Adventure 312
Adventure 312
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
Revenge
In this adventure, some villain has so offended one or more of the characters that he cannot be suffered to live.
(Alternatively, the injured party could hire the characters to avenge his honor.) The villain must be found or
otherwise gotten at, setting up the final duel or showdown between villain and characters.
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.
Dying Delivery
On some occassion when the hero is out wandering the streets or is otherwise all alone, a dying man bumbs into
him, hands him something, says a few words, and dies.
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.
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.
Hero's Home Town
The action takes the heroes back to the home territory of one of them. Note that this usually means that this hero's
family or old friends are deeply involved in the adventure.
Magical Lake
This is the acquatic equivalent of the Legendary Forest, here beautiful and glistening, there treacherous and
dangerous, filled with water-breathing magical folk.
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.
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.
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.
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.
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.
Ravager
This is another classic monster encounter; the monster which is bedeviling a community or local area and will
continue to do so unless the heroes destroy or defeat it. Yes, this is similar to the Master Villain of the same name,
but the Ravager usually has no master plan -- it just wants to kill, destroy, or eat.
Thief
Character
Encounter
At some point in their adventure, the heroes have a run-in with thieves.
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
Deathtrap
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.
Aerial
The heroes could be riding pegasi or friendly griffons or allied great eagles; the villains could be carried aloft by
Chase
gargoyles or demons. The prospect of taking a mile-long fall if one's mount is hit is a very daunting and
challenging one for the hero.
Hero Fulfills Prophecy
Omen/Prophesy 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.
Element
The Master Villain can be banished, dispelled, killed, or otherwise defeated by some of element or item. The
Secret Weakness 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.
No Weapons Allowed
Special
At some point in the story, the heroes must surrender their weapons. Perhaps they're visiting some quarter of the
Condition
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.
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.
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
Red Herring 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.
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.
Based on tables from the Dungeon Master's Design Kit by TSR, Inc.