FREE STORY STARTERS · AGES 5–11
Adventure story starters for kids
Here are 24 adventure story starters for ages 5 to 11, with a generator, a simple quest plan and choose-your-path choices that let your child decide what happens next.
All 24 adventure story starters
KS1 (Years 1–2) · ages 5–7
- Kai found a map in his wellies. There was a big X on it.
- The kite pulled Ella up, up, up into the clouds.
- There was a tiny door at the bottom of the tree. Raj knocked.Has three “What happens next?” choices
- The boat had a sail made of a blanket. Lucy and her dog set off.
- At the top of the hill, there was a gate. It had not been there yesterday.
- Gran gave Omar a bag. “Only open it when you are lost,” she said.
- The puddle was deep, very deep. Zoe could see a different sky in it.
- Three friends, one bike and a long road to the sea.
Years 3–4 · ages 7–9
- The map was drawn on the back of a cereal box, but the mountains on it were real.
- Bella had five hours to get across the island before the tide came in and the path disappeared.
- The wardrobe at Aunt Ivy’s house led to a forest where it was always autumn.Has three “What happens next?” choices
- “You’ll need a compass, a rope and the courage of a lion,” said the old sailor. Ethan had a compass and a rope.
- The hot-air balloon was only meant to rise ten metres for the fair. Then someone untied the rope.
- Deep in the jungle, Lina found a stone bridge covered in carvings of children who looked exactly like her and her brother.
- The letter said: “Come to the top of Grey Peak by midnight on Friday. Bring a torch and tell no one.”
- Hamza’s bike had been his grandad’s, and it still had a bell that, if you rang it three times, could take you anywhere.
Years 5–6 · ages 9–11
- The expedition had planned for snow, wind and ice. Nobody had planned for the mountain to move.
- Seren was eleven when she inherited a lighthouse, a boat with no engine and a map with one island crossed out.
- At the edge of every map in the old atlas was the same tiny drawing: a door in a cliff.Has three “What happens next?” choices
- The river had carried the raft for three days, and it showed no sign of slowing down.
- When the bridge collapsed behind them, Theo and Amara had two choices: go forward into the desert or wait for help that might never come.
- Nobody in the village had crossed the Whispering Marsh and come back with a story to tell, so Felix decided to be the first.
- The compass did not point north. It pointed, steadily and stubbornly, to whatever its owner needed most.
- Halfway up the waterfall, with the spray in her eyes and the rope burning her hands, Juno remembered that she had never actually liked heights.
What happens next? Three choose-your-path starters
Read the starter, read the three choices aloud and let your child pick one, then write that part of the story.
Years 1–2
There was a tiny door at the bottom of the tree. Raj knocked.
- A mouse in a hat opens the door and invites him in.
- The door swings open onto a long, twisty slide.
- A voice says, “Bring me three shiny things and I will let you in.”
Years 3–4
The wardrobe at Aunt Ivy’s house led to a forest where it was always autumn.
- A fox asks Bella to help find the Queen of Seasons, who has been missing for years.
- The path splits in two, and each way has a sign written in a language she half understands.
- She meets a boy who came through the same wardrobe fifty years ago.
Years 5–6
At the edge of every map in the old atlas was the same tiny drawing: a door in a cliff.
- Seren decides to find the door on the coast near her home.
- Her teacher sees the atlas and turns pale, and then tells her a secret.
- She discovers that the door appears on modern maps too, if you know where to look.
A adventure story recipe
Adventure stories are quests: someone sets out to get something, and the journey changes them.
- 1
The call
Something sends the hero on a journey: a map, a message, a door that was never there before.
- 2
The goal
Make the goal clear and concrete: find the key, return the lost egg, reach the top before sunset.
- 3
Three obstacles
Each obstacle is harder than the last: a river, a riddle, a storm. Each needs a different skill.
- 4
The helper and the choice
Someone helps along the way, and the hero must make one hard choice.
- 5
The return
The hero reaches the goal and goes home, braver or wiser than when they left.
Want to plan it on paper? Use the free story mountain template, fill in the five boxes online and print it.
Adventure words
Twelve words to use in a adventure story, with meanings a child can understand.
- quest
- a long journey to find or do something important
- expedition
- a journey made by a group for a special purpose
- obstacle
- something in the way that makes the journey harder
- courage
- being brave even when you feel afraid
- compass
- a tool with a needle that always points north
- peril
- serious danger
- summit
- the very top of a mountain
- navigate
- to find the way from one place to another
- determined
- not giving up, even when things are hard
- treacherous
- dangerous and difficult to cross, like a path on a cliff
- destination
- the place you are trying to reach
- trek
- a long, hard walk
Curriculum links
Where a adventure story fits the National Curriculum in England:
“in narratives, creating settings, characters and plot”
Years 3 and 4, Writing – composition (statutory)
“organising paragraphs around a theme”
Years 3 and 4, Writing – composition (statutory)
