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Adventure #47

Horror
Theme
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.
Survive Environment
Goal
The characters could end up in a hostile environment which they must cross -- a desert, a jungle, or other hostile
setting. In the course of the adventure they'll need to find food and water, resist the elements, and perhaps fight off
attacks of the natives.
Not in Kansas
Story Hook
The PCs are minding their own business and find themselves transported to a strange place. They must figure out
where they are, why they are there, and how to escape.
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.
Throne Room Duel
Climax
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.
Under the Ground
General Setting
In this variety of adventure, the heroes descend into vast cavern networks beneath the earth's crust. There, they can
encounter bizarre races and primitive tribes, hitherto-unknown monsters and strange landscapes.
Catacombs
Specific Setting I
These can be catacombs beneath a living city or a ruined one; they can be long-forgotten or still in use.
Catacombs Specific Setting
II
These can be catacombs beneath a living city or a ruined one; they can be long-forgotten or still in use.
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.
Moronic Muscleman
Minor Villain I
This fellow is a huge, powerful monster of a fighter. His job is to smash anything the villain tells him to smash. He
does that very well, but don't ask him to do any thinking; he has no time for such brainy stuff.
Inquisitor
Minor Villain II
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.
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.
Foreshadowing Monster
Monster
Encounter
With this monster encounter, combat may not be necessary. This monster encounter exists to alert the characters to
the fact that something unusual is going on, a foreshadowing of their upcoming conflicts with the Master Villain.
Belligerent Soldier
Character
Encounter
The billigerent one has just had his ears pinned back by his commanding officer and is anxious to take it out on
some hapless civilian. If this is a city gate, he claims that the hero's papers are wrong or that he recognizes the hero
from descriptions of a wanted criminal; if this is the streets, he insults the hero's lack of military bearing, pretty
looks, clothes, smell, companion, or whatever it takes to provoke a reaction.
Demolition Zone
Deathtrap
In this classic deathtrap, the heroes are placed (usually bound and weaponless) in some building or area just as it's
due to be destroyed.
Footrace
Chase
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.
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.
Magic Doesn't Work Right
Special
Condition
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.)
Respect Quandry
Moral Quandry
This is much like the Ally Quandry, only at a greater distance. The heroes have been utilizing the aid of two (or
more) powerful NPC allies. Now, in the course of the adventure, the heroes come across a task which can be
accomplished in one of two ways -- say, through military intervention or by esoteric magic. The problem is, the
NPC allies are arguing for different choices, and the one whom the heores choose against will no longer aid them.
False Path to the Artifact
Red Herring
Once again, if the heroes have had too easy a time finding the artifact capable of destroying the villain, give them
trouble this way: When they get to the place where the artifact is supposed to be contained, they find the coffer or
chamber or whatever empty, obviously looted by robbers, who have scrawled such remarks as "Kelrog was here!"
upon the walls.
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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