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Adventure #226

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

Character
Encounter

Espionage
Espionage adventures are active, grim scenarios involving spying and perhaps other cloak-and-dagger deeds such as
assassination or rescue.
Survive Environment
The characters could end up in a hostile environment which they must cross -- a desert, a jungle, or other hostile
setting. In the course of the adventure they'll need to find food and water, resist the elements, and perhaps fight off
attacks of the natives.
Better Late than Never
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.
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.
Throne Room Duel
This is set up much like the Scattered Duels, except that you don't separate the heroes. It's harder to control whom
fights who in this situation... but if it doesn't matter who has the final duel with the Master Villain, this is a classic
climax choice.
Torturous Terrain
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.
Demi-human Community
In 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.
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.
Agent Provocateur
This Master Villain is a clever spy who inflitrates an organization, order, or army, and tries to effect its destruction
by getting it to perform actions which will cause others to oppose it directly. The identity of this Master Villain is
usually a closely-guarded secret; the heroes will encounter his cover identity, but will not suspect that he's
responsible for all this chaos until they start adding up clues. Females in this role can be very, very effective.
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.
Moronic Muscleman
This fellow is a huge, powerful monster of a fighter. His job is to smash anything the villain tells him to smash. He
does that very well, but don't ask him to do any thinking; he has no time for such brainy stuff.
Congenial Madman
This fellow is a pleasant, happy lunatic whom the heroes encounter; after the initial encounter, he follows them
wherever they go, commenting on their plans, behaving strangely, getting underfoot, and -- very occassionally -proving to be a real help.
Foreshadowing Monster
With this monster encounter, combat may not be necessary. This monster encounter exists to alert the characters to
the fact that something unusual is going on, a foreshadowing of their upcoming conflicts with the Master Villain.
Belligerent Soldier
The billigerent one has just had his ears pinned back by his commanding officer and is anxious to take it out on
some hapless civilian. If this is a city gate, he claims that the hero's papers are wrong or that he recognizes the hero
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.

Pit and the Pendulum


Actually, we're applying this term to any of many time-delay deathtraps. In this sort of trap, the villains capture the
Deathtrap
heroes and place them in a trap which will soon kill them -- it operates on a delay, often based on a timing device or
a burning fuse.
Endurance
The Endurance Chase is not some sort of climactic chase -- it's a rugged, tiring, persistent pursuit that tests the
Chase
characters to their limits. In this chase, the heroes and villains are pursuing one another across a lot of territory and
they're not catching up with one another very fast. This may be a horseback pursuit across a hundred miles of
savannah, a camel chase across several days' worth of desert, or a chase across arctic tundra.
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.
Holy Symbol
The villain may have the traditional weakness to a specific holy symbol -- but don't choose just an ordinary one. It
Secret Weakness may be a holly symbol no longer used by the church, or may be some forgotten variation of the current symbol. (For
instance, the cross may not work, but a variation -- such as the Roman cross -- might; alternatively, it might have to
be a holy symbol which has undergone some unfamiliar ritual.)
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.
Honor Quandry
You want to use this on the character with the most strongly developed sense of personal honor -- someone who has
Moral Quandry 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.
Artifact that Doesn't Work
Often, epic quests against powerful Master Villains require that the heroes find some legendary artifact, the only
Red Herring
object which can defeat the villain. If your heroes have had no trouble getting to the artifact -- they've effortlessly
sliced through every obstacle you've put in their path and are confidently advancing on the resting place of the
magical item -- you can have it not work.
Wanted by the Law
Cruel Trick
One final complication, one which occurs pretty frequently, is when the heroes are wanted by the law. When they're
wanted by the law, they have to travel in secret and very limited in the resources they can acquire.

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