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DLP9104 Adventure Generator
DLP9104 Adventure Generator
DLP9104 Adventure Generator
GENERATOR
a toolkit for randomly creating fantasy roleplaying
adventures usable with any system
The bearer of this document has the express written permission of the
publisher to make copies for personal use.
Copyright 2016-2020 Berin Kinsman. All Rights Reserved. Adventure Generator,
Hippogryph, and respective trade dress are © and ™ 2016-2020, Berin Kinsman. This is a work of
fiction. Any similarity with people or events, past or present, is purely coincidental and
unintentional except for any people and events presented in historical context. This is version 1.0
of this document.
Contents
How to Use This Book.......................................................1
Random Adventure Table..................................................................1
Random Environment Table.............................................................2
Random Adversary Table...................................................................2
Random Theme Table (Optional)...................................................3
Adventures...........................................................................4
1-2 Only the Strong Survive..............................................................6
3-4 Knowledge of the World..........................................................15
5-6 From Hell’s Heart........................................................................23
7-8 Block by Block..............................................................................30
9-10 Wait and Hope............................................................................37
11-12 Between Men and Lions......................................................44
13-14 Everyone Has Secrets...........................................................52
15-16 I, Unlike You...............................................................................59
17-18 To Find Fault..............................................................................66
19-20 The Animal Within..................................................................73
Environments....................................................................80
1 Coasts....................................................................................................80
2-4 Caverns............................................................................................80
5 Deserts.................................................................................................80
6-7 Forests..............................................................................................80
9 Hills.........................................................................................................81
9 Mountains............................................................................................81
10 Plains...................................................................................................81
11-12 Ruins...............................................................................................81
13-14 Rural Village..............................................................................81
15 Swamps..............................................................................................82
16-18 Urban Areas...............................................................................82
19 Water...................................................................................................82
20 Underwater......................................................................................82
Adversaries........................................................................83
1. Aberration...........................................................................................83
2. Animal..................................................................................................83
3. Construct............................................................................................83
4. Dragon.................................................................................................84
5. Elemental...........................................................................................84
6. Fey.........................................................................................................84
7. Giant......................................................................................................84
8-13. Humanoid....................................................................................85
14. Magical Beast.................................................................................85
15. Monstrous Humanoid.................................................................85
16. Ooze....................................................................................................85
17. Outsider.............................................................................................86
18. Plant....................................................................................................86
19. Undead.............................................................................................86
20. Vermin...............................................................................................86
Themes (Optional)..........................................................88
1-2 The Circle of Life..........................................................................88
3-4 Crime Does Not Pay..................................................................89
5-6 Family is the Most Important Thing...................................89
7-8 Friendship Requires Sacrifice...............................................89
9-10 Human Experience is Universal........................................90
11-12 Humanity versus Nature......................................................90
13-14 Humanity versus Society....................................................90
15-16 Love Conquers All..................................................................91
17-18 Sacrifice Brings Reward.......................................................91
19-20 The Universe Seeks Balance............................................91
How to Use This Book
This Adventure Generator is a reusable toolkit for any tabletop
fantasy roleplaying system or setting. With only a few die rolls you’ll have
an outline for an exciting story with clear objectives and a distinct
beginning, middle, and end. From there you can customize it to fit your
world, your player characters, and your style of play. No generic, single-
sentence plot hooks or vague adventure seeds! The Adventure Generator
will provide you with enough substance to get you started on creating a
unique and challenging roleplaying experience.
The process of generating an adventure is simple:
• Roll once on the Random Adventure Table. This will lead you to
a high-level story outline that you can build upon.
• Roll once on the Random Environment Table. The result is the
primary environment for the adventure.
• Roll once on the Random Adversary Table. This is the main
opponent or predominant creature type throughout the adventure.
1
Random Environment Table
Rolls a d20 and compare the result to the table below to determine the
location of your adventure. For example, if you roll a 9, the adventure takes
places in the mountains.
If your adventure spans across several environments, you can roll
multiple times. For example, if the adventure synopsis indicates that the
player characters are traveling, you can set each encounter at a different
place along their journey.
2
Random Adversary Table
1 Aberration
2 Animal
3 Construct
4 Dragon
5 Elemental
6 Fey
7 Giant
8-13 Humanoid
14 Magical Beast
15 Monstrous Humanoid
16 Ooze
17 Outsider
18 Plant
19 Undead
20 Vermin
3
Adventures
All of the adventures described in this book are outlines. You can fill in
the missing details based on your setting and system of choice. Each
adventure follows a five-encounter structure, allowing them to be played
out in one or two sessions.
Adventure outlines use the following format. What each of these things
mean in the context of individuals will be explained within that adventure.
Encounter 1
The first encounter will need to do three things:
• Establish the Situation – Bring the player characters into the
events of the adventure and make their goal crystal clear.
• Demonstrate the Stakes – Let the player characters know what
they’ll gain if they succeed, and what could be lost if they don’t.
• Create Character Connections – Make is clear why the player
characters are working together, and why they should cooperate.
Encounter 2
The second encounter only needs to accomplish one thing, aside from
bringing the player characters a little closer to reaching the goal:
4
• Build Confidence – A fair but not-too-difficult encounter to draw
the player characters into the story and give them hope.
Encounter 3
The third encounter has only one function:
• Increase the Difficulty – The encounter requires the player
characters to work harder, and doesn’t play to their best abilities.
Encounter 4
There are two things that the fourth encounter needs to accomplish:
• Introduce a Plot Twist – Optional, but if there’s a surprise or
some unexpected turn of events, it typically happens here.
• The Adversary Retaliates – This is where the bad guy pushes
back against the progress the player characters have made.
Encounter 5
The final encounter has two steps:
• Confront the Adversary – Defeat the bad guy, in whatever way
they need to be defeated within the story.
• Complete the Adventure Goal – Complete the task that signals
the adventure is over and the player characters have succeeded.
5
1-2 Only the Strong Survive
The player characters travel to a strange and exotic
place, facing incredible danger in the hope of finding
fortune and glory.
6
Also consider how the adventure might tie into individual player
character goals. If the story lends itself to helping them fulfill some destiny,
learn some ability, or acquire some long-sought-after treasure, use that.
When the journey feels like a distraction, taking the player characters away
from some larger quest, build upon that frustration (or relief) as well.
7
entering their territory. The adversary’s connection to the adventure will
be centered on their motivation for stopping the player characters. Be sure
to alter them to suit the environment, changing their back story and
abilities as appropriate.
If the adversary is an intelligent creature, their aim might be to acquire
something the player characters have. They might be attracted to a shiny
object or a magic item. It could be that the player characters are seen as
rivals for their territory, or maybe they just smell tasty. Their connection to
the adventure will be based entirely on their motivation. Be sure to alter
them to suit the environment, changing their lair, feeding habits, and
abilities as appropriate.
If the adversary is a mindless creature, their instincts might lead them
to see the player characters as prey. They could be curious, feel threatened,
or be protecting their young or their hunting territory. Their connection to
the adventure will be, once again, based around the motivation you give to
them. Be sure to alter them to suit the environment, changing their role in
the local ecology and their abilities as appropriate.
Encounter 1
The first encounter should begin with the player characters doing
whatever it is they normally do. If they’re a regular person, they’re at work
doing their job. If they’re a professional adventurer, they’re at the end of a
previous adventure, or returning home from some epic battle. The scene
needs to show what the status quo for the player characters is. Provide a
little bit of background on who each character is, and what their individual
skill sets are.
It’s important that the location of the opening scene be as different as
possible from the location the player characters will travel to. Juxtaposition
is the key to instilling a sense of wonder into the adventure. If the bulk of
the story is going to be in a place that’s colorful, this scene needs to be
drab. If the journey will be underground, the player characters needs to be
outdoors under beautiful, sunny, open skies. Drive home that where the
player characters go later sharply contrasts with all of their previous
experiences.
8
There are three things that need to be accomplished with the first
encounter: Establish the Situation, Demonstrate the Stakes, and Create
Character Connections.
9
If you wish to expand the adventure beyond 5 encounters, this can be
broken into a separate challenge (Encounter 1.2). The player characters
need to get a glimpse of what life will be like if they don’t undertake the
journey, and a taste of what they could gain if they go.
Encounter 2
In the second act, the journey begins. The player characters sets off to
visit exotic locations as they seek the object of their desire. They will
encounter things that are far removed from their status quo. They’ll see
strange things, meet unusual people, and have totally new experiences.
Each step along the journey should lead logically to the next step.
In the second encounter, the player characters will begin their journey.
This means that this segment could be a travel-related challenge, such as
dealing with weather, environmental hazards, or the bandits that live
beyond the edge of town. They’ll begin to see things they’ve never seen
them before, and this should fill them with a sense of wonder.
There is only one thing that needs to be accomplished with the second
encounter: Build Confidence in the player characters and their abilities.
Build Confidence
The point of this encounter is to give the player characters a taste of
success. The difficulty should be on the low side, and it should play to their
strengths. Let each character have some sort of spotlight moment where
10
they can show off their best abilities. That means that the hazards they
encountered are things they anticipated and prepared for. They knew what
the weather might be like. Everyone told them about rickety bridge, the
falling rocks, or the raging river they’d have to ford. The bandits were no
surprise. It will still be a challenge, but they were expecting what they
found and ready to handle it.
If you wish to expand the adventure beyond 5 encounters, you can
have multiple variations of this (Encounter 2.1, 2.2, 2.3, and so on). There
will be several basic, low-level challenges to be overcome, each based on
what the player characters know, what they prepared for, and what their
own abilities have equipped them to overcome.
Encounter 3
In this encounter, the player characters travel into unfamiliar territory.
They have no hard information about this place, only rumors and stories.
This means they will face another travel-based challenge, which ought to
be more difficult than the previous encounter. It might mean running up
against bizarre monsters, people from a different culture, or a lesser
adversary with a world view they don’t understand.
The only thing that’s required of Encounter 3 is that you Increase
Difficulty from the previous encounter.
Increase Difficulty
Where the previous encounter should have been a bit easy, this ought
to be right in line with the player characters’ abilities. They may be
challenged to use skills and powers that aren’t necessarily their best
abilities, making the encounter feel more difficult than it actually is. The
things they come up against aren’t anything they’ve prepared for, so they
might need to improvise tools and equipment.
If you wish to expand the adventure beyond 5 encounters, you can
have multiple variations of this (Encounter 3.1, 3.2, 3.3, and so on). Each
should showcase something unfamiliar about this new environment, and
present a challenge that the player characters did not expect.
Encounter 4
At this point in the adventure, the player characters run into
interference created by the adversary. Everything they’ve faced so far has
11
been connect to the environment. It wasn’t personal. This is where the
adversary intentionally attempts to do something with the clear intention
of ending their journey.
In this encounter the player characters will accomplish the final thing
that need to do in order to complete the journey. It could be getting
transportation, finding the lost piece of the map, or paying off a local
official for safe passage. They’re incredibly close to their final destination.
Once they complete this encounter, they’ve reached the finale.
There are 2 additional things that might occur within this encounter:
the player characters could be faced with a Plot Twist, and they will almost
certainly be met with Adversary Retaliation.
Plot Twist
The player characters’ journey doesn’t need to have a plot twist. If it
does, this is the perfect place for it. Maybe they learn the thing they were
seeking doesn’t exist. Maybe the person who sent them off betrays them.
There are endless possibilities. If could be that what the assumed the
adversary’s motivation to be was completely wrong. The object is to throw
the players off balance emotionally without significantly increasing the
actual difficulty of the encounter.
If you wish to expand the adventure beyond 5 encounters, this can be
broken into a separate challenge (Encounter 4.1). The order is
interchangeable, so it can happen before or after Adversary Retaliation.
Adversary Retaliation
The adversary might be upset that the player characters are getting too
close to reaching their destination. They could be upset because they never
expected all of them to make it this far. In any case, the adversary decides
to take action to stop the player characters, or at least slow them down.
This will not be direct action on their part; they can be exposed and
possibly defeated yet. Instead, the antagonist will use hirelings, slip the
player characters wrong information, or rile up the locals against the
“foreign invaders”. The purpose is to distract or eliminate the player
characters so the adversary can pursue their own goal.
If you wish to expand the adventure beyond 5 encounters, this can be
broken into a separate challenge (Encounter 4.2). The order is
interchangeable, so it can happen before or after the Plot Twist.
12
Encounter 5
This is the final segment of the adventure. The player characters will
arrive at their ultimate destination. Anything they were seeking is
incidental; it was a MacGuffin to get them to undergo the journey, and isn’t
actually important to the plot.
There are 2 things that need to happen in the final encounter: Confront
the Adversary and Complete the Adventure Goal. These can happen together,
or as separate scenes.
13
If you wish to expand the adventure beyond 5 encounters, you can split
this into a separate scene (Encounter 5.2). The order is interchangeable, so
it can happen before or after the player characters Confront the Adversary.
14
3-4 Knowledge of the World
The player characters undertake a perilous journey
to find something of great value, but along the way
learn something important about themselves.
15
Also consider how the adventure might tie into individual player
character backgrounds, personal goals, and higher ambitions. If the story
lends itself to helping them fulfill some destiny, learn some new ability, or
acquire some long-sought-after treasure connect to the object of the
adventure goal, use that.
16
If the adversary is a mindless creature, their instincts will draw them
toward protecting their lair. Their connection to the adventure will be
nothing more than the object of the quest being located in their domain. Be
sure to alter them to suit the environment, changing their role in the local
ecology and abilities as appropriate.
Encounter 1
At the start of a search plot, the player characters are going about their
lives normally. It might be a good life, it could be a difficult one, but it isn’t a
satisfying life for that character. Other people might be content, but they’re
not. They want something more. They want something different, or just to
be different.
You need to show that. It has to be interesting in its awkwardness. It
has to be substantially awful in its dullness. You can’t merely bore the
players with the blandest place imaginable; you need to make them want to
get out of there as much as their characters do. Give the player characters a
reason to go, and a reason for the players to cheer the decision to
undertake the quest.
There are three things that need to be accomplished in the first
encounter: Establish the Situation, Demonstrate the Stakes, and Create
Character Connections.
17
If you wish to expand the adventure beyond 5 encounters, this can be
broken into a separate challenge (Encounter 1.1). The stakes may define
why the player characters need to undergo the quest, but what they need
to do specifically can be presented here in detail.
Encounter 2
The second encounter takes place after the quest is underway. The
player characters have left, and they generally know where they’re headed.
At the very least, they know the first steps that they will need to take, like
who they’ll need to find for information, what road they need to travel, and
the sorts of things they’re likely to find.
18
This means segment can offer up any sort of challenge. It could be
combat, running into hostile wildlife or wandering monsters. There could
be a skill challenge, requiring the player characters to cross a raging river
or ride through terrain without roads or paths. They could have to solve
simple riddles, or convince an ambivalent stranger to give them directions.
There could also be social encounters. This sort of adventure often
involves romantic entanglements. When you travel to strange new places
and meet new people, they’re bound to be appealing simply because
they’re so different from anyone the player characters have ever met
before. They might be impressed that they’re going on a quest. It could also
be that they’re hostile, hating the player characters because they’re from
the next town over. It might be because they feel important, because after
all, they’re on a quest.
There is only one thing that needs to be accomplished with this
encounter: Build Confidence in the player characters and their abilities.
Build Confidence
The point of this encounter is to give the player characters a taste of
success. The difficulty should be on the low side, and it should play to their
strengths. Let each character have some sort of spotlight moment where
they can show off their best abilities. That means tailoring challenges to
what the player characters can actually do, contextualized for where they
are so far on their quest. What might be mundane at home could be
impressive just a short distance away.
If you wish to expand the adventure beyond 5 encounters, you can
have multiple variations of this (Encounter 2.1, 2.2, 2.3, and so on).
Encounter 3
In this encounter, the player characters travel further along, which
should move them closer to achieving the adventure goal. They will face
another challenge, which ought to be more difficult than the previous
encounter. This can, again, be a skill challenge, combat, or even a chase to
get away from hostile strangers or a foreboding monster.
The only thing that’s required of Encounter 3 is that you Increase
Difficulty from the previous encounter.
19
Increase Difficulty
Where the previous encounter should have been a bit easy, this one
ought to be right in line with the player characters’ abilities. It ought to feel
significantly harder by comparison. People are less friendly. They run up
against things they’re not expecting. It could be that they don’t have the
right gear, and need to improvise. The player characters may be challenged
to use skills and powers that aren’t necessarily their best abilities.
If you wish to expand the adventure beyond 5 encounters, you can
have multiple variations of this (Encounter 3.1, 3.2, 3.3, and so on).
Encounter 4
This is where the adversary is either indirectly affected by the player
characters’ progress, or becomes aware of their quest. In this encounter
the player characters will accomplish the final thing that need to do in
order to acquire the object of their quest. That means defeating some
guardian, finding the map to the right location, or getting the MacGuffin
that opens the locks, solves the riddle, or allows them to defeat the
adversary. Once they have done this, they’re ready to go get the object of
the quest and head on home.
There are 2 additional things that occur within this encounter: the
player characters may be faced with a Plot Twist (optional), and they will
be met with Adversary Retaliation.
Plot Twist
Your adventure doesn’t need to have a plot twist. If it does, this is the
perfect place for it. In this adventure, this might mean that the thing
they’ve been after isn’t the thing they need. They could find that this has
been a wild goose chase designed to distract them and get them away from
home. The object is to throw the players off balance emotionally without
significantly increasing the actual difficulty of the encounter.
If you wish to expand the adventure beyond 5 encounters, this can be
broken into a separate challenge (Encounter 4.1). The order is
interchangeable, so it can happen before or after Adversary Retaliation.
Adversary Retaliation
The adversary might be upset that the player characters are getting too
close to achieving the adventure goal. They either want the object of the
20
quest, or don’t want the player characters to get it. In either case, they
decide to take action to stop the player characters, or at least slow them
down. This will not be direct action on their part, so that they can’t be
defeated and end the adventure prematurely. They will flee with the object,
replace it with a decoy, or create more obstacles so that it’s harder to get to.
The purpose is to distract or eliminate the player characters so the
adversary can pursue their own goals without further disruption.
If you wish to expand the adventure beyond 5 encounters, this can be
broken into a separate challenge (Encounter 4.2). The order is
interchangeable, so it can happen before or after the Plot Twist.
Encounter 5
This is the final segment of the adventure. The player characters will
acquire the object of the quest, so that they can return home with in and
complete the adventure goal. They will need to defeat the adversary, either
to get the object or to stop the villain from harassing them and trying to
steal it back.
There are 2 things that need to happen in the final encounter: Confront
the Adversary and Complete the Adventure Goal. These can happen together,
or as separate scenes.
21
There may be additional things to play out, like a token encounter on the
way home or loose ends to tie up with people they’ve met along the way. If
the characters have succeeded, they can claim their rewards. If not, then
they will need to deal with the consequences of their failure, either in a
follow-up scene, the next adventure, or later in the campaign.
If you wish to expand the adventure beyond 5 encounters, you can split
this into a separate scene (Encounter 5.2). The order is interchangeable, so
it can happen before or after the player characters Confront the Adversary.
22
5-6 From Hell’s Heart
The adversary goes to extremes to capture the player
characters, because something important is at stake.
23
they encounter previously? Is there a connection between the object of the
pursuit and the location they’re currently in? Use every opportunity to
build upon things that have gone before. If you can connect this adventure
to your campaign’s metaplot, think about how this can advance that
overarching story.
Also consider how the adventure might tie into individual player
character backgrounds, personal goals, and higher ambitions. If the story
lends itself to helping them fulfill some destiny, improve some ability, or
acquire some long-sought-after piece of equipment, use that. When the
pursuit feels like a distraction, taking the player characters away from
some other storyline or even their personal desires, work with that
frustration as well.
24
Be sure to alter them to suit the environment, changing their back story
and abilities as appropriate.
If the adversary is an intelligent creature, their aim will still be to catch
the player characters. Their connection to the adventure will be centered
on why. They might be trained, working for an organization or an off-
screen villain that wants the MacGuffin. It could be they’re stalking the
characters for revenge, or to eat them. Be sure to alter them to suit the
environment, changing their lair, feeding habits, and abilities.
If the adversary is a mindless creature, their instincts will draw them
toward the player characters and keep them locked on their target. Their
connection to the adventure might not be known. They could have been
summoned and sent after the characters, or they could just be some
voracious, evil beast that’s decided to relentlessly track them down. Be
sure to alter them to suit the environment, changing their role in the local
ecology and abilities as appropriate.
Encounter 1
In the first encounter, the player characters first learn that someone or
something is after them. It could be a surprise, where they’re unarmed or
otherwise unprepared. The adversary might be looking for them. People
the player characters know might be questioned, arrested, or attacked.
Whether or not they know why the adversary wants them is up to you. By
the end of the encounter the player characters know that they need to flee,
and what the consequences will be should they be caught.
There are three things that need to be accomplished in the first
encounter: Establish the Situation, Demonstrate the Stakes, and Create
Character Connections.
25
This encounter might also be a chase without the combat. They see
their home being stormed, or notice the adversary arriving, or get word
that the adversary is looking for them. So they take off, and get chased until
the manage to give the adversary the slip.
The goal of this adventure is for the player characters to end the
pursuit. This might mean getting to a place of safety, convincing the
pursuer to stop chasing them, or putting an end to their pursuer. It could
require them to figure out what the adversary wants. Once they are safe
and no longer being chased, the adventure has been completed. The
players need to be made aware of this from the first encounter, accepting
the call to adventure.
If you wish to expand the adventure beyond 5 encounters, this
segment can be broken into a separate challenge (Encounter 1.1).
26
If you wish to expand the adventure beyond 5 encounters, this can be
broken into a separate challenge (Encounter 1.3). Perhaps have a separate
scene for each player character, to establish they the adversary is after
them personally.
Encounter 2
This is where the player characters run and regroup. Once they evade
the adversary in the first encounter, they need to figure out what’s going on
and make a plan. This could mean finding a safe place it hide. It could be
comparing notes, to determine why they’re being chased. They could need
to get their gear, or acquire weapons, so that they’re not at a disadvantage
and able to do something other than flee. If they’re fugitives, they may
concoct a scheme to prove their innocence.
There is only one thing that needs to be accomplished with this
encounter: Build Confidence in the player characters and their abilities.
Build Confidence
The point of this encounter is to give the player characters a taste of
success. The difficulty should be on the low side, and it should play to their
strengths. Let each character have some sort of spotlight moment where
they can show off their best abilities. That means the player characters
should easily be able to stay ahead of the adversary, locate some basic
resources, make contact with allies, win a minor fight, find a safe place to
hide out, and so on.
If you wish to expand the adventure beyond 5 encounters, you can
have multiple variations of this (Encounter 2.1, 2.2, 2.3, and so on).
Encounter 3
This is where things become more tense. In this encounter, the player
characters will need to be on the move. Something happens that puts them
at risk of being found out. Gathering resources means going out into the
world where they might be spotted. They will face another chase, which
ought to be more challenging than the previous encounter.
The only thing that’s required of Encounter 3 is that you Increase
Difficulty from the previous encounter.
27
Increase Difficulty
Where the previous encounter should have been a bit easy, this ought
to be right in line with the player characters’ abilities. This time they won’t
have an advantage like a head start or familiarity with the location. The
chase will lead them to places they’ve never been, and there won’t be allies
or secure hiding places to fall back on. They may be challenged to use skills
and powers that aren’t necessarily their best abilities, making the
encounter feel more difficult than it actually is.
If you wish to expand the adventure beyond 5 encounters, you can
have multiple variations of this (Encounter 3.1, 3.2, 3.3, and so on).
Encounter 4
During this encounter, the player characters will gather the last of what
they need in order to end their pursuit. That means making contact with
someone who can smuggle them out of the country, finding evidence to
prove their innocence, learning why the adversary wants what they have,
anything that can negate the reason behind the chase. Once they have done
this, they’re ready to advance to the finale.
There are 2 additional things that might occur within this encounter:
the player characters could run into a Plot Twist, and they will definitely be
met with Adversary Retaliation.
Plot Twist
Your adventure doesn’t need to have a plot twist. If it does, this is the
perfect place for it. In this adventure, this might mean learning that the
reason they though they were being chased isn’t the reason at all. Someone
they trusted might rat them out and reveal their location. The object is to
throw the players off balance emotionally without significantly increasing
the actual difficulty of the encounter.
If you wish to expand the adventure beyond 5 encounters, this can be
broken into a separate challenge (Encounter 4.1). The order is
interchangeable, so it can happen before or after Adversary Retaliation.
Adversary Retaliation
The adversary is tired of the chase at this point. They decide to take
drastic action to catch the player characters. It could involve taking loved
ones as hostages, bringing in extra henchmen, or becoming more intense in
28
their efforts. This will not be direct action on their part. They won’t risk a
personal confrontation with the player characters unless it’s on the
adversary’s terms. The purpose is to end this before the player characters
have a chance to resolve the adventure goal, whatever that may entail.
If you wish to expand the adventure beyond 5 encounters, this can be
broken into a separate challenge (Encounter 4.2). The order is
interchangeable, so it can happen before or after the Plot Twist.
Encounter 5
All chases end eventually. This is the final segment of the adventure.
The player characters will make it to safety, eliminate the adversary, or do
whatever is needed to make their pursuer call off the chase.
There are 2 things that need to happen in the final encounter: Confront
the Adversary and Complete the Adventure Goal. These can happen together,
or as separate scenes.
29
7-8 Block by Block
The player characters head into a dangerous
situation to rescue someone from the adversary and
return them to safety.
30
Also consider how the adventure might tie into individual player
character backgrounds, personal goals, and higher ambitions. Do they
know the victim? Was this action taken to hurt them? Is this a distraction,
mean to draw them away from some other ongoing campaign goal?
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If the adversary is a mindless creature, their instincts will draw them
toward taking the victim. Their connection to the adventure will be much
the same as an intelligent creature, but with far less planning and
awareness. They take because they want, or because their biology drives
them. Be sure to alter the adversary to suit the environment, changing their
role in the local ecology and abilities as appropriate.
Encounter 1
At the start of the adventure, the victim is kidnapped by the adversary.
This probably won’t happen in the presence of the player characters,
because there’s too much risk they could defeat the adversary right here
and end the adventure before it starts. Likely the characters will be notified
if the victim is someone they know. Otherwise, they may be hired or
pressed into service to rescue the victim and bring the adversary to justice.
There are three things that need to be accomplished in the first
encounter: Establish the Situation, Demonstrate the Stakes, and Create
Character Connections.
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Demonstrate the Stakes
As part of the first encounter, the player characters will need to see
what will happen if they don’t answer the call to adventure. This could be
as simple as assuming the worst about what will happen to the victim. If
they don’t know who the adversary is, it’s easy to conclude the various
types of harm that could potentially befall the person that was taken. When
the adversary is know, either because this follows up a previous adventure,
the bad guy leaves a ransom note, or there is some other telltale trace that
gives away their identity, players can infer the potential for harm from the
adversary’s reputation and past actions.
In this adventure, the player characters have the opportunity to save a
life. They might be paid for their efforts, if the victim’s family has means or
is an important public figure. Should they fail, the consequences cold be
cultural or political. Failing to rescue a little girl, or save the king, is going
to create all manner of problems. For a one-shot adventure this may not
mean much, but as part of an ongoing campaign this could lead to being
shunned, exiled, or even arrested.
If you wish to expand the adventure beyond 5 encounters, this can be
broken into a separate challenge (Encounter 1.2).
Encounter 2
In the second encounter, the player characters will begin their pursuit
of the adversary. This means that this segment should be an investigative
challenge. They might need to find clues as to who the adversary is, why
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they committed this heinous act, what they want, and where they could be
hiding out.
There is only one thing that needs to be accomplished with this
encounter: Build Confidence in the player characters and their abilities.
Build Confidence
The point of this encounter is to give the player characters hope that
the victim can in fact be rescued. This means giving them proof of life in the
form of easy-to-find clues. The difficulty has to be on the low side, and the
encounter should play to their strengths. Let each character have some sort
of spotlight moment where they can show off their best abilities. That
means getting answers from friendly witnesses, allowing their hunches to
pay off, and letting them acquire the resources they ask for.
If you wish to expand the adventure beyond 5 encounters, you can
have multiple variations of this (Encounter 2.1, 2.2, 2.3, and so on).
Encounter 3
In this encounter, the player characters begin to stumble a bit. Every
success should move them closer to achieving the adventure goal, but the
investigative challenges will be harder than the earlier encounters.
There are two necessary components of Encounter 3: Increase
Difficulty from the previous encounter, and Adversary Retaliation.
Increase Difficulty
Where the previous encounter should have been a bit easy, this ought
to be right in line with the player characters’ abilities. They may be
challenged to use skills and powers that aren’t necessarily their best
abilities, making the encounter feel more difficult than it actually is.
If you wish to expand the adventure beyond 5 encounters, you can
have multiple variations of this (Encounter 3.1, 3.2, 3.3, and so on).
Adversary Retaliation
Normally this segment doesn’t appear until Encounter 3. In this type of
adventure, the adversary will take a more active hand in opposing the
player characters’ rescue mission. The adversary might be concerned that
the player characters are getting too close. They could be upset at their
successes in learning the location of the victim. In any case, they decide to
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take action to stop the player characters, or at least slow them down. This
will not be direct action on their part. They will use threats to the victim,
henchmen, or even attempts on the player characters’ lives. The purpose is
to distract or eliminate the player characters so the adversary can continue
to pursue their own goal without further disruption.
If you wish to expand the adventure beyond 5 encounters, this can be
broken into a separate challenge (Encounter 4.2).
Encounter 4
In this encounter the player characters will gather the final resources
needed to rescue the victim. This might mean gathering any special
equipment, gaining necessary allies, or learning where the adversary is
holding the hostage. Once the player characters have done this, they’re
ready to proceed to the finale.
There are 2 additional things that might occur within this encounter:
the player characters are faced with a Plot Twist, and they will be met with
further Adversary Retaliation.
Plot Twist
Your adventure doesn’t need to contain a plot twist. If it does have one,
this is the appropriate place for it. In this adventure, this might mean that
the kidnapping was a distraction, and the player characters will need to do
something else in the finale. It could be that the kidnap victim was in on it
all along, or that they were never actually kidnapped. The object is to throw
the players emotionally off balance, without significantly increasing the
difficulty of the encounter.
If you wish to expand the adventure beyond 5 encounters, this can be
broken into a separate challenge (Encounter 4.1). The order is
interchangeable, so it can happen before or after Adversary Retaliation.
Adversary Retaliation
See Encounter 3. The adversary will continue to indirectly oppose the
player characters and interfere with their rescue mission in any way
possible.
If you wish to expand the adventure beyond 5 encounters, this can be
broken into a separate challenge (Encounter 4.2). The order is
interchangeable, so it can happen before or after the Plot Twist.
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Encounter 5
This is where the adventure goal is achieved. The player characters will
rescue the hostage, and return them home safely. It’s where the adversary’s
plans are foiled, and they are brought to justice in whatever fashion is
appropriate to the setting.
There are 2 things that need to happen in the final encounter: Confront
the Adversary and Complete the Adventure Goal. These can happen together,
or as separate scenes.
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9-10 Wait and Hope
The player characters must escape from a bad
situation, and get away from an adversary who
wants to keep them there.
37
being punished for something they did, or are they swept up in some
prejudice against their culture, religion, or political affiliation? Did they
support a leader who is no longer in power, and the new king, emperor, or
whatever is dealing with potential enemies? When the adventure takes the
player characters away from some larger storyline that they’re invested in,
work with that frustration as well. Use it to fuel anger and resentment
toward their oppressor.
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If the adversary is a mindless creature, their instincts will draw them
toward monitoring their territory. This means the player characters will be
attacked if they try to cross the adversary’s perimeter, or enter what
they’ve claimed as their space. Their connection to the adventure will be
that they existed there, or were placed there, and the creator of the
“prison” is leveraging the monster as a guard. Be sure to alter the adversary
to suit the environment, changing their role in the local ecology and
abilities as appropriate.
Encounter 1
In the first encounter, the player characters are captured. If they were
captured in a previous adventure, you can begin with them being
imprisoned. Should their captivity be more metaphorical, you can use this
scene to establish and reinforce their oppression.
There are three things that need to be accomplished in the first
encounter: Establish the Situation, Demonstrate the Stakes, and Create
Character Connections.
39
oppression or worse. For a one-shot adventure this may not mean much,
but as part of an ongoing campaign this could lead to the effective end of
the campaign, or at least the exit of these particular characters.
If you wish to expand the adventure beyond 5 encounters, this can be
broken into a separate challenge (Encounter 1.2).
Encounter 2
The begin their characters plan their escape, gathering information,
materials, and allies. This is going to be an investigation challenge, as the
player characters try to learn as much as they can about the nature of their
captivity as they can. All of the “low hanging fruit” will be gather in terms
of tools, friends, and easy-to-acquire info.
There is only one thing that needs to be accomplished with this
encounter: Build Confidence in the player characters and their abilities.
Build Confidence
The point of this encounter is to give the player characters a taste of
success and a sense of hope. The difficulty should be on the low side, and it
should play to their strengths. Let each character have some sort of
spotlight moment where they can show off their best abilities. That means
going with their ideas, allowing them to find the things they ask about, and
arranging things so that their plan seems like it will work.
If you wish to expand the adventure beyond 5 encounters, you can
have multiple variations of this (Encounter 2.1, 2.2, 2.3, and so on).
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Encounter 3
The characters may try to escape, based on the plan they devised in the
previous encounter. They will fail, not because they make a mistake or that
the their scheme was bad, but because the situation is more complex than
they anticipated. Beyond what they knew are challenges that they were not
aware of, and in turn could not have prepared for.
Alternately, their escape plans are discovered. The adversary
increases security measures, or punishes them. This leaves them cut off
from allies, possibly moved to a new location, and having their tools and
materials confiscated.
The only thing that’s required of Encounter 3 is that you Increase
Difficulty from the previous encounter.
Increase Difficulty
Where the previous encounter should have been a bit easy, this ought
to be right in line with the player characters’ abilities. They may be
challenged to use skills and powers that aren’t necessarily their best
abilities, making the encounter feel more difficult than it actually is. This
makes sense in context, because in theory the adversary would have taken
their capabilities into account when arranging for their captivity.
If you wish to expand the adventure beyond 5 encounters, you can
have multiple variations of this (Encounter 3.1, 3.2, 3.3, and so on).
Encounter 4
This encounter is where an opportunity presents itself, and the player
characters make their escape attempts. They might get the last resource
they need to execute their plan, or something unexpected happens that
they are able to capitalize on. Once they’ve made it past this encounter, the
player characters will be in the home stretch for the finale.
There are 2 additional things that might occur within this encounter:
the player characters are faced with a Plot Twist, and they will be met with
Adversary Retaliation.
Plot Twist
The escape plan doesn’t need to have a plot twist, but they’re so much
fun. Someone betrays them, the opportunity that popped up was a trap, or
41
additional complications arise that ruin their well-laid plans. It wouldn’t be
an escape story is things went perfectly. The object is to complicate things
without increasing the mechanical difficulty of the encounter.
If you wish to expand the adventure beyond 5 encounters, this can be
broken into a separate challenge (Encounter 4.1). The order is
interchangeable, so it can happen before or after Adversary Retaliation.
Adversary Retaliation
The adversary is going to be upset at the escape attempt, especially
when it seems to be succeeding. If the plot twist was a trap, it will be
designed with arrogance and no notion that the player characters can
outwit it.
This will not involve direct action on the adversary’s part. They will be
monitoring the situation, but all will be felt to traps, hirelings, and other
minions. The purpose is to give the player characters false hope before
crushing them, and then putting them solidly back into captivity.
If you wish to expand the adventure beyond 5 encounters, this can be
broken into a separate challenge (Encounter 4.2). The order is
interchangeable, so it can happen before or after the Plot Twist.
Encounter 5
It’s time to escape. This is the final segment of the adventure. The
player characters will somehow get free of the adversary and no longer be
oppressed. They will need to wildly improvise things and capitalize on
luck, even if they’re following a brilliantly conceived plan.
There are 2 things that need to happen in the final encounter: Confront
the Adversary and Complete the Adventure Goal. These can happen together,
or as separate scenes.
42
If you wish to expand the adventure beyond 5 encounters, you can
break this into a separate scene (Encounter 5.1). The order is
interchangeable, so it can happen before or after the player characters
Complete the Adventure Goal.
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11-12 Between Men and Lions
After being hurt by the adversary, the player
characters take justice into their own hands in an
attempt to even the score.
44
were never handled to their satisfaction. It could be cathartic, but that
could also make the player characters go too far.
If the story lends itself to helping the player characters fulfill some
destiny, learn some useful ability, or acquire some long-sought-after
treasure, throw it in. While the adventure might be a distraction from some
longer campaign plot, invested players will gladly set that aside to go all-in
on a revenge scheme. You can tie in the impact this adventure is having on
the overall campaign, and the people around the player characters.
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If the adversary is a mindless creature, their instincts will draw them
toward food, mating opportunities, and so forth. That will tend to bring
them into conflict with civilization. What they did was probably done
without malice, but it created emotional upset. Even if you took the player
characters’ feelings out of it, this is probably a dangerous creature that
poses a threat. The adversary’s connection to the adventure will be
unintentional. Be sure to alter them to suit the environment, changing their
role in the local ecology and abilities as appropriate.
Encounter 1
During the first encounter, the incident that leads to revenge takes
place. If it’s something that happened to the player characters in a previous
adventure, start with a recap then move on to what the adversary is doing
currently. The player characters need to be reminded the target if their ire
is still at large.
There are three things that need to be accomplished in the first
encounter: Establish the Situation, Demonstrate the Stakes, and Create
Character Connections.
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If you wish to expand the adventure beyond 5 encounters, this can be
broken into a separate challenge (Encounter 1.1).
Encounter 2
In the second encounter, the player characters will begin their quest
for sweet, sweet revenge. This means that this segment should include an
investigative challenge, to learn more about their target. When they learn
will be the sort of information that’s easy to find. People they question will
be generally cooperative.
You can also include time for the player characters to make plans. They
can begin to gather basic, easy-to-acquire resources without much effort.
Nothing that do at this point should make supporting characters
suspicious, unless the player characters are being patently obvious or
incredibly sloppy.
47
There is only one thing that needs to be accomplished with this
encounter: Build Confidence in the player characters and their abilities.
Build Confidence
The point of this encounter is to provide a taste of success. The
difficulty should be on the low side, and it should play to the player
characters’ strengths. Allow each character a spotlight moment where they
can show off their best abilities, and to utilize things they already know.
This means that no one is challenging them yet, or catching on that they’re
plotting vengeance. The target isn’t aware of them, or if they are have no
idea that the player characters are up to something. By the end of the
encounter it should feel plausible that these characters can pull off some
sort of payback scheme, even if they’re plan isn’t fully formed yet.
If you wish to expand the adventure beyond 5 encounters, you can
have multiple variations of this (Encounter 2.1, 2.2, 2.3, and so on).
Encounter 3
In this encounter, the player characters will continue gathering
resources and formulating plans. They should feels that they’re moving
closer to achieving their goal. They will begin to run the risk of being found
out, especially if what they’re planning has the potential to get them into
trouble. While the target doesn’t know what’s going on, they may begin to
get suspicious. This segment will be more challenging than the previous
encounter.
The only thing that’s required of Encounter 3 is that you Increase
Difficulty from the previous encounter.
Increase Difficulty
Where the previous encounter should have been a bit easy, this ought
to be right in line with the player characters’ abilities. They may be
challenged to use skills and powers that aren’t necessarily their best
abilities, making the encounter feel more difficult than it actually is.
The greatest obstacle here is going to be fear of discovery. In seeking
information, people will be less cooperative and start asking why the
player characters want to know. Outside parties will begin to connect the
dots as to what the resources be gathered could be used for. Not only will
the player characters need to be more sneaky, they’ll need to employ social
48
skills to explain away suspicions. They might also have to resort to bribes,
or doing favors that will distract them from pursuing their goal, in order to
keep others from exposing their scheme.
If you wish to expand the adventure beyond 5 encounters, you can
have multiple variations of this (Encounter 3.1, 3.2, 3.3, and so on).
Encounter 4
In this encounter the player characters will accomplish the final thing
necessary before executing their master plan. That means they know
where the target is, or will be. They have all of the resources and
information they need. Everyone understands exactly what they need to
do. Once the player characters reach this point, they’re ready to exact their
revenge.
There are 2 additional things that might occur within this encounter:
the player characters are faced with a Plot Twist, and they will be met with
A Change in Adversary Behavior.
Plot Twist
Your adventure doesn’t need to have a plot twist, but something going
wrong at the last minute is a common trope in revenge schemes. This could
happen in conjunction with A Change in Adversary Behavior, or operate
separately from it.
In a revenge plot this can mean four things:
• A third party has figured out what the player characters are
up to, and wants to be included in the plan;
• A third party has figure out what the player characters are up
to, and is trying to stop them;
• A piece if information was incorrect, or the circumstances
have changed;
• A necessary resource is lost or broken, and needs to be
repairs or replaced under imperfect circumstances.
There are other possible plot twists, or course. These are the most
common tropes in revenge stories, so they become the easiest to work with
in your adventures. Variations are almost limitless, so play with things that
fit in with the characters, the setting, and the overall themes of the
49
adventure. The object is to throw the players off balance emotionally
without significantly increasing the actual difficulty of the encounter.
If you wish to expand the adventure beyond 5 encounters, this can be
broken into a separate challenge (Encounter 4.1). The order is
interchangeable, so it can happen before or after A Change in Adversary
Behavior.
Encounter 5
This is the final segment of the adventure. The player characters will
do whatever it is they’ve been planning to do to the target. They will gain
their revenge, completing the story goal.
There are 2 things that need to happen in the final encounter: Confront
the Adversary and Complete the Adventure Goal. These can happen together,
or as separate scenes.
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The other possibility is that the player characters want to remain
anonymous. If things go wrong, they don’t want to be blamed. There is the
possibility that the adversary could retaliate. If the nature of their revenge
is illegal, they don’t want the target calling the authorities, pressing
charges, or suing them (if such a thing exists in your setting). The player
characters might leave hints that let the target know who was behind it,
but nothing that would constitute proof.
If you wish to expand the adventure beyond 5 encounters, you can
break this into a separate scene (Encounter 5.1). The order is
interchangeable, so it can happen before or after the player characters
Complete the Adventure Goal.
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13-14 Everyone Has Secrets
The player characters have to find the answer to a
question, but the adversary doesn’t want that
question answered.
52
acquire some long-sought-after treasure, use that. When the adventure
feels like a distraction, taking the player characters away from some larger
quest, work with that frustration as well.
53
Encounter 1
In the initial encounter, the player characters will learn of the mystery.
It might be that something has just happened, like a murder or robbery,
and they need to react to it. They may learn of a great secret, and finding
the answer is the key to attaining something they desire. It could even be
information about their own past that they’ve always wondered about, and
now an opportunity has arisen to find the answers they seek.
There are three things that need to be accomplished in the first
encounter: Establish the Situation, Demonstrate the Stakes, and Create
Character Connections.
54
or a one-shot, the opening encounter will need to establish why these
people are teaming up and working together. Even if they share the same
goal, they may be suspicious of one another. You may wish to connect their
backgrounds, so they all have ties to the mystery, its location, or the stakes
at hand.
If you wish to expand the adventure beyond 5 encounters, this can be
broken into a separate challenge (Encounter 1.3).
Encounter 2
In the second clue, the player characters will gather clues, question
people, and test hypotheses. This means that the segment should be an
investigation challenge. There will be elements of social interaction
necessary as well.
There is only one thing that needs to be accomplished with this
encounter: Build Confidence in the player characters and their abilities.
Build Confidence
The point of this encounter is to give the player characters a taste of
success. The difficulty should be on the low side, and should play to their
strengths. Let each character have a spotlight moment where they can
show off their best abilities, use their connections, and leverage what they
already know. Clue will be easy to find, witnesses will be cooperative, and a
basic picture of what happened should become clear.
If you wish to expand the adventure beyond 5 encounters, you can
have multiple variations of this (Encounter 2.1, 2.2, 2.3, and so on).
Encounter 3
In this encounter, the player characters will continue to gather clues,
question people, and test their hypotheses. By the end they should feel
close to solving the mystery, although not all questions will be answered
and some new ones will arise. They will face investigation and social
interaction challenges, but their may be chases or even combat scenes
when suspects and witnesses are uncooperative.
The only thing that’s required of Encounter 3 is that you Increase
Difficulty from the previous encounter.
55
Increase Difficulty
Where the previous encounter should have been on the easy side, this
ought to be in line with the player characters’ abilities. They may be
challenged to use skills and powers that aren’t necessarily their best
abilities, making the encounter feel more difficult than it actually is. Clues
will be more difficult to locate, as will any resources the characters need.
People will be less willing to cooperate, for all manner of reasons that may
or may not tie directly to the mystery.
If you wish to expand the adventure beyond 5 encounters, you can
have multiple variations of this (Encounter 3.1, 3.2, 3.3, and so on).
Encounter 4
In this encounter the player characters collect the final clues, find the
last witness, or arrive at the penultimate location. They will do the final
thing needed to solve the mystery. Once they have done this, they’re ready
to move on to the finale.
There are 2 additional things that might occur within this encounter:
the player characters are faced with a Plot Twist, and they will be met with
Adversary Retaliation.
Plot Twist
Your mystery doesn’t need to have a plot twist. If it does, make sure it
doesn’t completely invalidate all of the player characters’ work and hard-
drawn conclusions. In this adventure, a twist might mean that they’ve
misinterpreted a clue. Perhaps someone they trusted turns on them.
Someone else is murdered, or something else goes missing. The object is to
throw the players off balance emotionally without significantly increasing
the actual difficulty of the encounter.
If you wish to expand the adventure beyond 5 encounters, this can be
broken into a separate challenge (Encounter 4.1). The order is
interchangeable, so it can happen before or after Adversary Retaliation.
Adversary Retaliation
The adversary might be upset that the player characters are getting too
close to achieving the adventure goal. If it’s a murder mystery, this is the
point where the killer attempts to murder the player characters, silence a
key witness, or destroy evidence of their misdeeds.
56
Often, retaliation is how the adversary tips their hand. They might feel
that the player characters are getting to close to solving the mystery. They
make action to stop the investigation, or at least slow its progress until
they can quiet slip away and make their escape without drawing too much
attention to themselves.
If you wish to expand the adventure beyond 5 encounters, this can be
broken into a separate challenge (Encounter 4.2). The order is
interchangeable, so it can happen before or after the Plot Twist.
Encounter 5
This is the final segment of the adventure. The player characters will
present their conclusion, along with the evidence to support it. They will
need to confront the antagonist, whether they were the person responsible
for a crime or merely interfering with finding the answer or solving the
problem.
There are 2 things that need to happen in the final encounter: Confront
the Adversary and Complete the Adventure Goal. These can happen together,
or as separate scenes.
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If the characters have somehow failed, then they will need to deal with
the consequences, either in a follow-up scene, the next adventure, or later
in the campaign. The villain lives to commit crimes another day, the
mystery remains unsolved, and the search for answers continues.
If you wish to expand the adventure beyond 5 encounters, you can split
this into a separate scene (Encounter 5.2). The order is interchangeable, so
it can happen before or after the player characters Confront the Adversary.
58
15-16 I, Unlike You
The player characters compete against the
adversary to prove who is the absolute best.
59
Also consider how the adventure might tie into individual player
character backgrounds, personal goals, and higher ambitions. If the story
lends itself to helping them fulfill some destiny, learn some ability, or
acquire some long-sought-after treasure, make that the focus of the
competition. When the nature of the competition feels like a distraction,
taking the player characters away from some larger quest, work with that
frustration and resentment as well.
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have been places there to hinder competition. The creature might be
nature to the environment, disturbed by the competition going on in their
territory. Be sure to alter them to suit the environment, changing their role
in the local ecology and abilities as appropriate.
Encounter 1
In the first encounter, you will need to establish the nature of the
competition. Is this a race, an ongoing skill challenge, or some sort of
investigation? You will also need to establish the rivalry between the player
characters and the adversary.
There are three things that need to be accomplished in the first
encounter: Establish the Situation, Demonstrate the Stakes, and Create
Character Connections.
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or a one-shot, the opening encounter will need to establish whether these
people are teaming up and working together, of if they are also competing
against each other. You may wish to connect their backgrounds, having
them all have history with the adversary, or personal ties to the stakes of
the competition.
If you wish to expand the adventure beyond 5 encounters, this can be
broken into a separate challenge (Encounter 1.3).
Encounter 2
The second encounter will find the player characters engaged in the
competition. This means that this segment should be whatever type of
challenge they need to prevail at in order to eventually win. There is only
one thing that needs to be accomplished with this encounter: Build
Confidence in the player characters and their abilities.
Build Confidence
The point of this encounter is to give the player characters a taste of
success. They need to feel that they can win. The difficulty should be on the
low side, and it should play to their strengths. Let each character have
some sort of spotlight moment where they can show off their best abilities.
That means keeping outside obstacles to the minimum, providing optimal
conditions for races, and making sure the player characters have all of the
proper tool required for skill challenges. Competitors will be acting nice,
sticking to the rules, and playing fair.
If you wish to expand the adventure beyond 5 encounters, you can
have multiple variations of this (Encounter 2.1, 2.2, 2.3, and so on).
Encounter 3
In this encounter the player characters continue the competition, but
gradually becomes harder. Their actions should move them closer to
winning, and they should feel that they’ve made progress by the end of the
segment. They will face another challenge of the sort relevant to the
competition.
The only thing that’s required of Encounter 3 is that you Increase
Difficulty from the previous encounter.
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Increase Difficulty
Where the previous encounter should have been a bit easy, this ought
to be right in line with the player characters’ abilities. Conditions are no
longer optimal. They may need to improvise because they don’t have the
proper resources. Competitors are no longer playing nice. If there are rules
for it in your system of choice, the player characters may begin to feel
fatigued as the competition drags on.
If you wish to expand the adventure beyond 5 encounters, you can
have multiple variations of this (Encounter 3.1, 3.2, 3.3, and so on).
Encounter 4
In this encounter the player characters will be approaching the final
phase of the competition. That means there isn’t far to the finish line,
they’re close to making a major breakthrough, or there are only a few more
steps left in the skill challenge. They’re almost ready for the finale.
There are 2 additional things that might occur within this encounter:
the player characters are faced with a Plot Twist, and they will be met with
Adversary Retaliation.
Plot Twist
Your competition doesn’t need to have a plot twist. If it does, this is
where it will happen. In this adventure, this might mean a sudden
revelation about what the player characters are actually competing for.
There could be stakes that there weren’t previously aware of, making them
even more motivated to win. The object is to throw the players off balance
emotionally without significantly increasing the actual difficulty of the
encounter.
If you wish to expand the adventure beyond 5 encounters, this can be
broken into a separate challenge (Encounter 4.1). The order is
interchangeable, so it can happen before or after Adversary Retaliation.
Adversary Retaliation
In a competition the adversary will absolutely be upset if the player
characters are winning Even if the adversary is in the lead, they might feel
threatened if there is any chance that the player characters could overtake
them. In any case, they decide to take action to stop the player characters,
or at least slow them down. They will cheat, they will attempt to sabotage
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the player characters, they will do anything they feel they can get away
with in order to win.
This doesn’t have to be a direct action on the part of the adversary. If
they have henchmen, partners, or allies they’ll leave the dirty work up to
them. That way the adversary can focus on the competition, while the
player characters are placed at a disadvantage, preoccupied with other
things, and distracted.
If you wish to expand the adventure beyond 5 encounters, this can be
broken into a separate challenge (Encounter 4.2). The order is
interchangeable, so it can happen before or after the Plot Twist.
Encounter 5
This is the final segment of the adventure. The player characters will
need to complete the competition. They will do what they need to in order
to win. This means going head-to-head with the adversary during the final
moments of the event.
There are 2 things that happen in the final encounter: have a
Showdown with the Adversary and Complete the Adventure Goal. These can
happen together, or as separate scenes.
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Consequences can appear either in a follow-up scene, the next adventure,
or later in the campaign.
If you wish to expand the adventure beyond 5 encounters, you can split
this into a separate scene (Encounter 5.2). The order is interchangeable, so
it can happen before or after the player characters Confront the Adversary.
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17-18 To Find Fault
The player characters must prove their aptitude in a
chosen field against a more experienced adversary.
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feels like a distraction, taking the player characters away from some larger
quest, work with that frustration as well.
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Encounter 1
In the first encounter, it needs to be established that the player
characters are the underdogs. This has to be handled in a way that might
leave the players feeling frustrated, but not entirely demoralized. It isn’t
that the characters aren’t capable. They simply aren’t respected,
appreciated, or believed. The adversary is the one with credibility, even
when their motives are self-serving, they’re not as capable as people
believe, and their conclusions are dead wrong.
There are three things that need to be accomplished in the first
encounter: Establish the Situation, Demonstrate the Stakes, and Create
Character Connections.
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come with that. For a one-shot adventure this may not mean much, but as
part of an ongoing campaign this could lead to more problems that the
player characters will need to face in future adventures.
If you wish to expand the adventure beyond 5 encounters, this can be
broken into a separate challenge (Encounter 1.2).
Encounter 2
In the second encounter, the player characters will begin their pursuit
of the adventure goal. This means that this segment should be a series of
challenges meant to spotlight their competence. It won’t be any sort of
direct competition with the adversary, but the will begin to garner some
low-level recognition.
There is only one thing that needs to be accomplished with this
encounter: Build Confidence in the player characters and their abilities.
Build Confidence
The point of this encounter is to give the player characters a taste of
success. The difficulty should be on the low side, and it should play to their
strengths. Let each character have some sort of spotlight moment where
they can show off their best abilities. Their efforts will be noticed, either by
a small, local crowd or a supporting character with some amount of
influence. They get validation that they’re as good as they think they are.
If you wish to expand the adventure beyond 5 encounters, you can
have multiple variations of this (Encounter 2.1, 2.2, 2.3, and so on).
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Encounter 3
In this encounter, the player characters will experience a moment of
doubt. They should still succeed, and move closer to achieving the
adventure goal, but it will feel as if they’ve may have bitten off more than
they can chew. They will face another series of challenge that play to their
strengths, which ought to be more difficult than the previous encounter.
The only thing that’s required of Encounter 3 is that you Increase
Difficulty from the previous encounter.
Increase Difficulty
Where the previous encounter should have been a bit on the easy side,
this ought to be right in line with the player characters’ abilities. They may
be challenged to use skills and powers that aren’t necessarily their best
abilities, making the encounter feel more difficult than it actually is.
One of the ways to make this feel more difficult is to have people
actually paying attention to them. Their success in the previous encounter
has people watching them. There are now expectations that they can do
what they claim. Even though they are genuinely capable, people will
express doubts, and the encounter should feel stressful.
If you wish to expand the adventure beyond 5 encounters, you can
have multiple variations of this (Encounter 3.1, 3.2, 3.3, and so on).
Encounter 4
In this encounter the player characters will accomplish the final thing
that need to do in order to complete the adventure goal. That means facing
a huge challenge that plays, once again, to the abilities their meant to be
the objective best at. Once they have done this, they’re ready to move on to
the finale.
There are 2 additional things that might occur within this encounter:
the player characters are faced with a Plot Twist, and they will be met with
Adversary Retaliation.
Plot Twist
Your adventure doesn’t need to have a plot twist. If it does, this is the
perfect place for it. In this adventure, this might mean that the stakes are
increased. There is a huge reward that they can ear, if they’re able to do
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what they saw they can. The flip side is that they are subject to more
scrutiny than they’ve ever been before, so if they fail their reputation will
be ruined. The object is to throw the players off balance emotionally
without significantly increasing the actual difficulty of the encounter.
If you wish to expand the adventure beyond 5 encounters, this can be
broken into a separate challenge (Encounter 4.1). The order is
interchangeable, so it can happen before or after Adversary Retaliation.
Adversary Retaliation
The adversary will be upset that the player characters are starting to
upstage them. They feel threatened. This is where the player characters
finally go head-to-head against the adversary. Naturally, the adversary is
going to cheat. They’ll employ dirty tricks, try to sabotage the player
characters, and spread nasty rumors. Whatever is appropriate for the type
of challenge, and the stakes of the adventure.
If you wish to expand the adventure beyond 5 encounters, this can be
broken into a separate challenge (Encounter 4.2). The order is
interchangeable, so it can happen before or after the Plot Twist.
Encounter 5
This is the final segment of the adventure. The player characters will
face off against the adversary for a final time, winner takes all. They will
need to prove once and for all that they are competent and deserve to be
taken seriously.
There are 2 things that need to happen in the final encounter: Confront
the Adversary and Complete the Adventure Goal. These can happen together,
or as separate scenes.
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Complete the Adventure Goal
The goal of this adventure was to prove that the player characters
deserve to be taken seriously, so during this encounter they will need to
achieve that. In a rare turn, this can be achieved even if they lose; all the
player characters have to do is show that they’re better than anyone give
them credit for. If they manage to win a competition or save the world, all
the better.
Once they have proven themselves, the adventure has been completed.
There may be additional things to play out, like granting then their
deserved rewards. The adversary should face overdue consequences, just
for the emotional satisfaction.
If you wish to expand the adventure beyond 5 encounters, you can split
this into a separate scene (Encounter 5.2). The order is interchangeable, so
it can happen before or after the player characters Confront the Adversary.
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19-20 The Animal Within
The player characters are drawn toward something
they should avoid, as the adversary seeks to get them
into trouble.
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campaign’s overall themes and recurring plot points, think about how this
can advance the overarching story you’re trying to tell.
Also consider how the adventure might tie into individual player
character backgrounds, personal goals, and higher ambitions. If the story
lends itself to helping them fulfill some destiny, learn some ability, or
acquire some long-sought-after treasure, use that. When the adventure
feels like a distraction, taking the player characters away from some larger
quest, work with that frustration as well.
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If the adversary is a mindless creature, their instincts will draw them
toward whatever sort of taboo behavior the player characters exhibit. Their
connection to the adventure will be as living detectors, likely utilized by a
cultural, religious, or political institution. Be sure to alter them to suit the
environment, changing their role in the local ecology and abilities as
appropriate.
Encounter 1
In the first encounter you need to establish the player characters’
morality. Are they wicked, secret doing things that are considered wrong
within the cultural, religious, or political context they live in? Or are they
simply part of a repressed minority, or living in a community where being
different isn’t tolerated?
The other thing that needs to be established is what, exactly, their issue
is. Culture, religion, politics, and identity cover a lot of ground, so you can
focus in on one thing. Are they in favor of a parliamentary democracy in a
country with a hereditary monarchy? Do they belong to a cult that has been
banned by the dominant church? Maybe they’re elves living in a human-
majority city. Again, they could just be criminals, members of a thieves’
guild or organized crime family in a town that values law and order.
There are three things that need to be accomplished in the first
encounter: Establish the Situation, Demonstrate the Stakes, and Create
Character Connections.
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If you wish to expand the adventure beyond 5 encounters, this can be
broken into a separate challenge (Encounter 1.1).
Encounter 2
In the second encounter, the player characters will begin their pursuit
of the adventure goal. This means that this segment should present them
with an opportunity to do the thing that they are not supposed to do. The
risks will be low, making it easy to give in to the temptation presented.
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There is only one thing that needs to be accomplished with this
encounter: Build Confidence in the player characters and their abilities.
Build Confidence
The point of this encounter is to give the player characters a taste of
success. The difficulty should be on the low side, and it should play to their
strengths. Let each character have some sort of spotlight moment where
they can show off their best abilities. That means they should be able to do
they thing they want and get away with it rather easily.
If you wish to expand the adventure beyond 5 encounters, you can
have multiple variations of this (Encounter 2.1, 2.2, 2.3, and so on).
Encounter 3
In this encounter, the player characters are presented with another
opportunity to do the thing they’re not allowed to. The activity itself is
more difficult in some way, and that increases the risks of being caught.
People are starting to become suspicious after the second encounter, and
even if no one suspects the player characters the level of scrutiny will make
things harder.
The only thing that’s required of Encounter 3 is that you Increase
Difficulty from the previous encounter.
Increase Difficulty
Where the previous encounter should have been a bit easy, this ought
to be right in line with the player characters’ abilities. They may be
challenged to use skills and powers that aren’t necessarily their best
abilities, making the encounter feel more difficult than it actually is. The
actual obstacle is that people are now aware that there are people with the
player characters’ beliefs and proclivities in the area, and are watching.
Valuables will be lock up better to deter thieves, previous safe meeting
places will be watched, and everyone’s words and actions will be
scrutinized for cultural, religious, or political deviance.
If you wish to expand the adventure beyond 5 encounters, you can
have multiple variations of this (Encounter 3.1, 3.2, 3.3, and so on).
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Encounter 4
In this encounter the player characters will accomplish the final thing
that need to do in order to complete the adventure goal. That might mean
making one final heist, affecting political change, or gaining acceptance. It
could mean finding a way out of the community, so they can go live in a
more accepting place. Once they have done this, they’re ready to advance to
the finale.
Unlike other adventure types, this is the big moment. It’s the sort of
event that would be the finale in other stories. The actual finale, however, is
going to be dealing with the consequences of this segment.
There are 2 additional things that might occur within this encounter:
the player characters are faced with a Plot Twist, and they will be met with
Adversary Retaliation.
Plot Twist
Your adventure doesn’t need to have a plot twist. If it does, this is the
perfect place for it. In this adventure, this might mean discovering that
there are even more people who think and behave like the player
characters than they previously knew. It could be the discovery of the
adversary’s own cultural, religious, or political deviance that could be used
against them. They may accidentally discover that there is a place where
they will be accepted. The object is to throw the players off balance
emotionally without significantly increasing the actual difficulty of the
encounter.
If you wish to expand the adventure beyond 5 encounters, this can be
broken into a separate challenge (Encounter 4.1). The order is
interchangeable, so it can happen before or after Adversary Retaliation.
Adversary Retaliation
As part of this encounter, the adversary will come for the player
characters. Maybe they have proof of the player characters’ taboo beliefs or
behavior. They may only suspect, and attempt to lure them into a trap. It
could be that the adversary dislikes them and doesn’t care whether or not
they can prove their allegations. The player characters might be arrested,
or have to escape, or defeat the adversary in combat.
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If you wish to expand the adventure beyond 5 encounters, this can be
broken into a separate challenge (Encounter 4.2). The order is
interchangeable, so it can happen before or after the Plot Twist.
Encounter 5
This is the final segment of the adventure. The player characters will
need to follow up on whatever happened in the previous encounter. If they
were arrested, they will need to escape. Should they have defeated the
adversary, they’ll be outed and have to face public consequences. If they’ve
chose to flee the community, they will be pursued.
There are 2 things that need to happen in the final encounter: Confront
the Adversary and Complete the Adventure Goal. These can happen together,
or as separate scenes.
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Environments
The primary location for your adventure will be built around one of the
following environments. If you are expanding beyond the 5-encounter
format, you can have the players start in one environment in Encounter 1,
travel through one or more different environments in Encounters 2
through 4, and conclude with another environment in Encounter 5. You
will need to decide which environment the primary adversary is native to,
and will need to make adjustments to the adventure based on the
particular hazards and local color each environment provides.
1 Coasts
A coast is any location where land meets a substantial body of water.
There are usually stone cliffs, a rocky or muddy band, or a sandy beach.
The most common uses for beaches involve sailing, fishing, and
recreations. The color and composition of the sand will vary. The types of
flora and fauna will change with the climate, and sometimes with the
season.
2-4 Caverns
A cavern is a naturally-created hollow space underground, large
enough for people to get though. They are often the result of water carving
out areas of soft rock. Caverns are common habitats for insects, spiders,
and bats. Larger animals, including monsters and characters, sometimes
use them for shelter.
5 Deserts
A desert is a dry, mostly barren area hostile to both plant and animal
life. The things that do live in a desert are specially adapted to deal with the
lack of water and precipitation. Characters who live in the desert either use
irrigation, or at skilled at located rare and isolated water sources.
6-7 Forests
A forest is a piece of land covered with trees and other vegetation. The
types of trees and other life within a forest will vary with the location,
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climate, and season. Tropical forests, or jungles, have denser vegetation,
higher humidity, and greater precipitation.
9 Hills
A hill is an elevated environment, often near bodies of water like river
or lakes. They may also be part of plains or forest. The areas below hills are
sometimes prone to flooding, making the hills ideal for settlements. The
view they afford means they are also desirable locations for fortifications
and military lookouts.
9 Mountains
Mountains are larger and steeper land forms than hills. They are
usually formed by volcanic or tectonic activity. Mountaintops are often
colder than the land below. While not good for agriculture, they are
frequently climbed for recreation.
10 Plains
A plain is any flat area of land. They are sometimes located in valleys
between mountain ranges. Plains are frequently used for agriculture
because of their flatness. They may also be grasslands, providing grazing
area for wild or domesticated animals.
11-12 Ruins
A ruin is the remnant of an architectural structure, such as a castle,
building, or collection buildings. They can be in any state of disrepair,
either due to a lack of maintenance, complete abandonment, or deliberate
destruction. Ruins often appear where an area has been ravaged by war or
natural disaster, or the local population has severely declined.
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15 Swamps
A swamp is a forested wetland, where the ground is mostly shallow,
slow-moving water with protrusions of dry land. They are usually located
near rivers or lakes. A rich variety of plant and animal life can be found in
swamps, and they are also prime areas for hunting and fishing.
19 Water
Bodies of water aren’t technically a type of environment, but exist
within and alongside other types. This includes streams and rivers running
through rivers and plains, and ponds, lakes, and oceans adjacent virtually
any other environment. Being aboard a ship at sea counts as a water
environment.
20 Underwater
An underwater location exists below the surface of a lake or ocean. Life
is either aquatic, or exists in an artificial habitat the mimics surface
conditions. This creates the necessity for oxygen replenishment, and the
ability to deal with increased atmospheric pressure.
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Adversaries
The adversaries are listed here by type. This lack of specificity allows
you to choose foes that are appropriate to the system of your choice and
the setting. You can also select an adversary that is challenging for your
player characters, without being either too easy nor overwhelming.
1. Aberration
Aberrations are utterly alien beings. Most do no originate on this plane
of existence, which accounts for their strangeness. Many of them have
innate magical abilities, or psionic talents drawn from their minds rather
than the mystical forces of the world.
Examples: Aboleth, Cloaker, Dark Young of Shub-Niggurath, Drider,
Elder Thing, Gibbering Mouther, Intellect Devourer, Mimic, Otyugh, Rust
Monster, Tentacled Horror, Will-o'-Wisp
2. Animal
This includes non-intelligent, non-magical creatures of every type and
species. They may be acting individually, in small groups, or large herds.
Select animal adversaries based on the environment, and what qualities
seem suitable for the adventure.
Examples: Badger, Bear, Eel, Elephant, Gorilla, Hippopotamus, Hyena,
Jackal, Lion, Octopus, Panther, Piranha, Rhinoceros, Shark, Tiger,
Tyrannosaurus Rex, Whale, Wolverine, Wolf
3. Construct
Constructs are animated objects or artificially constructed creatures.
Most are mindless automatons, with neither a soul nor a purpose beyond
what their creator tasks them to do. They are immune to the woes of the
living, include mind-altering magic, poison, sleep, paralysis, and disease.
Examples: Animated Objects, Automaton, Caryatid Column,
Clockwork, Golem, Guardian Gargoyle, Homunculus, Robot, Scarecrow,
Taxidermic Grizzly Bear, Terra-cotta Soldier, Waxwork Human, Wickerman
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4. Dragon
Dragons are powerful magical creatures. There were several types of
dragons with various breath weapons, with breeds usually distinguished
by color. They are an ancient race, and few intelligent species can claim
longer lineage.
Examples: Basilisk, Chromatic Dragon, Dracolisk, Drakes, Elder Wyrm,
Imperial Dragon, Jabberwock, Metallic Dragon, Pseudodragon,
Pseudowyvern, Sea Serpent, Shen, Wyrm, Wyvern
5. Elemental
Elementals are the purest living forms of the four basic elements—air,
earth, fire, and water. There are also several other less common elements,
all related to natural forces. An elemental is an intelligent, self-aware entity
that can be summoned to nearly any plane of existence.
Examples: Aerial Servant, Air Elemental, Earth Elemental, Fire
Elemental, Ice Elemental, Lightning Elemental, Magma Elemental, Plasma
Elemental, Sandman, Water Elemental, Water Wyrd
6. Fey
Fey come from a realm that exists parallel to the mortal realm. Most
have supernatural abilities and a strong connection to nature. The fey can
be any size, shape, texture, or smell, with an appearance that exemplifies
their ties to natural wonders.
Examples: Boggart, Brownie, Dryad, Faerie, Gremlin, Kelpie,
Leprechaun, Mite, Naiad, Nereid, Nixie, Nymph, Pixie, Pooka, Redcap, Satyr,
Spriggan, Sprite, Tooth Fairy
7. Giant
Giants are creatures of exceptionally large size. Their appearance
varies according to their type, but they are generally humanoid in
appearance. Their bone structure is more dense than that of humans,
giving them extra toughness but slowing them down a little.
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Examples: Cave Giant, Cyclops, Ettin, Fire Giant, Frost Giant, Hill Giant,
Jotun Troll, Merrow, Moon Giant, Ogre, Rock Troll, Storm Giant, Titan, Troll,
Two-Headed Troll
8-13. Humanoid
Humanoids care the main peoples of the world, including humans,
elves, orcs, goblins, and so on. They are capable of using language,
developing culture, and learning magic. The term humanoid therefore
includes an enormous variety of intelligent species.
Examples: Bugbear, Catfolk, Deep One, Dragonkin, Drow, Dwarf, Elf,
Gnoll, Gnome, Goblin, Halfling, Hobgoblin, Human, Kobold, Lizardfolk,
Merfolk, Orc, Ratfolk, Sasquatch
16. Ooze
An ooze is a category of creatures that generally resemble amorphous
blobs. This includes slimes, molds, fungi, jellies, and puddings. Most oozes
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live underground, but some can be found in damp, fetid environments like
swamps, sewer systems, middens, and mausoleums.
Examples: Black Pudding, Carnivorous Blob, Colour Out of Space,
Ectoplasm, Gelatinous Cube, Giant Amoeba, Gray Ooze, Ochre Jelly,
Shoggoth, Slime Mold, Slithering Tracker
17. Outsider
Outsiders are extraplanar creatures. They are often associated with the
realms of deities, moral stances, and the supernatural. Their plane of
original might also be considered an “afterlife” for mortal humanoids.
Examples: Angel, Couatl, Demon, Devil, Divine Herald, Elohim, Foo
Dog, Genie, Guardian Spirit, Hell Hound, Hound of Tindalos, Manitou,
Mephit, Nephilim, Nightmare, Rakshasa, Soul Eater, Tiefling, Valkyrie
18. Plant
Plant are any species of vegetation. This includes both normal and
magical plant species, as well as intelligent creatures that fit the criteria for
classification as plant life.
Examples: Assassin Vine, Bog Creeper, Crypt Flower, Dire Flytrap,
Fungus Man, Gallows Tree, Green Man, Jack-o'-Lantern, Kelpie, Mi-Go,
Myceloid, Shambling Mound, Shrieker, Treant, Yellow Musk Creeper
19. Undead
Undead are once-living creatures that had been animated by
supernatural forces. While many are mindless, other have retained the
intelligence and abilities they possessed in life.
Examples: Bogeyman, Crypt Thing, Demiurge, Devourer, Ghost, Ghoul,
Grim Reaper, Lich, Mummy, Nightshade, Poltergeist, Revenant, Shadow,
Skeleton, Spectre, Unrisen, Vampire, Wight, Wraith, Zombie
20. Vermin
Vermin are any creatures that spread disease, destroy crops, or harm
livestock. This includes rodents, insects, and parasitical creatures. They
often come as swarms, or in giant form.
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Examples: Ant, Assassin Bug, Bees, Beetles, Cave Fisher, Centipedes,
Cockroach, Dragonfly, Hellgrammite, Horsefly, Leech, Locust, Mantis,
Mosquito, Rot Grub, Spider, Rust Mite, Scarab, Slug, Termite, Tick
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Themes (Optional)
This section is optional. If you want to inject something akin to literary
theme into your adventure, you can use these. This is by no means a
definitive list of themes, but represents some of the most common found in
fantasy fiction and published adventures.
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Something or someone will come to an end, with a replacement appearing
by the conclusion.
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A main character will have to choose between helping a friend or attaining
a personal goal, but won’t be able to do both. There has to be something
notable for the player characters to lose by making this choice.
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15-16 Love Conquers All
Working together, believing in each other, and providing each other
with support are essential to happiness. Romantic partners can overcome
adversity, survive hard times, and even achieve greatness. It does not have
to be romantic love, or course, and can be the love between a parent and
child, siblings, a platonic “bromance”, or a strong female friendship.
Unconditional love is the most powerful force of all.
Conflicts and obstacles within this theme will be anything that works
to keep the characters apart. This might be other romantic entanglements,
rivals for the main characters’ affections, distance, or conflicting personal
goals.
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