#StandWithUkraine 🇺🇦
| Theme | Romance |
| This sort of adventure (rarely played, but worthwhile anyway) has as its central plot the romance between two characters, usually a player-character and an NPC. | |
| Goal | Escape |
| Early in the adventure, the heroes are captured. The remainder of the adventure consists of them learning enough so that they can escape. They have to get to know their fellow prisoners, learn the prison's routine, inventory their possessions, acquire other possessions they need, plan an escape, and execute it. | |
| 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 | 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 | Bloody Battle |
| This is the best Climax for an adventure involving the clash of mighty armies -- or for any adventure where, toward the end, the Master Villain and a large body of minions confront the heroes and their own troops. This finale is characterized by a monstrous clash between the two forces, with the heroes chewing through the enemy ranks to get at the Master Villain and his elite guards. It's strenuous, exciting, and classically simple. | |
| General Setting | On the Sea |
| Most of the action occurs on the sea -- the heroes are shipborne for some reason, docking in lots of ports. Again, this is good for adventures where the heroes are investigating clues left all over the map, are part of some trading enterprise, or are being pursued by villains. | |
| Specific Setting I | Caves of Magical Folk |
| These can be either beautiful, glittering homes of gorgeous magical peoples, or the dank and terrifying lairs of horrible monsters. | |
| 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 | 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. | |
| 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 | Villain Ally |
| For some reason, the heroes find themselves in the company of a villain. Perhaps he's a minion of this adventure's master villain; he may be guiding the heroes to wherever they must leave a ransom, or, if the master villain is forcing the heroes to perform some mission, this villain ally is along to make sure they do it right. Whatever the reason, he's competent, unpredictable, and out for himself. | |
| 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 | New Enemy |
| In the course of his ordinary activies, one of the heroes can make a New Enemy. Hurrying along the street, he can bump into a disagreeable fighter for whom an apology isn't enough; in a tavern, he can make some innocuous remark that you deliberately have the irritable fellow misconstrue as an insult. The New Enemy will only exchange heated words with the hero at this point, but will appear again later in the adventure and will eventually have to fight the hero. | |
| Deathtrap | Animal Pit |
| This is a classic trap of the adventure genre: The heroes (perhaps just one hero) are dropped into a pit filled with dangerous animals -- snakes, lions, bears, whatever. They must either fight the beasts or delay them until they can escape -- climb back out, open a secret door, break down a wall, have a rope lowered by friends above, etc. | |
| 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 | Hero Fulfills Prophecy |
| This is the most useful sort of prophecy. In the early part of the adventure, one of the heroes discovers that he fulfills some ancient prophecy. | |
| 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 | No Lawbreaking |
| For some reason, at one point in the story, the heroes cannot allow themselves to break the law -- even when it would help them greatly to do so. For instance, the heroes may be asking for the help of a king whose word is law and whose power is immense. When they arrive for their audience, an emissary of the Master Villain is making a similar plea for help. If the heroes attack and kill that emissary, they will lose any chance at the king's help -- in fact, he may order their execution. | |
| 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 | 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.