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Adventure Catalysts: The Sky Collision

Adventure Catalysts: The Sky Collision

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The Sky is Falling!  Literally!

Long ago the world was sundered into great floating land masses perpetually moving through the gravity of the molten core and the whims of wind currents.  There is less light the closer you get to the molten core, and the lands of light and dark are constantly at odds, both populated by polar opposite citizens who use powerful airships to travel to and fro the floating continents.  One hundred years ago, the Wind Mappers predicted that four of the major islands would collide due to wind patterns and were scoffed at.  Two years ago, the islands came in view of one another.  In two weeks, the islands are scheduled to collide.  As they crumble, all citizens will fall through the sky to darkness and the molten core below.  Worse yet, the denizens of the dark want to see this deathblow dealt to the kingdoms of light.  Can you stop the great sky collision?  Find out in this Adventure Catalyst!

This would be a great adventure for the Upwind game system (check out the Upwind Primer here and then pre-order the game from their website), the world of Skybourne (check out the Skybourne Player's Handbook here), or even for exploration through the game of Microscope (Microscope is also here on DriveThru).  I am not affiliated with any of these games, but I do want to support amazing work in the gaming industry when I see it.

To see exactly how my Adventure Catalysts work, check out my first Adventure Catalyst: The Fey Abductions, which is a Pay What You Want.  That way you can try before you buy!

Adventure Catalysts

Adventure Catalysts are designed to be the skeletal outline of an adventure that you can flesh out with your imagination using your favorite RPG system.   (My current system of choice is Upwind which has a free primer here for you to check out.  I am in no way affiliated with Upwind other than as a Kickstarter backer.  I just think it's awesome!)  

Each Adventure Catalyst has a main plot that is flavored in the fantasy realm, but you can reflavor the adventure in any genre or even within the genre. It’s a basic adventure plot with modular encounters that you can play through in any order.  Because of the random generators embedded in the PDF file, these are ideal companions for solo play as you can have it sitting on your tablet or computer for when it's needed.

At the beginning of the adventure, you can randomly generate a Complication to the plot using either the list in the PDF or the button in the PDF which will randomly generate a complication one at a time. These complications are plot twists that are unique to the adventure itself.

Next are randomly generated Encounters that are the meat and potatoes of the adventure. These are scenes that happen along the way to resolving the major conflict of the overarching adventure. Each encounter is meant to be modular so that you can play it in any order. Within each encounter, your characters should somehow gain a little information that will take them closer to resolving the adventure. You can either play through all the encounters, or a set number of encounters, before ending the adventure.  Just like with complications, you can either roll from the list of encounters to see what's next or you can just hit the button to have the PDF generate one for you.

Also included are random Tension Builders that are generic plot twists included in all Catalyst Adventures.  Use these to add a bit more spice whenever it's needed.

To flesh out further details of the plot, you can use your favorite random idea generator or GM replacement system such as my Encounter Building Card: Decisions, the Mythic system, or anything else.

If, throughout your adventuring, you aren’t able to generate details that point you towards a conclusion, you can use the randomized Climax. However, I’ve found that most of the time when I play solo, my GM engine provides enough details for me to piece together what the climax is or should be.

Because these adventures are really just seeds, you can use them as a GM to reduce your prep time by having a basic plot and outline to flesh out on your own, as one of a group of players who prefer to run games without GM (the random generation allows this), or as a solo player completely on your own without a GM.

While the possibilities are only limited by your imagination, you might find my Encounter Building Decks useful in playing through an Adventure Catalyst especially if you decide to go without a GM.  Check them out here:

Decisions– These cards act as the stand-in GM by giving answers to yes/no questions, random die rolls, random events, details about an event, and even a simple quest generator. This deck is the barebones necessity if you want to try playing without a GM.

Locations – These cards describe a location within four different types of environments. They also give information about the number of exits (doors) within each room location, whether those doors are locked or not, and if there are secret doors to find. While this doesn’t give you an exact map of each location, it does give you enough description and randomness to truly explore a dungeon or castle never knowing what the next room will bring.

Traps – These cards contain 120 possibilities for traps such pitfalls, crushing walls, magical auras to defeat, and more.

Combat – Come to a room filled with bad guys? Who are they? How do they fight? These cards detail combat encounters you may have. They give you the general type of enemy, how they attack, what their intentions are, difficulty level, special equipment or tactics, and more.

For more information, check out the free download of the rulebook for the Encounter Building Decks.

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File Last Updated:
January 20, 2017
This title was added to our catalog on January 20, 2017.