| Theme | Espionage |
| Espionage adventures are active, grim scenarios involving spying and perhaps other cloak-and-dagger deeds such as assassination or rescue. | |
| 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 | Mystery Woman |
| Create an NPC "mystery woman" sure to be fascinating to your hero and have her keep appearing inexplicably in his life. As he becomes interested and investigates her, he keeps stumbling across the villain's plans and becomes inextricably mired in the plot. (For female player-characters, the Mystery Man is just as useful.) | |
| Plot | Geographic Progression |
| This is the simplest sort of adventure plot. The heroes have an area to investigate or travel through; they have encounters based on where they are. For instance, the traditional dungeon, where monsters are tied to specific rooms or areas. Or, if the heroes are travelling along a narrow valley or through an enchanted forest, they might suffer ambushes and other encounters fixed to various points along their travel plan. The plot, then, is getting to the villain by surviving the intervening obstacle encounters. | |
| 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 | Under the Sea |
| This sort of high-fantasy adventure takes place in and under (not on top of) the sea. The heroes require access to some sort of magic item or spell that allows them to breathe water for long stretches, and might adventure in the uncharted depths or perhaps in a community of sea-breathers. | |
| Specific Setting I | Ruins |
| These can be the ruins of some ancient civilization, an abandoned temple or castle, incomprehensible blocks of stone arranged by ancient gods, etc. They can be magical or normal, inhabited by normal animals or by monsters, centers of magic or just tumbled-down buildings. | |
| Specific Setting II | Lost City |
| This is the remnant of some lost civilization or expedition, still thriving in some forgotten corner of the world. Remnants of lost civilizations can even inhabit cavern systems beneath campaign cities, preying on the above-worlders for their goods, slaves, and sacrifices. | |
| Master Villain | Avenger |
| This villain seeks to avenge some wrong he thinks he's suffered. He may be right; he may have suffered a wrong, and this makes him a little more sympathetic than villains who are purely evil. The Avenger uses his organization -- thugs and bribed officials -- to get at the one who wronged him, and will want either to duel (singly) the one who wronged him, or to put the wrongdoer in a deathtrap. | |
| Minor Villain I | 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. | |
| Minor Villain II | Snivelling Vizier |
| The Vizier is a throne-room villain. Functionally, he's rather like the Hard-Eyed Advisor, offering tactics and advice to his master; but he's an ooily, sleazy, cowardly sycophant. He's usually brilliant in his field of advice but has no combat abilities. | |
| Ally/Neutral | Obsequious Merchant |
| This fellow is the owner of the caravan the heroes are protecting, or the merchant the heroes encounter when they desperately need to buy something. He is oily, ever-flattering, overly agreeable, and is a sharp bargainer; the heroes will not find him willing to give them a sale price. | |
| Monster Encounter | Assassin Monster |
| This mosnter, at some time in the adventure, is sent by the Master Villain to attack one or more heroes when they're at their most vulnerable -- asleep, enjoying themselves, etc. Usually, the Assassin Monster attacks, but the hero, though injured, is able to hold it off long enough for his friends to respond to his shouts. The Assassin Monster is usually killed by his friends, who can then speculate on who sent it and why. | |
| Character Encounter | Inquisitive Official |
| Some local authority has noticed the characters' presence and it makes her curious. She snoops around asking questions all the time. She may be a city guardsman or special agent of the ruler, but (functionally) she's a police 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. | |
| 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 | Hero Fulfills Prophecy |
| 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. | |
| Secret Weakness | Secret Embarrassment |
| Finally, the villain may have some aberration or secret shame that will force him to flee when he is confronted with it. It could be something as simple as the fact that his nose is too big, or that he is a small and nebbishly wizard pretending to be some vast, powerful demonic power. When his shame is revealed, he is too humiliated to continue; this is a good option for comedy adventures. | |
| Special Condition | Magic Doesn't Work Right |
| If the adventure is taking place on an alternate plane, then that plane's magic works oddly or not at all. (A spellcaster will find that just making himself useful is a challenge when none of his spells works.) | |
| 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 | 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 | Wanted by the Law |
| One final complication, one which occurs pretty frequently, is when the heroes are wanted by the law. When they're wanted by the law, they have to travel in secret and very limited in the resources they can acquire. |
Based upon tables from the Dungeon Master's Design Kit by TSR, Inc.