A place carries on

After We Left
Generator

The party rides on.
The place keeps changing.
A return visit has a story.

Illustration of returning adventurers overlooking a changed riverside town with a family and rebuilding
One place. Five moments. A full year.VISINVOKE account and Desktop Control Centre.

Begin with what the party actually did

An adventure leaves a mark.

Follow welcome changes and difficult costs.

Keep the event in view

Describe the place, party and departure. Begin with what happened there, from helping locals to exposing a secret, freeing someone or causing chaos.

Follow the place over a year

Prepare five stages of change, the people who feel them most and what awaits on return. Add hooks and practical tips for your table.

Illustration of people discussing records beside a family market shrine and rebuilding quay

A riverside market and rebuilding quay

Show who feels the change.

The illustration shows people discussing records beside a family, a shrine and market stalls. Workers rebuild a quay while cargo moves beside the river.

Choose whose lives carry the consequences: ordinary people, merchants, leadership, faith, the underworld, one family or the land itself.

Five moments in one place

A day. A week. A month. Six months. A year.

Follow the consequences after the party leaves.

Place party and departure

Describe the place, name the party members and explain how they left. Keep the established event beside the aftermath you prepare.

What the party did

Begin with saving the place, killing someone important, taking something valuable, freeing someone, destroying something, exposing a secret, helping locals or causing chaos.

Reach and tone

Choose barely a ripple, a local stir, real consequences, lasting change, a transformed place or a change that echoes across the land. Select the tone.

One day later

Prepare the first signs of change. Show what people notice as the place begins to respond to the party’s departure.

One week and one month

Follow developing consequences after one week and one month. Review welcome improvements and difficult costs together.

Six months and one year

Describe what the place becomes after six months and one year. Keep those later stages beside the original event when refining the timeline.

Who feels it most

Choose ordinary people, merchants, leadership, faith, the underworld, one family or the land itself as the focus of the consequences.

The return scene

Prepare what greets the party if they return. Give players a changed place and leave their response to them.

Hooks tips and private context

Add two campaign hooks, two practical tips and a private Dungeon Master note. Include other events, things to avoid and context for your preparation.

Editable saved aftermaths

Lock, change and edit individual sections. Save versions, reopen an aftermath or duplicate it to explore a variation. Copy, download JSON or print a reviewed audience view.

Illustration of companions discussing records tokens sketches a miniature bridge and a tree

Companions discussing records and a miniature bridge

Build the timeline together.

The illustration shows companions gathered around records, sketches, tokens, a miniature bridge and a tree. A town and river appear through the arches behind them.

Set the place, party, departure, reach and tone. Add what happened, affected people and private context, then review all five stages of change.

From departure to a useful return scene

Event. Reach. Timeline. Return.

Prepare the changes your table can explore.

Describe the departure

Name the place and party. Explain what they did and how they left, with the established facts you want beside the aftermath.

Choose reach and tone

Select the scale of consequences, from barely a ripple to echoes across the land. Choose who feels it most and add other events.

Review five moments

Read the changes after one day, one week, one month, six months and one year together. Refine the timeline against your original event and context.

Prepare the return

Review what greets the party, the two campaign hooks, practical tips and private note. Choose the material to share and let players decide their response.

Illustration of returning adventurers meeting a messenger beside locals a sapling and a damaged building

Returning to a changed town

Prepare the return.

The illustration shows returning adventurers meeting a messenger with sealed letters. Locals greet them beside stalls, children plant a sapling, and a damaged building stands beyond the quay.

Prepare improvements and costs together. Describe the return scene, affected people and campaign hooks, leaving the party’s response to your players.

Keep your aftermath beside the original event

Review. Reopen. Share.

Prepare a useful record of the place.

Edit individual sections

Lock, change and edit the sections you choose. Review the whole timeline and original event together after refining a stage.

Keep saved versions

Save an aftermath and reopen it with its stages, affected people, return scene and hooks. Keep versions or duplicate a result to explore a variation.

Choose an audience view

Prepare the full Dungeon Master dossier or player-facing return brief. Review private notes, context and custom edits before sharing.

Copy download or print

Copy your chosen material, export the aftermath as JSON or print the version you want beside your campaign preparation.

Your workspace and related tools

Continue your adventure.

Open your tools through your VISINVOKE account.

Product illustrations show a changed riverside town, the people affected, a timeline discussion and a return with mixed consequences.

Questions and answers

One place. Five stages of change.

Make a return visit feel connected to the adventure.

What does After We Left follow?

It follows the wider consequences inside one place after the party leaves, across one day, one week, one month, six months and one year.

What do I need to begin?

Describe the place, name the party members and how they left, choose how far the consequences reach and select a tone.

What can I refine in Deep mode?

Choose what the party did and who feels it most, from ordinary people and merchants to a family or the land. Add other events, things to avoid and private context.

What does the result contain?

The place, party, departure, original action, reach and tone, all five stages of change, affected people, a return scene, two campaign hooks, practical tips and a private note.

How do I keep or share an aftermath?

Save an aftermath and reopen it, keep versions or duplicate a result. Copy the Dungeon Master dossier or player-facing return brief, download JSON or print. Review private notes, context and custom edits before sharing.

Where do I open it?

Open After We Left Generator from the Generators collection in VISINVOKE Desktop Control Centre. Create an account or sign in and get DCC through your account installer page.

Illustration of a desktop workspace connected to documents, devices and a personal collection

Continue in VISINVOKE

Your account. Your workspace.

Create an account or sign in. Get Desktop Control Centre through your account installer page and open After We Left Generator.

Keep your aftermaths and return scenes beside your campaign preparation.