#StandWithUkraine 🇺🇦
| Theme | Horror |
| This type of adventure is designed to scare both the characters and the players. Just having a monster attack is not enough for a horror theme; the monster must first frighten the characters. | |
| Goal | Explore a New Area |
| The heroes are hired or convinced to enter an unmapped area and explore it. They may be making a map; they may be trying to find someone who disappeared into this area in the past; they may be following legends that tell of treasure in the unexplored interior. | |
| Story Hook | Pressing Buttons |
| As a general story-hook approach, think about the player-character -- his personal goals and his personal dislikes. If the hero is pursuing a specific goal, you have one of the minor villains, as a side-effect of the villain's master plan, thwart the hero's latest step towards that goal. Alternatively, if there's something the hero truly hates to see, have it happen -- and have the villains be responsible. | |
| 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 | Throne Room Duel |
| This is set up much like the Scattered Duels, except that you don't separate the heroes. It's harder to control whom fights who in this situation... but if it doesn't matter who has the final duel with the Master Villain, this is a classic climax choice. | |
| General Setting | Torturous Terrain |
| The adventure takes place in some sort of unsettled, uncivilized, dangerous terrain; in action stories, the desert and jungle work best; choose one of those two or decide on a setting that is similarly dangerous and exotic. | |
| 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 | 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 | Lovable Rogue |
| This Master Villain isn't really evil -- he's just chaotic and fun. Cheerful bandits in the forest who rob from the rich and give to the poor, singing and rope-swinging pirate kings, and romantic, sophisticated duellists all belong to the category of the Lovable Rogue. Often, the Rogue will not be behind the nastiness the heroes are encountering; he may be in competition with them for the prize they're seeking. Often the heroes and the Rogue (and his minions) will have to team up to succeed at their task. Just as often, the Rogue will try to get away with the whole treasure. | |
| Minor Villain I | 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. | |
| Minor Villain II | 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. | |
| Ally/Neutral | Grumpy Old Professional |
| Again, the heroes need an expert in a certain field -- this time a craft or art, such as blacksmithing, engineering, horse-training, or whatever. The only or best professional they can find is an aged expert. He's grumpy, cranky, and sharp-tongued; he constantly complains about the food, the weather, his companions, the decline in skill of his co-workers since he was a young man, the road conditions, the rotten pay he's receiving, and so on. | |
| 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 | Avalanche |
| This is an outdoors trap. Some time when the heroes are in a narrow canyon or gorge, or are on a snow-covered mountain, their enemies can arrange to dump an avalanche upon them (rocks and boulders in the first instance, snow in the second). | |
| 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 | Comet's Progress |
| Events during the adventure may be enlivened by a large and menacing comet which appears in the night sky for several days during the scenario; the locals take it for an omen of doom. The comet may be the result of magic being used by the Master Villain, or the comet's appearance can pertain to an old legend involving the Master Villain. | |
| 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 | 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.