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Adventure Basics
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Instant Play Quest for the Atomic RPG
Looking to just jump and in and try the Atomic RPG? Then this is the Adventure for you. It comes with everything you need to play, including PCs your friends can play in this One-Shot Adventure.

It is a traditional fantasy adventure like one might expect from Dungeons and Dragons.

This is the original Instant Play Adventure that is published on AtomicRPGsystem.com. Now that Adventures are officially in the game, it was the first logical one to create.
Level
1
Difficulty
Moderate
Group Size
3 to 5 Players
Length
4 Hours
Adventure Details
What you need to know to prepare the PCs for this Adventure.
 

This Instant Play Quest is a ready-to-play Atomic RPG System game, also known as an Adventure, that new players can use to get a feel for playing the Atomic RPG System. Use this Instant Play Quest to run a quick and easy game for your friends, and discover the fun of the Atomic RPG System! Thanks for giving the Atomic RPG System a try. It’s easy and fun!

What Is Needed to Play the Instant Play Quest

If you are reading this, you should be the Game Master (GM). As a GM you will run the game, and your friends will play through the story you present.

Here are 10 pre-built Atomic RPG System characters your friends can choose from to play. The GM will play all of the non-player characters (NPCs) such as the people they are helping and the monsters that will attack them. These characters are built to resemble traditional characters in a fantasy setting so it’s easy for new players to associate with them. However, the Atomic RPG System lets you play anything you want.

Instant Play Quest Characters

Instant Play Quest Characters for Players

Each of the characters below is built to resemble some of the most common and loved RPG characters. These are found in all kinds of different stories and most people should be able to find one they like. Remember, in a regular Atomic RPG System game the player characters (PC) and the GM will be able to create anything they want.

These characters have everything they need to work through the game, mechanically speaking. Each character has one equipped Basic Atomic RPG System Item that fits the character concept. These are items that improve their character stats. Each character also has 2 Potions to heal them. Once these potions are used, they are gone. I have given each character a Standard Traveling Kit. Standard Traveling Kits contain all the basic supplies they are likely to need in this quest. This is a great item to add to any new character!

The characters are missing some of the role-play (RP) details. This is intentional, so the players themselves can come up with a little bit of the character to make it their own, such as sex, name, height, weight, personality, looks, and anything else considered RP.

  • Archer – Likes to fight single targets at range with weapons. The Archer also has some stealth skill to sneak around and get into position for battle.
  • Barbarian – Likes to fight lots of creatures at close range with weapons. Speed and multiple target damage are the focus of this character.
  • Druid – Split between healing and helping allies and striking enemies with the forces of nature, using a combination of weapons and spells.
  • Fighter – Likes to fight single targets with up close weapons. The fighter focuses on tackling the most challenging of foes with high Defenses and Hit Points.
  • Healer – Likes to heal and enhance allies. Has good Defenses and Speed.
  • Minstrel – Likes to enhance allies and penalize enemies as well as have improved skills.
  • Paladin – Likes to fight single targets at close range while enhancing and supporting allies.
  • Rogue – Likes to fight a single target while focusing on stealth and skills.
  • Sorcerer – Likes to fight many enemies from a distance using magic.
  • Wizard – Likes to fight enemies at a distance with spells. Also focuses on many Powers with utilitarian purposes.

If you have more than 1 friend that wants to play a character, that is fine. The Atomic RPG System works well with any combination of characters. If the players want to distinguish themselves, they can describe their characters and their Powers differently.

Your players are welcome to name and describe these characters however they would like, but their Atomic RPG System mechanics are set and ready for them to play!

If there are only 2 or 3 players for this Atomic RPG System Instant Play Quest, you might have the players play 2 characters instead of just one. This will make the game much easier and let everyone see some of the unique characters that can be built in the Atomic RPG System.

Instant Play Quest Game Spoilers Below!

Being the Game Master for the Atomic RPG System means that you will be in charge of running the game. Don’t worry, GMing in the Atomic RPG System is very easy and loads of fun!

Do not read this if you are not going to be the GM. If that is the case, share this with one of your friends and see if they are willing to GM.

Now let's get to playing!

When you are ready for the game to start we are going to move through the different Encounters for game. Some might be skipped or go a little differently then spelled out. It all can depend on what you and your players do in the game.

Go ahead and look at the GM Notes to see how to step through the Adventure!

Play The Game

At this point go through the Encounters keeping the GM Notes and Secrets in mind.

After the Game

Anybody can do this, it just takes a little time. And that is what the Atomic RPG System is meant to enable – players unleashing their awesome imaginations in the infinite universes of great RPGs. This was a classic RPG example with swords and magic. But campaigns, quests, or missions can be expanded into any time period imaginable. That is the freedom of the Atomic RPG System.

Even if you aren’t inspired to create your own, there are tons of great stories out there that can easily be used to play your own version of an awesome RPG.

Here are just a few quest ideas to continue to play the Atomic RPG System with these characters in this setting. Now that they have successfully guarded a merchant through the mountains, many different quests may come of it.

  • They are sought out by other merchants as guards. Perhaps there is a longer, more dangerous route past this city they can explore.
  • The local adventurer’s guild heard of their success and wants to recruit them. Showing their mettle, they could find more excitement on more dangerous and exotic quests for the guild.
  • Other NPCs hear about their success and want to get rid of the party because they are losing business. This other party may try to kill them all this very night.
  • The party finds a bounty on goblins. They can head back into the mountains looking for more goblins. Perhaps there are many more goblin tribes.
  • The party is hired by a local wizard to learn more about the giant they encountered. They then can be sent off to hunt exotic and magical beasts for more of the wizard’s research.
  • A PC has something specific they want to explore (some of the best quests come from what the players themselves want to explore). Perhaps find something in their own backstory like a lost sister. They might want to establish their own merchant guard company, or even just head off in a direction to see what the wild world has to offer.

Hopefully this Instant Play Quest gave you a taste of how easy the mechanics are for the Atomic RPG System. These are applied to whatever type of game you are playing. Soon you will master the simple yet solid Atomic RPG System rule set and be free to explore and invent your own worlds.

 
GM Notes
Things the GM needs to know but the Players may not during this Adventure.

Wait a second! SPOILERS HERE! Do not read unless you are running this Adventure. Click to reveal.

This section is set up for secret information. In this case there are a few things that the players don\'t know off the top. The best thing to do is to just start going through the Encounters with them. Here is the order in which they should go through the Encounters.

Step 1: Finding Work– Begin Instant Play Quest in Real Time Game Mode
Step 1.1: Haggling Over Guard Duty Pay – Game Moves to Turn Time
Step 2: First Day On The Job – Real Time Game Mode
Step 2.1: (No Encounter) See notes below. – Optional Role-play
Step 3: Goblin Ambush – Battle Time
Step 4: Map Discovery – Real Time
Step 5: Follow The Map – Turn Time
Step 6: (No Encounter) – Real Time
Step 7 – Battle Time – Boss Fight!
Step 8 – Real Time – The End of the Game

Notes:
Step 2.1:
This is a good time for the players to talk amongst themselves and with Jacob if they’d like. This kind of opportunity is great because it helps to build camaraderie between players and to develop the NPCs of the world. This is especially important in an ongoing campaign (a campaign world is a persistent story/place in which a GM makes quests for the players). This test game is intended just to get the feel for playing the Atomic RPG System, so extensive role-play is not necessary, but it is fun! Here are a few things that the PC’s can learn through talking to Jacob or each other. These facts can just be just given out or the GM can have the PC’s roll a Skill Check to learn about them. A Skill Check of 17 would be appropriate.
-Goblins seem to be a common theme in the many rumors of danger.
-Jacob built his home near a rare clay resource which makes his wares so good.
-Jacob is a well-known merchant.
-He deals in high quality porcelain.
-Jacob keeps his home’s location a secret.
-Jacob makes these wares at his home.
-Rumors of this road being dangerous started last fall.

Step 6:
Read the following GM text to them.

You see the cave, just ahead of you on the trail. There is a foul smell of filth in the air. Below the cave entrance is a pile of refuse, obviously left over from whatever foul things the goblins eat. There do not seem to be any guards, and there are no sounds of any activity from within the cave.

At this point they may or may not have a lot of information on what they may encounter. This is a good opportunity for the PCs to discuss how they are going to enter the cave and deal with anything inside. It does not have to be an especially detailed plan, but they should have some kind of idea what they are going to do before heading into the cave.

Once they seemed to have agreed on a plan, move to the next section of the quest.

Step 8:
In this Atomic RPG System Adventure there is not much to wrap up since it is a quick and easy test game. In normal games you may play long enough to role-play back to the city or village, perhaps having a bit of a celebration or even be received as heroes, as Jacob told the guards of your heroics on the road.Normally a GM would ask if any of the PCd wanted to do anything, such as buy new supplies, order upgrades on items, or anything else that might be related to the character or the campaign. If this was the first quest I would let the PCs level up to level 2. This way they would see how their experience and heroics benefited them enough to level. This could even be the first quest of many with these characters in this area. Since these are public Atomic RPG System characters, they cannot be changed. However, if your group wants to continue with the story, the players can make copies of the characters they played on their own Atomic RPG System accounts. This way they can level them up and modify the characters as much as they want.

No End in Sight

To continue the quest, the GM just needs to expand out what they already know, and think about new quests for the PCs, or ask the players what they want to do and then build something along the lines of their goals and ambitions. With each game, both the GM and the players can expand and grow this little campaign world of theirs into something huge and awesome. In fact, the campaign world I have built for my players did not start any more grandiose than this humble quest. Now after many years of playing in the same campaign world, we have built hundreds of characters for dozens of campaigns over the course of tens of thousands of years in our own world.
Finding Work
The PCs are in the common room of a local establishment with little to no money to their names. They are trying to keep an ear out for anyone that needs done. They are going to go hungry soon if they don't get any work.
Type
Real Time
Difficulty
Easy
Level
1
Group
3 to 5 Players
Click button to open encounter in another window.
Haggling Over Guard Duty Pay
If the PC's really want to haggle on about the pay they are to receive for the guard duty then they can try to negotiate higher rates. Encourage role playing this exchange out. Even though dice will be rolled to determine winners and losers this is still a great opportunity to get into character.
Type
Turn Time
Difficulty
Trivial
Level
1
Group
3 to 5 Players
Click button to open encounter in another window.
First Day On The Job
Use this Real Time Encounter as a good opportunity for the players to role play among themselves and with Jacob. It is important that all the guards (PCs) know what each other does and how they are going to work together to guard the merchant.
Type
Real Time
Difficulty
Trivial
Level
1
Group
3 to 5 Players
Click button to open encounter in another window.
Goblin Ambush
Traveling through the wilds of the area the PCs are on there guard. But even vigilant PCs will miss a carefully planned ambush! Camouflaged and waiting a group of goblins is set to attack the first juicy target that rolls through.
Type
Battle Time
Difficulty
Challenging
Level
1
Group
3 to 5 Players
Click button to open encounter in another window.
Map Discovery
The PCs discover a map on one of the enemies they have killed. Who know's what fabulous treasures and memorable adventures await those brave enough to follow it!
Type
Real Time
Difficulty
Easy
Level
1
Group
3 to 5 Players
Click button to open encounter in another window.
Follow the Map
The PCs come across a crudely drawn map of an area. They need to match up what this map is detailing so they can find the trail that leads to whatever the destination is on the map.
Type
Turn Time
Difficulty
Moderate
Level
1
Group
3 to 5 Players
Click button to open encounter in another window.
Goblin Cave Showdown
The PCs find a goblin filled cave. These goblin bandits are not in the mood to talk. As soon as the PCs are discovered they will attack. Since they are fighting for a their home, but more importantly a hill giant leader, they are far more likely to fight to the death.
Type
Battle Time
Difficulty
Challenging
Level
1
Group
3 to 5 Players
Click button to open encounter in another window.
Adventure Conclusion
What happens if the PCs win? What if they lose? Next steps?
Once the giant is defeated, the players can search through the cave. They find a lot of filth and disgusting stuff but also uncover some of the treasure the goblins and giant have stolen. For their efforts and hard work, they get some loot! There is a smattering of nice weapons around the cave, most of which are actually lashed to the giant’s club. Each player gains a +1 to Attack weapon of their choice. There is also enough money around for each of them to gain 200 gold pieces!

If the PC’s bring it up, you can mention that it’s possible there is also a bounty on these enemies. Should they take the heads into the authorities, there might even be more rewards as well as songs sung in their honor for clearing the valley of the dangerous bandits.

There is a listed value of what the NPCs might have head. However, the PCs discovered their lair full of treasure so they end up with more than just the base amount of NPC worth.
Encounters
2,496
Extra
0
Total
2,496

Adventure Image Assets
Images to Enhance the Adventure
Adventure Images can be a wide range of things from a map, terrian picture, image of a clue or item, or maybe a puzzle. Use these to enhance your Adventure and add depth and flavor to your games.
What it's all about.
Guarding a little wagon. Making a little gold.