Squad141
The Purple Soul
Adventurers!
directed by Squad141
treasures, trains, soldiers, scars, action, combat, orchestral music, the 1930's, heroes, villains, teamwork, mysticism, betrayal, thrills, globe-trotting, puzzles, dungeons
Adventurers!
Crown of Conquest
home.plot. roles. rules.
overview.
The year is 1936. Jesse Owens has won four gold medals, the Queen Mary begins it's voyage across the Atlantic, the first public television broadcast is made, and a certain German dictator breaks the treaty of Versailles by sending troops into the Rhineland. There have been ups and downs, but for many, the year has been like any other (save for the rising tension across the globe).
On May 14th, a passenger train prepares to make it's inaugural trip from Chicago to Los Angeles. While many of it's scheduled passengers are excited to simply be involved in the ride for a train that may run for decades afterwards, only a few know of one the trains biggest treasure: a set of dusty old jewels, locked in layers of security far from the eyes of any other passengers.
These simple glittering rocks, unbeknownst to anyone, would kick off a globetrotting adventure of good against evil in the search for the titular Crown of Conquest! Our intrepid heroes will have to solve, punch, and outmaneuver their way out of sticky situations as they jump episode to episode in this highly anticipated thriller!
summary.
Welcome to Adventurers! (and the Crown of Conquest). This story is directly inspired by The Mummy, Journey to the Center of the Earth, and of course, Indiana Jones. It falls into the niche of pulp heroes in action adventures, wandering across the globe in order to stop bad guys from unleashing powers beyond their comprehension.
In regards to interested parties, I'm looking for around 2-3 people to start for this story. I don't intend for it to be too long, as it'll only be as long as the actual linear adventure (however it may end). This isn't a number of adventures or a campaign, it's a single movie in a series of adventure films the world will never see.
home.plot. roles. rules.
What Roles?
Unlike standard RP's, the films that inspired Adventurers! don't often have standard character conventions or introductions. While Indiana Jones may be the staple of his own series, here, the rules are fast and loose. You will have lots of freedom regarding what you want your character to be. Maybe you want to be a curious university student?
In fact, you don't even have to all be acquainted at the beginning of the story. Depending on what characters you and your fellow players create, none of them may know eachother until the plot eventually twists them together by chance.
Maybe a singer or idol pulled into a thriller against their will?
Maybe some of them are related, or even siblings? If so, are they close, or estranged? Maybe their siblings are even scummy on opposing the players goals?
Or even someone whose been chasing this treasure for years, only now finding like-minded individuals to get the job done?
The characters could even meet later in the adventure, appearing first as a guide or hired muscle, and deciding to join up as the music swells in the background?
home.plot. roles. rules.
one.All of the normal RPN rules apply, obviously. While romance is a staple of the material Adventurers! is based on, it is never required, and usually consists of only as much as smooching. Anything more will be fade to black, if it even happens.
two.Due to the nature of the pulp genre, violence is a forefront, but only controlled violence. Enemy guns can go from comically missing to pinpoint precision on a dime, punches can knock a man out in one swing, and random civilians only get knocked out, never killed.
home.plot. roles. rules.
coded by xayah.ღ
Last edited: