From a Generator

This is just random information from a generator that I wanted to keep for awhile to see if I could use it for anything later...

Theme - Horror
This type of adventure is designed to scare both the characters and the players. Just having a monster attack is not enough for a horror theme; the monster must first frighten the characters.


Goal - 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 chieftain.

Story Hook - Dying Delivery
On some occasion when the hero is out wandering the streets or is otherwise all alone, a dying man bumps into him, hands him something, says a few words, and dies.

Plot - 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.

Climax - Bloody Battle
This is the best Climax for an adventure involving the clash of mighty armies -- or for any adventure where, toward the end, the Master Villain and a large body of minions confront the heroes and their own troops. This finale is characterized by a monstrous clash between the two forces, with the heroes chewing through the enemy ranks to get at the Master Villain and his elite guards. It's strenuous, exciting, and classically simple.

General Setting - Exotic Distant Land
The adventure will take the heroes to some fascinating and exotic distant country, where they'll have to cope with new customs, monsters unfamiliar to them, and very colorful NPC encounters; choose one of the more fascinating foreign lands from your campaign world.

Specific Setting I - 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.

Specific Setting II - Temple/Church
This can be either the church of some lofty and good diety, or the dark and grisly temple of some horrid deity (doubtless filled with evil soldiers and monsters), or even the temple that the madman villain has dedicated to himself for when he becomes a god.

Master Villain - Ravager
This Master Villain is like the Destroyer, except that he terrorizes a very limited area -- such as a village, island, castle, or clan stronghold. (He may want to destroy the whole world but be trapped where he is; perhaps his efforts to free himself constitute the adventure's plot.) He stays in his area and terrorizes whatever comes into it.

Minor Villain I - 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.

Minor Villain II - Coward
This character is an ordinary grunt minion of the Master Villain, but he's a coward. He's deathly afraid of the Villain and the heroes. He's best used when you plan to have the heroes captured;
by his mannerisms, you can make it clear to them that this fellow is a coward and they will begin to work on him psychologically.

Ally/Neutral - Romantic Loony
Somewhere, the heroes bump into a lunatic who falls immediately in love with a player-character and won't leave him or her alone. This character may be a love-smitten village lass or nebbishy adventurer. Whatever the origin, this character must be hopelessly in love with the character but have some trait which keeps the character from reciprocating; perhaps the loony is too plain, too crazed, or too stupid. Whatever, he or she really is sincere in his affection for the character.

Monster Encounter - 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.

Character Encounter - Press Gang
In any port city, the heroes, in a tavern or hostel, may find themselves set upon by ruffians employed by the city; these ruffians use clubs and strike to subdue. If the heroes fight and
beat the ruffians, they find themselves wanted by the law for assaulting officers of the peace. And if they fight and lose, they wake up to find themselves sailors, headed far away from
their quest! Now they must decide whether they're going to jump ship, mutiny, or just settle down to a few years of seafaring life.

Deathtrap - Mutually Assured Destruction
In this very nasty deathtrap, the heroes are bound up in such a manner that any one of them may get free of his bonds -- but when he does, all his friends perish. Obviously, the heroes' task is to find some way for everyone to get out alive. Perhaps an intricate series of cooperative rope-cutting will defuse the trap; perhaps a coordinated maneuver will get everyone free as
the trap is being sprung.

Chase - Water
Don't forget the water chase: Whether it's a battle of seamanship between naval vessels, a chase of rafts toward the inevitable waterfall ahead, a contest of canoeing ability, or a chase between the villain and his giant shark vs. the heroes and their dolphin friends, the water chase can be a distinctive and dramatic one.

Omen/Prophesy - Birthmark
One of the heroes has a birthmark that pertains to the adventure in some way. He may have a birthmark identical to some NPC -- for instance, some person endangered by the Master Villain. This mystery can give the hero his reason to become involved. Alternatively, his birthmark may mark him as a hero fulfilling some ancient prophecy.

Secret Weakness - Holy Symbol
The villain may have the traditional weakness to a specific holy symbol -- but don't choose just an ordinary one. It 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.)

Special Condition - 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 to conclude his evil spell in only three days, and his citadel is three hard days' riding away, then the heroes are going 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.

Moral Quandary - Ally Quandary
You set up the situation so that the heroes have a good chance at defeating the Master Villain if they get the aid of two specific individuals, probably experts in fields relating to the villains'
activities. But the two experts hate one another and refuse to work together, even if it costs them their world.

Red Herring - Lying Rumor
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.

Cruel Trick - NPC Turns Traitor
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.

0 comments:

Post a Comment