Anda di halaman 1dari 2

Adventure #182

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
Encounter

Horror
This type of adventure is designed to scare both the characters and the players. Just having a monster attack is not
enough for a horror theme; the monster must first frighten the characters.
Rescue NPC(s)
The characters must rescue one or more kidnapped NPCs, probably from the stronghold of the kidnapper.
Obviously, they must get to said stronghold, break in, rescue the kidnappee, break out, and escape back to safety;
this usually requires careful and clever planning and a large dose of luck.
Hero Offended
Someone greatly offends the hero, so much so that he'll pursue his offender right into the adventure. (Note that this
usually means that the offender is a minion of the Master Villain. You'll have to decide whether the minion offended
the hero precisely to bring him into the adventure or just as a side-effect of his ordinary villain activities.)
Series of Villains
This is a very dramatic plot, and very well-suited to oriental campaigns. In it, the heroes have undertaken a quest,
usually the finding and defeat of the Master Villain. They may have to travel to his citadel, or head off in another
direction to find some artifact capable of defeating him, or run away from pursuing villains until they can figure out
what's going on. All along their route, they are set upon by villains -- each villain has a name and distinct
personality, and each encounter is life-or-death for the heroes and villains; the villain never escapes to safety if the
tide turns against him, he fights unto death.
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.
On the Road
Most of the adventure takes place on the road, as the heroes are travelling from place to place. This is especially
good for adventures where heroes are investigating a wide-ranging mystery, are part of a caravan, or are being
pursued by loathesome villains.
Mansion of a Lord
This can be the home of a villain -- the characters may have to break in and rescue someone or steal evidence, or
break out if they've been captured -- or of a heroic ally, in which case it may be used as the headquarters for the
heroes' plans and activities.
Temple/Church
This can be either the church of some lofty and good diety, or the dark and grisly temple of some horrid deity
(doubtless filled with evil soldiers and monsters), or even the temple that the madman villain has dedicated to
himself for when he becomes a god.
Advance Agent
This villain is the vanguard of some sort of invastion; often, he is trying to open up a portal to a dimension full of
trapped demons and evil gods.
Inquisitor
This villain is the one who interrogates the heroes and NPCs captured by the villains. He accompanies the other
Minor Villain out into the field and works on anyone captured; he enjoys inflicting pain and suffering.
Chief Assassin
The Chief Assassin is the favorite killer of the Master Villain. The Assassin works mostly in the field, first killing
witnesses who might prove harmful to his master, then zeroing in on the player-characters. He usually meets his end
before the adventure's climax, but he may taken one of the heroes down with him.
Ingenue in Distress
The heroes must protect some defenseless young innocent who is in danger from the villains. This person, perhaps
the sheltered son or daughter of a nobleman or merchant, has no abilities at all but is sweet, charming, and in great
need of help.
Powerful Tester
Here, some powerful, intelligent monster with shapechanging ability turns into a human form. When the heroes
encounter him, he is in need of help or having trouble. He also obviously can't reward the heroes for their help, and
will only serve to slow the heroes down from their quest. If the heroes help him anyway, the Powerful Tester reveals

himself in his true form and offers to aid the heroes in their quest.
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.
Coliseum
If it's appropriate, you can have the heroes captured by the local authorities -- particularly when they're in an exotic
Deathtrap
land, lost world, or whatever -- and have them armed with gladiatorial gear and dropped into a coliseum for the
entertainment of the locals. (Note that this works much better with fighting-type heroes than spellcasters.)
Footrace
The chase involves the characters on foot, probably through such terrain as city streets or the corridors of a palace.
Chase
One hero may realize that the's being pursued by a party of enemies and choose to run for it; the heroes may have
caught up to the Master Villain, prompting him to run for his life.
Birthmark
Omen/Prophesy One of the heroes has a birthmark that pertains to the adventure in some way. He may have a birthmark identical to
some NPC -- for instance, some person endangered by the Master Villain. This mystery can give the hero his reason
to become involved. Alternatively, his birthmark may mark him as a hero fulfilling some ancient prophecy.
Element
The Master Villain can be banished, dispelled, killed, or otherwise defeated by some of element or item. The Master
Secret Weakness Villain tries to get rid of all the examples of this element in his vicinity; he doesn't let his minions carry it or bring it
into his presence. But he's not stupid; he doesn't announce to the world what his weakness is. He tries to hide his
concern within another command. If he's allergic to red roses, for instance, he orders all "things of beauty" destroyed
within miles of his abode.
Omnipresent Observer
If a wizard, demigod or god has forced the heroes to undertake this quest, he may be with them continually -- in
Special
spirit. He can't help them, but does magically watch everything they do. And when they do something he doesn't
Condition
like, he tells them about it -- loudly and nastily. (This is distressing when they're trying to break into a fortress or
sneak through enemy lines.)
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.
Extraneous Details
Red Herring When giving the heroes details on their enemy -- for instance, details they are learning from investigations and
readings -- you can give them just a few details too many. This may prompt the heroes to investigate the "extra"
(i.e., irrelevant) details in addition to the relevant onces, thus losing them valuable time.
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.

Anda mungkin juga menyukai