| Theme | Action / AdventureThe most common adventure type. Present the characters with a task and then confront them with obstacles to overcome to complete the task successfully. |
| Goal | Settle a DebtCharacters must repay a debt by carrying out a task. |
| Hook | Mysterious DisappearancesThe community's children have all gone, overnight. |
| Plot | Accumulation of ElementsPlayers must visit many locations to gather pieces of something, perhaps clues, fragments of artifact, etc. and combine them. |
| Omen | Fortune-Teller Predicts DoomA mystic speaks warnings of doom for a character or community involved in the adventure. This warning may give clues which can help avert the disaster, if heeded. |
| Trap | ColiseumHeroes are captured and forced to fight in gladiatorial combat. May have to fight other prisoners, professional fighters, animals, even each other. |
| Twists | Mission is a RuseClues and information received has been spread by the villain, to trick the characters into performing some task. |
| Climax | Chase to GroundThe villain's identity is not well known; when it is revealed, the villain flees for freedom. |
| Setting | Cosmopolitan CityMost of the adventure takes place in a large, sophisticated city. These adventures are best suited to people or people-like monsters, rather than regular monsters. |
| Location 1 | Madman's FortressCitadel of a major enemy; filled with soldiers and monsters, lined with secret passages and deathtraps. |
| Location 2 | Classic DungeonStandard trap-filled labyrinth ; perhaps the breeding ground for the master villain's forces. |
| MAJOR VILLAIN | OrganizerHead of a crime syndicate, cold hearted and unsympathetic. Life of others means nothing to him/her. Personality : Opportunistic. Greedy : Thrifty. Hide-bound.Objective : Magical Power. Plans to gain power to raise a loved one from their rightful, restful dead.Motive : Autonomy. Wants to be free from all restraints and restrictions society may impose.Source of Power : Unnatural Power. Has powers and abilities which most others do not have, and would not suspect.Evil Method : Plagues / DiseaseWeakness : Element or Ingredient. Master villain can be defeated by an everyday substance. He will not allow this substance near him. |
| Minor Villain | Villain's sonUsually accompanies villain, but is sometimes sent off on missions alone. May assist players at times. Curious : Perceptive. Refers to self by own name. |
| Minor Villain | Moronic MusclemanA huge, dangerous villain, interested only in bashing, smashing and crushing. Argumentative : Antagonistic. Younger than appears. |
| Ally / Neutral / Patron | Talkative BarkeepHas needed information but will never just hand it over - must be bribed, or befriended, or will only talk to people who take his best room and most expensive wine/food. Moody : Compulsive. Hot-tempered. |
| NPC Encounter | CreditorA character who has borrowed money, is confronted by creditor and their agents, looking to collect. Arrogant : Haughty. Wears a flower in buttonhole or hair. |
| Monster | Loving DeceiverPlayer attracts attention from member of opposite sex. This person is really one of the main villains, using magic or disguises. |