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Adventure #158

Theme

Goal

Story Hook

Plot

Climax

General Setting

Specific Setting
I

Specific Setting
II

Master Villain

Minor Villain I

Minor Villain II

Ally/Neutral

Monster
Encounter
Character

Espionage
Espionage adventures are active, grim scenarios involving spying and perhaps other cloak-and-dagger deeds such as
assassination or rescue.
Rescue NPC(s)
The characters must rescue one or more kidnapped NPCs, probably from the stronghold of the kidnapper.
Obviously, they must get to said stronghold, break in, rescue the kidnappee, break out, and escape back to safety;
this usually requires careful and clever planning and a large dose of luck.
Better Late than Never
Some bad guys have arrived and done some bad guy things. The PCs were none the wiser. The bad guys have now
made good their escape, and the PCs have caught wind of it in time to chase them down before they make it back to
their lair, their home nation, behind enemy lines, etc.
Series of Villains
This is a very dramatic plot, and very well-suited to oriental campaigns. In it, the heroes have undertaken a quest,
usually the finding and defeat of the Master Villain. They may have to travel to his citadel, or head off in another
direction to find some artifact capable of defeating him, or run away from pursuing villains until they can figure out
what's going on. All along their route, they are set upon by villains -- each villain has a name and distinct
personality, and each encounter is life-or-death for the heroes and villains; the villain never escapes to safety if the
tide turns against him, he fights unto death.
Prevented Deed
Here, the heroes have been defeated -- captured by the Master Villain, or so thoroughly cut up by his minions that
all believe them to be dead. And the heroes have learned, from the bragging of the villain, loose talk of his minions,
or examination of clues, what is the crucial event of his master plan. In any case, the battered and bruised heroes
must race to this site and have their final confrontation with the villain, bursting in on him and his minions just as
the knife or final word or key is poised, and prevent the awful deed from taking place -- and, incidentally, defeat the
master villain and minions who beat them previously.
Exotic Distant Land
The adventure will take the heroes to some fascinating and exotic distant country, where they'll have to cope with
new customs, monsters unfamiliar to them, and very colorful NPC encounters; choose one of the more fascinating
foreign lands from your campaign world.
Military Encampment
This is best used in an episode involving warfare; it could be the good-guy army's encampment, from which the
heroes launch their adventures, or the villains' encampment, in which case the heroes might have to sneak in on a
mission or escape from it if they're captured.
Temple/Church
This can be either the church of some lofty and good diety, or the dark and grisly temple of some horrid deity
(doubtless filled with evil soldiers and monsters), or even the temple that the madman villain has dedicated to
himself for when he becomes a god.
Corruptor
The Corruptor is the villain who wants to make something nasty out of something that is currently nice. He may be
working on a small scale -- i.e., wish to corrupt one character or a few characters, particularly PCs and their favorite
NPCs. Alternatively, he may be a big-scale villain trying to change an entire city or nation into a jaded, debased pit
of sin, hatred and death.
Hard-Eyed Advisor
This is the sort of villain whom the heroes see in the Master Villain's throne room. He's hard-eyed and scary; life
means nothing to him and he enjoys killing. He's also a good advisor to his master.
Inquisitor
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.
Ingenue in Distress
The heroes must protect some defenseless young innocent who is in danger from the villains. This person, perhaps
the sheltered son or daughter of a nobleman or merchant, has no abilities at all but is sweet, charming, and in great
need of help.
Ravager
This is another classic monster encounter; the monster which is bedeviling a community or local area and will
continue to do so unless the heroes destroy or defeat it. Yes, this is similar to the Master Villain of the same name,
but the Ravager usually has no master plan -- it just wants to kill, destroy, or eat.
Old Friend at the Wrong Time

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.
Framed
One or more of the heroes is accused and convicted of a capital crime -- one for which the mandatory punishment is
Deathtrap
death. The heroes must escape or die, and they're escaping from the well-built, well-protected prison of the local
authorities.
Horseback
Chase
This is a relatively short chase -- it only needs to go on for a mile or so before even the best horses are winded. If it
goes on longer than that, the horses may collapse and perhaps die.
Totem Animal
Omen/Prophesy If a hero has an animal which is his totem, he may see the animal engaged in a fight to the death with another animal
-- one which, coincidentally, is the totem of one of the villains. How his totem defeats the other -- or is defeated by it
-- gives the hero some clues as how to fight his actual opponent when the time comes.
Secret Embarrassment
Finally, the villain may have some aberration or secret shame that will force him to flee when he is confronted with
Secret Weakness it. It could be something as simple as the fact that his nose is too big, or that he is a small and nebbishly wizard
pretending to be some vast, powerful demonic power. When his shame is revealed, he is too humiliated to continue;
this is a good option for comedy adventures.
Time Limit
Finally, the most obvious condition to place on an adventure is to give it a time limit. If the Master Villain is going
Special
to conclude his evil spell in only three days, and his citadel is three hard days' riding away, then the heroes are going
Condition
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
This is much like the Ally Quandry, only at a greater distance. The heroes have been utilizing the aid of two (or
Moral Quandry 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.
Artifact that Doesn't Work
Often, epic quests against powerful Master Villains require that the heroes find some legendary artifact, the only
Red Herring object which can defeat the villain. If your heroes have had no trouble getting to the artifact -- they've effortlessly
sliced through every obstacle you've put in their path and are confidently advancing on the resting place of the
magical item -- you can have it not work.
Villain is Related to Hero
Cruel Trick In this very irritating complication, one of the heroes discovers that the Master Villain is related to him. The villain
might be his long-lost father or twin; perhaps this relative is not long-lost after all, but has secretly been a Master
Villain for years, and only now has the hero discovered it.

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