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 | Gain Money |
The heroes are intent on acquiring a fee or treasure. If it's a fee, you may wish to roll again on this page to learn the patron's goal. If it's a treasure, pay attention to the Settings section, which will dictate where the treasure is, if not who owns it. | |
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 | Divine Retribution |
Here, the heroes' goal has been to alert the gods that the Master Villain threatens them or their plans; in the last scenes of the adventure, as our heroes face an overwhelming enemy force, the gods bring down their divine retribution on the villain, causing a massive earthquake, tidal wave, lightning storm, or flood of monsters. This is all well and good, but the heroes are too close and must escape the fringe effects of this awesome disaster. A variant on this is the Natural Disaster. No gods are actually involved, but the Master Villain has been tampering with the delicate forces of nature. He may, for instance, have been powering his master spell with the energies of a volcano. When the heroes attack the scene of his spellcasting, the spell goes out of control and so does the volcano. The villain is consumed in the eruption and the heroes must escape or be consumed themselves. | |
General Setting | Torturous Terrain |
The adventure takes place in some sort of unsettled, uncivilized, dangerous terrain; in action stories, the desert and jungle work best; choose one of those two or decide on a setting that is similarly dangerous and exotic. | |
Specific Setting I | Tavern/Inn |
This is a classic fantasy setting, the residence of travelling heroes and the home of the tavern brawl. | |
Specific Setting II | Demi-human Community |
In wilderness areas, this will be a large community of demi-humans -- elves, dwarves, halflings, whatever -- or intelligent nonhumans such as orcs. If your action is taking place in a city, this could be a hidden community (such as a secret underground dwarf community) or a section of the city inhabited mostly by demi-humans. | |
Master Villain | Corruptor |
The Corruptor is the villain who wants to make something nasty out of something that is currently nice. He may be working on a small scale -- i.e., wish to corrupt one character or a few characters, particularly PCs and their favorite NPCs. Alternatively, he may be a big-scale villain trying to change an entire city or nation into a jaded, debased pit of sin, hatred and death. | |
Minor Villain I | 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. | |
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 | Romantic Loony |
Somewhere, the heroes bump into a lunatic who falls immediately in love with a player-character and won't leave him or her alone. This character may be a love-smitten village lass or nebbishy adventurer. Whatever the origin, this character must be hopelessly in love with the character but have some trait which keeps the character from reciprocating; perhaps the loony is too plain, too crazed, or too stupid. Whatever, he or she really is sincere in his affection for the character. | |
Monster Encounter | 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. | |
Character Encounter | Press Gang |
In any port city, the heroes, in a tavern or hostel, may find themselves set upon by ruffians employed by the city; these ruffians use clubs and strike to subdue. If the heroes fight and beat the ruffians, they find themselves wanted by the law for assaulting officers of the peace. And if they fight and lose, they wake up to find themselves sailors, headed far away from their quest! Now they must decide whether they're going to jump ship, mutiny, or just settle down toa few years of seafaring life. | |
Deathtrap | Rock and a Hard Place |
This trap starts out as an Animal Pit, Pit and the Pendulum, or Tomb Deathtrap, but an obvious escape suggests itself very early on. Trouble is, it leads into even worse danger. The hole out of the animal pit may lead to the lair of an even worse animal; it may lead through a succession of dangers (collapsing old catacombs, into an underground river, into a den of zombies) before the heroes reach the light. | |
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 | Innocent Fulfills Prophecy |
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. | |
Secret Weakness | Love |
The Master Villain possesses the "weakness" of genuine affection or love -- probably for some NPC, though it could be very intriguing if the object of his affections is a player-character. The heroes can then defeat the villain by holding his loved one hostage, or proving that his loved one will be seriously harmed, betrayed, or killed if the villain keeps up with his activity. | |
Special Condition | Omnipresent Observer |
If a wizard, demigod or god has forced the heroes to undertake this quest, he may be with them continually -- in spirit. He can't help them, but does magically watch everything they do. And when they do something he doesn't like, he tells them about it -- loudly and nastily. (This is distressing when they're trying to break into a fortress or sneak through enemy lines.) | |
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 | 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 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. | |
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.