Sei sulla pagina 1di 2

Adventure #196

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
Encounter

Revenge
In this adventure, some villain has so offended one or more of the characters that he cannot be suffered to live.
(Alternatively, the injured party could hire the characters to avenge his honor.) The villain must be found or
otherwise gotten at, setting up the final duel or showdown between villain and characters.
Thwart Monstrous Plan
This is a classic fantasy-adventure plot: The characters learn of some horrible plan made by a monstrous enemy, and
must thwart it before the kingdom is lost or the world is destroyed. This is an epic goal, and usually requires that the
characters go to all sorts of places, rounding up allies and artifacts, before being strong enough to face their enemy.
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.
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.
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.
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.
Ruins
These can be the ruins of some ancient civilization, an abandoned temple or castle, incomprehensible blocks of
stone arranged by ancient gods, etc. They can be magical or normal, inhabited by normal animals or by monsters,
centers of magic or just tumbled-down buildings.
Zealot
This villain is like the Conqueror, but he's not trying to conquer to own; he's trying to purge the world of something
he feels is pure evil (another religion, a human, demi-human, or nonhuman race of sentient beings, a custom). He
operates just like the Conqueror, enslaving or killing all those who belong to the "wrong" race or philosophy.
Childhood Friend with a Dark Secret
This Minor Villain is like the character of the same name from the Allies and Neutrals section. However, the heroes
find out early on that he's really working for the Master Villain. He may not wish to be helping the villains; his
family may be held hostage, or he may just be too frightened of the villain or otherwise weak-willed to refuse.
Alternatively, he could actually be evil now.
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.
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.
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.
Seducer
One of the characters is invited to a romantic liaison with an attractive local. This local can just be interested in a

brief tryst, could fall madly in love with the hero and follow the hero through the rest of the adventure, could be a
Loving Deceiver monster encounter, could be a thief and rob the hero blind, or could be a spy or assassin working
for the Master Villain.
Animal Pit
This is a classic trap of the adventure genre: The heroes (perhaps just one hero) are dropped into a pit filled with
Deathtrap
dangerous animals -- snakes, lions, bears, whatever. They must either fight the beasts or delay them until they can
escape -- climb back out, open a secret door, break down a wall, have a rope lowered by friends above, etc.
Endurance
The Endurance Chase is not some sort of climactic chase -- it's a rugged, tiring, persistent pursuit that tests the
Chase
characters to their limits. In this chase, the heroes and villains are pursuing one another across a lot of territory and
they're not catching up with one another very fast. This may be a horseback pursuit across a hundred miles of
savannah, a camel chase across several days' worth of desert, or a chase across arctic tundra.
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.
Lack of Familiarity
Secret Weakness 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.
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.
Ally Quandry
Moral Quandry You set up the situation so that the heroes have a good chance at defeating the Master Villain if they get the aid of
two specific individuals, probably experts in fields relating to the villains' activities. But the two experts hate one
another and refuse to work together, even if it costs them their world.
Lying Rumor
Red Herring 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.
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.

Potrebbero piacerti anche