| Theme | Action/Adventure |
| 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. | |
| Goal | 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. | |
| 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 | 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 | 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. | |
| 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 | 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. | |
| Specific Setting II | 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. | |
| Master Villain | 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. | |
| Minor Villain I | Corrupted Hero |
| This villain was once a hero, possibly one known to the players. He was seduced by the dark side of the dungeon master. Because of his own weakness, or of a curse, he has become a villain, a pawn of the Master Villain. | |
| Minor Villain II | Chief Assassin |
| The Chief Assassin is the favorite killer of the Master Villain. The Assassin works mostly in the field, first killing witnesses who might prove harmful to his master, then zeroing in on the player-characters. He usually meets his end before the adventure's climax, but he may taken one of the heroes down with him. | |
| Ally/Neutral | Talkative Barkeep |
| This classic encounter is the garrulous innkeeper who has information the characters want; trouble is, they'll have to bribe him to get it, or agree to stay at his inn, or buy a lavish meal, or listen to his incessant stories about his career in the army, or whatever. | |
| Monster Encounter | Foreshadowing Monster |
| With this monster encounter, combat may not be necessary. This monster encounter exists to alert the characters to the fact that something unusual is going on, a foreshadowing of their upcoming conflicts with the Master Villain. | |
| 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 | Horseback |
| 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. | |
| Omen/Prophesy | Hero Fulfills Prophecy |
| 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. | |
| 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 | Omnipresent Observer |
| If a wizard, demigod or god has forced the heroes to undertake this quest, he may be with them continually -- in spirit. He can't help them, but does magically watch everything they do. And when they do something he doesn't like, he tells them about it -- loudly and nastily. (This is distressing when they're trying to break into a fortress or sneak through enemy lines.) | |
| Moral Quandry | 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 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. | |
| 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 | 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.