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Adventure #232

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

Character
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.
Survive Environment
The characters could end up in a hostile environment which they must cross -- a desert, a jungle, or other hostile
setting. In the course of the adventure they'll need to find food and water, resist the elements, and perhaps fight off
attacks of the natives.
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.
On the Sea
Most of the action occurs on the sea -- the heroes are shipborne for some reason, docking in lots of ports. Again, this
is good for adventures where the heroes are investigating clues left all over the map, are part of some trading
enterprise, or are being pursued by villains.
Tavern/Inn
This is a classic fantasy setting, the residence of travelling heroes and the home of the tavern brawl.
Lost City
This is the remnant of some lost civilization or expedition, still thriving in some forgotten corner of the world.
Remnants of lost civilizations can even inhabit cavern systems beneath campaign cities, preying on the aboveworlders for their goods, slaves, and sacrifices.
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.
Hard-Eyed Advisor
This is the sort of villain whom the heroes see in the Master Villain's throne room. He's hard-eyed and scary; life
means nothing to him and he enjoys killing. He's also a good advisor to his master.
Merry Minstrel
This character follows the heroes in order that he might find inspiration for his song and storytelling. He can't be
shut up; he sings all the day long and into the night, is a showoff before crowds, and is far too noisy for a party
trying to remain unobserved.
Loving Deceiver
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.
Bandit Gang
When the heroes are en route from one place to another, have them run across one of the local bandit gangs. The

bandits are faster and far more numerous than the heroes. But the bandits stay back. Basically, they're bandits who
admire courage and prowess, and the bandit leader will challenge one or all of the heroes to a test of bravery or
ability -- such as a horserace, a duel, a wrestling match, a joust, an arm-wrestling match where scorpions sting the
loser, etc.
Tomb Deathtraps
Another classic type of trap is the sort of triggered trap left behind in abandoned tombs, ruins, and catacombs. Here,
Deathtrap
a hero who touches the wrong step, floor tile, wall brick, torch bracket, mounted gemstone, or other device will
trigger some sort of ancient trap designed to kill tomb-robbers and intruders.
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.
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.
Lack of Familiarity
Secret Weakness The Master Villain, if he comes from the past or another dimension, or belongs to an alien race, might be
sufficiently unfamiliar with this world that he essentially defeats himself. How? By making incorrect guesses about
human behaviour. One classic error involves underestimating the human capacity for self-sacrifice.
No Lawbreaking
For some reason, at one point in the story, the heroes cannot allow themselves to break the law -- even when it
Special
would help them greatly to do so. For instance, the heroes may be asking for the help of a king whose word is law
Condition
and whose power is immense. When they arrive for their audience, an emissary of the Master Villain is making a
similar plea for help. If the heroes attack and kill that emissary, they will lose any chance at the king's help -- in fact,
he may order their execution.
Honor Quandry
You want to use this on the character with the most strongly developed sense of personal honor -- someone who has
Moral Quandry lived all his life by a strict code. Toward the end of the adventure, this character realizes that the best way to defeat
the Master Villain is a violation of that code. For instance, the character might be a paladin, who discovers that the
only possible way for the heroes to defeat the Master Villain is to sneak up on him and stab him in the back.
Artifact that Doesn't Work
Often, epic quests against powerful Master Villains require that the heroes find some legendary artifact, the only
Red Herring object which can defeat the villain. If your heroes have had no trouble getting to the artifact -- they've effortlessly
sliced through every obstacle you've put in their path and are confidently advancing on the resting place of the
magical item -- you can have it not work.
NPC Turns Traitor
Cruel Trick He may alert he enemy when the heroes are planning a raid; he may steal the artifact and take it to the villain; he
may stab a hero or important NPC in the back (literally) before departing.

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