#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 | 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 | Old Enemy |
| This is a straightforward story hook; the hero learns that his oldest enemy is back and is very active in the campaign, up to something. The hero will naturally want to investigate and will walk right into the story. | |
| 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 | Scattered Duels |
| In this climax, the heroes have gotten to the end of their quest -- they may have broken into, sneaked into, or escaped from imprisonment within the villain's citadel, or have marched into the little town where the villain is holed up -- and they become separated. You can separate them by having traps and tricks break the party apart, by having them see two or three things they must resolve (such as danger to innocents or the appearance of minion villains) pop up simultaneously; they'll have to run in all directions at the same time or suffer failure. Once the party is broken down into bite-sized chunks, you confront each individual or small group with the enemy or enemies he most deserves to face -- his personal enemy, the monster which defeated him before, etc. -- for a grand series of climactic duels. | |
| 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 | 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. | |
| Specific Setting II | Shacktown of the Oppressed |
| Part of the action centers around the tenements or shacks of the worst part of town; perhaps an allied NPC lives here or the characters are fugitives hiding out in the nasty part of town. | |
| Master Villain | Organizer |
| This Master Villain is the head of the local criminal syndicate -- the Thieve's Guild or slaver ring, for instance. He's cold-hearted and unsympathetic, and human life means nothing to him. He employs assassins and musclemen against the heroes, and can only be reasoned with when it's going to profit him more to cooperate with the heroes than kill them. | |
| Minor Villain I | Moronic Muscleman |
| This fellow is a huge, powerful monster of a fighter. His job is to smash anything the villain tells him to smash. He does that very well, but don't ask him to do any thinking; he has no time for such brainy stuff. | |
| Minor Villain II | Hard-Eyed Advisor |
| This is the sort of villain whom the heroes see in the Master Villain's throne room. He's hard-eyed and scary; life means nothing to him and he enjoys killing. He's also a good advisor to his master. | |
| Ally/Neutral | Government Observer |
| For some reason, the heroes' ruler wants one of his own people accompanying them. Whatever the reason, the heroes are now stuck with a haughty, self-important royal observer, an expert in (probably) military tactics or espionage. He continually offers unwanted advice and tends to get the heroes into trouble by pulling rank whenever he's not satisfied. | |
| 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 | Thief |
| At some point in their adventure, the heroes have a run-in with thieves. | |
| 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 | 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 | Holy Symbol |
| The villain may have the traditional weakness to a specific holy symbol -- but don't choose just an ordinary one. It may be a holly symbol no longer used by the church, or may be some forgotten variation of the current symbol. (For instance, the cross may not work, but a variation -- such as the Roman cross -- might; alternatively, it might have to be a holy symbol which has undergone some unfamiliar ritual.) | |
| Special Condition | Omnipresent Observer |
| If a wizard, demigod or god has forced the heroes to undertake this quest, he may be with them continually -- in spirit. He can't help them, but does magically watch everything they do. And when they do something he doesn't like, he tells them about it -- loudly and nastily. (This is distressing when they're trying to break into a fortress or sneak through enemy lines.) | |
| 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 | 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 | 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.