| Theme | Mystery |
| Here, the characters are presented with a mystery -- often a murder -- and have to find out who did what to whom. | |
| Goal | Survive Environment |
| 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. | |
| Story Hook | Old Enemy |
| 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. | |
| Plot | A-B-C Quest |
| This is an epic sort of plot. In it, the heros are given (or undertake) a task to perform: The taking of a city, the rescue of an innocent, the destruction of a monster, the creation of a magical item, the defeat of a Master Villain, etc. But the path to victory is not a simple one. To get to their goal, Event A, they find that they must first accomplish some other task -- Event B. But when they undertake the task of accomplishing Event B, they find that they must first accomplish Event C. This goes on for several encounters, until the heroes accomplish all the obstacle events which prevent them from returning to Event A, their original goal. | |
| Climax | 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. | |
| General Setting | 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. | |
| Specific Setting I | Mansion of a Lord |
| This can be the home of a villain -- the characters may have to break in and rescue someone or steal evidence, or break out if they've been captured -- or of a heroic ally, in which case it may be used as the headquarters for the heroes' plans and activities. | |
| Specific Setting II | Madman's Fortress |
| This is the citadel of a major enemy: Strong, unassailable, filled with soldiers and monsters, lined with secret passages and deathtraps; not a wholesome place for adventurers to spend their time. | |
| Master Villain | Advance Agent |
| 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. | |
| Minor Villain I | 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. | |
| Minor Villain II | Moronic Muscleman |
| This fellow is a huge, powerful monster of a fighter. His job is to smash anything the villain tells him to smash. He does that very well, but don't ask him to do any thinking; he has no time for such brainy stuff. | |
| Ally/Neutral | Government Observer |
| 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. | |
| Monster Encounter | Terrain Monster |
| Don't forget the simple run-in with the animal belonging to the terrain where the heroes are: Every type of wilderness has its predators and big, nasty herbivores. | |
| Character Encounter | Lying Accuser |
| A captured thief may accuse the character of putting him up to the theft; an abandoned mother may accuse the hero of fathering the child; a reputable witness (working for the Master Villain) may accuse the hero of a murder or robbery. The hero shouldn't know what he's accused of until he's hauled in by the authorities. | |
| 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 | Aerial |
| The heroes could be riding pegasi or friendly griffons or allied great eagles; the villains could be carried aloft by gargoyles or demons. The prospect of taking a mile-long fall if one's mount is hit is a very daunting and challenging one for the hero. | |
| 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 | Lack of Familiarity |
| The Master Villain, if he comes from the past or another dimension, or belongs to an alien race, might be sufficiently unfamiliar with this world that he essentially defeats himself. How? By making incorrect guesses about human behaviour. One classic error involves underestimating the human capacity for self-sacrifice. | |
| Special Condition | No Lawbreaking |
| For some reason, at one point in the story, the heroes cannot allow themselves to break the law -- even when it would help them greatly to do so. For instance, the heroes may be asking for the help of a king whose word is law and whose power is immense. When they arrive for their audience, an emissary of the Master Villain is making a similar plea for help. If the heroes attack and kill that emissary, they will lose any chance at the king's help -- in fact, he may order their execution. | |
| Moral Quandry | Friend Quandry |
| At a critical point in the story, one of the campaign's NPCs makes an impossible demand of one of the heroes. | |
| Red Herring | False Path to the Artifact |
| Once again, if the heroes have had too easy a time finding the artifact capable of destroying the villain, give them trouble this way: When they get to the place where the artifact is supposed to be contained, they find the coffer or chamber or whatever empty, obviously looted by robbers, who have scrawled such remarks as "Kelrog was here!" upon the walls. | |
| Cruel Trick | Wanted by the Law |
| 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 upon tables from the Dungeon Master's Design Kit by TSR, Inc.