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Adventure #295

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

Mystery
Here, the characters are presented with a mystery -- often a murder -- and have to find out who did what to whom.
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.
Missing Memories
One or more of the PCs wakes up with no memory of the recent past, and now they find themselves in some kind
of trouble they don't understand. The PCs must find the reason for the memory lapse, and solve any problems they
uncover in the meantime.
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.
Prevented Deed
Here, the heroes have been defeated -- captured by the Master Villain, or so thoroughly cut up by his minions that
all believe them to be dead. And the heroes have learned, from the bragging of the villain, loose talk of his
minions, or examination of clues, what is the crucial event of his master plan. In any case, the battered and bruised
heroes must race to this site and have their final confrontation with the villain, bursting in on him and his minions
just as the knife or final word or key is poised, and prevent the awful deed from taking place -- and, incidentally,
defeat the master villain and minions who beat them previously.
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.
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.
Destroyer
This villain is like the Corruptor, except that he likes destroying instead of corrupting. He operates like the
Conqueror, moving in his armies -- often nonhuman or monstrous armies -- and destroying everything in sight.
Again, the Destroyer could easily be an evil god or demon, meaning the heroes wil have to find his weakness in
order to thwart his current plan.
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.
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.
Talkative Barkeep
This classic encounter is the garrulous innkeeper who has information the characters want; trouble is, they'll have
to bribe him to get it, or agree to stay at his inn, or buy a lavish meal, or listen to his incessant stories about his
career in the army, or whatever.
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.
Old Friend at the Wrong Time
Character
When the heroes are trying to sneak through a guardpost, citadel, or city where they can't afford to be recognized,
Encounter
one of the characters' old friends recognizes him and loudly renews their acquaintance in full view of the guards
looking for the characters. This usually leads to an exciting chase as the heroes must escape.
Animal Pit
This
is a classic trap of the adventure genre: The heroes (perhaps just one hero) are dropped into a pit filled with
Deathtrap
dangerous animals -- snakes, lions, bears, whatever. They must either fight the beasts or delay them until they can
escape -- climb back out, open a secret door, break down a wall, have a rope lowered by friends above, etc.
Endurance
The Endurance Chase is not some sort of climactic chase -- it's a rugged, tiring, persistent pursuit that tests the
Chase
characters to their limits. In this chase, the heroes and villains are pursuing one another across a lot of territory and
they're not catching up with one another very fast. This may be a horseback pursuit across a hundred miles of
savannah, a camel chase across several days' worth of desert, or a chase across arctic tundra.
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.
Love
The Master Villain possesses the "weakness" of genuine affection or love -- probably for some NPC, though it
Secret Weakness could be very intriguing if the object of his affections is a player-character. The heroes can then defeat the villain
by holding his loved one hostage, or proving that his loved one will be seriously harmed, betrayed, or killed if the
villain keeps up with his activity.
Time Limit
Finally, the most obvious condition to place on an adventure is to give it a time limit. If the Master Villain is going
Special
to conclude his evil spell in only three days, and his citadel is three hard days' riding away, then the heroes are
Condition
going to be on the go all throughout the adventure -- with little time to rest, plan, gather allies, or anything except
get to where they're going.
Saving Quandry
Moral Quandry Finally, another classic quandry puts the heroes in the position of choosing between a grand opportunity to hurt the
Master Villain -- or saving the lives of a number of individuals.
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.
Villain Accompanies Party
In this distressing situation, the Master Villain, in disguise or his secret identity, accompanies the heroes for much
of their quest. He gets to know them, learns their strengths and weaknesses, learns their plans, and just as soon as
Cruel Trick
it's most efficient for him, he thwarts their current plans and leaves. Alternatively, the Master Villain might be with
the heroes all along, up to the very end; the heroes know that one of their companions is the villain, and the whole
thrust of the story is finding out who he is. This is the whole purpose of most Mystery-type adventures.

Based on tables from the Dungeon Master's Design Kit by TSR, Inc.

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