Master Plot
Theme
Action/AdventureThis 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
Thwart Monstrous PlanThis 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.
Story Hook
Dying DeliveryOn some occassion when the hero is out wandering the streets or is otherwise all alone, a dying man bumbs into him, hands him something, says a few words, and dies.
Plot
A-B-C QuestThis 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 DeedHere, 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
Torturous TerrainThe adventure takes place in some sort of unsettled, uncivilized, dangerous terrain; in action stories, the desert and jungle work best; choose one of those two or decide on a setting that is similarly dangerous and exotic.
Specific Setting I
Mansion of a LordThis 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
Demi-human CommunityIn wilderness areas, this will be a large community of demi-humans -- elves, dwarves, halflings, whatever -- or intelligent nonhumans such as orcs. If your action is taking place in a city, this could be a hidden community (such as a secret underground dwarf community) or a section of the city inhabited mostly by demi-humans.
Master Villain
OrganizerThis Master Villain is the head of the local criminal syndicate -- the Thieve's Guild or slaver ring, for instance. He's cold-hearted and unsympathetic, and human life means nothing to him. He employs assassins and musclemen against the heroes, and can only be reasoned with when it's going to profit him more to cooperate with the heroes than kill them.
Minor Villain I
Hard-Eyed AdvisorThis 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
InquisitorThis villain is the one who interrogates the heroes and NPCs captured by the villains. He accompanies the other Minor Villain out into the field and works on anyone captured; he enjoys inflicting pain and suffering.
Ally/Neutral
Gibbering MadmanSome poor wretch blundered into part of the master villain's plan and saw too much. What he saw drove him crazy. He gibber and jabbers, occassionally uttering clues about what he's seen, but just isn't coherent. He knows enough that the heroes will need to take him along to comment on what they're encountering, though, so he can't just be met and forgotten.
Monster Encounter
RavagerThis 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.
Character Encounter
Inquisitive OfficialSome local authority has noticed the characters' presence and it makes her curious. She snoops around asking questions all the time. She may be a city guardsman or special agent of the ruler, but (functionally) she's a police 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.
Deathtrap
Mutually Assured DestructionIn 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
FootraceThe chase involves the characters on foot, probably through such terrain as city streets or the corridors of a palace. 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.
Omen/Prophesy
Comet's ProgressEvents during the adventure may be enlivened by a large and menacing comet which appears in the night sky for several days during the scenario; the locals take it for an omen of doom. The comet may be the result of magic being used by the Master Villain, or the comet's appearance can pertain to an old legend involving the Master Villain.
Secret Weakness
ElementThe 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 VillainFor 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
Honor QuandryYou 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
False Path to the ArtifactOnce 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
NPC Turns TraitorHe may alert the enemy when the heroes are planning a raid; he may steal the artifact and take it to the villain; he may stab a hero or important NPC in the back (literally) before departing.
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