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ADVENTURE # 92

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

Character
Encounter

Deathtrap

Espionage
Espionage adventures are active, grim scenarios involving spying and perhaps other cloak-and-dagger deeds such as
assassination or rescue.
Rescue NPC(s)
The characters must rescue one or more kidnapped NPCs, probably from the stronghold of the kidnapper.
Obviously, they must get to said stronghold, break in, rescue the kidnappee, break out, and escape back to safety;
this usually requires careful and clever planning and a large dose of luck.
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.
Accumulation of Elements
In this sort of plot, the heroes have to go from place to place -- perhaps covering very little area like a city, perhaps
roaming the known world -- and accumulate elements to be used against the Master Villain. These elements may be
clues, pieces of an artifact, evidence, or allies.
Bloody Battle
This is the best Climax for an adventure involving the clash of mighty armies -- or for any adventure where, toward
the end, the Master Villain and a large body of minions confront the heroes and their own troops. This finale is
characterized by a monstrous clash between the two forces, with the heroes chewing through the enemy ranks to get
at the Master Villain and his elite guards. It's strenuous, exciting, and classically simple.
Exotic Distant Land
The adventure will take the heroes to some fascinating and exotic distant country, where they'll have to cope with
new customs, monsters unfamiliar to them, and very colorful NPC encounters; choose one of the more fascinating
foreign lands from your campaign world.
Classic Dungeon
This would be the standard monster-filled labyrinth; perhaps it's a nesting ground for the master villain's monster
troops.
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.
Ravager
This Master Villain is like the Destroyer, except that he terrorizes a very limited area -- such as a village, island,
castle, or clan stronghold. (He may want to destroy the whole world but be trapped where he is; perhaps his efforts
to free himself constitute the adventure's plot.) He stays in his area and terrorizes whatever comes into it.
Lovable Rogue
This character is like the Master Villain of the same name, except that he has no minions of his own and serves at
someone else's bidding. However, he's very independent, not always working in his employer's best interests; he
often makes fun of the Master Villain's pretensions and may suffer that villain's retaliation because of it.
Avenger
This character is much like the Master Villain of the same name, but he's not in charge of all this villainy, and he's
definitely an enemy of one of the player-characters. You'll have to decide who he is and why he hates one of the
heroes; he could be anything from a recurring villain to someone who simply lost a fight to the hero once.
Arrogant Snob
For some reason, the heroes have to accompany or escort an arrogant nobleman or craftsmaster. They can't afford to
abandon or kill this person; he or she may be their employer, an expert on the place they're going to, one of their
relatives, or a relative of the royal family. And this person makes their life hell with sniping comments, haughtiness,
and other unbearable traits.
Nocturnal Predator
This is a classic monster encounter; the arrival of a hungry carnivore in the middle of the night. Usually, this attack
happens to heroes camping between villages or out in the deep wilderness; a wild animal, attracted by food odors
(from the heroes' campfire or from the heroes themselves) sneaks in for a bite.
Truthful Accuser
This encounter is like the Lying Accuser except that the accuser is telling the truth. Dig through your characters'
pasts, uncover a misdeed or two, and, when the heroes are at a critical point in their adventure, confront them with
someone they actually have wronged. This person has found them and appealed to sympathetic local authorities. The
heroes will have to make good or have the authorities on their backs for some time to come.
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.
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.
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.
No Weapons Allowed
Special
At some point in the story, the heroes must surrender their weapons. Perhaps they're visiting some quarter of the city
Condition
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.
Artifact that Doesn't Work
Often, epic quests against powerful Master Villains require that the heroes find some legendary artifact, the only
Red Herring object which can defeat the villain. If your heroes have had no trouble getting to the artifact -- they've effortlessly
sliced through every obstacle you've put in their path and are confidently advancing on the resting place of the
magical item -- you can have it not work.
Wanted by the Law
Cruel Trick 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.

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