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Adventure #306

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

Comedy
This adventure is fun for fun's sake. Its basic purpose is to provide humorous entertainment with a minimum of
actual danger or tragedy.
Encounter Old Villain
If your campaign has a villain who shows up again and again to bedevil the heroes, then this is an episode featuring
that villain. You might wish to roll once again on this section to see what the villain's goal is.
Mystery Woman
Create an NPC "mystery woman" sure to be fascinating to your hero and have her keep appearing inexplicably in
his life. As he becomes interested and investigates her, he keeps stumbling across the villain's plans and becomes
inextricably mired in the plot. (For female player-characters, the Mystery Man is just as useful.)
Event
For this plot, choose some sort of event -- a tournament, a holiday, a celebration called by the king, a masked ball,
or whatever -- and set the commencement of the Master Villain's plan against that backdrop.
Scattered Duels
In this climax, the heroes have gotten to the end of their quest -- they may have broken into, sneaked into, or
escaped from imprisonment within the villain's citadel, or have marched into the little town where the villain is
holed up -- and they become separated. You can separate them by having traps and tricks break the party apart, by
having them see two or three things they must resolve (such as danger to innocents or the appearance of minion
villains) pop up simultaneously; they'll have to run in all directions at the same time or suffer failure. Once the
party is broken down into bite-sized chunks, you confront each individual or small group with the enemy or
enemies he most deserves to face -- his personal enemy, the monster which defeated him before, etc. -- for a grand
series of climactic duels.
Cosmopolitan City
Most of the story takes place in a large, sophisticated city; center the villain's plot and activities around that city.
This setting is best suited to adventures involving more people than monsters; most of your villains should be
human or demi-human.
Classic Dungeon
This would be the standard monster-filled labyrinth; perhaps it's a nesting ground for the master villain's monster
troops.
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.
Destroyer
This villain is like the Corruptor, except that he likes destroying instead of corrupting. He operates like the
Conqueror, moving in his armies -- often nonhuman or monstrous armies -- and destroying everything in sight.
Again, the Destroyer could easily be an evil god or demon, meaning the heroes wil have to find his weakness in
order to thwart his current plan.
Avenger
This character is much like the Master Villain of the same name, but he's not in charge of all this villainy, and he's
definitely an enemy of one of the player-characters. You'll have to decide who he is and why he hates one of the
heroes; he could be anything from a recurring villain to someone who simply lost a fight to the hero once.
Coward
This character is an ordinary grunt minion of the Master Villain, but he's a coward. He's deathly afraid of the
Villain and the heroes. He's best used when you plan to have the heroes captured; by his mannerisms, you can
make it clear to them that this fellow is a coward and they will begin to work on him psychologically.
Romantic Loony
Somewhere, the heroes bump into a lunatic who falls immediately in love with a player-character and won't leave
him or her alone. This character may be a love-smitten village lass or nebbishy adventurer. Whatever the origin,
this character must be hopelessly in love with the character but have some trait which keeps the character from
reciprocating; perhaps the loony is too plain, too crazed, or too stupid. Whatever, he or she really is sincere in his
affection for the character.
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.

Inquisitive Official
Some local authority has noticed the characters' presence and it makes her curious. She snoops around asking
Character
questions all the time. She may be a city guardsman or special agent of the ruler, but (functionally) she's a police
Encounter
lieutenant, asking the rong questions at the wrong time; the heroes have to work around her, sneaking where
normally they'd be able to work in the open.
Rock and a Hard Place
This trap starts out as an Animal Pit, Pit and the Pendulum, or Tomb Deathtrap, but an obvious escape suggests
Deathtrap
itself very early on. Trouble is, it leads into even worse danger. The hole out of the animal pit may lead to the lair
of an even worse animal; it may lead through a succession of dangers (collapsing old catacombs, into an
underground river, into a den of zombies) before the heroes reach the light.
Footrace
The chase involves the characters on foot, probably through such terrain as city streets or the corridors of a palace.
Chase
One hero may realize that the's being pursued by a party of enemies and choose to run for it; the heroes may have
caught up to the Master Villain, prompting him to run for his life.
Hero Fulfills Prophecy
Omen/Prophesy This is the most useful sort of prophecy. In the early part of the adventure, one of the heroes discovers that he
fulfills some ancient prophecy.
Love
The Master Villain possesses the "weakness" of genuine affection or love -- probably for some NPC, though it
Secret Weakness could be very intriguing if the object of his affections is a player-character. The heroes can then defeat the villain
by holding his loved one hostage, or proving that his loved one will be seriously harmed, betrayed, or killed if the
villain keeps up with his activity.
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
Condition
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.
Honor Quandry
You want to use this on the character with the most strongly developed sense of personal honor -- someone who
has
lived all his life by a strict code. Toward the end of the adventure, this character realizes that the best way to
Moral Quandry
defeat the Master Villain is a violation of that code. For instance, the character might be a paladin, who discovers
that the only possible way for the heroes to defeat the Master Villain is to sneak up on him and stab him in the
back.
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.
Wanted by the Law
Cruel Trick
One final complication, one which occurs pretty frequently, is when the heroes are wanted by the law. When
they're wanted by the law, they have to travel in secret and very limited in the resources they can acquire.

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

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