#StandWithUkraine 🇺🇦
| Theme | Comedy |
| This adventure is fun for fun's sake. Its basic purpose is to provide humorous entertainment with a minimum of actual danger or tragedy. | |
| Goal | Thwart Monstrous Plan |
| This is a classic fantasy-adventure plot: The characters learn of some horrible plan made by a monstrous enemy, and must thwart it before the kingdom is lost or the world is destroyed. This is an epic goal, and usually requires that the characters go to all sorts of places, rounding up allies and artifacts, before being strong enough to face their enemy. | |
| Story Hook | Not in Kansas |
| The PCs are minding their own business and find themselves transported to a strange place. They must figure out where they are, why they are there, and how to escape. | |
| Plot | Accumulation of Elements |
| In this sort of plot, the heroes have to go from place to place -- perhaps covering very little area like a city, perhaps roaming the known world -- and accumulate elements to be used against the Master Villain. These elements may be clues, pieces of an artifact, evidence, or allies. | |
| Climax | Prevented Deed |
| Here, the heroes have been defeated -- captured by the Master Villain, or so thoroughly cut up by his minions that all believe them to be dead. And the heroes have learned, from the bragging of the villain, loose talk of his minions, or examination of clues, what is the crucial event of his master plan. In any case, the battered and bruised heroes must race to this site and have their final confrontation with the villain, bursting in on him and his minions just as the knife or final word or key is poised, and prevent the awful deed from taking place -- and, incidentally, defeat the master villain and minions who beat them previously. | |
| 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 | Mansion of a Lord |
| This can be the home of a villain -- the characters may have to break in and rescue someone or steal evidence, or break out if they've been captured -- or of a heroic ally, in which case it may be used as the headquarters for the heroes' plans and activities. | |
| 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 | 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 | 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 | 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 | Tragic Fellow Hero |
| The heroes are in the company of some hero well-known to them; he may have been a companion or ally, or they may just know him by reputation. He is a tragic figure; he may have lost his family to the master villain, or lost his properties and titles, or be afflicted with a curse he cannot be rid of, or be committed to a quest he knows will take his life. He's dour, and gloomy, prophesying doom and having no fun at all. | |
| Monster Encounter | Foreshadowing Monster |
| With this monster encounter, combat may not be necessary. This monster encounter exists to alert the characters to the fact that something unusual is going on, a foreshadowing of their upcoming conflicts with the Master Villain. | |
| Character Encounter | Old Friend at the Wrong Time |
| When the heroes are trying to sneak through a guardpost, citadel, or city where they can't afford to be recognized, one of the characters' old friends recognizes him and loudly renews their acquaintance in full view of the guards looking for the characters. This usually leads to an exciting chase as the heroes must escape. | |
| 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 | 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 | Fortune Teller Predicts Doom |
| This is an ominous encounter: A fortune-teller predicts doom for one of the heroes, or for some community menaced by the Master Villain. Shortly after, some calamity should befall the hero: He can be attacked by an assassin, be in a building when it is struck by fire or an earthquake, or suffer other danger. Investigation of the events can then point the heroes toward the Master Villain as the event's instigator. | |
| Secret Weakness | Secret Embarrassment |
| Finally, the villain may have some aberration or secret shame that will force him to flee when he is confronted with it. It could be something as simple as the fact that his nose is too big, or that he is a small and nebbishly wizard pretending to be some vast, powerful demonic power. When his shame is revealed, he is too humiliated to continue; this is a good option for comedy adventures. | |
| Special Condition | Coping with a Curse |
| The curse might be making the hero progressively uglier, might be draining out his life-force (he's losing experience which will be retruned if he succeeds), or might be making him progressively insane. Each day, as he sees his reflection in a mirror or pond or fountain, he'll know himself to be less than he used to be. | |
| 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 | 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 | Heroes Must Work with Villain |
| If they have to work for the villain, it's due to some hold he has over them -- probably, he's kidnapped one of their NPCs and will kill this person if his demands aren't met. Put the heroes through the encounter where they have to do something they are loathe to do, such as sack and pillage a temple, before they have the opportunity to retrieve their friend. |
Based upon tables from the Dungeon Master's Design Kit by TSR, Inc.