Theme | Espionage |
Espionage adventures are active, grim scenarios involving spying and perhaps other cloak-and-dagger deeds such as assassination or rescue. | |
Goal | Retrieve Item |
This goal is like the Rescue, except the victim is an inanimate object. This item may be an artifact, a paper containing evidence against a character or patron, an antidote needed to save another NPC or palyer character, or just some item of sentimental value -- an item which one NPC hires the characters to steal from another NPC. | |
Story Hook | Old Friend |
Another classic story hook is the Old Friend, the childhood friend of our hero, who shows up in one of several ways to drag the hero into the story. | |
Plot | 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. | |
Climax | Bloody Battle |
This is the best Climax for an adventure involving the clash of mighty armies -- or for any adventure where, toward the end, the Master Villain and a large body of minions confront the heroes and their own troops. This finale is characterized by a monstrous clash between the two forces, with the heroes chewing through the enemy ranks to get at the Master Villain and his elite guards. It's strenuous, exciting, and classically simple. | |
General Setting | On the Road |
Most of the adventure takes place on the road, as the heroes are travelling from place to place. This is especially good for adventures where heroes are investigating a wide-ranging mystery, are part of a caravan, or are being pursued by loathesome villains. | |
Specific Setting I | Craftsman's Quarter |
This can occur in either the shop of the master craftsman of a palace or manor, or the guild-area of a city. | |
Specific Setting II | Caves of Magical Folk |
These can be either beautiful, glittering homes of gorgeous magical peoples, or the dank and terrifying lairs of horrible monsters. | |
Master Villain | Ravager |
This Master Villain is like the Destroyer, except that he terrorizes a very limited area -- such as a village, island, castle, or clan stronghold. (He may want to destroy the whole world but be trapped where he is; perhaps his efforts to free himself constitute the adventure's plot.) He stays in his area and terrorizes whatever comes into it. | |
Minor Villain I | 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. | |
Minor Villain II | Mistress with a Heart of Gold |
This character is much like the "Lover or Daughter of Villain" type of Mystery Woman from the Story Hooks section. In this case, she usually accompanies the Master Villain, but sometimes goes on missions of her own, where she runs into and develops affection for one of the player-characters. | |
Ally/Neutral | 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. | |
Monster Encounter | Assassin Monster |
This mosnter, at some time in the adventure, is sent by the Master Villain to attack one or more heroes when they're at their most vulnerable -- asleep, enjoying themselves, etc. Usually, the Assassin Monster attacks, but the hero, though injured, is able to hold it off long enough for his friends to respond to his shouts. The Assassin Monster is usually killed by his friends, who can then speculate on who sent it and why. | |
Character Encounter | Thief |
At some point in their adventure, the heroes have a run-in with thieves. | |
Deathtrap | Mutually Assured Destruction |
In this very nasty deathtrap, the heroes are bound up in such a manner that any one of them may get free of his bonds -- but when he does, all his friends perish. Obviously, the heroes' task is to find some way for everyone to get out alive. Perhaps an intricate series of cooperative rope-cutting will defuse the trap; perhaps a coordinated maneuver will get everyone free as the trap is being sprung. | |
Chase | Water |
Don't forget the water chase: Whether it's a battle of seamanship between naval vessels, a chase of rafts toward the inevitable waterfall ahead, a contest of canoeing ability, or a chase between the villain and his giant shark vs. the heroes and their dolphin friends, the water chase can be a distinctive and dramatic one. | |
Omen/Prophesy | Innocent Fulfills Prophecy |
An innocent could fulfill a prophecy -- one which endangers his/her life. This innocent might, for instance, be the one who is supposed to slay the king, but is not a mighty adventurer able to protect himself from the king; the heroes may find themselves sheltering and helping this poor dupe. | |
Secret Weakness | Element |
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. | |
Special Condition | No Hurting the Villain |
For some reason, the heroes cannot afford to fight the villain directly. For instance, what if a demon possesses the body of the child of one of the characters, or a very important child spoken of in prophecy, one without whom the world will perish? | |
Moral Quandry | Respect 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. | |
Red Herring | Lying Rumor |
This is the worst and most useful type of red herring -- the interesting rumor which just happens to be false. In adventures of this sort, the best Lying Rumor concerns the Master Villain; it gives the heroes some "important" information about him which later turns out to be useless. | |
Cruel Trick | Villain Accompanies Party |
In this distressing situation, the Master Villain, in disguise or his secret identity, accompanies the heroes for much of their quest. He gets to know them, learns their strengths and weaknesses, learns their plans, and just as soon as it's most efficient for him, he thwarts their current plans and leaves. Alternatively, the Master Villain might be with the heroes all along, up to the very end; the heroes know that one of their companions is the villain, and the whole thrust of the story is finding out who he is. This is the whole purpose of most Mystery-type adventures. |
Based upon tables from the Dungeon Master's Design Kit by TSR, Inc.