Table of Contents
Adventure Scenarios
The first step in designing an adventure is to decide on the type of scenario. This is the hook that draws PCs to the adventure site, and provides a background theme to tie the location together. The scenario drives the referee’s choices of traps, treasures, and monsters to be placed in the location. The following examples may be used for inspiration.
1. Banishing Ancient Evil
An evil presence (e.g. a monster or NPC) must be banished or destroyed. It may have been recently awakened after laying dormant for many years (perhaps as a result of another party’s meddling).
2. Clearing Ruins
Settlers plan to move into an abandoned settlement or stronghold. Before they arrive, the PCs must scout the area and clear out monsters and other dangers. The ruins may be in a remote area, but could also be within (or beneath) a major settlement.
3. Contacting a Lost Civilisation
The PCs discover a long-lost race in a fantastic location. They may have once been human, but are now adapted to their strange environment. For example, they may have reverted to bestial behaviour or may be adapted to subterranean life, with pale skin and Infravision.
4. Escaping from Captivity
The PCs have been taken prisoner by an enemy and begin the adventure in captivity, possibly with a grisly fate awaiting them in the near future. They must regain their freedom.
5. Exploring Unknown Territory
An NPC hires the party to explore and map an unknown region. This may be a previously uncharted area or may be a recent alteration to a familiar region (e.g. a magic castle appears in an empty plain).
6. Performing a Quest
A deity or powerful NPC (e.g. a king) sends the PCs on a Quest. This may involve recovering holy or magical items.
7. Rescuing Captives
Important NPCs have been kidnapped by bandits, wicked monsters, or an evil wizard. The PCs attempt to rescue the prisoners, either seeking a reward or due to a personal connection with the unfortunate captives. It is also possible that the PCs may be hired as bodyguards to NPCs who are negotiating with the kidnappers.
8. Scouting an Enemy Outpost
An invasion is looming (or in progress)! The PCs must infiltrate an outpost of the enemy, gather intelligence as to their plans, strengths, and weaknesses, and (if possible) destroy them.
9. Seeking a Magical Doorway
A gateway exists that allows magical travel (either one-way or bidirectional) between distant locations or even other worlds. The PCs may be tasked with locating a lost portal or closing a portal used by enemies. The portal may also be the only means of travel to a fantastic destination that the PCs must visit.
10. Visiting a Sacred Site
In order to consult with an oracle, remove a curse, or find a holy relic, the PCs must journey to a sacred site (e.g. a shrine or temple). The exact location of the site is usually a matter of conjecture.
