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Adventure #279

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

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.
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.
Grim Necessity
If the hero doesn't involve himself with this adventure, he's going to find himself suffering or dead -- period. That's
the hook to bring him into the adventure... but you have to determine why he'll suffer or die if he doesn't become
involved.
Event
For this plot, choose some sort of event -- a tournament, a holiday, a celebration called by the king, a masked ball,
or whatever -- and set the commencement of the Master Villain's plan against that backdrop.
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.
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.
Palace of the King
The heroes could be here for many, many different reasons: Trying to get a favor from the ruler, part of some
nobleman's retinue, members of the palace guard, sneaking in to save the ruler from assassins, sneaking in to
assassinate the ruler, thrown into the dungeon for crimes they did or didn't commit, etc.
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.
God of Chance
Here you have two options. This Master Villain could be a real entity -- an actual god of mischief or silliness, who
has intruded in the heroes' lives to cause chaos and have fun. Alternatively, this "villain" could actually be pure
chance: The heroes are having a series of unrelated, accidental encounters which cause them fits. No real single
villain is involved, although initially it looks as though there is.
Inquisitor
This villain is the one who interrogates the heroes and NPCs captured by the villains. He accompanies the other
Minor Villain out into the field and works on anyone captured; he enjoys inflicting pain and suffering.
Lovable Rogue
This character is like the Master Villain of the same name, except that he has no minions of his own and serves at
someone else's bidding. However, he's very independent, not always working in his employer's best interests; he
often makes fun of the Master Villain's pretensions and may suffer that villain's retaliation because of it.
Hero Worshipper
Some youth -- an urchin, a brother or sister of one of the heroes, or a child run away from home -- hooks up with
the heroes, following them wherever they go, being admiring, talking to everyone (neutrals and villains included)
about how wonderful and powerful the heroes are.
Ravager
This is another classic monster encounter; the monster which is bedeviling a community or local area and will
continue to do so unless the heroes destroy or defeat it. Yes, this is similar to the Master Villain of the same name,
but the Ravager usually has no master plan -- it just wants to kill, destroy, or eat.
Seducer
One of the characters is invited to a romantic liaison with an attractive local. This local can just be interested in a
brief tryst, could fall madly in love with the hero and follow the hero through the rest of the adventure, could be a
Loving Deceiver monster encounter, could be a thief and rob the hero blind, or could be a spy or assassin working

for the Master Villain.


Pit and the Pendulum
Actually,
we're applying this term to any of many time-delay deathtraps. In this sort of trap, the villains capture the
Deathtrap
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 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.
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.
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.
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.
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.

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

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