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Adventure #108

Theme

Goal

Story Hook

Plot

Climax

General Setting

Specific Setting
I
Specific Setting
II

Master Villain

Minor Villain I

Minor Villain II

Ally/Neutral

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.
Thwart Monstrous Plan
This is a classic fantasy-adventure plot: The characters learn of some horrible plan made by a monstrous
enemy, and must thwart it before the kingdom is lost or the world is destroyed. This is an epic goal, and
usually requires that the characters go to all sorts of places, rounding up allies and artifacts, before being
strong enough to face their enemy.
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.
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.
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.
On the Road
Most of the adventure takes place on the road, as the heroes are travelling from place to place. This is
especially good for adventures where heroes are investigating a wide-ranging mystery, are part of a
caravan, or are being pursued by loathesome villains.
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.
Catacombs
These can be catacombs beneath a living city or a ruined one; they can be long-forgotten or still in use.
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.
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.
Ingenue in Distress
The heroes must protect some defenseless young innocent who is in danger from the villains. This
person, perhaps the sheltered son or daughter of a nobleman or merchant, has no abilities at all but is
sweet, charming, and in great need of help.

Stampede
Should the heroes ever cross plains or prairies, their villainous enemies may wish to stampede a herd of
Monster
large animals at them. Alternatively, beasts in the forest may be stampeded by fires set by the villains; in
Encounter
this case, it will not be one sort of animal charging through, but a mixture of terrified forest animals,
from the smallest fox-cub to the largest bear.
Inquisitive Official
Some local authority has noticed the characters' presence and it makes her curious. She snoops around
Character
asking questions all the time. She may be a city guardsman or special agent of the ruler, but
Encounter
(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.
Stampede
Should the heroes ever cross plains or prairies, their villainous enemies may wish to stampede a herd of
Deathtrap
large animals at them. Alternatively, beasts in the forest may be stampeded by fires set by the villains; in
this case, it will not be one sort of animal charging through, but a mixture of terrified forest animals,
from the smallest fox-cub to the largest bear.
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.
Element
The Master Villain can be banished, dispelled, killed, or otherwise defeated by some of element or item.
The
Master Villain tries to get rid of all the examples of this element in his vicinity; he doesn't let his
Secret Weakness
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 Lawbreaking
For some reason, at one point in the story, the heroes cannot allow themselves to break the law -- even
Special
when it would help them greatly to do so. For instance, the heroes may be asking for the help of a king
Condition
whose word is law and whose power is immense. When they arrive for their audience, an emissary of
the Master Villain is making a similar plea for help. If the heroes attack and kill that emissary, they will
lose any chance at the king's help -- in fact, he may order their execution.
Honor Quandry
You want to use this on the character with the most strongly developed sense of personal honor -Moral Quandry 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.
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.
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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