showing every scene in this adventure’s library.
- 3.
Tick the scenes you want to run, in the order you want them, and tap Add.
- 4.
The scenes drop into your session list. You can rearrange them, add more, or remove them any time — even mid-game.
Go live
When you’d do this: The night of. Dice are out. Phones are out. You’re ready.
- 1.
Open your session and tap Run Mode. Your scenes are lined up and ready.
- 2.
Push the scene. Tap the scene, hit the push button. The description and image you wrote appear on every player’s phone.
- 3.
Add a scene on the fly. If the party walks somewhere you didn’t plan for, drop a new scene from the library into the session right here.
- 4.
Push a codex entry. Want to remind players who that NPC is? Push the character or location from your World Codex. It lands on their phones with everything you’ve written.
After the night
Every scene you created stays in the Scene Library for future sessions. Every player who was at the table can scroll back through every scene and codex entry you pushed — their permanent record of what happened that night.
That’s it.
You’ve built an adventure library and run it live. The bench is yours; the choreography is yours. Quoth just keeps the scenes ready.
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