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ADVENTURE # 102

Theme

Goal

Story Hook

Plot

Climax

General Setting

Specific Setting
I
Specific Setting
II

Master Villain

Minor Villain I

Minor Villain II

Ally/Neutral

Monster

Romance
This sort of adventure (rarely played, but worthwhile anyway) has as its central plot the romance between two
characters, usually a player-character and an NPC.
Win War
In this adventure or set of adventures, the characters become part of an army -- a force assaulting another kingdom,
perhaps, or an army defending one realm from another.
Dying Delivery
On some occassion when the hero is out wandering the streets or is otherwise all alone, a dying man bumbs into
him, hands him something, says a few words, and dies.
A-B-C Quest
This is an epic sort of plot. In it, the heros are given (or undertake) a task to perform: The taking of a city, the rescue
of an innocent, the destruction of a monster, the creation of a magical item, the defeat of a Master Villain, etc. But
the path to victory is not a simple one. To get to their goal, Event A, they find that they must first accomplish some
other task -- Event B. But when they undertake the task of accomplishing Event B, they find that they must first
accomplish Event C. This goes on for several encounters, until the heroes accomplish all the obstacle events which
prevent them from returning to Event A, their original goal.
Scattered Duels
In this climax, the heroes have gotten to the end of their quest -- they may have broken into, sneaked into, or
escaped from imprisonment within the villain's citadel, or have marched into the little town where the villain is
holed up -- and they become separated. You can separate them by having traps and tricks break the party apart, by
having them see two or three things they must resolve (such as danger to innocents or the appearance of minion
villains) pop up simultaneously; they'll have to run in all directions at the same time or suffer failure. Once the party
is broken down into bite-sized chunks, you confront each individual or small group with the enemy or enemies he
most deserves to face -- his personal enemy, the monster which defeated him before, etc. -- for a grand series of
climactic duels.
Under the Sea
This sort of high-fantasy adventure takes place in and under (not on top of) the sea. The heroes require access to
some sort of magic item or spell that allows them to breathe water for long stretches, and might adventure in the
uncharted depths or perhaps in a community of sea-breathers.
Demi-human Community
In wilderness areas, this will be a large community of demi-humans -- elves, dwarves, halflings, whatever -- or
intelligent nonhumans such as orcs. If your action is taking place in a city, this could be a hidden community (such
as a secret underground dwarf community) or a section of the city inhabited mostly by demi-humans.
Catacombs
These can be catacombs beneath a living city or a ruined one; they can be long-forgotten or still in use.
Sufferer
This Master Villain disguises himself as some other sort of villain. Long ago, he was given an ugly curse -- he longs
for death but can never die unless slain by heroes unaware of his curse. (Naturally, the way the curse works, he has
to defend himself when attacked by the heroes.) So this villain works hard to make sure the best heroes in the world
have sufficient cause to want to come and kill him. He'll insult them, ruin them, kidnap or murder their loved ones,
whatever it takes to bring them against him. Often, he can only die -- his curse can only be undone -- in one specific
holy place, so he'll have to lure the heroes to that place to face him. If the heroes are doing research on the villain all
this time, they may find out his secret, leading to a sad and painful end to the episode as the unkillable villain has to
leave and find someone new to kill him.
Coward
This character is an ordinary grunt minion of the Master Villain, but he's a coward. He's deathly afraid of the Villain
and the heroes. He's best used when you plan to have the heroes captured; by his mannerisms, you can make it clear
to them that this fellow is a coward and they will begin to work on him psychologically.
Lovable Rogue
This character is like the Master Villain of the same name, except that he has no minions of his own and serves at
someone else's bidding. However, he's very independent, not always working in his employer's best interests; he
often makes fun of the Master Villain's pretensions and may suffer that villain's retaliation because of it.
Government Observer
For some reason, the heroes' ruler wants one of his own people accompanying them. Whatever the reason, the
heroes are now stuck with a haughty, self-important royal observer, an expert in (probably) military tactics or
espionage. He continually offers unwanted advice and tends to get the heroes into trouble by pulling rank whenever
he's not satisfied.
Loving Deceiver

Encounter

One of the player-characters, specifically one of the better-looking ones, attracts the attentions of a very attractive
local of the opposite sex. This local person, encountered in unthreatening surroundings, invites the hero off to a
liason away from his friends and other people. Of course, this person is a human-appearing monster of some sort;
once alone with the character, he/she will attack the character with monstrous intent.
New Enemy
In the course of his ordinary activies, one of the heroes can make a New Enemy. Hurrying along the street, he can
Character
bump into a disagreeable fighter for whom an apology isn't enough; in a tavern, he can make some innocuous
Encounter
remark that you deliberately have the irritable fellow misconstrue as an insult. The New Enemy will only exchange
heated words with the hero at this point, but will appear again later in the adventure and will eventually have to fight
the hero.
Stampede
Should the heroes ever cross plains or prairies, their villainous enemies may wish to stampede a herd of large
Deathtrap
animals at them. Alternatively, beasts in the forest may be stampeded by fires set by the villains; in this case, it will
not be one sort of animal charging through, but a mixture of terrified forest animals, from the smallest fox-cub to the
largest bear.
Aerial
The heroes could be riding pegasi or friendly griffons or allied great eagles; the villains could be carried aloft by
Chase
gargoyles or demons. The prospect of taking a mile-long fall if one's mount is hit is a very daunting and challenging
one for the hero.
Hero Fulfills Prophecy
Omen/Prophesy This is the most useful sort of prophecy. In the early part of the adventure, one of the heroes discovers that he fulfills
some ancient prophecy.
Secret Embarrassment
Finally, the villain may have some aberration or secret shame that will force him to flee when he is confronted with
Secret Weakness it. It could be something as simple as the fact that his nose is too big, or that he is a small and nebbishly wizard
pretending to be some vast, powerful demonic power. When his shame is revealed, he is too humiliated to continue;
this is a good option for comedy adventures.
No Hurting the Villain
Special
For some reason, the heroes cannot afford to fight the villain directly. For instance, what if a demon possesses the
Condition
body of the child of one of the characters, or a very important child spoken of in prophecy, one without whom the
world will perish?
Respect Quandry
This is much like the Ally Quandry, only at a greater distance. The heroes have been utilizing the aid of two (or
Moral Quandry more) powerful NPC allies. Now, in the course of the adventure, the heroes come across a task which can be
accomplished in one of two ways -- say, through military intervention or by esoteric magic. The problem is, the
NPC allies are arguing for different choices, and the one whom the heores choose against will no longer aid them.
False Path to the Artifact
Once again, if the heroes have had too easy a time finding the artifact capable of destroying the villain, give them
Red Herring trouble this way: When they get to the place where the artifact is supposed to be contained, they find the coffer or
chamber or whatever empty, obviously looted by robbers, who have scrawled such remarks as "Kelrog was here!"
upon the walls.
Wanted by the Law
Cruel Trick One final complication, one which occurs pretty frequently, is when the heroes are wanted by the law. When they're
wanted by the law, they have to travel in secret and very limited in the resources they can acquire.

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