Creating a Random
Adventure Outline
- Open up TableSmith
- Under Categories & Tables, choose Random Adventure
- Choose Random Adventure Again
TaDa! A random adventure outline was just created. Click the little
dice icon a few times to see it roll different adventures up. Here is
the output that I got, and we will work with:
Theme:
Mystery Here, the characters are presented with a mystery - often a
murder - and have to find out who did what to whom.
Characteristics: A murder or other crime; a maguffin to force the
characters to investigate the crime; frequent (usually non-violent)
interaction with civilian authorities.
Ground Rules: None..
Goals:
Retrieve Item This goal is like the Rescue, except the victim is an
inanimate object. This item may be an artifact, a paper containing
evidence against a character or patron, an antidote needed to save
another NPC or player-character, or just some item of sentimental
value; an item which one NPC hires the characters to steal from another
NPC..
Story Hooks and Maguffins:
Old Friend Another classic story hook is the Old Friend, the childhood
friend of our hero, who shows up in one of severalways to drag the hero
into the story. Some of the ways include:
(1) He Asks for Help. The Friend shows up to ask the hero for help. He
or his family is being menaced by some side-effect of the villain's
plan. (The Old Friend could actually now be a traitor, leading the hero
straight to his enemies, if you prefer.)
(2) He Is Killed. The Friend dies on the hero's doorstep; the hero is
obligated to investigate. There will be enough clues found on the
Friend's body to lead the hero into the plot. (As an interesting
variant, the Old Friend can have become a villain and been killed by an
NPC hero, leading to some confusion on the PCs' part.).
General Setting:
Cosmopolitan City Most of the story takes place in a large,
sophisticated city; center the villains' plot and activities around
that city.
This setting is best suited to adentures involving more people than
monsters; most of your villains should be human or demi-human..
Specific Settings:
Laboratory This can be the alchemical lab of a friendly wizard, or the
horrible experi-mental chamber of the villain where new monsters are
created and released upon the world.
Palace of the Ruler The heroes could be here for many, many different
reasons: Trying to get a favor from the ruler, part of some nobleman's
retinue, members of the palace guard, sneaking in to save the ruler
from assassins, sneaking in to assassinate the ruler, thrown into the
dungeon for crimes they did or didn't commit, etc..
Allies and Neturals:
Crusty Old ProfessionalAgain, 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
crusty, 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, his working
conditions, the rotten pay he's receiving, and so on. You can have him
actually possess a heart of gold or be just as nasty as he sounds.
Character level and Abilities: Experience level just below characters'
party average..
Master Villain:
The Corruptor The Corruptor is the villain who wants to make something
nasty out of something that is currently nice. He may be working on a
small scale - i.e., wish to corrupt one character or a few characters,
particularly PCs and their favorite NPCS. Alternatively, he may be a
big-scale villain trying to change an entire city or nation into a
jaded, debased pit of sin, hatred and death.
This character is best used for horror adventures; he also works very
well for revenge melodramas (if he has already corrupted someone or
some place dear to the player-characters).
Character level and Abilities: Often, an evfl god or demon,
particularly one skilled at magic, is very appropriate for this role;
in this case, the heroes will probably not be striving to kill him,
which might be impossible, but to thwart his latest plan. If the
Corruptor is a human or demi-human, he should be a powerful magic-user
several experience levels above the player-character average. In any
case, he should have hordes of minions or some spectacular magic that
helps him corrupt the righteous..
Minor Villains:
The Corrupted Hero This villain was once a hero, possibly one known to
the players. He was seduced by the dark side of the dungeon master.
Because of his own weakness, or of a curse, he has become a villain, a
pawn of the Master Villain.
Usually, the heroes encounter him once or twice, long before reaching
the adventure's climax, and have inconclusive fights with him; it's
best when he can duel one hero who recognizes him, then can get away to
safety.
It may be that he is now committed to evil; it may be that he's
ambivalent. If the latter is the case, then he, like the Childhood
Friend, will have a big choice to make when the story's climax comes
around. If he chooses for the heroes then he, too, is likely to be
killed ;or his trouble.
Character Level and Abilities: Same character class and approximately
the same experience level as any one of the more powerful party members
- especially the one most likely to have heard of him or be a friend of
his.
The Misguided Moralist This fellow has been convinced that only by
helping the villain achieve 't'ne Master Plan can he improve the world.
He tends to be encountered all through the adventure's plot, usually
escaping from the heroes and taunting them for their wrong thinking.
Fortunately, he's no more effective as a villain than he is as a
thinker.
It's very hard to convert him to the heroes' cause; he's too wrapped up
in his own cause. It can be done, however, if the heroes can
demonstrate that the Master Villain has, say, lied to him.
Character Level and Abilities: This character is usually a fighter or
cleric a few levels less experienced than the average
player-character..
Plots:
The 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 personally, 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.
The adventure becomes a war of attrition; the villains gradually wear
down the heroes, perhaps killing some of them, as the heroes go about
their quest. By the time the heroes reach their enemy, there is no
doubt that one side or the other will utterly perish.
This is a type of plot not suited to happy-go-lucky campaigns or
villains..
Climaxes:
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..
Monster Encounters:
Beast Amok Some time when the heroes are in a village or city, an
animal, probably an otherwise tame or captured beast, is set loose by
the villain's minions or driven mad by the Master Villain. The beast
goes berserk in the crowds; if the heroes aren't inclined to capture or
kill it, it goes after them.
In ocean-going vessels, this beast could be caged trade goods en route
to a foreign port.
Good Monster Choices: Ape, Babboon, Bear, Giant Beetle, Boar, Bull,
Dragon (Baby), Flightless Bird, Giant Porcupine..
Character Encounters:
Press Gang This encounter works best with low-level heroes.
In any port city, the heroes, in a tavem 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.
Character Level and Abilities: Fighters, first to third level..
Traps and Deathtraps:
Demolition Zone In this classic deathtrap, the heroes are placed
(usually bound and weaponless) in some building or area just as it's
due to be destroyed. Some examples:
(1) Deep in a mine as it's about to be flooded;
(2) In a building at the bottom of a mountain as the villains are
preparing to cause an avalanche to fall upon it;
(3) In a building as it's set afire and burned to the ground;
(4) In a cursed temple as earthquakes are dragging it into the earth or
toppling it from a clifftop;
(5) In a sinking ship;
(6) In a fort just as the final, sure-to-be-successful last attack by
the enemy is beginning.
Plot Functions: Typically, the villains tie the heroes up, leaving them
in this situation, and running off to escape the calamity. They seldom
even look back; when they do, it's usually from a great distance. VVhat
this means is that the heroes, if they escape, are given a great
advantage: the villains may think that they are dead. The heroes have a
little time to operate without villain intervention - at least until
the villains learn they're still alive..
Special Conditions:
No Hurting the Villain For some reason, the heroes cannot afford to
fight the villain directly. For instance, what if a demon possesses the
body of the child of one of the characters, or a very important child
spoken of in prophecy, one without whom the world will perish?.
Red Herrings:
(None).
Omens and Prophecies:
Birthmark Pertains 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. (Why do the characters have identical
birthmarks7 Either they're related - which a careful search of their
mutual backgrounds might reveal - or they've been so afflicted by some
god in order that the hero help this other person - which consultation
with a high-level cleric can reveal.)
Alternatively, his birthmark may mark him as a hero fulfilling some
ancient prophecy - see Hero Fulfills Prophecy, below..
Moral Quandaries:
The Saving Quandary Finally, another classic quandary puts the heroes
in the position of choosing between a grand opportunity to hurt the
Master Villain - or saving the lives of a number of individuals.
For instance, the heroes, sleeping in a small village while on the road
in campaigns against the Master Villain, wake up one morning to hear
two interesting things. A distant farmer has discovered that one of the
most important Minor Villains and his men are encamped in a distant
glade. If the heroes go there, attack and defeat him, they will score
an important coup against the Master Villain. Trouble is, this farmer
heard the Minor Villain discussing tomorrow's attack on this village;
another party of minions, led by a less important Minor Villain, will
be destroying this village today. The heroes can either travel to the
site of the Minor Villain and strike a blow against the Master Villain,
or stay here and weather the attack of the invaders.
Caution: This is only good when the heroes actually care about the
innocents in their charge. If they're neutral, this is no quandary at
all; they'll attack..
Chases:
Water Finally, 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..
Secret Weakness:
(None).
Cruel Tricks and Complications:
Villain is Related to Hero In this very irritating complication, one of
the heroes discovers that the Master Villain is related to him.
The villain might be his long-lost father or twin; perhaps this
relative is not long-lost after all, but has secretly been a Master
Villain for years, and only now has the hero discovered it. (This works
well with the Organizer.)
This may or may not change the heroes' plans and approach. It could be
that the heroes will now try to 'save' or reform the Master Villain;
perhaps they won't. It doesn't really matter; this Cruel Trick is
really not used to force the heroes to figure out a whole new approach
to defeating the Master Villain. No, in actuality it's just another way
of bending the related hero's mind and making him suffer as he has to
confront and work against a relative he'd prefer not to have to
oppose..