Sie sind auf Seite 1von 2

Adventure #251

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

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.
Settle a Debt
A player character may find himself in the position of needing to settle a debt. He could gamble away all his money
and need to raise some more to repay the gambling house before its enforcers come for him. On a more personal
level, the character may need to settle a debt of either money or honor that he owes to an NPC.
Missing Memories
One or more of the PCs wakes up with no memory of the recent past, and now they find themselves in some kind of
trouble they don't understand. The PCs must find the reason for the memory lapse, and solve any problems they
uncover in the meantime.
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.
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.
Cosmopolitan City
Most of the story takes place in a large, sophisticated city; center the villain's plot and activities around that city.
This setting is best suited to adventures involving more people than monsters; most of your villains should be human
or demi-human.
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.
Craftsman's Quarter
This can occur in either the shop of the master craftsman of a palace or manor, or the guild-area of a city.
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.
Inquisitor
This 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.
Merry Minstrel
This character follows the heroes in order that he might find inspiration for his song and storytelling. He can't be
shut up; he sings all the day long and into the night, is a showoff before crowds, and is far too noisy for a party
trying to remain unobserved.
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.

Belligerent Soldier
The billigerent one has just had his ears pinned back by his commanding officer and is anxious to take it out on
Character
some hapless civilian. If this is a city gate, he claims that the hero's papers are wrong or that he recognizes the hero
Encounter
from descriptions of a wanted criminal; if this is the streets, he insults the hero's lack of military bearing, pretty
looks, clothes, smell, companion, or whatever it takes to provoke a reaction.
Avalanche
This
is an outdoors trap. Some time when the heroes are in a narrow canyon or gorge, or are on a snow-covered
Deathtrap
mountain, their enemies can arrange to dump an avalanche upon them (rocks and boulders in the first instance, snow
in the second).
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
If
Omen/Prophesy 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.
Coping with a Curse
Special
The curse might be making the hero progressively uglier, might be draining out his life-force (he's losing experience
Condition
which will be retruned if he succeeds), or might be making him progressively insane. Each day, as he sees his
reflection in a mirror or pond or fountain, he'll know himself to be less than he used to be.
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.
Loony who Has It Wrong
Red Herring You can have the heroes "aided" by a so-called expert who is actually a lunatic who doesn't know anything about
what he's talking about. Once he's led the heroes off to some remote part of the continent, his evasive answers and
bizarre behaviour will alert them that he really doesn't know anything about what he's pretended to be an expert on.
Mission is a Ruse
Cruel Trick In the course of their adventuring, the heroes discover they have been tricked into performing a mission which helps
the Master Villain.

Das könnte Ihnen auch gefallen