#StandWithUkraine 🇺🇦
| Theme | 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. | |
| Goal | Settle a Debt |
| A player character may find himself in the position of needing to settle a debt. He could gamble away all his money and need to raise some more to repay the gambling house before its enforcers come for him. On a more personal level, the character may need to settle a debt of either money or honor that he owes to an NPC. | |
| Story Hook | Mistaken Identity |
| The hero could be mistaken by one villain for another villain involved in the master plot. This has good comic potential if the hero and missing villain are in fact so similar that no one can tell them apart. (This is even more fun if they turn out to be long-lost twins.) | |
| Plot | 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. | |
| Climax | Prevented Deed |
| Here, the heroes have been defeated -- captured by the Master Villain, or so thoroughly cut up by his minions that all believe them to be dead. And the heroes have learned, from the bragging of the villain, loose talk of his minions, or examination of clues, what is the crucial event of his master plan. In any case, the battered and bruised heroes must race to this site and have their final confrontation with the villain, bursting in on him and his minions just as the knife or final word or key is poised, and prevent the awful deed from taking place -- and, incidentally, defeat the master villain and minions who beat them previously. | |
| General Setting | 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. | |
| Specific Setting I | 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. | |
| Specific Setting II | Magical Lake |
| This is the acquatic equivalent of the Legendary Forest, here beautiful and glistening, there treacherous and dangerous, filled with water-breathing magical folk. | |
| Master Villain | Corruptor |
| The Corruptor is the villain who wants to make something nasty out of something that is currently nice. He may be working on a small scale -- i.e., wish to corrupt one character or a few characters, particularly PCs and their favorite NPCs. Alternatively, he may be a big-scale villain trying to change an entire city or nation into a jaded, debased pit of sin, hatred and death. | |
| Minor Villain I | Avenger |
| This character is much like the Master Villain of the same name, but he's not in charge of all this villainy, and he's definitely an enemy of one of the player-characters. You'll have to decide who he is and why he hates one of the heroes; he could be anything from a recurring villain to someone who simply lost a fight to the hero once. | |
| Minor Villain II | 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. | |
| Ally/Neutral | Ingenue in Distress |
| The heroes must protect some defenseless young innocent who is in danger from the villains. This person, perhaps the sheltered son or daughter of a nobleman or merchant, has no abilities at all but is sweet, charming, and in great need of help. | |
| Monster Encounter | Terrain Monster |
| Don't forget the simple run-in with the animal belonging to the terrain where the heroes are: Every type of wilderness has its predators and big, nasty herbivores. | |
| Character Encounter | 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. | |
| Deathtrap | Animal Pit |
| This is a classic trap of the adventure genre: The heroes (perhaps just one hero) are dropped into a pit filled with dangerous animals -- snakes, lions, bears, whatever. They must either fight the beasts or delay them until they can escape -- climb back out, open a secret door, break down a wall, have a rope lowered by friends above, etc. | |
| Chase | Special Terrain |
| You can make any chase more memorable by having it take place in a setting to which it is utterly 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. | |
| Omen/Prophesy | Birthmark |
| 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. | |
| Secret Weakness | Love |
| The Master Villain possesses the "weakness" of genuine affection or love -- probably for some NPC, 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. | |
| Special Condition | Magic Doesn't Work Right |
| If the adventure is taking place on an alternate plane, then that plane's magic works oddly or not at all. (A spellcaster will find that just making himself useful is a challenge when none of his spells works.) | |
| Moral Quandry | Respect Quandry |
| This is much like the Ally Quandry, only at a greater distance. The heroes have been utilizing the aid of 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. | |
| Red Herring | Extraneous Details |
| 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. | |
| Cruel Trick | Wanted by the Law |
| 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 upon tables from the Dungeon Master's Design Kit by TSR, Inc.