#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 | 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 | Old Friend |
| Another classic story hook is the Old Friend, the childhood friend of our hero, who shows up in one of several ways to drag the hero 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 | 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 | 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 | Classic Dungeon |
| This would be the standard monster-filled labyrinth; perhaps it's a nesting ground for the master villain's monster troops. | |
| Master Villain | God of Chance |
| Here you have two options. This Master Villain could be a real entity -- an actual god of mischief or silliness, who has intruded in the heroes' lives to cause chaos and have fun. Alternatively, this "villain" could actually be pure chance: The heroes are having a series of unrelated, accidental encounters which cause them fits. No real single villain is involved, although initially it looks as though there is. | |
| 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 | Snivelling Vizier |
| The Vizier is a throne-room villain. Functionally, he's rather like the Hard-Eyed Advisor, offering tactics and advice to his master; but he's an ooily, sleazy, cowardly sycophant. He's usually brilliant in his field of advice but has no combat abilities. | |
| Ally/Neutral | Romantic Loony |
| Somewhere, the heroes bump into a lunatic who falls immediately in love with a player-character and won't leave him or her alone. This character may be a love-smitten village lass or nebbishy adventurer. Whatever the origin, this character must be hopelessly in love with the character but have some trait which keeps the character from reciprocating; perhaps the loony is too plain, too crazed, or too stupid. Whatever, he or she really is sincere in his affection for the character. | |
| 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 | Lying Accuser |
| A captured thief may accuse the character of putting him up to the theft; an abandoned mother may accuse the hero of fathering the child; a reputable witness (working for the Master Villain) may accuse the hero of a murder or robbery. The hero shouldn't know what he's accused of until he's hauled in by the authorities. | |
| 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 | 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 | 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 | Time Limit |
| Finally, the most obvious condition to place on an adventure is to give it a time limit. If the Master Villain is going to conclude his evil spell in only three days, and his citadel is three hard days' riding away, then the heroes are going to be on the go all throughout the adventure -- with little time to rest, plan, gather allies, or anything except get to where they're going. | |
| 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 | 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 | Heroes Must Work with Villain |
| If they have to work for the villain, it's due to some hold he has over them -- probably, he's kidnapped one of their NPCs and will kill this person if his demands aren't met. Put the heroes through the encounter where they have to do something they are loathe to do, such as sack and pillage a temple, before they have the opportunity to retrieve their friend. |
Based upon tables from the Dungeon Master's Design Kit by TSR, Inc.