TEXT: Secrets of the Tower 1
  You’re drawn to the place, even though it worries you.
  The Satsura Corporation. “A research corporation,” the official story goes, “that was 
  lost when the Outside drowned the Earth. It’s moving most of its operations to Town.”
  They act a little off.
  They’re doing stuff that you don’t think people back on Earth were doing.
  But... you know what? This stuff is neat. Like, fast-growing fruit trees. Cognitive and 
  nerve and muscle enhancement. New treatments for diseases. Maybe even vat-grown 
  miniature dinosaurs with vibrantly colorful skin. Their building’s kind of cool, too, it has 
  this vibe, you know, even though it’s hardly “topless” like some people say.
  They’re not trustworthy. They’re a little scary. But they’re also... just plain cool. 
  
  Secrets of the Tower 2
  You still kind of want to trust them. Satsura, 
  I mean. You kind of want them to be OK. For 
  there to be a good explanation for this. But this isn’t  
  human tech and this isn’t human resources.
  It’s still kind of nice to imagine that everything can 
  work out and everything will make sense and  
  there’s really nothing scary going on...
  
  Secrets of the Tower 3
  There is vivid and savage stuff going on here. Dinosaurs, their  
  footfalls pounding, their colors bright, their terrifying screams.  
  Plants sprawling to cover whole floors of buildings with their roots, 
  their maws opening and snapping at you, their vines bleeding with 
  strange poisons. Mutants lumbering out of hidden corners. Steel and 
  chrome weapons gleam.
  It’s OK. You know what you’re doing. You’re pretty sure you can 
   handle this. You can win.
  
  When you do that thing, you’ll close the Issue &
  earn 4 bonus XP + 1 MP
  Secrets of the Tower 4
  There is a tower that climbs to Venus. The planet. Apparently. And a 
  wicked civilization, dinosaurs, and carnivorous plants there. And it’s 
  invading—basically, invading—Town. But it’s OK.
  You’ve almost escaped. You’ve almost solved this.
  You just have to do this one last thing and then the problem’s taken 
  care of, at least for now. Do this one last thing, and you and Satsura 
  won’t be part of one another’s stories, not for a while anyway. Not as 
  long as you afterwards stay away from them. 
  
  When you’ve fixed things, or at least made a big step in that 
  direction, close the Issue & earn 4 bonus XP + 1 MP
  Secrets of the Tower 5
  It’s just a tower connected to an alien planet popu-
  lated by heavily armed, scientifically advanced, and 
  quasi-sociopathic people from a morally twisted al-
  ternate reality.
  You’ve got this. This is totally under control.
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
   
  ☐ the sun shines on you through a magic window;
   
  ☐ you’re given a new suit of clothing or some token that others will recognize you 
  by;
   
  ☐ you’re being drowned, suffocated, or choked by something transparent or 
  translucent (e.g., drowning under ice or choking on molten glass, possibly as part 
  of a dream sequence.)
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when you:
   tell the story of someone who turned, or was turned, into an animal
   repair a roof or deck 
   (literally or figuratively) bump into a friend you haven’t seen in a while
   celebrate renewal in some fashion (bake hot cross buns for Easter, do 
  a self-purification ritual, replant a garden, watch over a flame over 
  Longestnight, etc.)
   admire a body of water
   play with a puzzle box or a bit of glass
   listen to a student’s story about something
  You can combine this with an XP Action, but you’re not required to.
  35
  A Mysterious Teacher
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
   
  ☐ you’re impressed into labor or transformed into an animal, typi cally as punishment 
  for a theft;
   
  ☐ one of the people who serves as an anchor to your daily routine and daily life 
  betrays you.
  You can earn each such bonus once, for a total of 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   you discover parallels between a fairy tale and your life
   you listen to an old friend’s stories
   you have a vision while staring into the water
   time drifts away from you
  You can combine this with an XP Action, but you’re not required to.
  20
  A Mysterious Teacher 
  (Simplified)
  
  Major Goals
  The HG can award you 5 XP towards this quest when:
   
  ☐ you get a bronchial infection;
   
  ☐ you coincidentally and unexpectedly receive news or information about whatever 
  you’re trying to do, create, build, or explore. (e.g., you’re building a flying 
  machine of some sort … and you stumble on Leonardo daVinci’s lost plans in an 
  unrelated incident. Or, you’re planning an assault on Heaven  … and you learn 
  something about its defenses.)
   
  ☐ you’re ambushed in a confined place by enemies in masks.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   you’re exhausted and reeling, at least partly because you’ve been working 
  so hard organizing and planning
   
   you agonize over whether what you’re working on is even a good idea
   
   you dream of a distant place and of treasure at the roots of a tree
   
   you work or sleep in a space cluttered with piles and piles of papers and 
  notes
   
   you argue with someone at a committee meeting
   you’re packing supplies or prepping a vehicle for travel
   you’re eating beans — usually dried beans or jellybeans
  You can combine this with an XP Action, but you’re not required to.
  35
  XP
  A Baroque Invention
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
   
  ☐ a magical plant grows out of control, possibly in a dreamscape;
   
  ☐ you play through something that boils down to a planning/paperwork montage, or, 
  the HG agrees that you’ve done enough planning but offers to skip the montage 
  part. 
  You can earn each bonus once, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   you take on more work than you can realistically handle
   you storm out of a meeting
   something goes wrong with your preparations
   you hunt for information
  You can combine this with an XP Action, but you’re not required to.
  A Baroque Invention 
  (Simplified)
  25
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
   
  ☐ you make yourself genuinely vulnerable to someone you have baggage with 
  (emotionally or in terms of your physical circumstances and safety);
   
  ☐ you discover that some place that used to be important to you isn’t there any more;
   
  ☐ after a silence, you and someone you’re trying to reconcile with both start talking 
  at once.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   you sit down, frustrated, on a bench by a fountain
   
   you’re walking on a cobbled street, all knotted up with tension
   
   you’re looking for somebody you used to know
   you spend a while talking elliptically around the meat of this quest — 
  avoiding the topic so thoroughly that much of the conversation might well 
  be emotes or comments on food or drink
   
   you deliver a package that you don’t really want to pass on
   
   you drink Turkish coffee with somebody
   
   you confide your feelings or memories about this stuff with a third party
  You can combine this with an XP Action, but you’re not required to.
  35
  A Troubled History
  
  XP
  Major Goals
  As long as it’s relevant to the emotional and social baggage you have with an old con-
  nection, the HG can award you 5 XP towards this quest when:
   
  ☐ a third party helps mediate between you and whomever you have the troubled 
  relationship with;
   
  ☐ you ignore protocol and potentially humiliate yourself with a confession or an 
  explanation of how you really feel about something. 
  You can earn each bonus once, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   you pace, ranting, in front of a fountain or a basin
   you go somewhere you’re afraid to go
   
   you trust someone you’re afraid to trust
   
   you attempt to “read” (do a divination using) the coffee grounds left over 
  after a cup of Turkish coffee
  You can combine this with an XP Action, but you’re not required to.
  20
  A Troubled History 
  (Simplified)
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
   
  ☐ you find a hidden room where water flows;
   
  ☐ you’re trapped under the earth, in a place of wood and dirt or stone;
   
  ☐ you hear other people worrying about you when they don’t know you’re there (or 
  think you’re asleep);
   
  ☐ you kiss a dangerous faerie-like creature, usually of the appropriate gender to be a 
  romantic interest or at least vice versa. 
  You can earn each bonus once, for a total of up to 20 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   you evaluate your supplies and provender
   
   you’re blinded by the spiritual/imaginary vision of a flame
   
   you encounter a shade, ghost, or other misty spirit or doppelganger
   
   the sound of your screaming, or arguing with yourself, rises to a public 
  place
   
   you eat an animal raw
   
   you praise the object of your obsession/devotion
   
   you build something featuring wooden boards
   
   you can’t find half of your own thoughts, or you’re missing something 
  else, like your shadow
   you eat apple pie
  You can combine this with an XP Action, but you’re not required to.
  45
  A Forlorn State
  
  Major Goals
  The HG can award you 5 XP towards this quest when:
   
  ☐ your attempts to escape a feast or other revel are repeatedly interrupted;
   
  ☐ part of yourself goes missing or is taken. 
  You can earn each bonus once, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   some sort of spiritual radiance is dissolving you from within
   you lack necessary supplies and don’t know how to get them
   
   you realize that you’ve fallen apart, become (arguably) degraded
   
   your friends stage an intervention
   
   you talk about meaningless nonessentials with a shade, ghost, or other 
  shadowy image or doppelganger
  You can combine this with an XP Action, but you’re not required to. 
  XP
  A Forlorn State 
  (Simplified)
  25
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
   
  ☐ you trick something far bigger and more dangerous than yourself;
   
  ☐ you ride a magical horse or wolf;
   
  ☐ you visit a witch or oracle’s cottage.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   you find your path
   you lose your way
   you perform strange rituals
   
   you talk about your connection to the sun
   
   you talk about what you’re looking for on these journeys
   you dream of the firebird
   
   you’re tempted by magical food, possibly in a dream
  You can combine this with an XP Action, but you’re not required to.
  35
  Strange Tales of the 139
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
   
  ☐ you find music playing somewhere unexpected and surprising;
   
  ☐ you row a boat across a dark and silent lake;
   
  ☐ (e.g. from a Transition) the world around you dissolves into light. 
  You can earn up to two of these bonuses, once each, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   time slips by while you suffer a vision of some kind
   
   you wander amidst clouds and haze
   
   you sight something interesting from a vehicle or mount
   you argue earnestly about trivia
   
   you dream of the firebird
  You can combine this with an XP Action, but you’re not required to.
  Strange Tales of the 139 
  (Simplified)
  25
  
  Major Goals
  The HG can award you 5 XP towards this quest when:
   
  ☐ you have a “meet cute” — you meet a romantic interest, new client, new student, 
  new important friend, or something like that in a weird way or context, and shortly 
  thereafter there’s an unexpected moment of connection;
   
  ☐ you give a thing or object that could reasonably be referred to as your heart 
  to somebody, or something becomes your heart that you’ve recently given to 
  somebody else!
   
  ☐ your friends knock you out, tie you up, blindfold you, or otherwise impose an 
  extreme inconvenience on you for what seem to be good reasons at the time;
   
  ☐ a grand plan blows up in your face! Doesn’t count if you fix things before the end of 
  the chapter.
  You can earn each bonus once, for a total of up to 20 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   you wander a cool, exotic place
   
   you do completely unnecessary things to test yourself
   
   you flail desperately at a social interaction, though maybe the other 
  person doesn’t actually mind?
   
   someone finds you sketching on the walls
   
   a stray cat or puppy takes utterly shameless advantage and walks all over 
  you
   
   you dramatically explain something that either didn’t really need 
  explaining or doesn’t actually make sense
  You can combine this with an XP Action, but you’re not required to.
  45
  XP
  An Interesting Life
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
   
  ☐ you decide and declare how you want to relate to somebody from here on out. 
  (Declaring love, friendship, “That kid will be my student, mark my words,” “If it 
  must be complicated it will be complicated,” or whatever else.)
   
  ☐ a conversation or social interaction goes so swimmingly, unexpectedly well that 
  you start doubting that it actually happened.
  You can earn each of these bonuses once, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   you get yourself lost — possibly to the point you wind up in the Outside
   you do something dumb/foolhardy enough to risk or cause yourself an injury
   
   you take care of a child, pet, or hurt/sick friend
   
   you share a meal or drink with a minotaur, tsukumogami, or other entity 
  not participating in human society
  You can combine this with an XP Action, but you’re not required to.
  20
  An Interesting Life 
  (Simplified)
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when — 
   
  ☐ you fall into a vat or spill of small round objects (candy, bouncy balls, or whatnot);
   
  ☐ you show off a new outfit, complete with slow-motion turn and coat, skirt, or hair 
  swirl;
   
  ☐ you’re the only one they can turn to! ...for some amusing or interesting value of 
  “they.”
  You can earn each of these bonuses once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   you drag someone off to show them something cool, adorable, or secret
   
   you’re eating azuki or drinking a red-bean flavored slushy/drink
   
   you engage in unnecessary acts of climbing
   
   you work or sleep in a space cluttered with piles and piles of papers and 
  notes
   
   you converse with ravens
   
   you experiment with your new toy or creation
   
   you’re in no condition to handle this scene you’re in: falling-down drunk 
  or exhausted, having a nervous breakdown, convinced everyone around 
  you is going to kill you while they think they’re celebrating your birthday, 
  trying to conceal the pit viper in your pocket at a social function, etc.
  You can combine this with an XP Action, but you’re not required to.
  35
  A New Approach
  
  Major Goals
  The HG can award you 5 XP towards this quest when you:
   
  ☐ resolve to keep something a secret, and it complicates your life;
   
  ☐ show off a new outfit, complete with slow-motion turn and coat, skirt, or hair swirl.
  You can earn each of these bonuses once, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest through:
   standing mysteriously at a height, coat or other accessory fluttering around you
   waking up, startled, with an idea
   
   experimenting with your new toy or creation
   
   excessive or impressive efforts to wake up or become coherent or 
  presentable (e.g. absurd hangover cures, ridiculously fast clothes changes, 
  and espresso chugs) 
  You can combine this with an XP Action, but you’re not required to.
  20
  XP
  A New Approach 
  (Simplified)
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
   
  ☐ the HG, or someone else’s use of power, mysteriously provides you with a new 
  wardrobe;
   
  ☐ you wait for a friend, frenemy, or temporary ally to reach you before receiving or 
  unlocking or opening or taking some power or reward; 
   
  ☐ you’re washed away or overboard or something by a wave of water, clutter spilling 
  out from an opened closet, or something else, possibly in a dream sequence.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   you tell a rival or enemy stories of the things you’re looking for
   you discuss with someone what you expect to find (on this journey/adventure)
   
   you come up with a name for a new species or phenomenon
   
   you deal with restrictions (e.g. handcuffs or confinement) placed on you 
  by others, either by casually ignoring them or by onerously finding a way 
  to endure
   you watch over the railing of a ship/skyship or the closest Arc-relevant 
  equivalent
   you encounter new wonders
   
   something literally or figuratively renders you speechless
  You can combine this with an XP Action, but you’re not required to.
  35
   
  A Legendary Collaboration
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
   
  ☐ you’re chained, imprisoned, or have onerous restrictions put on you, generally as a 
  condition for somebody’s help;
   
  ☐ you commit an unexpected act of kindness and heroism.
  You can earn up each bonus once, for a total of 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   you have a flashback to a similar situation on an earlier adventure
   
   you’re amazed at how new everything around you is
   there’s a montage of cool things that you encounter along the way
   you’re tempted to change sides or betray your current allies. Note that you 
  don’t have to give in to the temptation. In some genres, or with the group’s 
  permission, it’s reasonable to treat this temptation as a Wicked Action, 
  and in that case you’d only get the Wicked Action’s XP if you succumb — 
  but that’s neither here nor there! You’ll get the quest XP either way!
  You can combine this with an XP Action, but you’re not required to.
   
  A Legendary Collaboration 
  (Simplified)
  20
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
   
  ☐ something rips the wickedness from you or otherwise aggressively purifies you; or, 
  you bleed for an enemy’s sake;
   
  ☐ you descend below the surface of the world and share in or comfort the grief of 
  something that lives there;
   
  ☐ you sacrifice a thing or object that could reasonably be referred to as your heart to 
  somebody. At the end of the quest, you have the player-level option to receive it 
  back. 
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   you receive something, often in the form of a seed or box, from a rival/
  enemy
   you travel to/enter the Keep of a deadly enemy or rival or the lair of some sort 
  of literal or metaphorical dragon. There is a sensation of danger...
   you are torn apart by spirits or birds, or turn into birds (generally in a break 
  from reality)
   
   you make a pinky promise with a ghost, angelic being, or in a flashback
   
   you do something amazing and transformative with your Talent or Keep-
  Skill
   you get a tattoo or other long-term or permanent marking
   
   you retreat to a garden or your Keep with a child, pet, or wounded friend
  You can combine this with an XP Action, but you’re not required to.
  35
   
  The Rekindling of the Sun
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
   
  ☐ there’s a ceremony in your honor;
   
  ☐ danger drives you into your Keep and besieges you there;
   
  ☐ birds or spirits gather ominously around you. 
  You can earn up to two of these bonuses, once each, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   you care for something given to you by an enemy/rival
   
   you’re hurt by an enemy/rival
   you listen to someone’s story
   you reflect on your accomplishments or changes
  You can combine this with an XP Action, but you’re not required to.
   
  The Rekindling of the Sun 
      (Simplified)
  25
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
   
  ☐ you discover that an old enemy, rival, or trouble has resurfaced to bother you once 
  again;
   
  ☐ you’re captured by or otherwise made terrifyingly vulnerable to a rival or enemy;
   
  ☐ you have an awkward, elliptical conversation with an enemy or rival, often while 
  sharing snacks — leading up to one of you surreptitiously agreeing to help the 
  other.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   slumping down in defeat, your hair a total mess.
   
   hunting or chasing an elusive enemy or rival.
   
   investigating something that’s been causing trouble for an enemy or rival.
   
   coming up with an awesome plan as lightning flashes.
   
   helping an enemy or rival recuperate from something.
   
   drinking Turkish coffee and analyzing how your enemy or rival works.
   
   explaining your feelings about all this stuff to a third party.
  You can combine this with an XP Action, but you’re not required to.
  35
  A Rival’s Troubles
  
  XP
  Major Goals
  As long as it’s relevant to the emotional and social baggage you have with an old con-
  nection, the HG can award you 5 XP towards this quest when: 
   
  ☐ you discover that you and an enemy or rival have a common dear friend or similar 
  emotionally compromising attachment, or, if you already knew that, something 
  dramatic happens to emphasize it;
   
  ☐ you give yourself into an enemy or rival’s hands, either surrendering or begging 
  them for assistance. 
  You can earn each bonus once, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   your day gets progressively worse, often in a slightly comic fashion
   you lose track of your enemies or rivals
   
   you implement an awesome and terrifying plan, or at least an attempt at 
  one
   
   you attempt to divine the future in the coffee grounds left over after a 
  cup of Turkish coffee, only to realize you have absolutely no idea what 
  they’re saying. Again.
  You can combine this with an XP Action, but you’re not required to.
  20
  A Rival’s Troubles 
  (Simplified)
  
SOURCE: textdata/thevault/Chuubos Marvelous Wish Granting Engine/CMWGE - Adventure - The Legendary 139 - Quest Cards.pdf