#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 | Gain Power |
| The heroes are on this adventure to gain personal or political power for themselves. They may be looking for an artifact or weapon, or are performing a mission for someone who will reward them with political power (a higher social rank or lands, for instance). If the characters are doing someone else's bidding, you might want to roll again on this section to see what goal the patron will have assigned to the characters. | |
| Story Hook | Not in Kansas |
| The PCs are minding their own business and find themselves transported to a strange place. They must figure out where they are, why they are there, and how to escape. | |
| Plot | 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. | |
| Climax | Bloody Battle |
| This is the best Climax for an adventure involving the clash of mighty armies -- or for any adventure where, toward the end, the Master Villain and a large body of minions confront the heroes and their own troops. This finale is characterized by a monstrous clash between the two forces, with the heroes chewing through the enemy ranks to get at the Master Villain and his elite guards. It's strenuous, exciting, and classically simple. | |
| General Setting | 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. | |
| Specific Setting I | 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. | |
| Specific Setting II | Ruins |
| These can be the ruins of some ancient civilization, an abandoned temple or castle, incomprehensible blocks of stone arranged by ancient gods, etc. They can be magical or normal, inhabited by normal animals or by monsters, centers of magic or just tumbled-down buildings. | |
| Master Villain | Advance Agent |
| This villain is the vanguard of some sort of invastion; often, he is trying to open up a portal to a dimension full of trapped demons and evil gods. | |
| Minor Villain I | 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. | |
| Minor Villain II | 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. | |
| Ally/Neutral | 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. | |
| Monster Encounter | 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. | |
| Character Encounter | Old Friend at the Wrong Time |
| When the heroes are trying to sneak through a guardpost, citadel, or city where they can't afford to be recognized, one of the characters' old friends recognizes him and loudly renews their acquaintance in full view of the guards looking for the characters. This usually leads to an exciting chase as the heroes must escape. | |
| Deathtrap | Rock and a Hard Place |
| This trap starts out as an Animal Pit, Pit and the Pendulum, or Tomb Deathtrap, but an obvious escape suggests itself very early on. Trouble is, it leads into even worse danger. The hole out of the animal pit may lead to the lair of an even worse animal; it may lead through a succession of dangers (collapsing old catacombs, into an underground river, into a den of zombies) before the heroes reach the light. | |
| Chase | Footrace |
| The chase involves the characters on foot, probably through such terrain as city streets or the corridors of a palace. 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. | |
| Omen/Prophesy | Innocent Fulfills Prophecy |
| 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. | |
| Secret Weakness | Lack of Familiarity |
| The Master Villain, if he comes from the past or another dimension, or belongs to an alien race, might be sufficiently unfamiliar with this world that he essentially defeats himself. How? By making incorrect guesses about human behaviour. One classic error involves underestimating the human capacity for self-sacrifice. | |
| Special Condition | Coping with a Curse |
| The curse might be making the hero progressively uglier, might be draining out his life-force (he's losing 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. | |
| Moral Quandry | Friend Quandry |
| At a critical point in the story, one of the campaign's NPCs makes an impossible demand of one of the heroes. | |
| Red Herring | Loony who Has It Wrong |
| 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. | |
| Cruel Trick | Mission is a Ruse |
| In the course of their adventuring, the heroes discover they have been tricked into performing a mission which helps the Master Villain. |
Based upon tables from the Dungeon Master's Design Kit by TSR, Inc.