Whirlwind Wonders Plot in World of Arsteria | World Anvil

Whirlwind Wonders

"Hey folks~ H.B.Bacon here ahead of the story to just tell you a little bit about this. So this is designed to be run with as little as two players, or as many as 10. Really it all just depends on what your table and group want most, and what suites you the best. I go on to talk about that a bit more in the "Theme" section, where I begin explaining some of the guidelines and things, but I figured I'd mention it up front too. I hope you enjoy the story presented and I hope you have fun in the One-shot~!"

"But what about the code?"

Its been stated many times before, and will be stated many times after, that there is a strict code to the whole "Roleplaying Experience" as it were. This is true, there does exist a code. There exists rules too, and thoughts on those very rules as well. However, on the whole, it is (personally) more important to prioritize fun and engaging stories. Find ways to draw your players in and get them invested in the world.
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Even if it means letting them set up a company that later goes on to become the single most profitable company in the known world.

Rules Pt. 1

This story is designed to be played in DND 5e, but likely can fit any system with a little bit of tweaking. I'll do my best to provide you with all the information, maps, and character sheets you'll need to run this session. So relax, you're gunna do great~!


Preface


"Alright folks, lets make this brief. I've got three other groups waiting and I still haven't had my coffee."
— Sergeant Malifast,

The general idea for the session is that the players have been shipwrecked on a strange and remote island in the center of the Equinswade  

Session outline

Players/Dungeon Masters will determine what path of the three available they wish to chase, and will then follow the basic adventure information as it relates to that path. However, and this is the really experimental part, one could argue that you could actually combine differing path sections for wacky misadventures. But, you didn't hear that from me.

Themes

"The codes really more like... guidelines."


"Thank you for making it this far, or if you started here at the rules/guidelines then thank you for that too. These rules, themes, and ideas are all made to inspire you to have the best adventure possible. My wholehearted intent is to make something that everyone can enjoy. So go ahead and check to make sure that the rules, themes, and ideas also match with how you want to run a game. If they don't, thats okay. If you still want to run it, thats okay too~! Things can be changed around and altered to make it better fit into your own story/world.

Ultimately, the goal of this is to just have fun and enjoy yourself. (While also trying to provide the best story possible) So, here are the themes and quidelines.

Themes

  • Exploration
  • Adventure
  • Community
  • Loss

Plot type
One Shot
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