#StandWithUkraine 🇺🇦
| Theme | Espionage |
| Espionage adventures are active, grim scenarios involving spying and perhaps other cloak-and-dagger deeds such as assassination or rescue. | |
| Goal | Survive Environment |
| The characters could end up in a hostile environment which they must cross -- a desert, a jungle, or other hostile setting. In the course of the adventure they'll need to find food and water, resist the elements, and perhaps fight off attacks of the natives. | |
| Story Hook | Better Late than Never |
| Some bad guys have arrived and done some bad guy things. The PCs were none the wiser. The bad guys have now made good their escape, and the PCs have caught wind of it in time to chase them down before they make it back to their lair, their home nation, behind enemy lines, etc. | |
| 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 | Chase to Ground |
| First, you have the Heroes Chasing the Villain. The villain, after a series of encounters with the heroes, is running to safety, to some place where he can acquire more power, or to somehwere he can accomplish some dread purpose such as assassination or mass murder. The heroes chase him, have to deal with the obstacles he leaves behind, and finally catch up to him before or just as he reaches his goal. Here, we have the final duel between the villains forces and the heroes. Second, you have the Villain Chasing the Heroes. Often, in a story like this, the heroes have found out how to defeat the villain -- such as getting to a particular temple and conducting a particular ritual. The villain chases them all through their quest, catching up to them just as they're commenciing their ritual; they must, with heroic effort, conclude the ritual while suffering his attacks. Third, you have the Master Villain's Sudden Escape Attempt. This takes place in adventures where the Master Villain's identity is unknown until the end. His identity is revealed and he makes a sudden bolt for freedom; the heroes give chase. This usually results in a dangerous foot-chase through nasty terrain -- such as across rooftops, through the dungeons, or across an active battlefield. | |
| General Setting | On the Road |
| Most of the adventure takes place on the road, as the heroes are travelling from place to place. This is especially good for adventures where heroes are investigating a wide-ranging mystery, are part of a caravan, or are being pursued by loathesome villains. | |
| Specific Setting I | Classic Dungeon |
| This would be the standard monster-filled labyrinth; perhaps it's a nesting ground for the master villain's monster troops. | |
| Specific Setting II | 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. | |
| 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 | 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 | 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 | Powerful Tester |
| Here, some powerful, intelligent monster with shapechanging ability turns into a human form. When the heroes encounter him, he is in need of help or having trouble. He also obviously can't reward the heroes for their help, and will only serve to slow the heroes down from their quest. If the heroes help him anyway, the Powerful Tester reveals himself in his true form and offers to aid the heroes in their quest. | |
| Character Encounter | Truthful Accuser |
| This encounter is like the Lying Accuser except that the accuser is telling the truth. Dig through your characters' pasts, uncover a misdeed or two, and, when the heroes are at a critical point in their adventure, confront them with someone they actually have wronged. This person has found them and appealed to sympathetic local authorities. The heroes will have to make good or have the authorities on their backs for some time to come. | |
| Deathtrap | Stampede |
| Should the heroes ever cross plains or prairies, their villainous enemies may wish to stampede a herd of large animals at them. Alternatively, beasts in the forest may be stampeded by fires set by the villains; in this case, it will not be one sort of animal charging through, but a mixture of terrified forest animals, from the smallest fox-cub to the largest bear. | |
| 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 | 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 | 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 | Villain Accompanies Party |
| In this distressing situation, the Master Villain, in disguise or his secret identity, accompanies the heroes for much of their quest. He gets to know them, learns their strengths and weaknesses, learns their plans, and just as soon as it's most efficient for him, he thwarts their current plans and leaves. Alternatively, the Master Villain might be with the heroes all along, up to the very end; the heroes know that one of their companions is the villain, and the whole thrust of the story is finding out who he is. This is the whole purpose of most Mystery-type adventures. |
Based upon tables from the Dungeon Master's Design Kit by TSR, Inc.