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Adventure #124

Theme

Goal

Story Hook

Plot

Climax

General Setting

Specific Setting
I
Specific Setting
II

Master Villain

Minor Villain I

Minor Villain II

Ally/Neutral

Monster
Encounter

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.
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.
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.
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.
Scattered Duels
In this climax, the heroes have gotten to the end of their quest -- they may have broken into, sneaked into, or
escaped from imprisonment within the villain's citadel, or have marched into the little town where the villain is
holed up -- and they become separated. You can separate them by having traps and tricks break the party apart, by
having them see two or three things they must resolve (such as danger to innocents or the appearance of minion
villains) pop up simultaneously; they'll have to run in all directions at the same time or suffer failure. Once the party
is broken down into bite-sized chunks, you confront each individual or small group with the enemy or enemies he
most deserves to face -- his personal enemy, the monster which defeated him before, etc. -- for a grand series of
climactic duels.
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.
Craftsman's Quarter
This can occur in either the shop of the master craftsman of a palace or manor, or the guild-area of a city.
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.
Conqueror
This character is moving his army in to take over; that's what he lives for. He's been the enemy of your characters'
nation's ruler, and has launched a full-scale invasion of your characters' favorite nation. The heroes have to beat their
way through or elude his hordes of soldiers in order to get at him; better yet, they might lead their own nation's
troops against his and outthink him in military fashion.
Chief Assassin
The Chief Assassin is the favorite killer of the Master Villain. The Assassin works mostly in the field, first killing
witnesses who might prove harmful to his master, then zeroing in on the player-characters. He usually meets his end
before the adventure's climax, but he may taken one of the heroes down with him.
Childhood Friend with a Dark Secret
This Minor Villain is like the character of the same name from the Allies and Neutrals section. However, the heroes
find out early on that he's really working for the Master Villain. He may not wish to be helping the villains; his
family may be held hostage, or he may just be too frightened of the villain or otherwise weak-willed to refuse.
Alternatively, he could actually be evil now.
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.
King Beast
At some point in their adventure, the heroes run across a King Beast -- some enormous, intelligent monster (which

speaks the Common tongue) which is the leader of its species. Perhaps it needs help; if the heroes help it they'll earn
themselves a favor which the King Beast will repay at some later time in the adventure. Perhaps the heroes are in
deadly danger and need help; the King Beast can be persuaded to help, but only in return for a deed or favor in the
future.
Inquisitive Official
Some local authority has noticed the characters' presence and it makes her curious. She snoops around asking
Character
questions all the time. She may be a city guardsman or special agent of the ruler, but (functionally) she's a police
Encounter
lieutenant, asking the rong questions at the wrong time; the heroes have to work around her, sneaking where
normally they'd be able to work in the open.
Mutually Assured Destruction
In this very nasty deathtrap, the heroes are bound up in such a manner that any one of them may get free of his
Deathtrap
bonds -- but when he does, all his friends perish. Obviously, the heroes' task is to find some way for everyone to get
out alive. Perhaps an intricate series of cooperative rope-cutting will defuse the trap; perhaps a coordinated
maneuver will get everyone free as the trap is being sprung.
Water
Don't
forget the water chase: Whether it's a battle of seamanship between naval vessels, a chase of rafts toward the
Chase
inevitable waterfall ahead, a contest of canoeing ability, or a chase between the villain and his giant shark vs. the
heroes and their dolphin friends, the water chase can be a distinctive and dramatic one.
Innocent Fulfills Prophecy
Omen/Prophesy An innocent could fulfill a prophecy -- one which endangers his/her life. This innocent might, for instance, be the
one who is supposed to slay the king, but is not a mighty adventurer able to protect himself from the king; the heroes
may find themselves sheltering and helping this poor dupe.
Lack of Familiarity
Secret Weakness 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.
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
Special
to
conclude
his evil spell in only three days, and his citadel is three hard days' riding away, then the heroes are going
Condition
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.
Friend Quandry
Moral Quandry
At a critical point in the story, one of the campaign's NPCs makes an impossible demand of one of the heroes.
Extraneous Details
Red Herring 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.
Mission is a Ruse
Cruel Trick In the course of their adventuring, the heroes discover they have been tricked into performing a mission which helps
the Master Villain.

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