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Adventure #22

Espionage
Theme
Espionage adventures are active, grim scenarios involving spying and perhaps other cloak-and-dagger deeds such
as assassination or rescue.
Protect Endangered NPC(s)
Goal
One or more NPCs are in danger, and the characters must protect them. They might be doing this for a reward, or
because one or more of the NPCs is a friend or relative of the character. You need to decide what the characters are
protecting the NPCs from. The NPC might be a wealthy or powerful person being sought by assassins or
kidnappers. The NPC might be a whole village of peasants who are being terrorized by a bandit chieftan.
Old Enemy
Story Hook
This is a straightforward story hook; the hero learns that his oldest enemy is back and is very active in the
campaign, up to something. The hero will naturally want to investigate and will walk right into the story.
Event
Plot
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.
Chase to Ground
Climax
First, you have the Heroes Chasing the Villain. The villain, after a series of encounters with the heroes, is running
to safety, to some place where he can acquire more power, or to somehwere he can accomplish some dread
purpose such as assassination or mass murder. The heroes chase him, have to deal with the obstacles he leaves
behind, and finally catch up to him before or just as he reaches his goal. Here, we have the final duel between the
villains forces and the heroes. Second, you have the Villain Chasing the Heroes. Often, in a story like this, the
heroes have found out how to defeat the villain -- such as getting to a particular temple and conducting a particular
ritual. The villain chases them all through their quest, catching up to them just as they're commenciing their ritual;
they must, with heroic effort, conclude the ritual while suffering his attacks. Third, you have the Master Villain's
Sudden Escape Attempt. This takes place in adventures where the Master Villain's identity is unknown until the
end. His identity is revealed and he makes a sudden bolt for freedom; the heroes give chase. This usually results in
a dangerous foot-chase through nasty terrain -- such as across rooftops, through the dungeons, or across an active
battlefield.
Cosmopolitan City
General Setting
Most of the story takes place in a large, sophisticated city; center the villain's plot and activities around that city.
This setting is best suited to adventures involving more people than monsters; most of your villains should be
human or demi-human.
Tavern/Inn
Specific Setting I
This is a classic fantasy setting, the residence of travelling heroes and the home of the tavern brawl.
Ruins
Specific Setting
II
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.
Conqueror
Master Villain
This character is moving his army in to take over; that's what he lives for. He's been the enemy of your characters'
nation's ruler, and has launched a full-scale invasion of your characters' favorite nation. The heroes have to beat
their way through or elude his hordes of soldiers in order to get at him; better yet, they might lead their own
nation's troops against his and outthink him in military fashion.
Childhood Friend with a Dark Secret
Minor Villain I
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.
Chief Assassin
Minor Villain II
The Chief Assassin is the favorite killer of the Master Villain. The Assassin works mostly in the field, first killing
witnesses who might prove harmful to his master, then zeroing in on the player-characters. He usually meets his
end before the adventure's climax, but he may taken one of the heroes down with him.
Merry Minstrel
Ally/Neutral
This character follows the heroes in order that he might find inspiration for his song and storytelling. He can't be
shut up; he sings all the day long and into the night, is a showoff before crowds, and is far too noisy for a party
trying to remain unobserved.
Loving Deceiver
Monster
Encounter
One of the player-characters, specifically one of the better-looking ones, attracts the attentions of a very attractive
local of the opposite sex. This local person, encountered in unthreatening surroundings, invites the hero off to a
liason away from his friends and other people. Of course, this person is a human-appearing monster of some sort;
once alone with the character, he/she will attack the character with monstrous intent.
Old Friend at the Wrong Time
Character
Encounter
When the heroes are trying to sneak through a guardpost, citadel, or city where they can't afford to be recognized,
one of the characters' old friends recognizes him and loudly renews their acquaintance in full view of the guards
looking for the characters. This usually leads to an exciting chase as the heroes must escape.
Mutually Assured Destruction
Deathtrap
In this very nasty deathtrap, the heroes are bound up in such a manner that any one of them may get free of his
bonds -- but when he does, all his friends perish. Obviously, the heroes' task is to find some way for everyone to
get out alive. Perhaps an intricate series of cooperative rope-cutting will defuse the trap; perhaps a coordinated
maneuver will get everyone free as the trap is being sprung.
Special Terrain
Chase
You can make any chase more memorable by having it take place in a setting to which it is utterly unsuited. For
instance, horse chases are fine and dramatic when they take place through the forest, out in the open plains, or
along a road -- but they become diabolical when they take place inside the Royal Palace or in dangerous,
labrynthine, treacherous catacombs.
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.
Love
Secret Weakness
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.
Time Limit
Special
Condition
Finally, the most obvious condition to place on an adventure is to give it a time limit. If the Master Villain is going
to conclude his evil spell in only three days, and his citadel is three hard days' riding away, then the heroes are
going to be on the go all throughout the adventure -- with little time to rest, plan, gather allies, or anything except
get to where they're going.
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.
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.
Based on tables from the Dungeon Master's Design Kit by TSR, Inc.

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