Mini-game time!

Mini-game time!

Mini-game time!

You are at the entrance to , which is located in / on / by . You have journeyed here to on behalf of . Your luck has turned sour though, because , and that’s a real problem because . To make matters worse, you have just seen signs of . You can’t turn back since , so you must push on. Looking at the entrance, you get a feeling this won’t turn out well for all of you. What do you do?

Give me the best plot ever that fits the above model!

18 thoughts on “Mini-game time!”

  1. My bid!

    You are at the entrance to the Necrim Ziggurat, which is located in the Valley of Lost Souls. You have journeyed here to retrieve the phylactery of Lichlord Orubos on behalf of an elven man who called himself Thulma’in the Sage. Your luck has turned sour though, because all your hirelings have been claimed by the Corpse Rot, and that a real problem because they have risen again as ghouls and left the graves you dug for them to hunt you down. To make matters worse, you have just seen signs of the Eternals, a cult of necromancers. You can’t turn back since your former friends would surely catch you, so you must push on. Looking at the entrance, you get a feeling this won’t turn out well for all of you. What do you do?

  2. Kasper this is genious! You could make an entire book of these for DW and it would sell like crazy. Talk about a juicy adventure hook. I might try handing this over to my player for a one-shot, just to see what kind of fun we have!!

  3. Marques Jordan 

    I was actually writing the OP in an attempt to codify a simple way of “how to start an adventure off with a bang” in an easily digestible manner.

    But one does not simply comment in this thread without playing the game! Get to typing!

  4. I couldn’t resist (hangs head in shame):

    You are at the entrance to Thelma’s Pleasure Palace, which is located by the Assembly of Political Reformation. You have journeyed here to hide the pickle on behalf of your family who is excited to see you become a man and take over the household. Your luck has turned sour though, because an outbreak of syphilis, has ravaged the local talent, and that a real problem because your family has already signed the house and farm into your name. Plus syphilis is bad. To make matters worse, you have just seen signs of the Assembly getting out and soon this location will be overrun with wealthy bureaucrats ready to party, leaving you to pick from the sickest of the bunch. You can’t turn back since your family will disown you and you will be arrested for attempting to process official documents who’s requirements have not been met, so you must push on. Looking at the entrance, you get a feeling this won’t turn out well for all of you. What do you do?

  5. You are at the entrance to The Elder Spire, which is located on Quickfire Mountain. You have journeyed here to Obtain the Dawnbreaker Sword on behalf of King Malk, a Faerie King. Your luck has turned sour though, because Quickfire Mountain is aptly named, and that a real problem because firey streaks pop up across the mountain as you move. To make matters worse, you have just seen signs of the Obsidian, a bloodthirsty breed of Lizardmen immune to heat. You can’t turn back since the path behind you has flared up in a wall of fire, so you must push on. Looking at the entrance, you get a feeling this won’t turn out well for all of you. What do you do?

  6. You are at the entrance to the second hall of scented desires, located on the moon’s smallest desert. You have journeyed here to bring back a sample of the hall’s delights on behalf of “Creaky” Mike, formerly of Mike’s Airships and Dirigibles.

    Your luck has turned sour though, because Mike just got back with his wife, and that is a real problem because he has already promised his faithfulness to her, but your presence in the hall proves that to be false. To make matters worse, you have just seen signs of his wife’s loyal majordomo, hot on your trail.

    You can’t turn back since you’re broke, so must claim some kind of treasure to pawn off for hydrogen fuel later, so you must push on. Looking at the entrance, you get a feeling this won’t turn out well for all of you. What do you do?

    (Good format, btw. Definitely helped focus my ideas! I could see something like this working on a GM’s cheat sheet, especially for one-offs.)

  7. A serious entry:

    You are at the entrance to mouth of Ozragrath, the fallen Colossus, which is located hundreds of feet from the edge of it’s splintered helm. You have journeyed here to retrieve essence from the heart of the recently fallen god slayer on behalf of a nameless third party willing to pay a sum beyond belief. Your luck has turned sour though, because the Void has already appeared, it’s power stronger here than you could have ever imagined possible, and that’s a real problem because the abyss that follows in its wake consumes all matter of the living; god, slayer, and man alike. To make matters worse, you have just seen signs of Void induced coagulation and dystrophy, signifying the Void is close enough to begin consumption of the prized essence. You can’t turn back since your presence has almost definitely been noted and the risk of leading such corruption to civilized lands is unthinkable, so you must push on. Looking at the entrance, you get a feeling this won’t turn out well for all of you. What do you do?

  8. You are at the entrance to the wreck of the Widow’s Dowry, which is located on the bottom of The Hollow Sea, a large drained lake. You have journeyed here to retrieve the captain’s log and a small ivory box containing a rare powder on behalf of Victor Blacknail, a spice merchant. Your luck has turned sour though, because the crew still walks her decks, and that’s a real problem because something has made them both more and less than human. To make matters worse, you have just seen signs that being near the ship is changing you. You can’t turn back since a rainstorm has rendered the lake bed impassable, so you must push on. Looking at the entrance, you get a feeling this won’t turn out well for all of you. What do you do?

  9. You are at the entrance to King Ragnar’s dreamscape, which is located in the very mind of your King. You have journeyed here to conquest his recent mental disorder on behalf of the royal physician-mage Altwyn. Your luck has turned sour though, because corruption has ruined the established path, and that’s a real problem because it is easily possible to permanently damage the king if you go to the wrong place. To make matters worse, you have just seen signs of the rival kingdom’s dream assassins. You can’t turn back since it would awaken the king unnaturally, damaging his psyche beyond repair, so you must push on. Looking at the entrance, you get a feeling this won’t turn out well for all of you. What do you do?

  10. You are at the entrance to a lunatic’s fortress, a place called Staflandhurst, which is located by the Archon floodplain. You have journeyed here to reach the temple under the fortress, and defeat the dreaded Ivoryhaunt Abomination on behalf of Jango Iofurrssin, a charming Duke trying to find a cure for his disease before it’s too late.  Your luck has turned sour though, because the fortress is defended  by a throng of religious nuts who have become agitated due to a ghostly army that plagues the land. And that’s a real problem because they’re mostly innocent and you don’t want to kill any of them. To make matters worse, you have just seen signs of a new village built on the nearby ruins of the camp of the Jaw-melter tribe. You can’t turn back since you’ve lost the cover of the Pines of Temptation by which you approached (the disappearance of which can no doubt be attributed to the noble undead of the wood lead by Gakab, Bringer of Lust, Duke of Pestilence), so you must push on. Lookoing at the entrance you get a feeling this won’t turn out well for all of you. What do you do? 

    Notes: The lunatic who has opened his fortress to the religious rabble is Yban Leokson, a villainous, weak-willed, wicke, greedy and corrupted barbarian warlord. He has begun to understand the tome Mystic Techniques in Humanoid Dissection, by Theowulf the High, using the various temples under the fortress (each dedicated to some awful god) as his place of study. The fortress of Staflandhurst has five towers, each with a few defenders atop it, but there are dozens of the religious fantatics inside the walls. Those on guard duty carry crossbows, and have access to poison that they can use to tip their bolts, should an attack seem particularly dire. The outer walls are 18 feet high, with the towers only slightly higher. Due to the crumbling condition of the walls, there is little challenge in scaling, other than that of going undetected.

    This odd new garrison spends a lot of time weaving tapestries to their goddess Covey of the Bitter Mirage, who, for their efforts at worshipping her has mutated all of them into androgynous creatures that arc with electricity. The followers of this usually joyous deity have gone haywire after the appearance of the Ghost Army known as the Exile of Jackals on her high feast day was interpreted by The Celebrant of Thirst as a prophecy of doom. 

    For those who do make it inside, one of the cultists named Tyval Enen is less mad than the others, and has information leading to the wherabouts of the magical Skull of Eindridi Nansen, the Instructor of the Disciples of the Haven. If they make it past the cultists to the north tower, they will reach the entrance to the temple area, also known as The Tunnels of Wicked Death. See dungeon description here: http://wiki.wishray.com/doku.php?id=the_tunnels_of_wicked_death

    All of this post brought to you by:

    http://random-generator.com/index.php?title=Main_Page

    http://chaoticshiny.com/religiongen.php

    http://donjon.bin.sh/d20/dungeon/index.cgi

  11. You are at the entrance to The Realm of the Machine Gods, which is located on Mount Celestron. You have journeyed here to find the last Spark of Life on behalf of barren goddess Xytequal. Your luck has turned sour though, because the Machine Gods and their drones  have succumb to an infernal virus, and that’s a real problem because they now believe they must bring cold steel order to the material worlds. To make matters worse, you have just seen signs of Chaos Beasts rising to retaliate. You can’t turn back since Xytequal knows the true names of your souls and has the means to Unmake you, so you must push on. Looking at the entrance, you get a feeling this won’t turn out well for all of you. What do you do?

  12. You are at the entrance to the secret cabal of the Naga worshipers, which is located in the undercity ruins of the ancient desert city of Marahesh. You have journeyed here to find the antidote to the Naga’s poison on behalf of the herbalist Mohsa Khazi. Your luck has turned sour though, because the Naga god queen Senay herself has scried your presence, and that’s a real problem because now her zealous cult of fanatic followers is not only protecting her, but hunting you. To make matters worse, you have just seen signs of a raiding party of those pesky and annoying horned lizard, desert dwelling troglodytes. You can’t turn back since the poison which courses through your veins will kill you without the antidote, so you must push on. Looking at the entrance, you get a feeling this won’t turn out well for you. What do you do?

    Well that has me good and prepped to write some fronts and continue my current campaign. I would love to see more mad libs of this style, although this one has proven quite versatile already.

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