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Adventure #113

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.
Explore a New Area
The heroes are hired or convinced to enter an unmapped area and explore it. They may be making a
map; they may be trying to find someone who disappeared into this area in the past; they may be
following legends that tell of treasure in the unexplored interior.
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.
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.
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.
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.
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 above-worlders for their goods, slaves, and sacrifices.
Temple/Church
This can be either the church of some lofty and good diety, or the dark and grisly temple of some horrid
deity (doubtless filled with evil soldiers and monsters), or even the temple that the madman villain has
dedicated to himself for when he becomes a god.
Lovable Rogue
This Master Villain isn't really evil -- he's just chaotic and fun. Cheerful bandits in the forest who rob
from the rich and give to the poor, singing and rope-swinging pirate kings, and romantic, sophisticated
duellists all belong to the category of the Lovable Rogue. Often, the Rogue will not be behind the
nastiness the heroes are encountering; he may be in competition with them for the prize they're seeking.
Often the heroes and the Rogue (and his minions) will have to team up to succeed at their task. Just as
often, the Rogue will try to get away with the whole treasure.
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.
Childhood Friend with a Dark Secret
This Minor Villain is like the character of the same name from the Allies and Neutrals section.
However, the heroes find out early on that he's really working for the Master Villain. He may not wish
to be helping the villains; his family may be held hostage, or he may just be too frightened of the villain
or otherwise weak-willed to refuse. Alternatively, he could actually be evil now.
Inquisitive Chronicler
This character is a historian who wishes to accompany the heroes to record their exploits. He constantly
pries into the heroes' backgrounds, asking questions that are none of his business, as the adventure
continues.

Beast Amok
Some time when the heroes are in a village or city, an animal, probably an otherwise tame or captured
beast, is set loose by the villain's minions or driven mad by the Master Villain. The beast goes berserk in
the crowds; if the heroes aren't inclined to capture or kill it, it goes after them.
Thief
Character
Encounter
At some point in their adventure, the heroes have a run-in with thieves.
Pit and the Pendulum
Actually, we're applying this term to any of many time-delay deathtraps. In this sort of trap, the villains
Deathtrap
capture the heroes and place them in a trap which will soon kill them -- it operates on a delay, often
based on a timing device or a burning fuse.
Special Terrain
You can make any chase more memorable by having it take place in a setting to which it is utterly
Chase
unsuited. For 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.
Love
The Master Villain possesses the "weakness" of genuine affection or love -- probably for some NPC,
Secret Weakness though it 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
Special
Villain is going to conclude his evil spell in only three days, and his citadel is three hard days' riding
Condition
away, then the heroes are 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.
Respect Quandry
This is much like the Ally Quandry, only at a greater distance. The heroes have been utilizing the aid of
Moral Quandry two (or more) powerful NPC allies. Now, in the course of the adventure, the heroes come across a task
which can be accomplished in one of two ways -- say, through military intervention or by esoteric
magic. The problem is, the NPC allies are arguing for different choices, and the one whom the heores
choose against will no longer aid them.
Lying Rumor
Red Herring This is the worst and most useful type of red herring -- the interesting rumor which just happens to be
false. In adventures of this sort, the best Lying Rumor concerns the Master Villain; it gives the heroes
some "important" information about him which later turns out to be useless.
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.
Monster
Encounter

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