Theme | Action/Adventure |
This is the most common and straightforward sort of adventure there is. In the Action/Adventure scenario, you present your characters with a task and then confront them with obstacles to overcome in order to accomplish the task successfully. | |
Goal | Thwart Monstrous Plan |
This is a classic fantasy-adventure plot: The characters learn of some horrible plan made by a monstrous enemy, and must thwart it before the kingdom is lost or the world is destroyed. This is an epic goal, and usually requires that the characters go to all sorts of places, rounding up allies and artifacts, before being strong enough to face their enemy. | |
Story Hook | Dying Delivery |
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. | |
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 | Chase to Ground |
First, you have the Heroes Chasing the Villain. The villain, after a series of encounters with the heroes, is running to safety, to some place where he can acquire more power, or to somehwere he can accomplish some dread purpose such as assassination or mass murder. The heroes chase him, have to deal with the obstacles he leaves behind, and finally catch up to him before or just as he reaches his goal. Here, we have the final duel between the villains forces and the heroes. Second, you have the Villain Chasing the Heroes. Often, in a story like this, the heroes have found out how to defeat the villain -- such as getting to a particular temple and conducting a particular ritual. The villain chases them all through their quest, catching up to them just as they're commenciing their ritual; they must, with heroic effort, conclude the ritual while suffering his attacks. Third, you have the Master Villain's Sudden Escape Attempt. This takes place in adventures where the Master Villain's identity is unknown until the end. His identity is revealed and he makes a sudden bolt for freedom; the heroes give chase. This usually results in a dangerous foot-chase through nasty terrain -- such as across rooftops, through the dungeons, or across an active battlefield. | |
General Setting | On the Road |
Most of the adventure takes place on the road, as the heroes are travelling from place to place. This is especially good for adventures where heroes are investigating a wide-ranging mystery, are part of a caravan, or are being pursued by loathesome villains. | |
Specific Setting I | Caves of Magical Folk |
These can be either beautiful, glittering homes of gorgeous magical peoples, or the dank and terrifying lairs of horrible monsters. | |
Specific Setting II | Classic Dungeon |
This would be the standard monster-filled labyrinth; perhaps it's a nesting ground for the master villain's monster troops. | |
Master Villain | 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. | |
Minor Villain I | Mistress with a Heart of Gold |
This character is much like the 'Lover or Daughter of Villain' type of Mystery Woman from the Story Hooks section. In this case, she usually accompanies the Master Villain, but sometimes goes on missions of her own, where she runs into and develops affection for one of the player-characters. | |
Minor Villain II | Chief Assassin |
The Chief Assassin is the favorite killer of the Master Villain. The Assassin works mostly in the field, first killing witnesses who might prove harmful to his master, then zeroing in on the player-characters. He usually meets his end before the adventure's climax, but he may taken one of the heroes down with him. | |
Ally/Neutral | Merry Minstrel |
This character follows the heroes in order that he might find inspiration for his song and storytelling. He can't be shut up; he sings all the day long and into the night, is a showoff before crowds, and is far too noisy for a party trying to remain unobserved. | |
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 | 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. | |
Deathtrap | Framed |
One or more of the heroes is accused and convicted of a capital crime -- one for which the mandatory punishment is death. The heroes must escape or die, and they're escaping from the well-built, well-protected prison of the local authorities. | |
Chase | Special Terrain |
You can make any chase more memorable by having it take place in a setting to which it is utterly unsuited. For instance, horse chases are fine and dramatic when they take place through the forest, out in the open plains, or along a road -- but they become diabolical when they take place inside the Royal Palace or in dangerous, labrynthine, treacherous catacombs. | |
Omen/Prophesy | Hero Fulfills Prophecy |
This is the most useful sort of prophecy. In the early part of the adventure, one of the heroes discovers that he fulfills some ancient prophecy. | |
Secret Weakness | Love |
The Master Villain possesses the 'weakness' of genuine affection or love -- probably for some NPC, though it could be very intriguing if the object of his affections is a player-character. The heroes can then defeat the villain by holding his loved one hostage, or proving that his loved one will be seriously harmed, betrayed, or killed if the villain keeps up with his activity. | |
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 | Honor Quandry |
You want to use this on the character with the most strongly developed sense of personal honor -- someone who has 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. | |
Red Herring | False Path to the Artifact |
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. | |
Cruel Trick | NPC Turns Traitor |
He may alert the 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. |
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Loot Table Dnd 5e
In 5e, magic is considered so rare that prices are always negotiated. There's a table on DMG page 135 that lists rough gold values for items. https://monsteryellow.weebly.com/highest-single-attack-dmg-in-rs3.html. The Uncommon rating mentioned above puts it in the 101-500 GP range. For more information on the expected count of magic items, check out the DMG table for starting equipment on page 38. Aug 10, 2017 Hirelings in D&D 5e According to the DMG Last night I was contemplating the uselessness of the hireling in Dungeons & Dragons Fifth Edition. In this Edition, more so than in any previous edition, they're the faceless drones of our fantasy worlds carrying out the mundane tasks that our players find too trivial to do themselves. Futura extra bold font free download mac.
Loot Table Pathfinder
Based upon tables from the Dungeon Master's Design Kit by TSR, Inc.