Quad Overkill

Quadruple Overkill;
Theme 	Mystery
Theme 	Here, the characters are presented with a mystery—often a murder—and have to find out who did what to whom.
Goal 	Encounter Old Villain
Goal 	If your campaign has a villain who shows up again and again to bedevil the heroes, then this is an episode featuring that villain. You might wish to roll once again on this section to see what the villain's goal is.
Story Hook 	Grim Necessity
Story Hook 	If the hero doesn't involve himself with this adventure, he's going to find himself suffering or dead—period. That's the hook to bring him into the adventure... but you have to determine why he'll suffer or die if he doesn't become involved.
Plot 	A-B-C Quest
Plot 	This is an epic sort of plot. In it, the heros are given (or undertake) a task to perform: The taking of a city, the rescue of an innocent, the destruction of a monster, the creation of a magical item, the defeat of a Master Villain, etc. But the path to victory is not a simple one. To get to their goal, Event A, they find that they must first accomplish some other task—Event B. But when they undertake the task of accomplishing Event B, they find that they must first accomplish Event C. This goes on for several encounters, until the heroes accomplish all the obstacle events which prevent them from returning to Event A, their original goal.
Climax 	Chase to Ground
Climax 	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 	Torturous Terrain
General Setting 	The adventure takes place in some sort of unsettled, uncivilized, dangerous terrain; in action stories, the desert and jungle work best; choose one of those two or decide on a setting that is similarly dangerous and exotic.
Specific Setting I 	Madman's Fortress
Specific Setting I 	This is the citadel of a major enemy: Strong, unassailable, filled with soldiers and monsters, lined with secret passages and deathtraps; not a wholesome place for adventurers to spend their time.
Specific Setting II	Classic Dungeon
Specific Setting II	This would be the standard monster-filled labyrinth; perhaps it's a nesting ground for the master villain's monster troops.
Master Villain 	Destroyer
Master Villain 	This villain is like the Corruptor, except that he likes destroying instead of corrupting. He operates like the Conqueror, moving in his armies—often nonhuman or monstrous armies—and destroying everything in sight. Again, the Destroyer could easily be an evil god or demon, meaning the heroes wil have to find his weakness in order to thwart his current plan.
Minor Villain I 	Corrupted Hero
Minor Villain I 	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.
Minor Villain II 	Chief Assassin
Minor Villain II 	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 	Tragic Fellow Hero
Ally/Neutral 	The heroes are in the company of some hero well-known to them; he may have been a companion or ally, or they may just know him by reputation. He is a tragic figure; he may have lost his family to the master villain, or lost his properties and titles, or be afflicted with a curse he cannot be rid of, or be committed to a quest he knows will take his life. He's dour, and gloomy, prophesying doom and having no fun at all.
Monster Encounter 	King Beast
Monster Encounter 	At some point in their adventure, the heroes run across a King Beast—some enormous, intelligent monster (which speaks the Common tongue) which is the leader of its species. Perhaps it needs help; if the heroes help it they'll earn themselves a favor which the King Beast will repay at some later time in the adventure. Perhaps the heroes are in deadly danger and need help; the King Beast can be persuaded to help, but only in return for a deed or favor in the future.
Character Encounter	Seducer
Character Encounter	One of the characters is invited to a romantic liaison with an attractive local. This local can just be interested in a brief tryst, could fall madly in love with the hero and follow the hero through the rest of the adventure, could be a Loving Deceiver monster encounter, could be a thief and rob the hero blind, or could be a spy or assassin working for the Master Villain.
Deathtrap 	Framed
Deathtrap 	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
Chase 	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 	Reincarnation
Omen/Prophesy 	The hero, seeing the portrait of some long-dead nobleman, may be surprised to see his own face staring back at him. All evidence points to the fact that our hero is the reincarnation of this person, and the Master Villain may desire to destroy any trace of that nobleman's existence. Just as appropriately, this long-dead nobleman may have died after making some important choice—such as choosing love over career or career over friends; and the choice he faced is identical to the one the hero now faces. Will our hero defy the prophecy and choose as he did in a previous life, or will he choose the other option and see what happens?
Secret Weakness 	Secret Embarrassment
Secret Weakness 	Finally, the villain may have some aberration or secret shame that will force him to flee when he is confronted with it. It could be something as simple as the fact that his nose is too big, or that he is a small and nebbishly wizard pretending to be some vast, powerful demonic power. When his shame is revealed, he is too humiliated to continue; this is a good option for comedy adventures.
Special Condition 	No Lawbreaking
Special Condition 	For some reason, at one point in the story, the heroes cannot allow themselves to break the law—even when it would help them greatly to do so. For instance, the heroes may be asking for the help of a king whose word is law and whose power is immense. When they arrive for their audience, an emissary of the Master Villain is making a similar plea for help. If the heroes attack and kill that emissary, they will lose any chance at the king's help—in fact, he may order their execution.
Moral Quandry 	Friend Quandry
Moral Quandry 	At a critical point in the story, one of the campaign's NPCs makes an impossible demand of one of the heroes.
Red Herring 	Lying Rumor
Red Herring 	This is the worst and most useful type of red herring—the interesting rumor which just happens to be false. In adventures of this sort, the best Lying Rumor concerns the Master Villain; it gives the heroes some "important" information about him which later turns out to be useless.
Cruel Trick 	Mission is a Ruse
Cruel Trick 	In the course of their adventuring, the heroes discover they have been tricked into performing a mission which helps the Master Villain.