Glimmer Moment

After the Wham Episode and the Ordeal, the players will be (if done properly) wrung out and emotionally exhausted.

A Glimmer of hope appears at this point. The Chance is slim, but it is a chance- a chance to save the day.

This glimmer is the source of the Reward adventure.

The Reward Adventure
This adventure is a desperate Adventure. The players make a gamble, a bid for the key to success.

Major Purpose
The purpose of this adventure is to gain the key to success against all odds. What a Game Master is after from the players at this point is to hear them engage in the following conversation or a variation thereof:

"This will nver work."

"Are saying we should give up?"

"No, we're taking that bastard down. Just don't expect to survive it."

Major Opposition
The players should roll on the table given in the First Adventure section to determine Major Opposition. If the Game Master can make the opposition any scarier, now is the time to do so. It doesn't have to actually get any more difficult, but it should appear scarier.

Complicator
At this point there doesn't need to any additional complicators to ratchet up the plot intensity. This is the quiet moment, let the players breathe. Things can get bigger (Major Opposition), but they should not get more convuluted.

This section should end with the bestowing of the Reward- the key to success. This key is something, an item, information, a contact with a key (though minor) NPC, which will give the characters a chance to save the day.

The Key to Success is...
 * 1) A personal contact
 * 2) An Item
 * 3) A Weapon
 * 4) A Map
 * 5) A way to buy time
 * 6) A secret weakness or loophole