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Chapter 3: Espionage, Escape, Enemies! Oh my!

Our adventurers have left the House Inn Casino, and begin to wander about town doing chores. They discover that Sage Yurt has left them some interesting things including the map. A set of journals that seems to be linked to each other, a key that goes to a nearby inn, 3 adventurer's ID cards, and a note saying to beware of those with "scarred pasts" and a message to each of the party members in their own specific language including one in thieves' cant. To Kàliya "Your weakness is your strength", to Corrin "Beware of those with grudges", and to Scepter "Dwarves are odd but trustworthy".   After a long rest, Corrin and Scepter are captured by bounty hunters and thrown in a cell. They don't take Kàliya. So, it's up to her to help break them out. While locked up they gain info about a plot by some "weird guy" with back problems. They also meet a female dwarf chronicler who goes by Zaghal. (N. Str 12, Dex 7, Con 6, Int 12, Wis 14, Cha 7) Zaghal is pleasant in appearance, with thick brown hair and amber eyes. She wears modest garments and a silver amulet. Zaghal compulsively murmurs to herself. She is interested in the book Scepter found in the dungeon illusion for some odd reason. She tells them of specifics of the area they're locked up in. An old Giant dungeon, that was picked clean and then repurposed by shady individuals. The three must work together to escape from this prison using the info Zaghal has gathered.   At the same time Kàliya must fin out where

Plot points/Scenes

Goal Escape Early in the adventure, the heroes are captured. The remainder of the adventure consists of them learning enough so that they can escape. They have to get to know their fellow prisoners, learn the prison's routine, inventory their possessions, acquire other possessions they need, plan an escape, and execute it.   Plot 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 personality, 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.   Climax Prevented Deed 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.   General Setting Cosmopolitan City Most of the story takes place in a large, sophisticated city; center the villain's plot and activities around that city. This setting is best suited to adventures involving more people than monsters; most of your villains should be human or demi-human.   Specific Setting I Tavern/Inn This is a classic fantasy setting, the residence of travelling heroes and the home of the tavern brawl.   Specific Setting II Shacktown of the Oppressed Part of the action centers around the tenements or shacks of the worst part of town; perhaps an allied NPC lives here or the characters are fugitives hiding out in the nasty part of town.   Master Villain 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.   Minor Villain I 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.   Minor Villain II Misguided Moralist This fellow has been convinced that only by helping the villain achieve the 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.   Ally/Neutral Inquisitive Chronicler This character is a historian who wishes to accompany the heroes to record their exploits. He constantly pries into the heroes' backgrounds, asking questions that are none of his business, as the adventure continues. Monster Encounter Ravager This is another classic monster encounter; the monster which is bedeviling a community or local area and will continue to do so unless the heroes destroy or defeat it. Yes, this is similar to the Master Villain of the same name, but the Ravager usually has no master plan -- it just wants to kill, destroy, or eat.   Character Encounter Inquisitive Official Some local authority has noticed the characters' presence and it makes her curious. She snoops around asking questions all the time. She may be a city guardsman or special agent of the ruler, but (functionally) she's a police lieutenant, asking the rong questions at the wrong time; the heroes have to work around her, sneaking where normally they'd be able to work in the open.   Deathtrap Avalanche This is an outdoors trap. Some time when the heroes are in a narrow canyon or gorge, or are on a snow-covered mountain, their enemies can arrange to dump an avalanche upon them (rocks and boulders in the first instance, snow in the second).   Chase Footrace 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.   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 Quandry Saving Quandry Finally, another classic quandry 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.   Red Herring Extraneous Details When giving the heroes details on their enemy -- for instance, details they are learning from investigations and readings -- you can give them just a few details too many. This may prompt the heroes to investigate the "extra" (i.e., irrelevant) details in addition to the relevant onces, thus losing them valuable time.   Cruel Trick Wanted by the Law 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.

Themes

Espionage

Components

Goals

Escape Early in the adventure, the heroes are captured. The remainder of the adventure consists of them learning enough so that they can escape. They have to get to know their fellow prisoners, learn the prison's routine, inventory their possessions, acquire other possessions they need, plan an escape, and execute it.

Hooks

Old Enemy This is a straightforward story hook; the hero learns that his oldest enemy is back and is very active in the campaign, up to something. The hero will naturally want to investigate and will walk right into the story.

Moral Quandaries

Saving Quandry Finally, another classic quandry 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.

Cruel Tricks

Wanted by the Law 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.

Red Herrings

Extraneous Details When giving the heroes details on their enemy -- for instance, details they are learning from investigations and readings -- you can give them just a few details too many. This may prompt the heroes to investigate the "extra" (i.e., irrelevant) details in addition to the relevant onces, thus losing them valuable time.

Relations

Neutrals/Bystanders

Inquisitive Chronicler This character is a historian who wishes to accompany the heroes to record their exploits. He constantly pries into the heroes' backgrounds, asking questions that are none of his business, as the adventure continues.

Adversaries

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. 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. Misguided Moralist This fellow has been convinced that only by helping the villain achieve the 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.

Backdrops

Locations

Umpre   Magic Wares Shop   Specific Setting Shacktown of the Oppressed Part of the action centers around the tenements or shacks of the worst part of town; perhaps an allied NPC lives here or the characters are fugitives hiding out in the nasty part of town.

Encounters

Monster Encounter Ravager This is another classic monster encounter; the monster which is bedeviling a community or local area and will continue to do so unless the heroes destroy or defeat it. Yes, this is similar to the Master Villain of the same name, but the Ravager usually has no master plan -- it just wants to kill, destroy, or eat. Character Encounter Inquisitive Official Some local authority has noticed the characters' presence and it makes her curious. She snoops around asking questions all the time. She may be a city guardsman or special agent of the ruler, but (functionally) she's a police lieutenant, asking the rong questions at the wrong time; the heroes have to work around her, sneaking where normally they'd be able to work in the open.
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