Tuesday, February 21, 2023

Designing an Epic Campaign for TARPG - Part 4: Adventure (part B)!


 

The Thaumaturgical Workshop has decanted the essential and ultimate nature of a Talisman Adventures RPG campaign. Yr welcome.

 

We've found that we need 15 Chapters for the campaign - each one itself a three act, six hour adventure that will take place across the Realm of Talisman.

 

Let's now use locations on the Talisman board to throw out ideas for what those adventures will be.  The locations will be the focus of a given Chapter - within the adventure itself there could be travel to any number of other places, and we don't care that we go from one side of the board to another.

 

Act I: The Legend of the Bramble Curse

 

Chapter 1: The Tavern (A mini quest, goblin or bandit foes. Stranger arrives from the Middle Region with tales of the Castle in Thorns. Epic bar-room brawl finale against Farmers)

Chapter 2: The City (A wizardy quest, shops and factions & intrigue)

Chapter 3: The Woods (A quest involving the Fae, all kind of woodland encounters. Maybe to learn from Titania how to lift the Bramble Curse)

Chapter 4: The Ruins/The Dungeon (Dungeon crawl!)

Chapter 5: Storm River (Defeating/evading the Sentinel?)

 

Act II: The Quest for the Talisman of Flame

 

Chapter 1: The Temple (Quest for Priests, Spirit Foes)

Chapter 2: The Oasis (Retrieving all their loot as stolen by wicked bandits, obvs)

Chapter 3: The Hidden Valley (Adventures & dinosaurs)

Chapter 4: The Warlock's Cave (perilous Quest - defeating a Dragon? Acquiring a Talisman!)

Chapter 5: The Castle (freeing Castle from the Bramble Curse. Returning the Prince/Princess. The Old King begs their aid to retrieve the Crown?)

 

Act III: The Quest for the Crown of Command

 

Chapter 1: The Portal of Power (overcoming some Test to enter the Inner Region - final meeting/face-off with opposing factions seeking the crown)

Chapter 2: The Crypt/The Mines (Dungeon Crawl! Spirit foes in Crypt, yer orc & balrogs in the Mines, natch)

Chapter 3: Death (big face off with Boney. Heroes have had previous encounters, this is the Big Un)

Chapter 4: The Pit Fiends & the Valley of Fire (epic Demon Foes)

Chapter 5: The Crown of Command (The Final Challenges, the PvP? - Return the Crown to the King or take it for themselves?)

 

Here's a bunch of themes to run through the adventures:

 

The Castle is under a Bramble Curse, probably by Queen Mab. King and Queen sleep, the Prince and Princess wander the land. They do not know who they are. Could become Followers of the heroes, or may just be encountered/rescued/kidnapped.

 

Meetings with Death. At least once per act the heroes encounter Boney, and certainly if ever a hero karks it.

 

A wizard or bunch of wizards who seek the power of The Wizard, and who seek the Crown. They can send the heroes on quests, or be enemies or Strangers along the way.

 

Rune Gates and Teleportation - The heroes might stumble across and slowly learn how to make use of a network of Rune Gates. Wizards can be paid to zap from one place to another.

 

Bandits/Goblins keep nicking the heroes' stuff. In Act II, they can get it back from a stash at The Oasis - perhaps a tent & turban Mos Eisley. 

 

Coming soon in the mythical Part 5, The Thaumaturgical Workshop will zoom in to look at one of the proposed Chapters, and Hell's Bells, why not make it Chapter 1: The Tavern. The Thaumaturgerer is not promising a coherent adventure that even approaches making much sense - but it might prove a starting point for your own games. 

 

Next Week however: Something else! Maybe! Possibly AireCon Hype.


***Speaking of AireCon... if there are any tickets left to play Talisman Adventures, you will find them HERE. If there aren't, don't say I didn't warn you!***


Image: zombies dragon orcs skeleton troll dungeons treasure and crown in style of english landscape painting (OpenAI)

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