Adventure 75
Adventure 75
Adventure 75
Romance
Theme
Goal
This sort of adventure (rarely played, but worthwhile anyway) has as its central plot the romance between two characters, usually a player-character
and an NPC.
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.
Better Late than Never
Story Hook
Some bad guys have arrived and done some bad guy things. The PCs were none the wiser. The bad guys have now made good their escape, and the
PCs have caught wind of it in time to chase them down before they make it back to their lair, their home nation, behind enemy lines, etc.
Geographic Progression
Plot
This is the simplest sort of adventure plot. The heroes have an area to investigate or travel through; they have encounters based on where they are. For
instance, the traditional dungeon, where monsters are tied to specific rooms or areas. Or, if the heroes are travelling along a narrow valley or through
an enchanted forest, they might suffer ambushes and other encounters fixed to various points along their travel plan. The plot, then, is getting to the
villain by surviving the intervening obstacle encounters.
Prevented Deed
Climax
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.
Torturous Terrain
General Setting The 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
Monster
Encounter
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 co-workers since he was a young man, the road conditions, the rotten pay he's receiving, and so on.
King Beast
At some point in their adventure, the heroes run across a King Beast -- some enormous, intelligent monster (which speaks the Common tongue)
which is the leader of its species. Perhaps it needs help; if the heroes help it they'll earn themselves a favor which the King Beast will repay at some
later time in the adventure. Perhaps the heroes are in deadly danger and need help; the King Beast can be persuaded to help, but only in return for a
deed or favor in the future.
Old Friend at the Wrong Time
Character
Encounter
Deathtrap
When the heroes are trying to sneak through a guardpost, citadel, or city where they can't afford to be recognized, one of the characters' old friends
recognizes him and loudly renews their acquaintance in full view of the guards looking for the characters. This usually leads to an exciting chase as
the heroes must escape.
Tomb Deathtraps
Another classic type of trap is the sort of triggered trap left behind in abandoned tombs, ruins, and catacombs. Here, a hero who touches the wrong
step, floor tile, wall brick, torch bracket, mounted gemstone, or other device will trigger some sort of ancient trap designed to kill tomb-robbers and
intruders.
Footrace
Chase
The 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.
Respect Quandry
Moral Quandry This is much like the Ally Quandry, only at a greater distance. The heroes have been utilizing the aid of two (or 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.
Red Herring
Cruel Trick
He may alert he 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.