Adventure 272

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Adventure #272

Theme

Goal

Story Hook

Plot

Climax

General Setting

Specific Setting I

Specific Setting
II

Master Villain

Minor Villain I

Minor Villain II

Revenge
In this adventure, some villain has so offended one or more of the characters that he cannot be suffered to live.
(Alternatively, the injured party could hire the characters to avenge his honor.) The villain must be found or
otherwise gotten at, setting up the final duel or showdown between villain and characters.
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.
Pressing Buttons
As a general story-hook approach, think about the player-character -- his personal goals and his personal dislikes.
If the hero is pursuing a specific goal, you have one of the minor villains, as a side-effect of the villain's master
plan, thwart the hero's latest step towards that goal. Alternatively, if there's something the hero truly hates to see,
have it happen -- and have the villains be responsible.
Series of Villains
This is a very dramatic plot, and very well-suited to oriental campaigns. In it, the heroes have undertaken a quest,
usually the finding and defeat of the Master Villain. They may have to travel to his citadel, or head off in another
direction to find some artifact capable of defeating him, or run away from pursuing villains until they can figure
out what's going on. All along their route, they are set upon by villains -- each villain has a name and distinct
personality, and each encounter is life-or-death for the heroes and villains; the villain never escapes to safety if the
tide turns against him, he fights unto death.
Chase to Ground
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.
Under the Sea
This sort of high-fantasy adventure takes place in and under (not on top of) the sea. The heroes require access to
some sort of magic item or spell that allows them to breathe water for long stretches, and might adventure in the
uncharted depths or perhaps in a community of sea-breathers.
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.
Mansion of a Lord
This can be the home of a villain -- the characters may have to break in and rescue someone or steal evidence, or
break out if they've been captured -- or of a heroic ally, in which case it may be used as the headquarters for the
heroes' plans and activities.
Agent Provocateur
This Master Villain is a clever spy who inflitrates an organization, order, or army, and tries to effect its destruction
by getting it to perform actions which will cause others to oppose it directly. The identity of this Master Villain is
usually a closely-guarded secret; the heroes will encounter his cover identity, but will not suspect that he's
responsible for all this chaos until they start adding up clues. Females in this role can be very, very effective.
Misguided Moralist
This fellow has been convinced that only by helping the villain achieve the Master Plan can he improve the world.
He tends to be encountered all through the adventure's plot, usually escaping from the heroes and taunting them for
their wrong thinking. Fortunately, he's no more effective as a villain than he is as a thinker.
Chief Assassin
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.
Childhood Friend with a Dark Secret
Ally/Neutral One of the heroes is accompanied by one of his childhood friends... but said friend now has a Dark Secret. He does
strange and mysterious things (sneaks off to send messages, or behaves strangely around certain NPCs, or is scared
to death of certain harmless animals or situations) and will not explain why to his PC friend until late in the story.
Nocturnal Predator
Monster
This is a classic monster encounter; the arrival of a hungry carnivore in the middle of the night. Usually, this attack
Encounter
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.
Seducer
One of the characters is invited to a romantic liaison with an attractive local. This local can just be interested in a
Character
brief
tryst, could fall madly in love with the hero and follow the hero through the rest of the adventure, could be a
Encounter
Loving Deceiver monster encounter, could be a thief and rob the hero blind, or could be a spy or assassin working
for the Master Villain.
Rock and a Hard Place
This trap starts out as an Animal Pit, Pit and the Pendulum, or Tomb Deathtrap, but an obvious escape suggests
Deathtrap
itself very early on. Trouble is, it leads into even worse danger. The hole out of the animal pit may lead to the lair
of an even worse animal; it may lead through a succession of dangers (collapsing old catacombs, into an
underground river, into a den of zombies) before the heroes reach the light.
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.
Secret Embarrassment
Finally, the villain may have some aberration or secret shame that will force him to flee when he is confronted with
Secret Weakness it. It could be something as simple as the fact that his nose is too big, or that he is a small and nebbishly wizard
pretending to be some vast, powerful demonic power. When his shame is revealed, he is too humiliated to
continue; this is a good option for comedy adventures.
No Lawbreaking
For some reason, at one point in the story, the heroes cannot allow themselves to break the law -- even when it
Special
would help them greatly to do so. For instance, the heroes may be asking for the help of a king whose word is law
Condition
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.
Saving Quandry
Moral Quandry Finally, another classic quandry puts the heroes in the position of choosing between a grand opportunity to hurt the
Master Villain -- or saving the lives of a number of individuals.
False Path to the Artifact
Once again, if the heroes have had too easy a time finding the artifact capable of destroying the villain, give them
Red Herring 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.
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.

Based on tables from the Dungeon Master's Design Kit by TSR, Inc.

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