Adventures
“Every great story begins with someone saying, ‘Well, how bad could it be?’”
A Story That Starts With You
(And Probably Ends in Fire)
This is where it begins.
The adventure. The story. The moment someone opens a cursed cupboard, agrees to “just one quick job,” or pushes the glowing door marked Do Not Enter. Whether you're here for a one-night quest or a saga that spans realities, this is your launchpad.
In The Last Home, adventures don’t follow rules. They follow you.
So What Is an Adventure?
It’s a story arc. It might be a single session. It might last for months. It might start with a haunted pastry and end with someone turning into the moon.
The point is: it’s yours. Some adventures are written by the Storyteller. Others emerge from one bad roll and a suspicious door. The tone, the style, the stakes? That’s up to your group.
There are no wrong ways to play here. Only legendary ones.
Campaigns Are Just TV Series With More Trauma
Every adventure is like an episode—compact, dramatic, probably on fire.
A campaign is the series: a chain of those episodes bound by character arcs, choices, and escalating chaos.
The structure’s up to you:
- Episodic adventuring antics?
- Deep lore arcs and returning villains?
- A travelling slice-of-life story with seasonal festivals and a magical teapot that judges you?
Yes. All of it. This world was built for your style.
What You'll Actually Be Doing
Every session’s a bit different. But the bones tend to look like this:
You’ll explore strange places, encounter unusual creatures, and face situations that demand creativity, chaos, or both. You might:
- Solve a riddle you really shouldn't have read aloud
- Talk your way past a cursed statue
- Betray your plan halfway through for something funnier
The world is designed to react. Sometimes helpfully. Sometimes not.
The Pillars of Mayhem
Adventures in The Last Home tend to fall into three broad categories:
Wandering Into Trouble
Exploration isn’t just travel—it’s uncovering secrets, falling into pocket dimensions, or realising the map's been lying to you.
Talking to Strangers
Whether it’s tense negotiations or heartfelt conversations with a talking raven, social scenes are fluid and full of potential story turns.
Hitting Things (Creatively)
Combat is fast, flashy, and packed with stunts. Expect to leap off balconies, weaponize your environment, or duel a mimic disguised as your ex.
Are You the Main Character?
You’re not just playing a person. You’re a narrative event.
In The Last Home, the spotlight doesn’t just follow you—it waits for you to arrive. The world reacts to travellers. Weirdness finds you.
Play accordingly.
Run It Your Way
- One-Shot – A soup delivery goes wrong.
- Mini-Series – A few weeks of monster-slaying mayhem.
- Full Campaign – Arcs, trauma, slow-burn romance, eldritch consequences.
Mix and match. This setting flexes to you.
Risks Include (But Are Not Limited To):
- Trusting the talking cat
- Picking up the orb (again)
- Accepting tea from a smiling lich
- Opening the "definitely not cursed" door
- Letting Rika push the button (she will)
Campaign Shapes
Think of it like your favourite series:
- Adventuring Guild Comedy
- Cosmic Horror Tragedy
- Romantic Slice-of-Life with Pocket Universes
It’s all canon.
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