#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 | Missing Memories |
| One or more of the PCs wakes up with no memory of the recent past, and now they find themselves in some kind of trouble they don't understand. The PCs must find the reason for the memory lapse, and solve any problems they uncover in the meantime. | |
| 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 | Throne Room Duel |
| This is set up much like the Scattered Duels, except that you don't separate the heroes. It's harder to control whom fights who in this situation... but if it doesn't matter who has the final duel with the Master Villain, this is a classic climax choice. | |
| 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 | Catacombs |
| These can be catacombs beneath a living city or a ruined one; they can be long-forgotten or still in use. | |
| Specific Setting II | Laboratory |
| This can be alchemical lab of a friendly wizard, or the horrible experimental chamber of the villain where new monsters are created and relased upon the world. | |
| 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 | 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 | 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. | |
| Ally/Neutral | Absent-Minded Expert |
| The characters find they need an expert in some fields -- pottery, alchemy, whatever -- but all they can find is a somewhat daffy and absent-minded master of that subject. He's useful when around his subject matter, but otherwise absent-minded, incautions, in frequent need of rescuing, etc. | |
| Monster Encounter | Beast Amok |
| Some time when the heroes are in a village or city, an animal, probably an otherwise tame or captured beast, is set loose by the villain's minions or driven mad by the Master Villain. The beast goes berserk in the crowds; if the heroes aren't inclined to capture or kill it, it goes after them. | |
| Character Encounter | Mean Drunk |
| The Mean Drunk works much like the Belligerent Soldier except that he's not as tough, is of course drunk, and is usually accompanied by other Mean Drunks. | |
| Deathtrap | Pit and the Pendulum |
| Actually, we're applying this term to any of many time-delay deathtraps. In this sort of trap, the villains capture the heroes and place them in a trap which will soon kill them -- it operates on a delay, often based on a timing device or a burning fuse. | |
| Chase | Footrace |
| The chase involves the characters on foot, probably through such terrain as city streets or the corridors of a palace. One hero may realize that the's being pursued by a party of enemies and choose to run for it; the heroes may have caught up to the Master Villain, prompting him to run for his life. | |
| Omen/Prophesy | Totem Animal |
| If a hero has an animal which is his totem, he may see the animal engaged in a fight to the death with another animal -- one which, coincidentally, is the totem of one of the villains. How his totem defeats the other -- or is defeated by it -- gives the hero some clues as how to fight his actual opponent when the time comes. | |
| 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 | 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 | Friend Quandry |
| At a critical point in the story, one of the campaign's NPCs makes an impossible demand of one of the heroes. | |
| Red Herring | Extraneous Details |
| When giving the heroes details on their enemy -- for instance, details they are learning from investigations and readings -- you can give them just a few details too many. This may prompt the heroes to investigate the "extra" (i.e., irrelevant) details in addition to the relevant onces, thus losing them valuable time. | |
| Cruel Trick | Mission is a Ruse |
| In the course of their adventuring, the heroes discover they have been tricked into performing a mission which helps the Master Villain. |
Based upon tables from the Dungeon Master's Design Kit by TSR, Inc.