Sie sind auf Seite 1von 2

Adventure #170

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

Mystery
Here, the characters are presented with a mystery -- often a murder -- and have to find out who did what to whom.
Protect Endangered NPC(s)
One or more NPCs are in danger, and the characters must protect them. They might be doing this for a reward, or
because one or more of the NPCs is a friend or relative of the character. You need to decide what the characters are
protecting the NPCs from. The NPC might be a wealthy or powerful person being sought by assassins or kidnappers.
The NPC might be a whole village of peasants who are being terrorized by a bandit chieftan.
Pressing Buttons
As a general story-hook approach, think about the player-character -- his personal goals and his personal dislikes. If
the hero is pursuing a specific goal, you have one of the minor villains, as a side-effect of the villain's master plan,
thwart the hero's latest step towards that goal. Alternatively, if there's something the hero truly hates to see, have it
happen -- and have the villains be responsible.
Accumulation of Elements
In this sort of plot, the heroes have to go from place to place -- perhaps covering very little area like a city, perhaps
roaming the known world -- and accumulate elements to be used against the Master Villain. These elements may be
clues, pieces of an artifact, evidence, or allies.
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.
Hero's Home Town
The action takes the heroes back to the home territory of one of them. Note that this usually means that this hero's
family or old friends are deeply involved in the adventure.
Classic Dungeon
This would be the standard monster-filled labyrinth; perhaps it's a nesting ground for the master villain's monster
troops.
Military Encampment
This is best used in an episode involving warfare; it could be the good-guy army's encampment, from which the
heroes launch their adventures, or the villains' encampment, in which case the heroes might have to sneak in on a
mission or escape from it if they're captured.
Sufferer
This Master Villain disguises himself as some other sort of villain. Long ago, he was given an ugly curse -- he longs
for death but can never die unless slain by heroes unaware of his curse. (Naturally, the way the curse works, he has
to defend himself when attacked by the heroes.) So this villain works hard to make sure the best heroes in the world
have sufficient cause to want to come and kill him. He'll insult them, ruin them, kidnap or murder their loved ones,
whatever it takes to bring them against him. Often, he can only die -- his curse can only be undone -- in one specific
holy place, so he'll have to lure the heroes to that place to face him. If the heroes are doing research on the villain all
this time, they may find out his secret, leading to a sad and painful end to the episode as the unkillable villain has to
leave and find someone new to kill him.
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.
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.
Grumpy Old Professional
Again, the heroes need an expert in a certain field -- this time a craft or art, such as blacksmithing, engineering,
horse-training, or whatever. The only or best professional they can find is an aged expert. He's grumpy, cranky, and
sharp-tongued; he constantly complains about the food, the weather, his companions, the decline in skill of his coworkers since he was a young man, the road conditions, the rotten pay he's receiving, and so on.
Beast Amok
Some time when the heroes are in a village or city, an animal, probably an otherwise tame or captured beast, is set

loose by the villain's minions or driven mad by the Master Villain. The beast goes berserk in the crowds; if the
heroes aren't inclined to capture or kill it, it goes after them.
Truthful Accuser
This encounter is like the Lying Accuser except that the accuser is telling the truth. Dig through your characters'
Character
pasts, uncover a misdeed or two, and, when the heroes are at a critical point in their adventure, confront them with
Encounter
someone they actually have wronged. This person has found them and appealed to sympathetic local authorities. The
heroes will have to make good or have the authorities on their backs for some time to come.
Stampede
Should the heroes ever cross plains or prairies, their villainous enemies may wish to stampede a herd of large
Deathtrap
animals at them. Alternatively, beasts in the forest may be stampeded by fires set by the villains; in this case, it will
not be one sort of animal charging through, but a mixture of terrified forest animals, from the smallest fox-cub to the
largest bear.
Footrace
The chase involves the characters on foot, probably through such terrain as city streets or the corridors of a palace.
Chase
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.
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.
Friend Quandry
Moral Quandry
At a critical point in the story, one of the campaign's NPCs makes an impossible demand of one of the heroes.
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.
Heroes Must Work with Villain
If they have to work for the villain, it's due to some hold he has over them -- probably, he's kidnapped one of their
Cruel Trick NPCs and will kill this person if his demands aren't met. Put the heroes through the encounter where they have to do
something they are loathe to do, such as sack and pillage a temple, before they have the opportunity to retrieve their
friend.

Das könnte Ihnen auch gefallen