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Adventure #298

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

Espionage
Espionage adventures are active, grim scenarios involving spying and perhaps other cloak-and-dagger deeds such
as assassination or rescue.
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.
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.
Series of Villains
This is a very dramatic plot, and very well-suited to oriental campaigns. In it, the heroes have undertaken a quest,
usually the finding and defeat of the Master Villain. They may have to travel to his citadel, or head off in another
direction to find some artifact capable of defeating him, or run away from pursuing villains until they can figure
out what's going on. All along their route, they are set upon by villains -- each villain has a name and distinct
personality, and each encounter is life-or-death for the heroes and villains; the villain never escapes to safety if the
tide turns against him, he fights unto death.
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.
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.
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.
Shacktown of the Oppressed
Part of the action centers around the tenements or shacks of the worst part of town; perhaps an allied NPC lives
here or the characters are fugitives hiding out in the nasty part of town.
Organizer
This 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.
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.
Single-Minded Soldier
This most trustworthy of villain minions is the experienced, competent, persistent soldier -- a field-trained officer
who serves the villain with military precision. He is usually encountered in the field as leader of the villain's field
operations. He is not encountered directly until the middle of or the latter part of the adventure; until then, the
heroes encounter only his subordinates.
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
Character
brief
tryst, could fall madly in love with the hero and follow the hero through the rest of the adventure, could be a
Encounter
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.
Coliseum
If it's appropriate, you can have the heroes captured by the local authorities -- particularly when they're in an exotic
Deathtrap
land, lost world, or whatever -- and have them armed with gladiatorial gear and dropped into a coliseum for the
entertainment of the locals. (Note that this works much better with fighting-type heroes than spellcasters.)
Aerial
The heroes could be riding pegasi or friendly griffons or allied great eagles; the villains could be carried aloft by
Chase
gargoyles or demons. The prospect of taking a mile-long fall if one's mount is hit is a very daunting and
challenging one for the hero.
Innocent Fulfills Prophecy
Omen/Prophesy An innocent could fulfill a prophecy -- one which endangers his/her life. This innocent might, for instance, be the
one who is supposed to slay the king, but is not a mighty adventurer able to protect himself from the king; the
heroes may find themselves sheltering and helping this poor dupe.
Element
The Master Villain can be banished, dispelled, killed, or otherwise defeated by some of element or item. The
Secret Weakness 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.
Magic Doesn't Work Right
Special
If the adventure is taking place on an alternate plane, then that plane's magic works oddly or not at all. (A
Condition
spellcaster will find that just making himself useful is a challenge when none of his spells works.)
Respect Quandry
This is much like the Ally Quandry, only at a greater distance. The heroes have been utilizing the aid of two (or
Moral Quandry more) powerful NPC allies. Now, in the course of the adventure, the heroes come across a task which can be
accomplished in one of two ways -- say, through military intervention or by esoteric magic. The problem is, the
NPC allies are arguing for different choices, and the one whom the heores choose against will no longer aid them.
Extraneous Details
Red Herring When giving the heroes details on their enemy -- for instance, details they are learning from investigations and
readings -- you can give them just a few details too many. This may prompt the heroes to investigate the "extra"
(i.e., irrelevant) details in addition to the relevant onces, thus losing them valuable time.
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.
Encounter

Based on tables from the Dungeon Master's Design Kit by TSR, Inc.

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