Adventure 181
Adventure 181
Adventure 181
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
Deathtrap
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.
Protect Endangered NPC(s)
One or more NPCs are in danger, and the characters must protect them. They might be doing this for a reward, or
because one or more of the NPCs is a friend or relative of the character. You need to decide what the characters are
protecting the NPCs from. The NPC might be a wealthy or powerful person being sought by assassins or
kidnappers. The NPC might be a whole village of peasants who are being terrorized by a bandit chieftan.
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.
Accumulation of Elements
In this sort of plot, the heroes have to go from place to place -- perhaps covering very little area like a city, perhaps
roaming the known world -- and accumulate elements to be used against the Master Villain. These elements may be
clues, pieces of an artifact, evidence, or allies.
Throne Room Duel
This is set up much like the Scattered Duels, except that you don't separate the heroes. It's harder to control whom
fights who in this situation... but if it doesn't matter who has the final duel with the Master Villain, this is a classic
climax choice.
Exotic Distant Land
The adventure will take the heroes to some fascinating and exotic distant country, where they'll have to cope with
new customs, monsters unfamiliar to them, and very colorful NPC encounters; choose one of the more fascinating
foreign lands from your campaign world.
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.
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.
Ravager
This Master Villain is like the Destroyer, except that he terrorizes a very limited area -- such as a village, island,
castle, or clan stronghold. (He may want to destroy the whole world but be trapped where he is; perhaps his efforts
to free himself constitute the adventure's plot.) He stays in his area and terrorizes whatever comes into it.
Corrupted Hero
This villain was once a hero, possibly one known to the players. He was seduced by the dark side of the dungeon
master. Because of his own weakness, or of a curse, he has become a villain, a pawn of the Master Villain.
Misguided Moralist
This fellow has been convinced that only by helping the villain achieve the Master Plan can he improve the world.
He tends to be encountered all through the adventure's plot, usually escaping from the heroes and taunting them for
their wrong thinking. Fortunately, he's no more effective as a villain than he is as a thinker.
Childhood Friend with a Dark Secret
One of the heroes is accompanied by one of his childhood friends... but said friend now has a Dark Secret. He does
strange and mysterious things (sneaks off to send messages, or behaves strangely around certain NPCs, or is scared
to death of certain harmless animals or situations) and will not explain why to his PC friend until late in the story.
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.
Lying Accuser
A captured thief may accuse the character of putting him up to the theft; an abandoned mother may accuse the hero
of fathering the child; a reputable witness (working for the Master Villain) may accuse the hero of a murder or
robbery. The hero shouldn't know what he's accused of until he's hauled in by the authorities.
Coliseum
If it's appropriate, you can have the heroes captured by the local authorities -- particularly when they're in an exotic
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.)
Special Terrain
You can make any chase more memorable by having it take place in a setting to which it is utterly unsuited. For
Chase
instance, horse chases are fine and dramatic when they take place through the forest, out in the open plains, or along
a road -- but they become diabolical when they take place inside the Royal Palace or in dangerous, labrynthine,
treacherous catacombs.
Innocent Fulfills Prophecy
Omen/Prophesy An innocent could fulfill a prophecy -- one which endangers his/her life. This innocent might, for instance, be the
one who is supposed to slay the king, but is not a mighty adventurer able to protect himself from the king; the heroes
may find themselves sheltering and helping this poor dupe.
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.
Magic Doesn't Work Right
Special
If the adventure is taking place on an alternate plane, then that plane's magic works oddly or not at all. (A spellcaster
Condition
will find that just making himself useful is a challenge when none of his spells works.)
Ally Quandry
Moral Quandry You set up the situation so that the heroes have a good chance at defeating the Master Villain if they get the aid of
two specific individuals, probably experts in fields relating to the villains' activities. But the two experts hate one
another and refuse to work together, even if it costs them their world.
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.