#StandWithUkraine 🇺🇦
| Theme | Mystery |
| Here, the characters are presented with a mystery -- often a murder -- and have to find out who did what to whom. | |
| Goal | Escape |
| Early in the adventure, the heroes are captured. The remainder of the adventure consists of them learning enough so that they can escape. They have to get to know their fellow prisoners, learn the prison's routine, inventory their possessions, acquire other possessions they need, plan an escape, and execute it. | |
| 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 | Series of Villains |
| This is a very dramatic plot, and very well-suited to oriental campaigns. In it, the heroes have undertaken a quest, usually the finding and defeat of the Master Villain. They may have to travel to his citadel, or head off in another direction to find some artifact capable of defeating him, or run away from pursuing villains until they can figure out what's going on. All along their route, they are set upon by villains -- each villain has a name and distinct personality, and each encounter is life-or-death for the heroes and villains; the villain never escapes to safety if the tide turns against him, he fights unto death. | |
| 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 | 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 | 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. | |
| Master Villain | Agent Provocateur |
| This Master Villain is a clever spy who inflitrates an organization, order, or army, and tries to effect its destruction by getting it to perform actions which will cause others to oppose it directly. The identity of this Master Villain is usually a closely-guarded secret; the heroes will encounter his cover identity, but will not suspect that he's responsible for all this chaos until they start adding up clues. Females in this role can be very, very effective. | |
| Minor Villain I | Single-Minded Soldier |
| This most trustworthy of villain minions is the experienced, competent, persistent soldier -- a field-trained officer who serves the villain with military precision. He is usually encountered in the field as leader of the villain's field operations. He is not encountered directly until the middle of or the latter part of the adventure; until then, the heroes encounter only his subordinates. | |
| Minor Villain II | 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. | |
| Ally/Neutral | Gibbering Madman |
| Some poor wretch blundered into part of the master villain's plan and saw too much. What he saw drove him crazy. He gibber and jabbers, occassionally uttering clues about what he's seen, but just isn't coherent. He knows enough that the heroes will need to take him along to comment on what they're encountering, though, so he can't just be met and forgotten. | |
| Monster Encounter | Nocturnal Predator |
| This is a classic monster encounter; the arrival of a hungry carnivore in the middle of the night. Usually, this attack happens to heroes camping between villages or out in the deep wilderness; a wild animal, attracted by food odors (from the heroes' campfire or from the heroes themselves) sneaks in for a bite. | |
| Character Encounter | Bureaucrat |
| Some time in their adventure, the heroes must deal with the local government and run into that most horrible of nuisance monsters, the bureaucrat and his red-tape dispenser. The heroes don't have the right forms. When they have the right forms, they forgot to fill them out in triplicate. And so on. | |
| 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 | 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 | 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 | Stolen Identities |
| This option requires that the Master Villain be of godlike power oor possess some sort of artifact. Once the Master Villain realizes that the heroes are on his tail, he uses his powers or artifact and steals the heroes' identities. One day they wake up -- and no one knows who they are. They retain their memories of themselves and each other, but no one else does. (The villain knows them, though.) | |
| 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 | Lying Rumor |
| 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. | |
| Cruel Trick | NPC Turns Traitor |
| He may alert the enemy when the heroes are planning a raid; he may steal the artifact and take it to the villain; he may stab a hero or important NPC in the back (literally) before departing. |
Based upon tables from the Dungeon Master's Design Kit by TSR, Inc.