#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 | Retrieve Item |
| This goal is like the Rescue, except the victim is an inanimate object. This item may be an artifact, a paper containing evidence against a character or patron, an antidote needed to save another NPC or palyer character, or just some item of sentimental value -- an item which one NPC hires the characters to steal from another NPC. | |
| 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 | Alternate Plane |
| Most of the story takes place in an alternate dimension; this implies that either the PCs or the villains, or both, have magic powerful enough to bridge the dimensional barrier, or that the PCs stumble across some dimensional portal. | |
| Specific Setting I | 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. | |
| 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 | Organizer |
| This Master Villain is the head of the local criminal syndicate -- the Thieve's Guild or slaver ring, for instance. He's cold-hearted and unsympathetic, and human life means nothing to him. He employs assassins and musclemen against the heroes, and can only be reasoned with when it's going to profit him more to cooperate with the heroes than kill them. | |
| 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 | Inquisitor |
| This villain is the one who interrogates the heroes and NPCs captured by the villains. He accompanies the other Minor Villain out into the field and works on anyone captured; he enjoys inflicting pain and suffering. | |
| Ally/Neutral | Hero Worshipper |
| Some youth -- an urchin, a brother or sister of one of the heroes, or a child run away from home -- hooks up with the heroes, following them wherever they go, being admiring, talking to everyone (neutrals and villains included) about how wonderful and powerful the heroes are. | |
| 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 | Coliseum |
| If it's appropriate, you can have the heroes captured by the local authorities -- particularly when they're in an exotic land, lost world, or whatever -- and have them armed with gladiatorial gear and dropped into a coliseum for the entertainment of the locals. (Note that this works much better with fighting-type heroes than spellcasters.) | |
| 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 | Innocent Fulfills Prophecy |
| An innocent could fulfill a prophecy -- one which endangers his/her life. This innocent might, for instance, be the one who is supposed to slay the king, but is not a mighty adventurer able to protect himself from the king; the heroes may find themselves sheltering and helping this poor dupe. | |
| Secret Weakness | Element |
| The Master Villain can be banished, dispelled, killed, or otherwise defeated by some of element or item. The Master Villain tries to get rid of all the examples of this element in his vicinity; he doesn't let his minions carry it or bring it into his presence. But he's not stupid; he doesn't announce to the world what his weakness is. He tries to hide his concern within another command. If he's allergic to red roses, for instance, he orders all "things of beauty" destroyed within miles of his abode. | |
| Special Condition | Magic Doesn't Work Right |
| If the adventure is taking place on an alternate plane, then that plane's magic works oddly or not at all. (A spellcaster will find that just making himself useful is a challenge when none of his spells works.) | |
| Moral Quandry | Saving Quandry |
| Finally, another classic quandry puts the heroes in the position of choosing between a grand opportunity to hurt the Master Villain -- or saving the lives of a number of individuals. | |
| Red Herring | Artifact that Doesn't Work |
| Often, epic quests against powerful Master Villains require that the heroes find some legendary artifact, the only object which can defeat the villain. If your heroes have had no trouble getting to the artifact -- they've effortlessly sliced through every obstacle you've put in their path and are confidently advancing on the resting place of the magical item -- you can have it not work. | |
| 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.