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  1. The word "adventure" comes from Middle English: from Old French aventure (noun), aventurer (verb), based on Latin adventurus ‘about to happen’, from advenire ‘arrive’. It concerns things happening. Drama. Conflict. As any great screenwriter, playwright and storyteller will tell you, there are a lot of ways to stage and set a drama - many different sources of conflict. Let's look at some sources of drama. 90% of all drama and conflict is going to come from persons. The rest is environmental drama - floods, fires, wars, diseases, rioting, earthquakes, volcanoes, molasses tsunamis, and on and on. In other words, disasters. So the drama and conflicts which come from a person can be powerful things to overcome. Let's look at a few core elements which drive bad guys. Vanity: Arrogance; haughtiness; overconfidence; ambition; murder to prove a point; killing for oneupmanship; brinksmanship; and karening - calling in the law to harass innocents. Greed: Avarice; miserliness; corruption; offering bribes; accepting bribes; loss of touch with reality; Marie Antoinette "Let them eat cake" (even though she never said it, the image is still used as a valid lesson); valuing things over people; social inequality. Envy: Betrayal, after becoming a friend; murder; inferiority complex; poisoning the well; gossiping and smearing. Hatred: Bigotry; self-denial; mass murder; nationalism. Desire: An emotion almost never covered in roleplaying games. Lust; longing; stalking; obsession; crossing lines; ignoring boundaries. Fear: The enemy fears the protagonists, and will do everything in their power to detroy them. If the antagonist is powerful, this cam be a problem for the characters - but remember that the enemy fears them? This means that the enemy is aware of their vulnerability - and fears that the characters can exploit that vulnerability, or flat-out destroy the antagonist ... if the protagonists can work out what that vulnerability is, in time. Adventures begin when the player characters recognise the drama unfolding - the greedy tycoon sliding his grossly incompetent nephew into a position of authority with power over the player characters, or the group's "best friend" turning out to be someone who hates them after all, and has been feeding crucial intel to the bad guys all along - and do something about it. Their plans can go awry - their plan of directly assaulting the stronghold of the bad guy who's been smearing their name is thwarted by a bunch of laws, and a whole lot of guards - and they may be forced to adopt new plans, reject them, and come up with even more plans; but it's the act of trying to figure things out, and trying to come up with solutions, and thinking up strategies other than combat, which make an adventure. Moreover, the act of thinking on their feet, the uncertainty that they might fail and face worse than being reduced to zero hit points, is what makes adventures memorable. Opinion: I don't think you can ever find anything memorable about hack'n'slash dungeoneering without having a broader context for it. It's like eating mashed potato without salt or butter.
  2. Wrote up an Overview of the Adventure; Cattle Raid, which is in the GM's Adventure Book, that comes with the GM's Screen. You can check it out here on my blog.
  3. Hi folks, I'm from Brazil, and I started writing my ideas for CoC, and I'm going to publish them on the Miskatonic Repository. This is the first of them: http://tiny.cc/mi0zsz MYTHOS EXPLORERS #1 - DOOR TO THE SKY (PAMPHLET ADVENTURE) This is a pamphlet with an adventure structure for Call of Cthulhu 7th. Print, fold, and play. This is an ideal adventure for a short game, lasting an hour or two. The text presents the idea of a complete scenario, with scenes and clues and a new alternative rule for skills. Keepers can add their own ideas to create a bigger adventure or start a campaign. A few minutes of reading, some hours of fun. This pamphlet is great for one-shot games. Did you get together with friends and now want to play something quick, just for fun? One of your group's regular members missed the game, and you want to play an alternative scenario with a few hours of mystery? This adventure is for you. Just a few minutes of reading, and you will be ready to play. By purchasing this product, you will receive: • A two pages PDF with an adventure pamphlet. •A two pages PDF pamphlet with four Pre-Made Investigators. PDF files have layers with the options for COLOR and BLACK and WHITE. • Include files to print it on Letter and A4 paper sizes. This product may undergo regular proofreading. Check this page for the latest updates. If you find typos or grammar, have some suggestions and comments or think something needs to be different in this product, please let me know.
  4. View File Tinsdown The Tin Mines of Tindale So this a supplement and adventure module for my Town of Tindale Project. I wanted to make Tindale a place where my players adventurers could call home and set out to find glory from. This is one of hopefully many supplements for that goal. Maps and descriptions of Bowen Hamlet, as well as the buildings, shops, homes, and statistics/descriptions their inhabitants. Maps of the mine A quest involving the mine itself as well as three smaller side-treks that tie into the main quest. All mapped out with NPCs generated. The quests aren't big. Just enough to get your players acquainted with another part of the town of Tindale and its people. 3d imagery and maps from Neverwinter Nights 2 Toolset Submitter tooley1chris Submitted 08/23/2020 Category Magic World  
  5. Version 1.0.0

    52 downloads

    So this a supplement and adventure module for my Town of Tindale Project. I wanted to make Tindale a place where my players adventurers could call home and set out to find glory from. This is one of hopefully many supplements for that goal. Maps and descriptions of Bowen Hamlet, as well as the buildings, shops, homes, and statistics/descriptions their inhabitants. Maps of the mine A quest involving the mine itself as well as three smaller side-treks that tie into the main quest. All mapped out with NPCs generated. The quests aren't big. Just enough to get your players acquainted with another part of the town of Tindale and its people. 3d imagery and maps from Neverwinter Nights 2 Toolset
  6. Hi! I bring an Adventure seed. 🙂 This idea that came to me when I saw the image. Ritual to drive out "jack o'bears" and make them the others problem. If you are not going to develop and direct the adventure, better not continue. The PCs come to a clan or mountain village, depending on the area and culture. It seems that there are preparations for some kind of festivity and everyone is busy but happy. When see the PCs arrive, the people receive them with great joy and invite them to participate in the party. No one asks for money or barter; everything is free, food, drink, even shelter. Complete hospitality. All free? Well, they prefer foreigners for the ritual. It is a great honor, they just have to run around the area a bit. One of the PCs (the most appropriate) should put on the "rare bear" costume. The other PCs must flee from him along the path that leads them away from clan / village. Everything seems like a normal representation until the mythical world gains strength. The "bear" PC begins to feel a compulsion to catch and devour his prey, he could even feel the caress of Chaos. Meanwhile, his prey, the other PCs, transformed into heroes that maybe not recognize, feel the urge to get him away from there. Everything will end when they guide the beast to innocent travelers camped on the road or the edge of another village or clan, where the "bear" PC will find unaware victims. Is this how the story ends or will they take the risk to change it? What will happen to the "jack o'bear" PC if he devours human flesh during the Ritual? Photo owned by National Geographic.
  7. Hello all! I've got a short adventure written, titled The Throat of Winter, which I intend to publish with Chaosium's forthcoming Jonstown Compendium. I'm looking for one or two volunteer groups to playtest it and provide their thoughts. While it's not the first adventure I've written, it is the first I've put together with other people using it in mind. The adventure is set during winter, during the latter half of Dark season and the first half of Storm season. It's based on a site, the titular cave, which I've placed in the Starfire Ridges of the Colymar tribe's lands. However, the adventure is pretty modular, and I think it should be usable anywhere in Dragon Pass. I believe the adventure should be suitable for use with the pregenerated adventurers (Vasana et al) but I'd prefer to know how it interacts with house adventurers. I've also tried including suggestions for ongoing play as part of a campaign set in Apple Lane. Here's my current draft of the back cover copy: Winter descends on Dragon Pass. When the child Rolf goes missing while checking on his family sheep after a blizzard, his parents Rastolf and Serla become frantic. They come to the village of Apple Lane begging for help from any who will listen. They come seeking any who will brave the wind and snow of winter to find a little boy. They come seeking adventurers. This site-based adventure is intended to provide one to three sessions of RuneQuest: Roleplaying in Glorantha play for four to six beginning to intermediate adventurers. While it is integrated into the Colymar campaign provided in Chaosium's Gamemaster Screen Pack, this adventure is designed for use in any Dragon Pass campaign.
  8. Since I don't know that I can change the name of a topic, here I am. If you wish to chastise me, go ahead. I am going to be releasing a new adventure for OpenQuest and other d100 system games called "The Mirror Tells Her Lies", about saving a village and its leader from a force of "Pure Sin" centered in a haunted church. The project is in Kickstarter mode now and has already reached its funding threshold, but with seven days to go this is a chance to get your hands on it before anyone else does (like if you're a GM who doesn't want your players to know what happens before you do) or if you simply want to encourage people to support d100. Here's the URL: https://www.kickstarter.com/projects/mhpress/the-mirror-tells-her-lies As of right now, seven days remain to back the KS -- a bargain at $3 US for a copy in preorder. I also have a reward level that puts your name in the book as a Patron, which includes yo0ur copy. Unfortunately, the NPC reward is sold out.
  9. Version 1.0.0

    7 downloads

    A 5377-year campaign for Nephilim, running from 1378 BC to 3999 AD. Originally uploaded to yahoo group by jessejmulkey November 28, 2012
  10. Version 1.0.0

    5 downloads

    A Flashback adventure for Nephilim. Originally uploaded to yahoo group by jessejmulkey November 28, 2012
  11. Version 1.0.0

    3 downloads

    A translated french adventure (translated with babelfish) Just to get another perspective on neph. Originally uploaded to nephilim yahoo group by nephilimoneus Mar 2, 2004
  12. Version 1.0.0

    4 downloads

    Exactly what it says on the tin. A Tibetan adventure Originally uploaded by jp_james to the Nephilim Yahoo Group on Sep 15, 2001
  13. Version 1.0.0

    4 downloads

    An adventure set in the San Francisco Bay Area Originally uploaded by jp_james to the Nephilim Yahoo Group on Sep 15, 2001
  14. Version 1.0.0

    4 downloads

    An adventure where the players search for a piece of music. It's got a good spin on the Lovers in it. Originally uploaded by jp_james to Nephilim Yahoo Group Sep 11, 2001.
  15. Version 1.0.0

    4 downloads

    An adventure designed to get CoC players into Nephilim. It's set in France but is open enough to set anywhere. Originally uploaded by jp_james to Nephilim Yahoo Group Sep 11, 2001.
  16. Hello everyone. I don't have access to any of the earlier editions of Call of Cthulhu, but I do have the 7th edition books. Would anyone know if there is a place to get access to the 5th and 6th edition adventure called "Edge of Darkness"? I know it came with those editions, but again, I don't have access to them. Any help would be greatly appreciated.
  17. Version 1.0.0

    50 downloads

    This is the freeform two-hour 13th Age Glorantha demo we ran at GenCon 2018. It's designed to keep the game fresh for GMs by making every session different, using the player characters' stories and uniques to shape the action instead of having a set adventure. Six third level pre-gen characters included. Works for longer sessions also.
  18. GUIDE TO THE GALACTIC FRONTIER RPG Revolution D100 system Teaser 1 Teaser 2 Visit our Facebook Page for a sneak peek
  19. Version 1.0.0

    92 downloads

    During the playtest of Basic Roleplaying, my group and I converted tons of settings to see how they held up. Star Frontiers was one such setting. Here is the conversion of SF-0: Crash on Volturnus, the adventure that was originally included in the Star Frontiers boxed set. I didn't include the maps as I own the original adventure and just used them, however they can more then likely be found on the internet. Rod
  20. The first Classic Fantasy adventure; The Terror of Ettin Marsh, has had its first review on the 'Red de Rol' blog. http://redderol.blogspot.com/2017/05/th ... marsh.html However, unless you can pass a Read Spanish skill check*, you'll need to use Google Translate. tldr: A positive review. Good job Che 'Peter' Webster! Rod * I cannot.
  21. Version 1.0.0

    488 downloads

    Original Source: The Auction Conversion to CoC 7th ed. And heavily modified by Rick Hughes pennteach@gmail.com Time & Era: Early November of 1919 Additional documents: Auction (this one) auction_bidding_table, auction_bidding table, auction_guests, auction_house_catalog_prophesy, The auction and the World of 1919 DESCRIPTION: You are requested to pick up a few items at an auction. If you have any trouble with the documents, send me an email and I can send you pdf or what ever you need.
  22. Version v.1.2.

    192 downloads

    A preview of The Blood Path, an orcish adventure for Mongoose Legend by Alex Greene. This preview comes from the DriveThruPG site.
  23. The year is 1092 in the Age of Itania. King Girart of Mirensa, villified as the killer of children, schemes to bring the Nine Kingdoms under his crown while Safiro of Tivonna engages magi and spies to thwart Girart's ambition. Mad King Bertrant of Ossirenza bears the burden to defend the lands of Men against marauding Krek even as his galleys war on Tivonnan ships to satisfy his raging temperament. In the wild North the rangers, always outnumbered, battle the depredations of ruthless Kyaksa tribesmen who strike from mountain strongholds. In the steppes to the east the Solok tribes battle each other to satisfy the blood-lust of their gods and raid the West for its riches. The Vashaniin, an ancient and prideful people, spurn involvement in the affairs of Men while they prepare for the coming of a threat more dire than any of the petty squabbles of the West - an enemy that even now may be probing the defenses of the gray walls of the mountains of the Eastern Divide. By James Brian King. 136 pages. Published November 2010 by Chaosium. TarsaPreview.pdf
  24. In Search of the Trollslayer is classic beer-and-pretzel dungeon-crawl filled with monsters, traps, and treasure! Your players will need to use their brawn as well as their wits to survive this dungeon. It is designed for 3-6 characters of Heroic Campaign power level. Other power levels may be used with some adjustment to encounters and obstacles. It is also suggested that the players create their characters using the total hit point option, as this will allow for a much more dynamic and exciting adventure. It is recommended that the party include at least one Wizard or Sorcerer, as there are several obstacles that will require their arcane skills to get past. This scenario is set in a dank and dismal swamp but could be placed in any campaign world with a few minor modifications. Three hundred years ago a brave human hero named Sir Tolwar was slain while leading an epic charge during the height of the Troll Wars. The body of the knight was never found but, because of his bravery, the tide of the war turned and Sir Tolwar became revered as a Saint. A brotherhood was formed that honored the knight, and they erected a shrine on the very site of the battlefield where Sir Tolwar was slain. They called themselves the Brotherhood of the Lance in reference to the weapon Sir Tolwar wielded on that fateful day — a golden spear called Kerok, the Trollslayer. Word of the shrine spread. Pilgrims thronged to this holy place, where to behold the spear of the saint could cure disease, heal the sick, or bestow courage for those going forth into battle. At first The Brotherhood accepted only donations for the upkeep of the shrine. But soon greed began to take root within their ranks. They began to charge great sums of money to look upon Kerok, causing those who truly needed the help of the saint to be turned away. The Brotherhood began to purchase farmland surrounding the shrine, demanding the serfs that worked it to pay exorbitant rents. As the years passed the Brotherhood of the Lance became nothing more than a cruel landlord. The greed and selfishness of the brotherhood angered the gods. They summoned a mighty cataclysm which shook the earth and flooded the Order’s holdings, creating the Dread Swamp. The monks themselves were transformed into hideous creatures haunting the catacombs of the shrine. Now the shrine is all but forgotten; a ruin rotting in the middle of the Dread Swamp. But legend has it that Kerok the Trollslayer, the lance of Sir Tolwar, remains hidden within the walls of the forgotten shrine, waiting to be claimed by any adventurer willing to retrieve it. By Troy Wilhelmson. 48 pages. Published by Chaosium May 2009.
  25. Blood and Badges contains the 9 winning entries for the 2010 BRP Adventure Contest: • I Sette Magnifici Bastardi by Kevin Ross (spaghetti western) • Blood and Badges by Jon Hook (western horror) • The Goblin Hoss by Kevin Scrivner (western horror) • In the Frozen Darkness by R.J. Christensen (fifties horror) • Out with a BANG by Tom Lynch (cyberpunk) • The Haunted Bridge by Rich LeDuc (fantasy) • Company Town: Stepchildren of the Night by Mike Czaplinski (humorous conspiracy) • From Pagania with Hate by Marko Ercegovi’c “Streebor” (medieval horror) • The Prison of Outlaws by Simon Yee (dystopian alternate history) 132 pages. Published by Chaosium June 2011.
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