Vous êtes sur la page 1sur 2

Adventure #12

Action/Adventure
Theme
This is the most common and straightforward sort of adventure there is. In the Action/Adventure scenario, you
present your characters with a task and then confront them with obstacles to overcome in order to accomplish the
task successfully.
Survive Environment
Goal
The characters could end up in a hostile environment which they must cross -- a desert, a jungle, or other hostile
setting. In the course of the adventure they'll need to find food and water, resist the elements, and perhaps fight off
attacks of the natives.
Old Enemy
Story Hook
This is a straightforward story hook; the hero learns that his oldest enemy is back and is very active in the
campaign, up to something. The hero will naturally want to investigate and will walk right into the story.
Accumulation of Elements
Plot
In this sort of plot, the heroes have to go from place to place -- perhaps covering very little area like a city, perhaps
roaming the known world -- and accumulate elements to be used against the Master Villain. These elements may
be clues, pieces of an artifact, evidence, or allies.
Throne Room Duel
Climax
This is set up much like the Scattered Duels, except that you don't separate the heroes. It's harder to control whom
fights who in this situation... but if it doesn't matter who has the final duel with the Master Villain, this is a classic
climax choice.
Under the Sea
General Setting
This sort of high-fantasy adventure takes place in and under (not on top of) the sea. The heroes require access to
some sort of magic item or spell that allows them to breathe water for long stretches, and might adventure in the
uncharted depths or perhaps in a community of sea-breathers.
Craftsman's Quarter
Specific Setting I
This can occur in either the shop of the master craftsman of a palace or manor, or the guild-area of a city.
Palace of the King
Specific Setting
II
The heroes could be here for many, many different reasons: Trying to get a favor from the ruler, part of some
nobleman's retinue, members of the palace guard, sneaking in to save the ruler from assassins, sneaking in to
assassinate the ruler, thrown into the dungeon for crimes they did or didn't commit, etc.
Advance Agent
Master Villain
This villain is the vanguard of some sort of invastion; often, he is trying to open up a portal to a dimension full of
trapped demons and evil gods.
Inquisitor
Minor Villain I
This villain is the one who interrogates the heroes and NPCs captured by the villains. He accompanies the other
Minor Villain out into the field and works on anyone captured; he enjoys inflicting pain and suffering.
Inquisitor
Minor Villain II
This villain is the one who interrogates the heroes and NPCs captured by the villains. He accompanies the other
Minor Villain out into the field and works on anyone captured; he enjoys inflicting pain and suffering.
Government Observer
Ally/Neutral
For some reason, the heroes' ruler wants one of his own people accompanying them. Whatever the reason, the
heroes are now stuck with a haughty, self-important royal observer, an expert in (probably) military tactics or
espionage. He continually offers unwanted advice and tends to get the heroes into trouble by pulling rank
whenever he's not satisfied.
Nocturnal Predator
Monster
Encounter
This is a classic monster encounter; the arrival of a hungry carnivore in the middle of the night. Usually, this attack
happens to heroes camping between villages or out in the deep wilderness; a wild animal, attracted by food odors
(from the heroes' campfire or from the heroes themselves) sneaks in for a bite.
Old Friend at the Wrong Time
Character
Encounter
When the heroes are trying to sneak through a guardpost, citadel, or city where they can't afford to be recognized,
one of the characters' old friends recognizes him and loudly renews their acquaintance in full view of the guards
looking for the characters. This usually leads to an exciting chase as the heroes must escape.
Animal Pit
Deathtrap
This is a classic trap of the adventure genre: The heroes (perhaps just one hero) are dropped into a pit filled with
dangerous animals -- snakes, lions, bears, whatever. They must either fight the beasts or delay them until they can
escape -- climb back out, open a secret door, break down a wall, have a rope lowered by friends above, etc.
Chase Special Terrain
You can make any chase more memorable by having it take place in a setting to which it is utterly unsuited. For
instance, horse chases are fine and dramatic when they take place through the forest, out in the open plains, or
along a road -- but they become diabolical when they take place inside the Royal Palace or in dangerous,
labrynthine, treacherous catacombs.
Hero Fulfills Prophecy
Omen/Prophesy
This is the most useful sort of prophecy. In the early part of the adventure, one of the heroes discovers that he
fulfills some ancient prophecy.
Element
Secret Weakness
The Master Villain can be banished, dispelled, killed, or otherwise defeated by some of element or item. The
Master Villain tries to get rid of all the examples of this element in his vicinity; he doesn't let his minions carry it
or bring it into his presence. But he's not stupid; he doesn't announce to the world what his weakness is. He tries to
hide his concern within another command. If he's allergic to red roses, for instance, he orders all "things of beauty"
destroyed within miles of his abode.
Time Limit
Special
Condition
Finally, the most obvious condition to place on an adventure is to give it a time limit. If the Master Villain is going
to conclude his evil spell in only three days, and his citadel is three hard days' riding away, then the heroes are
going to be on the go all throughout the adventure -- with little time to rest, plan, gather allies, or anything except
get to where they're going.
Respect Quandry
Moral Quandry
This is much like the Ally Quandry, only at a greater distance. The heroes have been utilizing the aid of two (or
more) powerful NPC allies. Now, in the course of the adventure, the heroes come across a task which can be
accomplished in one of two ways -- say, through military intervention or by esoteric magic. The problem is, the
NPC allies are arguing for different choices, and the one whom the heores choose against will no longer aid them.
Loony who Has It Wrong
Red Herring
You can have the heroes "aided" by a so-called expert who is actually a lunatic who doesn't know anything about
what he's talking about. Once he's led the heroes off to some remote part of the continent, his evasive answers and
bizarre behaviour will alert them that he really doesn't know anything about what he's pretended to be an expert on.
Wanted by the Law
Cruel Trick
One final complication, one which occurs pretty frequently, is when the heroes are wanted by the law. When
they're wanted by the law, they have to travel in secret and very limited in the resources they can acquire.
Based on tables from the Dungeon Master's Design Kit by TSR, Inc.

Vous aimerez peut-être aussi