#StandWithUkraine 🇺🇦
| Theme | Action/Adventure |
| This is the most common and straightforward sort of adventure there is. In the Action/Adventure scenario, you present your characters with a task and then confront them with obstacles to overcome in order to accomplish the task successfully. | |
| Goal | Win War |
| In this adventure or set of adventures, the characters become part of an army -- a force assaulting another kingdom, perhaps, or an army defending one realm from another. | |
| 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 | 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 | 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 | Legendary Forest |
| This classic adventure site is the sometimes dark and fearsom, sometimes light and cheerful, always magical and incomprehensible forest inhabited by the oldest elven trives and most terrifying monsters. | |
| 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 | 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. | |
| 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 | Congenial Madman |
| This fellow is a pleasant, happy lunatic whom the heroes encounter; after the initial encounter, he follows them wherever they go, commenting on their plans, behaving strangely, getting underfoot, and -- very occassionally -- proving to be a real help. | |
| 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 | Bandit Gang |
| When the heroes are en route from one place to another, have them run across one of the local bandit gangs. The bandits are faster and far more numerous than the heroes. But the bandits stay back. Basically, they're bandits who admire courage and prowess, and the bandit leader will challenge one or all of the heroes to a test of bravery or ability -- such as a horserace, a duel, a wrestling match, a joust, an arm-wrestling match where scorpions sting the loser, etc. | |
| Deathtrap | Framed |
| One or more of the heroes is accused and convicted of a capital crime -- one for which the mandatory punishment is death. The heroes must escape or die, and they're escaping from the well-built, well-protected prison of the local authorities. | |
| 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 | Birthmark |
| One of the heroes has a birthmark that pertains to the adventure in some way. He may have a birthmark identical to some NPC -- for instance, some person endangered by the Master Villain. This mystery can give the hero his reason to become involved. Alternatively, his birthmark may mark him as a hero fulfilling some ancient prophecy. | |
| Secret Weakness | Lack of Familiarity |
| The Master Villain, if he comes from the past or another dimension, or belongs to an alien race, might be sufficiently unfamiliar with this world that he essentially defeats himself. How? By making incorrect guesses about human behaviour. One classic error involves underestimating the human capacity for self-sacrifice. | |
| Special Condition | No Weapons Allowed |
| At some point in the story, the heroes must surrender their weapons. Perhaps they're visiting some quarter of the city where weapons are not allowed; or a particularly peace-loving temple. In any case, once they're there, they are attacked by enemies belonging to the Master Villain. | |
| 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 | Loony who Has It Wrong |
| You can have the heroes "aided" by a so-called expert who is actually a lunatic who doesn't know anything about what he's talking about. Once he's led the heroes off to some remote part of the continent, his evasive answers and bizarre behaviour will alert them that he really doesn't know anything about what he's pretended to be an expert on. | |
| 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.