#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 | Protect Endangered NPC(s) |
| One or more NPCs are in danger, and the characters must protect them. They might be doing this for a reward, or because one or more of the NPCs is a friend or relative of the character. You need to decide what the characters are protecting the NPCs from. The NPC might be a wealthy or powerful person being sought by assassins or kidnappers. The NPC might be a whole village of peasants who are being terrorized by a bandit chieftan. | |
| Story Hook | Missing Memories |
| One or more of the PCs wakes up with no memory of the recent past, and now they find themselves in some kind of trouble they don't understand. The PCs must find the reason for the memory lapse, and solve any problems they uncover in the meantime. | |
| 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 | Divine Retribution |
| Here, the heroes' goal has been to alert the gods that the Master Villain threatens them or their plans; in the last scenes of the adventure, as our heroes face an overwhelming enemy force, the gods bring down their divine retribution on the villain, causing a massive earthquake, tidal wave, lightning storm, or flood of monsters. This is all well and good, but the heroes are too close and must escape the fringe effects of this awesome disaster. A variant on this is the Natural Disaster. No gods are actually involved, but the Master Villain has been tampering with the delicate forces of nature. He may, for instance, have been powering his master spell with the energies of a volcano. When the heroes attack the scene of his spellcasting, the spell goes out of control and so does the volcano. The villain is consumed in the eruption and the heroes must escape or be consumed themselves. | |
| 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 | Military Encampment |
| This is best used in an episode involving warfare; it could be the good-guy army's encampment, from which the heroes launch their adventures, or the villains' encampment, in which case the heroes might have to sneak in on a mission or escape from it if they're captured. | |
| Specific Setting II | Temple/Church |
| This can be either the church of some lofty and good diety, or the dark and grisly temple of some horrid deity (doubtless filled with evil soldiers and monsters), or even the temple that the madman villain has dedicated to himself for when he becomes a god. | |
| 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 | 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 | 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 | Talkative Barkeep |
| This classic encounter is the garrulous innkeeper who has information the characters want; trouble is, they'll have to bribe him to get it, or agree to stay at his inn, or buy a lavish meal, or listen to his incessant stories about his career in the army, or whatever. | |
| 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 | 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 | Endurance |
| The Endurance Chase is not some sort of climactic chase -- it's a rugged, tiring, persistent pursuit that tests the characters to their limits. In this chase, the heroes and villains are pursuing one another across a lot of territory and they're not catching up with one another very fast. This may be a horseback pursuit across a hundred miles of savannah, a camel chase across several days' worth of desert, or a chase across arctic tundra. | |
| 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 | 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 | 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 | Honor Quandry |
| You want to use this on the character with the most strongly developed sense of personal honor -- someone who has lived all his life by a strict code. Toward the end of the adventure, this character realizes that the best way to defeat the Master Villain is a violation of that code. For instance, the character might be a paladin, who discovers that the only possible way for the heroes to defeat the Master Villain is to sneak up on him and stab him in the back. | |
| 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 | 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.