Creative Writing

Adventure 67

Description
Adventure 67 for d&d
Published
of 2
All materials on our website are shared by users. If you have any questions about copyright issues, please report us to resolve them. We are always happy to assist you.
Related Documents
Share
Transcript
  Adventure #67 Comedy   Theme This adventure is fun for fun's sake. Its basic purpose is to provide humorous entertainment with a minimum of actual danger or tragedy. Protect Endangered NPC(s)   Goal 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 chieftan. Dying Delivery   Story Hook On some occassion when the hero is out wandering the streets or is otherwise all alone, a dying man bumbs into him, hands him something, says a few words, and dies. 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. Scattered Duels   Climax 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. Exotic Distant Land   General Setting 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. Madman's Fortress   Specific Setting I 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. Temple/Church   Specific Setting II 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. Agent Provocateur   Master Villain 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. Childhood Friend with a Dark Secret   Minor Villain I 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. Hard-Eyed Advisor   Minor Villain II This is the sort of villain whom the heroes see in the Master Villain's throne room. He's hard-eyed and scary; life means nothing to him and he enjoys killing. He's also a good advisor to his master. Grumpy Old Professional   Ally/Neutral 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. Nocturnal Predator   Monster Encounter This is a classic monster encounter; the arrival of a hungry carnivore in the middle of the night. Usually, this attack happens to heroes camping between villages or out in the deep wilderness; a wild animal, attracted by food odors  (from the heroes' campfire or from the heroes themselves) sneaks in for a bite. Seducer   Character Encounter One of the characters is invited to a romantic liaison with an attractive local. This local can just be interested in a  brief tryst, could fall madly in love with the hero and follow the hero through the rest of the adventure, could be a 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. Tomb Deathtraps   Deathtrap 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. Horseback    Chase This is a relatively short chase -- it only needs to go on for a mile or so before even the best horses are winded. If it goes on longer than that, the horses may collapse and perhaps die. Reincarnation   Omen/Prophesy The hero, seeing the portrait of some long-dead nobleman, may be surprised to see his own face staring back at him. All evidence points to the fact that our hero is the reincarnation of this person, and the Master Villain may desire to destroy any trace of that nobleman's existence. Just as appropriately, this long-dead nobleman may have died after making some important choice -- such as choosing love over career or career over friends; and the choice he faced is identical to the one the hero now faces. Will our hero defy the prophecy and choose as he did in a  previous life, or will he choose the other option and see what happens? 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 Condition The curse might be making the hero progressively uglier, might be draining out his life-force (he's losing experience 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. False Path to the Artifact   Red Herring Once again, if the heroes have had too easy a time finding the artifact capable of destroying the villain, give them trouble this way: When they get to the place where the artifact is supposed to be contained, they find the coffer or chamber or whatever empty, obviously looted by robbers, who have scrawled such remarks as Kelrog was here! upon the walls. NPC Turns Traitor   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. Based on tables from the Dungeon Master's Design Kit by TSR, Inc.
We Need Your Support
Thank you for visiting our website and your interest in our free products and services. We are nonprofit website to share and download documents. To the running of this website, we need your help to support us.

Thanks to everyone for your continued support.

No, Thanks