Adventure 190
Adventure 190
Adventure 190
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.
Retrieve Item
This goal is like the Rescue, except the victim is an inanimate object. This item may be an artifact, a paper
containing evidence against a character or patron, an antidote needed to save another NPC or palyer character, or
just some item of sentimental value -- an item which one NPC hires the characters to steal from another NPC.
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.
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.
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.
Caves of Magical Folk
These can be either beautiful, glittering homes of gorgeous magical peoples, or the dank and terrifying lairs of
horrible monsters.
Avenger
This villain seeks to avenge some wrong he thinks he's suffered. He may be right; he may have suffered a wrong,
and this makes him a little more sympathetic than villains who are purely evil. The Avenger uses his organization -thugs and bribed officials -- to get at the one who wronged him, and will want either to duel (singly) the one who
wronged him, or to put the wrongdoer in a deathtrap.
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.
Mistress with a Heart of Gold
This character is much like the "Lover or Daughter of Villain" type of Mystery Woman from the Story Hooks
section. In this case, she usually accompanies the Master Villain, but sometimes goes on missions of her own, where
she runs into and develops affection for one of the player-characters.
Absent-Minded Expert
The characters find they need an expert in some fields -- pottery, alchemy, whatever -- but all they can find is a
somewhat daffy and absent-minded master of that subject. He's useful when around his subject matter, but otherwise
absent-minded, incautions, in frequent need of rescuing, etc.
Stampede
Should the heroes ever cross plains or prairies, their villainous enemies may wish to stampede a herd of large
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.
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.
Avalanche
This is an outdoors trap. Some time when the heroes are in a narrow canyon or gorge, or are on a snow-covered
Deathtrap
mountain, their enemies can arrange to dump an avalanche upon them (rocks and boulders in the first instance, snow
in the second).
Water
Don't forget the water chase: Whether it's a battle of seamanship between naval vessels, a chase of rafts toward the
Chase
inevitable waterfall ahead, a contest of canoeing ability, or a chase between the villain and his giant shark vs. the
heroes and their dolphin friends, the water chase can be a distinctive and dramatic one.
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.
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.
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 going
Condition
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.
Loony who Has It Wrong
Red Herring You can have the heroes "aided" by a so-called expert who is actually a lunatic who doesn't know anything about
what he's talking about. Once he's led the heroes off to some remote part of the continent, his evasive answers and
bizarre behaviour will alert them that he really doesn't know anything about what he's pretended to be an expert on.
Mission is a Ruse
Cruel Trick In the course of their adventuring, the heroes discover they have been tricked into performing a mission which helps
the Master Villain.