#StandWithUkraine 🇺🇦
| Theme | 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. | |
| Goal | Rescue NPC(s) |
| The characters must rescue one or more kidnapped NPCs, probably from the stronghold of the kidnapper. Obviously, they must get to said stronghold, break in, rescue the kidnappee, break out, and escape back to safety; this usually requires careful and clever planning and a large dose of luck. | |
| Story Hook | Hero Offended |
| Someone greatly offends the hero, so much so that he'll pursue his offender right into the adventure. (Note that this usually means that the offender is a minion of the Master Villain. You'll have to decide whether the minion offended the hero precisely to bring him into the adventure or just as a side-effect of his ordinary villain activities.) | |
| Plot | A-B-C Quest |
| This is an epic sort of plot. In it, the heros are given (or undertake) a task to perform: The taking of a city, the rescue of an innocent, the destruction of a monster, the creation of a magical item, the defeat of a Master Villain, etc. But the path to victory is not a simple one. To get to their goal, Event A, they find that they must first accomplish some other task -- Event B. But when they undertake the task of accomplishing Event B, they find that they must first accomplish Event C. This goes on for several encounters, until the heroes accomplish all the obstacle events which prevent them from returning to Event A, their original goal. | |
| 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 | 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. | |
| Specific Setting I | Mansion of a Lord |
| This can be the home of a villain -- the characters may have to break in and rescue someone or steal evidence, or break out if they've been captured -- or of a heroic ally, in which case it may be used as the headquarters for the heroes' plans and activities. | |
| Specific Setting II | 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. | |
| 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 | 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. | |
| Minor Villain II | 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. | |
| Ally/Neutral | Absent-Minded Expert |
| The characters find they need an expert in some fields -- pottery, alchemy, whatever -- but all they can find is a somewhat daffy and absent-minded master of that subject. He's useful when around his subject matter, but otherwise absent-minded, incautions, in frequent need of rescuing, etc. | |
| Monster Encounter | Foreshadowing Monster |
| With this monster encounter, combat may not be necessary. This monster encounter exists to alert the characters to the fact that something unusual is going on, a foreshadowing of their upcoming conflicts with the Master Villain. | |
| Character Encounter | Belligerent Soldier |
| The billigerent one has just had his ears pinned back by his commanding officer and is anxious to take it out on some hapless civilian. If this is a city gate, he claims that the hero's papers are wrong or that he recognizes the hero from descriptions of a wanted criminal; if this is the streets, he insults the hero's lack of military bearing, pretty looks, clothes, smell, companion, or whatever it takes to provoke a reaction. | |
| Deathtrap | 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 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. | |
| Chase | Water |
| Don't forget the water chase: Whether it's a battle of seamanship between naval vessels, a chase of rafts toward the inevitable waterfall ahead, a contest of canoeing ability, or a chase between the villain and his giant shark vs. the heroes and their dolphin friends, the water chase can be a distinctive and dramatic one. | |
| Omen/Prophesy | Hero Fulfills Prophecy |
| This is the most useful sort of prophecy. In the early part of the adventure, one of the heroes discovers that he fulfills 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 | No Lawbreaking |
| For some reason, at one point in the story, the heroes cannot allow themselves to break the law -- even when it would help them greatly to do so. For instance, the heroes may be asking for the help of a king whose word is law and whose power is immense. When they arrive for their audience, an emissary of the Master Villain is making a similar plea for help. If the heroes attack and kill that emissary, they will lose any chance at the king's help -- in fact, he may order their execution. | |
| Moral Quandry | Saving Quandry |
| Finally, another classic quandry puts the heroes in the position of choosing between a grand opportunity to hurt the Master Villain -- or saving the lives of a number of individuals. | |
| Red Herring | False Path to the Artifact |
| Once again, if the heroes have had too easy a time finding the artifact capable of destroying the villain, give them trouble this way: When they get to the place where the artifact is supposed to be contained, they find the coffer or chamber or whatever empty, obviously looted by robbers, who have scrawled such remarks as "Kelrog was here!" upon the walls. | |
| 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.