Adventure 276

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Adventure #276

Theme

Goal

Story Hook

Plot

Climax

General Setting

Specific Setting I

Specific Setting
II

Master Villain

Minor Villain I

Minor Villain II

Ally/Neutral

Action/Adventure
This is the most common and straightforward sort of adventure there is. In the Action/Adventure scenario, you
present your characters with a task and then confront them with obstacles to overcome in order to accomplish the
task successfully.
Thwart Monstrous Plan
This is a classic fantasy-adventure plot: The characters learn of some horrible plan made by a monstrous enemy,
and must thwart it before the kingdom is lost or the world is destroyed. This is an epic goal, and usually requires
that the characters go to all sorts of places, rounding up allies and artifacts, before being strong enough to face their
enemy.
Pressing Buttons
As a general story-hook approach, think about the player-character -- his personal goals and his personal dislikes.
If the hero is pursuing a specific goal, you have one of the minor villains, as a side-effect of the villain's master
plan, thwart the hero's latest step towards that goal. Alternatively, if there's something the hero truly hates to see,
have it happen -- and have the villains be responsible.
Geographic Progression
This is the simplest sort of adventure plot. The heroes have an area to investigate or travel through; they have
encounters based on where they are. For instance, the traditional dungeon, where monsters are tied to specific
rooms or areas. Or, if the heroes are travelling along a narrow valley or through an enchanted forest, they might
suffer ambushes and other encounters fixed to various points along their travel plan. The plot, then, is getting to the
villain by surviving the intervening obstacle encounters.
Divine Retribution
Here, the heroes' goal has been to alert the gods that the Master Villain threatens them or their plans; in the last
scenes of the adventure, as our heroes face an overwhelming enemy force, the gods bring down their divine
retribution on the villain, causing a massive earthquake, tidal wave, lightning storm, or flood of monsters. This is
all well and good, but the heroes are too close and must escape the fringe effects of this awesome disaster. A
variant on this is the Natural Disaster. No gods are actually involved, but the Master Villain has been tampering
with the delicate forces of nature. He may, for instance, have been powering his master spell with the energies of a
volcano. When the heroes attack the scene of his spellcasting, the spell goes out of control and so does the volcano.
The villain is consumed in the eruption and the heroes must escape or be consumed themselves.
Cosmopolitan City
Most of the story takes place in a large, sophisticated city; center the villain's plot and activities around that city.
This setting is best suited to adventures involving more people than monsters; most of your villains should be
human or demi-human.
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.
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.
Organizer
This Master Villain is the head of the local criminal syndicate -- the Thieve's Guild or slaver ring, for instance.
He's cold-hearted and unsympathetic, and human life means nothing to him. He employs assassins and musclemen
against the heroes, and can only be reasoned with when it's going to profit him more to cooperate with the heroes
than kill them.
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.
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.
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.


Nocturnal Predator
Monster
This is a classic monster encounter; the arrival of a hungry carnivore in the middle of the night. Usually, this attack
Encounter
happens to heroes camping between villages or out in the deep wilderness; a wild animal, attracted by food odors
(from the heroes' campfire or from the heroes themselves) sneaks in for a bite.
Bandit Gang
When the heroes are en route from one place to another, have them run across one of the local bandit gangs. The
Character
bandits are faster and far more numerous than the heroes. But the bandits stay back. Basically, they're bandits who
Encounter
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.
Mutually Assured Destruction
In this very nasty deathtrap, the heroes are bound up in such a manner that any one of them may get free of his
Deathtrap
bonds -- but when he does, all his friends perish. Obviously, the heroes' task is to find some way for everyone to
get out alive. Perhaps an intricate series of cooperative rope-cutting will defuse the trap; perhaps a coordinated
maneuver will get everyone free as the trap is being sprung.
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.
Totem Animal
Omen/Prophesy If a hero has an animal which is his totem, he may see the animal engaged in a fight to the death with another
animal -- one which, coincidentally, is the totem of one of the villains. How his totem defeats the other -- or is
defeated by it -- gives the hero some clues as how to fight his actual opponent when the time comes.
Element
The Master Villain can be banished, dispelled, killed, or otherwise defeated by some of element or item. The
Secret Weakness Master 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.
Coping with a Curse
Special
The curse might be making the hero progressively uglier, might be draining out his life-force (he's losing
Condition
experience which will be retruned if he succeeds), or might be making him progressively insane. Each day, as he
sees his reflection in a mirror or pond or fountain, he'll know himself to be less than he used to be.
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.
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.
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.

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

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