Some initial thoughts:

https://twitter.com/sqiouyilu/status/1449212731060490250

https://twitter.com/sqiouyilu/status/1449213311506018311

From Up Your GMing Level

Up Your GMing Level - The Angry GM

theangrygm.com-Narrative Structure for Morons.pdf

theangrygm.com-Narrative Structure for REAL Morons.pdf

theangrygm.com-Narrative Structure for Advanced Morons.pdf

Turning points in Western narratives

In the Overworld

(Optional) A New Life:

The heroes’ lives start a new course, one that will bring them into contact with adventure.

The Call to Adventure:

Something happens to make the heroes aware of a major conflict that they have to resolve and a good reason to want to resolve it.

(Optional) Sweetening the Deal/But Thou Must…/A Shove Out the Door:

If the heroes have refused the call to adventure, something happens to offer the heroes an additional incentive, make it impossible to refuse, or convince them to change their mind.

(Optional) It’s Dangerous to Go Alone, Take This. Or Take Me:

The heroes are offered mundane assistance in the Overworld. It might take the form of information, allies, or tools. If they are of a supernatural nature, something is required before they can be used (in the Underworld).

(Optional) The Teacher Appears:

A Supernatural Teacher offers the party aid, advice, and guidance. Though of the Overworld, the Teacher is wise in the ways of the Underworld.

In the Underworld

(Optional) Entering the Underworld/The Guardian at the Gate:

The party must cross the threshold and enter the Underworld. The party might have to prove their resolve by overcoming a minor obstacle, resistance, or even defeating a foe.

The Road of Trials:

The heroes encounter all sorts of exciting adventure stuff. They face obstacles, foes, and temptations. They gain allies and boons to help them. They face hard choices. This is basically the adventure itself.

(Optional) It’s Personal:

An event occurs to make the upcoming conflict personal and to make it impossible for the heroes to accept failure. Whether they succeed or fail against this challenge, they can’t go back. They have to go forward.

(Optional) The Big Screw/The Final Test:

Something major – really, the story itself – turns against the heroes and they have to deal with it. They either get through the test and move on to face the final conflict or else they end up at their lowest point and resolve to end the conflict once and for all.