#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 | Settle a Debt |
| A player character may find himself in the position of needing to settle a debt. He could gamble away all his money and need to raise some more to repay the gambling house before its enforcers come for him. On a more personal level, the character may need to settle a debt of either money or honor that he owes to an NPC. | |
| Story Hook | Legend and Rumor |
| In this classic story hook, the hero stumbles across some new or long-forgotten knowledge that promises great treasure or gain. | |
| Plot | Series of Villains |
| This is a very dramatic plot, and very well-suited to oriental campaigns. In it, the heroes have undertaken a quest, usually the finding and defeat of the Master Villain. They may have to travel to his citadel, or head off in another direction to find some artifact capable of defeating him, or run away from pursuing villains until they can figure out what's going on. All along their route, they are set upon by villains -- each villain has a name and distinct personality, and each encounter is life-or-death for the heroes and villains; the villain never escapes to safety if the tide turns against him, he fights unto death. | |
| 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 | 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 | Palace of the King |
| The heroes could be here for many, many different reasons: Trying to get a favor from the ruler, part of some nobleman's retinue, members of the palace guard, sneaking in to save the ruler from assassins, sneaking in to assassinate the ruler, thrown into the dungeon for crimes they did or didn't commit, etc. | |
| Specific Setting II | Shacktown of the Oppressed |
| Part of the action centers around the tenements or shacks of the worst part of town; perhaps an allied NPC lives here or the characters are fugitives hiding out in the nasty part of town. | |
| Master Villain | Sufferer |
| This Master Villain disguises himself as some other sort of villain. Long ago, he was given an ugly curse -- he longs for death but can never die unless slain by heroes unaware of his curse. (Naturally, the way the curse works, he has to defend himself when attacked by the heroes.) So this villain works hard to make sure the best heroes in the world have sufficient cause to want to come and kill him. He'll insult them, ruin them, kidnap or murder their loved ones, whatever it takes to bring them against him. Often, he can only die -- his curse can only be undone -- in one specific holy place, so he'll have to lure the heroes to that place to face him. If the heroes are doing research on the villain all this time, they may find out his secret, leading to a sad and painful end to the episode as the unkillable villain has to leave and find someone new to kill him. | |
| Minor Villain I | Lovable Rogue |
| This character is like the Master Villain of the same name, except that he has no minions of his own and serves at someone else's bidding. However, he's very independent, not always working in his employer's best interests; he often makes fun of the Master Villain's pretensions and may suffer that villain's retaliation because of it. | |
| Minor Villain II | Mistress with a Heart of Gold |
| This character is much like the "Lover or Daughter of Villain" type of Mystery Woman from the Story Hooks section. In this case, she usually accompanies the Master Villain, but sometimes goes on missions of her own, where she runs into and develops affection for one of the player-characters. | |
| Ally/Neutral | Merry Minstrel |
| This character follows the heroes in order that he might find inspiration for his song and storytelling. He can't be shut up; he sings all the day long and into the night, is a showoff before crowds, and is far too noisy for a party trying to remain unobserved. | |
| Monster Encounter | Ravager |
| This is another classic monster encounter; the monster which is bedeviling a community or local area and will continue to do so unless the heroes destroy or defeat it. Yes, this is similar to the Master Villain of the same name, but the Ravager usually has no master plan -- it just wants to kill, destroy, or eat. | |
| 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 | Demolition Zone |
| In this classic deathtrap, the heroes are placed (usually bound and weaponless) in some building or area just as it's due to be destroyed. | |
| 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 | Reincarnation |
| The hero, seeing the portrait of some long-dead nobleman, may be surprised to see his own face staring back at him. All evidence points to the fact that our hero is the reincarnation of this person, and the Master Villain may desire to destroy any trace of that nobleman's existence. Just as appropriately, this long-dead nobleman may have died after making some important choice -- such as choosing love over career or career over friends; and the choice he faced is identical to the one the hero now faces. Will our hero defy the prophecy and choose as he did in a previous life, or will he choose the other option and see what happens? | |
| Secret Weakness | Love |
| The Master Villain possesses the "weakness" of genuine affection or love -- probably for some NPC, though it could be very intriguing if the object of his affections is a player-character. The heroes can then defeat the villain by holding his loved one hostage, or proving that his loved one will be seriously harmed, betrayed, or killed if the villain keeps up with his activity. | |
| 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 | 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 | 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 | 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.