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ADVENTURE # 91

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

Horror
This type of adventure is designed to scare both the characters and the players. Just having a monster attack is not
enough for a horror theme; the monster must first frighten the characters.
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.
Grim Necessity
If the hero doesn't involve himself with this adventure, he's going to find himself suffering or dead -- period. That's
the hook to bring him into the adventure... but you have to determine why he'll suffer or die if he doesn't become
involved.
A-B-C Quest
This is an epic sort of plot. In it, the heros are given (or undertake) a task to perform: The taking of a city, the rescue
of an innocent, the destruction of a monster, the creation of a magical item, the defeat of a Master Villain, etc. But
the path to victory is not a simple one. To get to their goal, Event A, they find that they must first accomplish some
other task -- Event B. But when they undertake the task of accomplishing Event B, they find that they must first
accomplish Event C. This goes on for several encounters, until the heroes accomplish all the obstacle events which
prevent them from returning to Event A, their original goal.
Throne Room Duel
This is set up much like the Scattered Duels, except that you don't separate the heroes. It's harder to control whom
fights who in this situation... but if it doesn't matter who has the final duel with the Master Villain, this is a classic
climax choice.
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.
Temple/Church
This can be either the church of some lofty and good diety, or the dark and grisly temple of some horrid deity
(doubtless filled with evil soldiers and monsters), or even the temple that the madman villain has dedicated to
himself for when he becomes a god.
Palace of the King
The heroes could be here for many, many different reasons: Trying to get a favor from the ruler, part of some
nobleman's retinue, members of the palace guard, sneaking in to save the ruler from assassins, sneaking in to
assassinate the ruler, thrown into the dungeon for crimes they did or didn't commit, etc.
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.
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.
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.
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.
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.

Mean Drunk
The Mean Drunk works much like the Belligerent Soldier except that he's not as tough, is of course drunk, and is
usually accompanied by other Mean Drunks.
Animal Pit
This
is a classic trap of the adventure genre: The heroes (perhaps just one hero) are dropped into a pit filled with
Deathtrap
dangerous animals -- snakes, lions, bears, whatever. They must either fight the beasts or delay them until they can
escape -- climb back out, open a secret door, break down a wall, have a rope lowered by friends above, etc.
Horseback
Chase
This is a relatively short chase -- it only needs to go on for a mile or so before even the best horses are winded. If it
goes on longer than that, the horses may collapse and perhaps die.
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.
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.
No Hurting the Villain
Special
For some reason, the heroes cannot afford to fight the villain directly. For instance, what if a demon possesses the
Condition
body of the child of one of the characters, or a very important child spoken of in prophecy, one without whom the
world will perish?
Honor Quandry
You want to use this on the character with the most strongly developed sense of personal honor -- someone who has
Moral Quandry 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.
Lying Rumor
Red Herring This is the worst and most useful type of red herring -- the interesting rumor which just happens to be false. In
adventures of this sort, the best Lying Rumor concerns the Master Villain; it gives the heroes some "important"
information about him which later turns out to be useless.
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.
Character
Encounter

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