Episode 8 - Six Adventures Ideas You Can Use Tonight
The Story
n Episode 8, we sit down and talk about six ready-to-run adventure hooks that can kickstart a Palladium Fantasy campaign tonight. No long prep. No giant plot outline. Just six situations that drop characters straight into danger.You will hear about missing caravans, strange ruins, cursed villages, and places where something old is starting to wake up. Each idea is designed to give Game Masters a strong starting point and plenty of room to build the story at the table.If you run Palladium Fantasy Second Edition, or you have been thinking about starting a campaign, this episode gives you a handful of adventure sparks you can use right away.Grab your dice, gather your players, and step into the circle.
Hey folks, welcome back to the table.
Welcome back to the Summoner's Circle podcast.
I'm your host, Vince. Hopefully you're doing well out
there. This is episode, I think it's
number 8. So tonight I want to take a big
a break from the big like theory, deep lore and more long
term consequences just to give you something you can use,
something you can drop at the table into a game real quick or
almost no prep or you know, still get a solid session out of
it. Because you know, I know what
it's like to sit down, the books are open, the dice are ready and
suddenly everything feels just overwhelming and too big.
You know, you got that feeling before you start thinking about
the campaign, the arcs and villains and where everything is
supposed to go. And then nothing goes anywhere
because you talked yourself out of an idea or it's just, you
just can't wrap your head around something.
It's just sitting there floating.
Palladium, you know, doesn't need that.
Palladium runs best when you put a problem on the table and let
players wrestle with it. So what I've got tonight are a
couple short adventure ideas here that you know you can use.
They're not plots and they're not situations.
They're not really stories. Each one is kind of designed to
create pressure, force decisions, and let the system do
what it does best at the table. So you can run any one of these
in a single night. You can stretch them out if you
really want to. You can drop them into an
existing campaign or use them to start something new.
I mean, why not? So the first one is the broken
escort. This one works because it's
boring. Kind of, at first.
The party is hired to escort someone from one place to
another. A wagon of supplies, a merchant,
a priest, a prisoner. It doesn't really matter what it
is, it's just point A to point B.
There's a day or two out from the town when something goes
wrong. Not an ambush, not a monster,
something really mundane. Dumb like a wagon wheel brakes
or an axle brakes on the thing or horse throws a shoe.
Maybe even a bridge is out. A storm comes in so you got to
take shelter somewhere so you don't get, you know, hurt in the
rain or the the sleet or whatever your environment is.
Now the job kind of changes for the player characters.
Time becomes their enemy. Now do they stop and fix the
problem properly? Do they push forward anyway?
And wrist exhaustion, Do they camp somewhere they shouldn't
even though they have to? This is where Palladium starts
really doing the work in my opinion.
Fatigue stacks, armor gets uncomfortable, spells start to
feel expensive. Now you don't need many
encounters here, one if that is enough.
Sometimes none at all. Really.
The stress comes from watching the clock and realizing every
choice costs them something. Overall.
I've run this exact setup when the escort survived but the
party arrived late and just didn't get paid because they
weren't on time. I've run it where the cargo made
it but someone collapsed from exposure the next day.
I've run it where everything went fine but the players never
forgot how close it felt to fail.
That's really the win here in that situation.
So keep that in mind with those boring situations like that,
what you can really do with them.
Now, the second adventure here, the village that pays you to
leave. And I know it sounds kind of
funny, but hear me out on this one.
The party arrives at a small settlement.
People were polite, they're helpful, almost relieved to see
some outsiders. They offer some food, they offer
lodging. And then quietly, they offer
money, not to stay, but for the players to get out.
No threats, no angers, just calming insistence that it'd be
better if the party wasn't around anymore.
Now, if the players start pressing this situation, they
learn the truth in little small bits and pieces.
Here, something passes through the village on schedule.
Could be a monster, could be a curse, could be something
stranger. Who knows.
The villagers survive by leaving when it comes.
They don't want heroes, they want the routine to stay intact.
Now the players have a problem that doesn't have a real clean
answer here in what to do. Do they just take the money and
leave? Probably most of them.
Well I know my party did. They were just like free money
just to get out P some out they left.
Or do they stay and be the good guy and interfere with something
that they fully don't understand why the villagers are doing
this? Why should they have to abandon
their own home on this regular and then come back?
Do they try to protect the people that don't really want
saving? They're just like, no, no, we're
just going to leave and then come back.
Whatever they choose is going to be consequent this year.
This works because Palladium doesn't promise clean victories.
The system is comfortable with things going wrong even when
intentions are really good. All right, so the third
adventure here, the ruin everybody avoids.
There's an old structure near the Trade Rd. like a tower
maybe, or a Fort. Everyone knows it's there, but
nobody really goes near it. Not because it's haunted, not
because it's cursed, because anyone who sleeps near it dreams
the same dream. The dream isn't violent, it's
not prophetic, it's just persuasive.
People wake up convinced they should go back.
They left something behind. That place is in.
That place is just important. Who knows?
The ruin itself doesn't attack, it doesn't chase.
It really doesn't threaten to be honest.
The adventure is about resisting, and resisting is the
key. How long do the players camp
nearby? Do they ignore the dreams or do
they act upon these weird dreams?
Do they split up? They stay together?
What are you going to do? This is a great place to lean on
mental endurance, willpower, and player restraint.
No big fights are required here. The tension comes from the
question of how long they stay and what they're willing to risk
while they're staying. Hopefully that's giving you some
good ideas so far, so let's jump into the next idea here.
I have written on the paper here the job that pays and
information, and I know players absolutely kind of despise this
one overall because they want to get paid gold.
That's the only reason they want to get paid.
So instead of gold, which they want, the party is offered
knowledge. A map to a lost site?
That's promising, right? A fragment of a spell, maybe.
All right, a true name. You're getting a little bit
more. True names are worth quite a bit
in the Palladium world, so that's a possibility depending
on who you are. Though if you're just a plain
warrior or something, you're not going to really care.
Though you could use a true name and get a Summoner or something,
so it is worth quite a bit. Think about that, huh?
Or maybe it's just the location of something powerful.
Whatever. In exchange, they're asked to do
something legal but kind of uncomfortable to do.
Recover a body? Escort someone dangerous?
Deliver an object nobody wants to touch.
Here's the important part. The information is absolutely
real, and using it will later 'cause major problems.
This works especially well in Palladium because knowledge has
a lot of weight, as we know, and true names matter, lost lore of
matters, secrets don't stay contained.
The party will probably argue about this job, as most parties
do, or at least mine does. And the argument is the
adventure, to be honest, that's really what that is all about.
So you try to get them that and it it's just it's a really quick
thing you can throw into, you know, a night if you're really
stuck on an idea to kick things off and hopefully your players
will take the bait for that one. Again, these are just spip on
ideas I'm throwing at you. Just get you something you could
use for the night if you're really stuck.
The next adventure is the camp that isn't empty.
A party finds a campsite when they're traveling through the
woods one night. You know it's recent, organized,
No bodies, no blood. The food is still warm, the gear
is still packed, but no tracks leaving.
If they stay, strange things begin to happen.
Watches get missed because maybe people fall asleep.
Equipment just seems to shift around.
Sounds carry strangely at night. What's going on?
The truth can be whatever you want for your campaign.
Summoning residue, a phase slip, something feeding on attention,
Old magic bleeding through. The point is really uncertainty
here. Run this slow, let paranoia do
the heavy lifting. The longer the party debates,
the worse it feels, the worse things yet when it comes to this
type of situation. And honestly when it comes to
camping, a lot of people graze over these things.
But if your group is going to just use this random campsite,
don't let it go to waste as AGM. You need to sit there and milk
that one out with paranoia spooky stuff until they decide
that they want to leave. And then maybe, just maybe, when
they think they're leaving, they never really left, they just
kind of hang around or they reverse back into the campsite
and they just keep going back and forth and back and forth
until they realize they're in some type of dream loop or
something. Maybe they're all passed out
because of the campsite. I don't know.
Just something for you to chew on.
Think about the next one is the enemy who wants help.
The party is approached by something that should not be
friendly. Maybe a demon, a known monster
in the area, or maybe a former villain that they know or don't
know. It doesn't ask for a soul, it
doesn't demand betrayal. It wants help escaping something
worse than what it is now. The party has a real dilemma.
Do they help it and deal with the fallout later?
Refuse and risk something bigger breaking loose?
This works because Palladium handles great choices really
well. Consequences don't have to show
up immediately. They can wait.
They can just kind of chill now. All six of the adventures work
for the same reason. They don't rely on combat, they
don't require specific stats. They force decisions.
That's the the heart of a lot of Palladium fantasy games and
mostly Palladium as it is. If you're ever stuck as AGM,
stop writing plots, write problems.
Let the system and the players do the rest.
As you know, when it comes to experience Kevin, when he wrote
the charts, as you could see, he put more emphasis on
role-playing decisions and using skills and thinking than he did
straight up, you know, monster killing.
As you could see, when you flip to the experience section,
you'll see that one thing I want to stress before moving on is
this. None of these adventures depend
on surprise twists. They work because they create
discomfort. They put the players in a
position where there isn't any obvious right answer, and Plate
even is very comfortable living in that space if you really
think about it. That's why you can run these
with almost any party. Low level, high level, mixed
experience. The pressure just scales
naturally when it comes to these situations.
Now let's talk about how you actually run these things at the
table, because this is where a lot of good ideas kind of fall
apart. When you drop one of these
situations in front of your players, resist the urge to over
explain it. I'm telling you, don't explain
it too much. Let the world and the
environment do the talking in the broken escort.
Don't tell them that this is about time management.
Let them feel when the sun starts dropping and the wagon
still isn't fixed. Let them feel when the spells
start getting rationed and armor starts chafing.
Silence does more work here than narration.
In these situations in the village that pays you to leave,
remember that when we talked about a few moments ago.
Don't explain the schedule. Let the villagers dodge the
questions, let them glance at the sky, let them pack bags
quickly or so quickly and quietly while they're talking.
Players notice patterns faster than you think, and once they
do, they start policing themselves.
That's when the table gets good. So with the ruins everybody
avoids, remember that one. The pacing is everything.
If you rush dreams, they become just noise.
If you space them out, if you repeat details just slightly
wrong each time, players start comparing notes and looking at
each other. That comparison is the hook.
You don't need to escalate fast. Let the curiosity do The Walking
for you. So we're talking about all this
and, you know, getting ideas out there and ways to run these
things. I want to talk a little bit.
Something that connects all six of these adventures, and it's
something Palladium understands deeply.
Downtime is not safe time. A lot of games treat downtime as
a pause, a breath, a place where nothing bad happens unless the
GM decides to interrupt it. You know that you've run it as a
GM like that, or maybe in the past, maybe you don't do it
anymore. But that's how it works in
Palladium Fantasy, or any Palladium game.
Stopping is a choice, and sometimes it can be a bad
choice. Camping near the wrong place
will matter. Resting at the wrong time
matters. Waiting too long matters.
That's why the short adventures punch above their weight.
They weaponize hesitation. Players start asking questions
like, is this really the best place to stop?
Or what happens if we wait until morning?
Those questions mean the system is really doing this job for you
as AGM. Now you want to stretch one of
these ideas out and maybe, maybe take it more than one session or
one little scene. Don't add complexity, add
consequences to the situation. Take the broken export we were
just talking about a moment ago. If the party makes it through
maybe the year later on that another group didn't, or the
delay caused shortages somewhere else, or the person they
escorted now owes them a favor that comes back later so.
Or the remember the village, that one also that pays you to
leave almost, you know, almost begs you at a certain.
It becomes a reoccurring location.
Maybe the party leaves the first time and they hear rumors, then
they come back months later when the schedule has changed or
something went wrong. Nothing new needs to be really
invented here. Situation evolves on its own
now. The camp that isn't empty is
especially good for this. Maybe the party leaves, but the
experience follows them. Maybe they start noticing
similar signs elsewhere. Maybe they realize they were
only brushing the edge of something much larger than what
they saw. That's how Palladium builds long
arcs without really forcing them.
So about players who expect combi combat heavy sessions, and
you're probably saying that some people in your group, because
that does come up quite a bit. Some players here short
adventure and think, oh quick fights.
That's not what this is all about at all.
These are adventures. These adventures still have
danger, they just don't lead with initiative.
If a fight breaks out that it really means something went
wrong in these situations or something escalated or players
pushed when they didn't have to. And I guess that's good.
Combat becomes a punctuation instead of a sentence.
And when combat does happen, it feels sharper because the party
is already under pressure. Fatigue, fear and uncertainty
all bled into the fight. So I don't know, I'm thinking of
ideas as I'm, I'm, you know, doing this podcast.
Let me give you a concrete table moment because this these always
really kind of help. I'm thinking about other
situations. What I I did, I ran a version of
the enemy who wants help with the creature was was basically
honest, completely honest. It laid out the situation
clearly and it never once lied. The party still argued for, I
don't know, good 20 minutes about this, not because they
didn't trust the creature, but because they didn't trust
themselves on how they were going to handle it.
The session that had one short combat of three hours of
discussion, planning, and 2nd guession.
Everyone walked away exhausted and happy with that time.
That's basically Palladium at its best.
Another thing worth mentioning is in these adventures don't
require maps. In fact, they often work better
without them. The less precise the space, the
more the players rely on judgement instead of grid
movement. Theater of the mind works best
here. That plays directly into
Palladium strengths. Overall distance does matter.
Position does matter, but not in five foot squares, so something
that kind of gets missed often. You don't need six of these.
Just pick one, run it, and see how the table reacts.
If the players lean in, you're basically doing it right.
If they hesitate, that's really not failure, that's tension.
Just let it breathe. If it's based, if they rush
through it, let the consequences land later.
That's how the ideas grow roots. So I'm getting, I think we're
getting a good point to stop this year, and you probably got
the idea what I'm talking about. But before I close this out, I
want to leave you with one final thought here.
If you ever stuck prepping for Palladium Fantasy, stop asking
yourself what should happen next.
Ask what would make this feel uncomfortable.
Not cruel, not unfair, just uncomfortable.
That's where Palladium lives. And that's the six adventures
for tonight or 6 adventure ideas for tonight.
Hopefully it's giving you something that you just kind of
think about when you're running your Palladium game.
Or I should say, prepping your Palladium game.
You're ready to go and you know, you're trying to prep for a
game. You're, you're kind of sitting
there with a blank page. And I know I've done that so
many times myself, sitting there in front of my computer in my DM
journal going, OK, I have a game on Saturday it's Wednesday.
I need to nail down some of the ideas I thought about over the
past week or so since the last game.
I go back on my notes, I look to see what was going on at the
time, and then I try to move forward with the campaign.
Now, I don't always plan things that far in advance because I
don't know where they're going to go.
I'm a reactionary GM. I give the players certain
situations and let them react, and I react based on what
they're doing. A lot of people don't like that
method when it comes to running games.
They like to plan everything on everything ready, but I'm on the
fly. Fly by your pants reactionary
GM. I still have things prepped and
generally when we stop our session I have a good stopping
point that is leading to the next adventure.
It's not just like hey they get back and that's the end and oh
damn I have to figure out what to do next.
I have no idea. It's like we kind of will stop
with situations hanging in the balance.
So I know where I'm going from there.
So if you're sitting down, just think of these six ideas that
I've run through and see how maybe you can incorporate that
even in your campaign as some notes on the side of what you're
doing. So in case there's like, I don't
know, the pace is moving a little too fast and you don't
want it to move too fast and you want to slow things down.
These situations will definitely give you some breathing time as
AGM time to think about things and plan them out and move
forward. Tell me what you think of the
comments. So don't forget to go hit
railgunsandragons.com is our website.
You can go there and contact me or contact me on Twitter at
Summoner GM or whatever else you want to do with that.
Anyway, keep it original. Keep it old school.
Goodnight and God bless everybody.
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