#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 | 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 | Dying Delivery |
| On some occassion when the hero is out wandering the streets or is otherwise all alone, a dying man bumbs into him, hands him something, says a few words, and dies. | |
| 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 | 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 | Exotic Distant Land |
| The adventure will take the heroes to some fascinating and exotic distant country, where they'll have to cope with new customs, monsters unfamiliar to them, and very colorful NPC encounters; choose one of the more fascinating foreign lands from your campaign world. | |
| Specific Setting I | Craftsman's Quarter |
| This can occur in either the shop of the master craftsman of a palace or manor, or the guild-area of a city. | |
| Specific Setting II | Madman's Fortress |
| This is the citadel of a major enemy: Strong, unassailable, filled with soldiers and monsters, lined with secret passages and deathtraps; not a wholesome place for adventurers to spend their time. | |
| Master Villain | Zealot |
| This villain is like the Conqueror, but he's not trying to conquer to own; he's trying to purge the world of something he feels is pure evil (another religion, a human, demi-human, or nonhuman race of sentient beings, a custom). He operates just like the Conqueror, enslaving or killing all those who belong to the "wrong" race or philosophy. | |
| Minor Villain I | 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. | |
| 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 | Arrogant Snob |
| For some reason, the heroes have to accompany or escort an arrogant nobleman or craftsmaster. They can't afford to abandon or kill this person; he or she may be their employer, an expert on the place they're going to, one of their relatives, or a relative of the royal family. And this person makes their life hell with sniping comments, haughtiness, and other unbearable traits. | |
| Monster Encounter | Beast Amok |
| Some time when the heroes are in a village or city, an animal, probably an otherwise tame or captured beast, is set loose by the villain's minions or driven mad by the Master Villain. The beast goes berserk in the crowds; if the heroes aren't inclined to capture or kill it, it goes after them. | |
| Character Encounter | Mean Drunk |
| The Mean Drunk works much like the Belligerent Soldier except that he's not as tough, is of course drunk, and is usually accompanied by other Mean Drunks. | |
| Deathtrap | Mutually Assured Destruction |
| In this very nasty deathtrap, the heroes are bound up in such a manner that any one of them may get free of his bonds -- but when he does, all his friends perish. Obviously, the heroes' task is to find some way for everyone to get out alive. Perhaps an intricate series of cooperative rope-cutting will defuse the trap; perhaps a coordinated maneuver will get everyone free as the trap is being sprung. | |
| Chase | Aerial |
| The heroes could be riding pegasi or friendly griffons or allied great eagles; the villains could be carried aloft by gargoyles or demons. The prospect of taking a mile-long fall if one's mount is hit is a very daunting and challenging one for the hero. | |
| Omen/Prophesy | Fortune Teller Predicts Doom |
| This is an ominous encounter: A fortune-teller predicts doom for one of the heroes, or for some community menaced by the Master Villain. Shortly after, some calamity should befall the hero: He can be attacked by an assassin, be in a building when it is struck by fire or an earthquake, or suffer other danger. Investigation of the events can then point the heroes toward the Master Villain as the event's instigator. | |
| Secret Weakness | Secret Embarrassment |
| Finally, the villain may have some aberration or secret shame that will force him to flee when he is confronted with it. It could be something as simple as the fact that his nose is too big, or that he is a small and nebbishly wizard pretending to be some vast, powerful demonic power. When his shame is revealed, he is too humiliated to continue; this is a good option for comedy adventures. | |
| 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 | 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 | Wanted by the Law |
| One final complication, one which occurs pretty frequently, is when the heroes are wanted by the law. When they're wanted by the law, they have to travel in secret and very limited in the resources they can acquire. |
Based upon tables from the Dungeon Master's Design Kit by TSR, Inc.