Ultimate Toolbox Plot PDF
Ultimate Toolbox Plot PDF
Ultimate Toolbox Plot PDF
SPECIAL THANKS BRUCE ALDERMAN JANEL BISACQUINO JON HODGSON AMANDA JOSE SARAO ANGELO SARGENTINI
DEDICATION FOR ERIC WUJCIK, WHO INSPIRED US ALL
Chapter seven
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CHAPTER SEVEN
Table 77: Getting the PCs Together Table 721: Unique Rewards
1 All related or from the same village 1 Access to a library or sage
2 Bound by charter or contract 2 Ancient or forgotten song
3 Common goal or membership 3 Answer to a troublesome riddle
4 Common social class 4 Citizenship or voting rights
5 Conscripted or press ganged 5 Council seat
6 Down to last few coppers 6 Family heirloom or rare antique
7 Former/current rivals 7 Forgotten book or lost lore
8 Grew up in orphanage 8 Glory (parade in your honor, etc.)
9 Hand-picked by king 9 Hidden truth or terrible secret
10 Highly patriotic 10 Honorary medal or title
11 Hired by local lord known for his fairness 11 Land or estate
12 Owe favor to a particular NPC 12 Magical secret
13 Paying off a debt 13 Monument in honor of deeds
14 Received a mysterious letter/invitation 14 Mount/Steed of impeccible breeding
15 Rival families working off blood-oath 15 Rare formula or ritual
16 Served in army or aboard a ship 16 Religious relic or unholy artifact
17 Serve the same church or patron 17 Seat at table of the king (or important noble)
18 Survived the same tragic event (ambush, etc.) 18 Ship, with or without crew
19 Worked together before 19 Slaves or concubines
20 Wrong place at the wrong time 20 Treasure map
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CHAPTER SEVEN
Table 736: Evil Wizard Names Table 746: Villain Affectations, Objects
1 Aduiz the Visionist 1 Animal skin belt and boots
2 Agnakir Chamari 2 Badge of station or superiority (orb, etc.)
3 Aleshian the Cabalist 3 Chains worn as bandoliers
4 Bondiak Seeneye 4 Decorative arm bracers
5 Casonlon Apparition 5 Expensive clothing or impeccable dress
6 DeTlakar Circalis 6 Falcon on his arm
7 Derelith Conjuris 7 Gold-rimmed monocle
8 Girithiav Oozemein 8 Ineffective, but ornate breastplate
9 Inklooria Magicztome 9 Inlaid and ornate iron crown
10 Klamentile the Theurgist 10 Intelligent, loyal, and sentient familiar
11 Kylvayne Windmaster 11 Obnoxious jewelry (rings on every finger, etc)
12 Lycias Veinweaver 12 Ornate jewelry
13 Mariuk Spellbinder 13 Pair of massive hunting dogs on a chain
14 Pentalis Boneburner 14 Personalized, exotic, high-quality weapon
15 Serefyn Furyflame 15 Pocket watch or timepiece
16 Skelryn Mistmaster 16 Signet ring with personal mark
17 Solnaryz Phantasmist 17 Top hat
18 Succent Blooddry 18 Unholy or desecrated symbol
19 Thasalian Onecast 19 Walking stick with hidden blade
20 Wuiliar Curseman 20 Well-used book of quotations and prose
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CHAPTER SEVEN
Table 775: Quests
1 Charter a ship to a dread sargasso to discover the fate of a legendary pirates lair
2 Discover a lost oasis and return an ancient heros flesh to stone
3 Discover the fate of a needed sage and wizard by searching the remains of his tower
4 Discover the ingredients to an antidote for a poison which has been resistant to healing
5 Dispose of a rulers scepter in a whirlpool of lava to break his tyranny
6 Escort a powerful merchant group to a town of wealthy pirates in seas of danger
7 Explore an old dragons cave to verify stories of its demise
8 Explore the tunnels unearthed by a previously hidden secret door
9 Find a riverside cave hinted at in bards song to discover a lost lake of prehistoric creatures
10 Follow a map created by a blind astrologer to learn the truth of a prophecy
11 Follow a map to a supposed abandoned or lost dwarven gold mine
12 Free a mountain pass from the marauding of some giant cave insect and its brood
13 Pass through the Ice Caves to discover the lost well of the rainbow pool, a key to immortality
14 Penetrate the deepest glade of a nearby forest to gain an audience with the treant and dryads there
15 Rescue a powerful weapon smith jailed in a rival city and return him to forge an item of rule
16 Slay a dragon large enough to craft dragonscale shields for the kings personal elite guardians
17 Steal the all-seeing eye of a trio of hags for manufacture in a powerful magic item of redemption
18 Stop an evil satyrs blood curse on a forest stream to win an audience with the elf princess
19 Travel to an imprisoned island to return someone or something turned to gold at the shrine
20 Traverse a maze of the vampire crypts; find the mummy buried in an ancient tomb of a lost empire
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CHAPTER SEVEN
Table 7100: Job Postings 2
1 Discover who poisoned a recent shipment of wine
2 Discover why a barbarian tribe attacks travelers moving through a valley
3 Encode secret messages for the King and help keep our country safe
4 Escort aristocrat to find lost pirate treasure
5 Escort dwarf merchant on trip to neighboring city
6 Explore a recently discovered island
7 Explore a tower others say moves across the landscape
8 Explore and map ruins of an ancient city
9 Extra guards needed for a local celebration
10 Find out why wolf pack attacks on nearby farms have suddenly increased
11 Find the pass through the mountains that the goblin tribes use
12 Flood washed away family heirlooms; need someone to locate and return objects
13 Get back stolen wizards spell book
14 Goblin translator needed for court case
15 Guard an important caravan train heading across borders
16 Guard nobles while hunting
17 Help bolster the city watch as important ambassadors come to town
18 Help clear out Kobolds and their traps out of the new mine to earn a great reward
19 Help quell riots over recent overthrowing of the ruler
20 Hunt down a monster that has been plaguing local roads
iN OTHER WORDS
Ricardo Montalban realized early in his
career that the best type of villain does
not see himself as villainous. He may
do villainous things, but the character
feels that he is doing them for righteous
reasons. Likewise, with heroes, Montalban
said he always tried to find a flaw in the
character because no one is completely
good or completely evil.
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CHAPTER SEVEN
ENCOUNTER DESiGNER
Especially useful for fleshing out a travel sequence or making a city or community come to life,
this form focuses ideas and themes for interesting encounters that showcase your world, make a
trek seem worthwhile, or liven up a city when a character gets sidetracked. The best partmost
of the answers to this form can be found by flipping to any page in this book.
This chart was originally designed to bridge the gap between the quick travel sequence (the
Indiana Jones red-line style) or the detailed (and often bogged-down) trip where the GM
describes every mile in excruciating detail. The party can travel just long enough until it comes
upon some part of the world you want to showcase. Its specifically designed so that every
encounter card should not (and need not) lead to combat. When the players are presented with
options and decide to move on or ignore the encounter, thats their loss.
First, decide what type of encounter it is (it could have multiple entries). Is it a Challenge, likely
to lead to combat and confrontation? Is it strictly a Roleplaying encounter where no real combat
stats are required at all? Is it Static, set in a singular location only, or is it Dynamic, occurring
anywhere the PCs are at the time its needed?
Then, what is the encounter for? Is it an interesting scene to show off something important
to the players? Who is the opponent or roleplaying encounter with? Is it some sort of trap or
pitfall? What is the goal or purpose of the thing in question? Is it providing or hampering passage
through an area? Is it imparting or withholding important information or resources? Does it want
to encounter the party or simply avoid it?
Where is the encounter taking place, a city or town? The wilderness? By a river, at the base of a
mountain, along a well-worn road? Some of the charts in here could even suggest another plane
or by a dungeon entrance!
Then there are the how and when of the encounter. This is where you can throw in a little plot
twist or complication to make the encounter more interesting. This also includes interesting
environmental effects.
In your encounter notes include a summary of the purpose and use for the encounter or a page
reference for pertinent rules.
Take the information sparked above by the different categories and write yourself a little narrative
at the bottom summing up the purpose and use of the encounter, or a note to jog your memory
to a page in a rulebook with information pertaining to the encounter.
Finally, think about some generic non-combat skills that may come into play and circle them and
brush up on their use.
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CHAPTER SEVEN
ENCOUNTER DESiGNER
Challenge Roleplaying
Static Dynamic
WHO
OPPONENT
Monster / NPC
Scene / Trap
WHAT
GOAL
Passage / Info
Resources / Avoiding
WHERE
LOCATION
City / Forest
Dungeon / Other
MOTIVE
WHY
WHEN
COMPLICATION
HOW
ROLEPLAYiNG SKiLLS
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CHAPTER SEVEN
PLOT OUTLiNE
Campaign Name _______________________ GM _______________________________
Unique Campaign Hook _________________ Campaign Theme/Tone _______________
_____________________________________ __________________________________
Plot En Route
Plot _________________________________ Getting There _______________________
Adventure Core Location _______________ __________________________________
Meeting Location ______________________ __________________________________
Instigation ____________________________ __________________________________
Story Goal ___________________________ Clues _____________________________
Patron _______________________________ __________________________________
Reward ______________________________ Paths _____________________________
Relevant Gossip _______________________ __________________________________
_____________________________________ Complications ______________________
_____________________________________ __________________________________
Secrets ______________________________ Twists ____________________________
_____________________________________ __________________________________
Secret Keepers ________________________ Surprise Ending _____________________
_____________________________________ __________________________________
Villain Encounters
Villain ________________________________ __________________________________
Vilain's Goal___________________________ __________________________________
Hidden Agenda ________________________ __________________________________
Trigger _______________________________ __________________________________
Weakness ____________________________ __________________________________
Tricks ________________________________ __________________________________
Lair _________________________________ __________________________________
Affectations ___________________________ __________________________________
Misc
_____________________________________ __________________________________
_____________________________________ __________________________________
_____________________________________ __________________________________
_____________________________________ __________________________________
_____________________________________ __________________________________
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CHAPTER SEVEN
The adventures notice a posted parchment asking for interested scouts to meet someone at the
old bridge at midnight. There, they meet Johan, a wide-eyed vizier bearing a badge of the kingdom.
You will be escorting his ward, Hoscath, to the Mountain of Eternity far to the west between
two warring kingdoms. [Secretly, Hoscath is going along to learn enough to return and take old
Johans place at court.] Johan ensures the party a favor of the king. Johan tells the party the evil
Commander Sabian is there plotting something evil, and he wants the group to infiltrate the place.
Sabian was in the army of one of the warring nations until late. In the mountain lair hes attended
by his loyal bodyguard, Gitario the faithless, little more than a brainwashed sychophant. Sabian is
very charismatic and likely has many followers.
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