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Acknowledgements Author: Dan Cross Contributing Author: Brant Bollman Cover Artist: Matt Milberger Titles & Cover Design: Stephen Chenault Production: Troll Lord Games Editors: Davis Chenault, John Troy, Mark Sandy, Gary Gygax Series Editor: Gary Gygax Deepest gratitude goes to my father, Richard Cross, for coming out of retirement long enough to edit my rough draft. Special thanks to Jeremy and Kristyn Smith for all of their valuable feedback and input. Also, much appreciation goes to Randall Petras and Malcolm Bowers for their valuable criticism and insight. But I especially wish to express gratitude to my wife, Carrie. Without her patience I could never have finished this volume. This book is published and distributed by Chenault and Gray LLC d/b/a Troll Lord Games. All text in this book, othan than this title page concerning the Open Game License, is Copyright © 2004 Trigee Enterprises Company. All trade dress is Copyright © 2004 Troll Lord Games, L.L.C. All Rights Reserved. Lejendary Adventure, the Lejendary Adventure logo, and Gary Gygax’s Extraordinary Book of Names are Trademarks of Trigee Enterprises Company. All Rights Reserved. Troll Lord Games and the Troll Lord Games logo are Trademarks of Troll Lord Games, L.L.C. All Rights Reserved. ‘D20 System’ and the ‘D20 System’ logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the D20 System License version 6.0. A copy of this License can be found at www.wizards.com/d20. Dungeons and Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, and are used with permission. Please see this page for the Open Game License, and designation of Open Game Content and Product Identity. Any questions regarding Open Game Content and Product Identity within this book should be directed to Troll Lord Games at [email protected] or at P.O. Box 251171, Little Rock, AR, 72225. 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License, the Contributors grant You a perpetual, worldwide, royalty-free, 15. COPYRIGHT NOTICE non-exclusive license with the exact terms of this License to Use, the Open Game License v 1.0a Copyright 2000, Wizards of the OPEN GAME LICENSE Version 1.0a Open Game Content. Coast, Inc. The following text is the property of Wizards of the Coast, Inc. 5. Representation of Authority to Contribute: If You are contributing System Rules Document Copyright 2000, Wizards of the Coast, and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights original material as Open Game Content, You represent that Your Contri- Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on Reserved. butions are Your original creation and/or You have sufficient rights to original material by E. Gary Gygax and Dave Arneson. 1. Definitions: (a)”Contributors” means the copyright and/or trade- grant the rights conveyed by this License. Gary Gygax’s Canting Crew, Copyright 2002, Trigee Enterprise mark owners who have contributed Open Game Content; (b)”Derivative 6. Notice of License Copyright: You must update the COPYRIGHT Company, Author E. Gary Gygax. Material” means copyrighted material including derivative works and NOTICE portion of this License to include the exact text of the COPY- Gary Gygax’s World Builder, Copyright 2002, Trigee Enterprise translations (including into other computer languages), potation, modifi- RIGHT NOTICE of any Open Game Content You are copying, modify- Company, Authors E. Gary Ggyax, Dan Cross. cation, correction, addition, extension, upgrade, improvement, compila- ing or distributing, and You must add the title, the copyright date, and the Gary Gygax’s Living Fantasy, Copyright 2003, Trigee Enter- tion, abridgment or other form in which an existing work may be copyright holder’s name to the COPYRIGHT NOTICE of any original prise Company, Author E. Gary Gygax. recast, transformed or adapted; (c) “Distribute” means to reproduce, Open Game Content you Distribute. Gary Gygax’s Insidiae, Copyright 2004, Trigee Enterprise license, rent, lease, sell, broadcast, publicly display, transmit or other- 7. Use of Product Identity: You agree not to Use any Product Identity, Company, Author Dan Cross. Table of Contents Introduction 6 Enemy 19 Hinderer 21 Book 1: Milieu Events 7 Neutral 22 Patron 23 Political and Civil Strife 8 Wild Card 24 Political 8 Spellcasters vs. Nobility 8 Book 3: Characteristics 27 Nobility vs. Nobility 8 Peasants vs. Nobility 9 Random NPC tables 28 Priesthood vs. Nobility 9 D20 Classes 28 Economic 9 D20 NPC Classes 28 Local Guilds vs. Merchants 9 LA Orders 28 Merchants vs. Nobility 9 Castles & Crusades Classes 28 Peasants vs. Merchants 9 NPC Types, general 28 Religious 9 D20 Humanoid Races 29 Peasants vs. Priesthood 9 LA Races (Human and Alfar) 29 Priesthood vs. Nobility 9 Goals and Motivations 29 Heresy 9 Physiological 29 Disasters 10 Safety 29 Floods 10 Social, Material, and Developmental 29 Earthquakes 10 Random Goal and Motivation tables 30 Tidal Waves 10 Basic Needs 30 Drought & Famine 10 Social 30 Hurricanes/Tornados 10 Material 30 Social Upheaval 10 Self 30 Intellectual Revolution 10 Goals, short term 30 Technological Revolution 10 NPC Motivations 30 Cultural Decline 11 Social Class 30 War 11 Character Types Regions 11 Adept (shaman) 31 Continental 12 Adventurer 31 Subcontinental 12 Alchemist 32 Worldwide 12 Assassin 32 Environment vs. Environment 12 Augur 32 Intercontinental 12 Avenger 33 Worldwide 12 Barbarian 33 Motivations 13 Bard 34 Assimilation 13 Beggar 34 Destruction 13 Bravo 34 Holy War 13 Cleric 34 Insurrection 13 Commoner 34 Invasion 13 Deital Minion 35 Integration 13 Demonurge 35 Occupation 13 Desperado 36 Resources 13 Devotee 36 Unusual Assailants 13 Druid 36 Ancient Evil 13 Ecclesiastic 37 Monstrous 13 Elementalist 37 Barbarian Hoard 14 Expert 37 Cataclysm 14 Explorer 37 Cosmic Imbalances 14 Fanatic 38 Deital strike against Lords Temporal 14 Fighter 39 Deital strike against Lords Spiritual 14 Follower 39 Deities as Instigators of War 14 Forester 39 Impending Doom 14 Freak 40 Interplanetary Conflicts 14 Friar 40 Pantheon Wars 14 Guard 40 Gypsy 40 Book 2: Story-Roles 15 Henchman 41 Heretic 41 Ally 16 Hierarch 41 Competitor 17 Hireling 41 Story Function 55 Holy Warrior 41 Hook 56 Inquisitor 41 Anonymous Plea 56 Jongleur 42 Calamitous Threat 56 Judge 42 Dream Message 56 Lunatic 42 Enigmatic Stranger 56 Mage 42 Friend in Need 56 Mariner 43 Legends and Rumors 56 Merchant 43 Nuisance or Competitor 56 Minion 43 Mistaken Identity 56 Monk 43 NPC Grudge 56 Monster 43 Patronal Mandate 56 Murderer 43 Sudden Attack 56 Noble 43 Vengeful Foe 57 Oracle 44 Obstacle 57 Outlaw 44 Battle 57 Paladin 44 Hazard 57 Peddlers 44 Predicament 58 Pirate 44 Prospect 59 Ranger 44 Supporter 59 Rebel 44 Fellowship 60 Rogue 44 Knowledge 60 Sage 46 Triggers 60 Scholar 46 Combat 61 Scout 46 Role Playing 61 Seer 46 Problem Solving 61 Shaman 46 Story Elements 61 Soldier 46 Introduction 61 Spellcaster 46 Inciting Event 61 Specific Magic 46 Rising Action 62 Alchemy 46 Endpoint, Turning-Point, Intermediary-Point 62 Divination 46 Falling Action 62 Geourgy 46 Resolution 62 Thaumaturgy 46 Tangent: Combat Description 62 Necromancer 47 Sorcerer 47 Book 5: Objective 65 Witchcrafter 47 Spellcaster divine 47 Creating the Adventure 66 Spy 47 STEP 1: Theme 66 Troubadour 47 STEP 2: Choosing End, Turning and Intermediary Points 66 Turncoat 47 STEP 3: Story Goals (detailed) 66 Tyrant 47 STEP 4: Adventure Locations and Maps 71 Usurper 47 Tangent: Mud Style Maps 71 Vagabond 47 Random Generator 72 Warrior 47 STEP 5: Design the Encounters 76 Warrior-Monk 47 STEP 6: Run the Adventure 77 Watchman 47 Avoid Story Lag 78 Wizard 47 Witch 47 Appendix A: Ready Made Plots 80 Wycce 48 Appendix B: Courts of Law 99 Appendix C: Gold And Money 101 Book 4: Plot 49 Appendix D: Human Physical Traits 102 Appendix E: Sample Adventure 109 Drama in fiction in contrast to FRPGs 50 Appendix F: Sample Forms 116 Conflict & Disaster 50 GM vs. Fiction Writer 50 Where does the story take place? 51 When does the story take place? 51 What are the goals? 52 Story-Latent Encounters 53 Encounter Types 54 Combat 54 Role Playing 54 Problem Solving 55 FOReWoRD What you have in hand is a true gem. This book will enable you to devise a vast array of different plots for your fantasy world. If you are one who holds that the proof of the pudding is in the eating, page ahead a bit and have a look at the Table of Contents, then come on back here to read on. You’ll see how the elements of the adventure are set forth beginning with events that shape things, the different roles the characters can be placed in, the array of other persons they will interact with for better or worse, the many sorts of plots and their elements, and finally how to put all of that together so as to craft a setting for the players to engage in their derring do. Serving as the series editor in addition to authoring some of the works in this collection means I must wear several hats. The editorial role is the one that demands a variety of headgear, for this series is broad and wide- ranging. As a matter of fact, the individual books in it are likewise of comprehensive scope. A perusal of this particular one will amply demonstrate the truth of my statement, so you’ll note that the hat I am wearing now is one with a tall crown. This work is one that is both scholarly and practical. The author approaches the subject of plot creation from an academic standpoint that will educate and equip the reader with the practical knowledge necessary to craft role playing game adventures…and more. Daniel Cross has gone to considerable lengths to provide the reader with clear, step-by-step instructions of how to create what is needed for compelling adventures. After that he has put the pieces together in several ways so as to not only demonstrate how the whole works, but to supply the reader with a vast array of ready-made plots that can be used with little effort on your part. To assist in this latter shortcut, the author has also supplied a chapter containing a Sample Adventure that sets forth just how all the information given is put to work for you in creative manner. What this means for the harried creator is that this work can serve as a handbook from which pre-generated plots are extracted and developed for game play. There is nothing wrong in so doing either, as such use is simply on the job training. To make full use of the information, though, and thus devise even more in the way of exciting adventures, there is no substitute for building your own story lines for player interaction. Armed with this book the reader is empowered to devise more than game material for his campaign. The information herein is such that a fantasy game adventure module author will be supplied with sufficient plot ideas, the means of developing them, to last a lifetime, write scores of modules each of which having a different plot. While Daniel Cross makes the difference between a role playing game adventure and a story abundantly clear, this is not a deterrent to use of the information he has set forth herein in writing fiction. It takes only a bit of alteration for the game adventure material found herein to be changed to suit fantasy fiction. By mentally substituting the term “protagonist(ists)” for “Player Character(s),” the reader bent on story writing has all that is needed in the way of mechanical operations for such effort, and with imagination and creativity from within his own mind, the plots ideas supplied by this book might well inspire a great library of novels. There is little more I need to say, for the author has covered the subject thoroughly in the text of the book. Be prepared to become much more learned in the subject of devising plots from beginning to conclusion. When you apply the knowledge, be ready to accept the accolades of your audience as a master of adventures. Gary Gygax Lake Geneva, WI February 2004 Gary Gygax’s Insidiae Introduction How to Use This Book Adventure scenarios are an indispensable part of all role- playing games. No player would be content generating fictional characters who engage only in activities outside of any meaning- Creating an adventure using this book is easy. In Book One, ful narrative. Combat, role-playing, and problem solving are all Milieu Events, you’ll choose or randomly determine the major essential, but each requires the “sovereign glue” of plot. events in your game world; past, present, or future. This sets An oft-forgotten aspect of role-playing game scenarios is that the backdrop against which the adventures in your campaign the game master does not create the story in isolation. The will be taking place. You may choose one or more events—or present volume therefore distinguishes between game masters none at all if a setting of great prosperity, happiness, and achieve- (GMs) who are interactive storytellers and those puppet-masters ment is assumed—all depending on the desired complexity of the who force the heroes into situations with foregone conclusions. campaign. This is the “spice” giving the setting its theme, and Weaving together multiple events leading to gratifying conclu- sets the tone. sions, while maintaining for the players a sense of actual danger In Book Two, Story-Roles, the GM will choose the number without the threat of certain doom, and the capacity to use or of major and minor enemies, allies, neutrals, and other types of disregard rules when appropriate are the hallmarks of good game major story-roles with whom the heroes inevitably interact. It is mastering. Adventures must not “lead by the nose”, dragging in this section that the GM determines the number and kind of characters lock-step through a clunky, linear plot. And resolution story-roles that will serve to drive the plot forward, those roles should allow for continuance; the promise of greater glory and filled by NPCs and monsters destined to be encountered in one or danger in an ongoing campaign. more adventures of the ongoing campaign. Story in a role-playing game means the chronological unfold- In Book Three, Characteristics, an array of motivations, ing of events as determined by the interaction of all players, common goals, and specific character types are chosen and then including the GM. The present volume will henceforward refer to matched logically by the GM to those story-roles determined in plot not yet realized through actual play as “story-latent”. the Book Two. Also, dozens of character types are considered So story is plot actualized through play, while plot is here within the context of the major story-roles. At this stage the GM synonymous with story-latent, and an adventure is any scenario should have a good idea of the causes behind major events within consisting of one or many plot threads, all built upon indepen- the milieu, and how these events impacted the key non-player dent, modular events and encounters which can be dropped into characters of the adventure. the story-latent in whatever logical order needed. In Book Four, Plot, fantasy writing and GMing RPGs is briefly This volume is organized to aid in creating events which compared and contrasted, followed by an extensive section on facilitate matrix style adventures, promoting freedom of choice encounter types, story functions, and plot elements. This section and movement for the players, avoiding linear, constrictive sce- treats plot events in the most overarching way possible, dealing narios. Note that some linearity is acceptable. For example, the not with specific actions on the part of individuals but events as classic dungeon crawl can be so constructed as to be a type of orientating generalizations. (popular) linear scenario within a larger story-latent matrix. Book Five, Adventure, begins to narrow the focus toward a The following chapters are arranged so that each in succession single adventure scenario. The places of encounter chosen ran- builds upon the details of the last. Working through the book domly or by choice will aid in weaving together a tapestry of will aid the beleaguered game master in creating adventures for events, serving as an obvious interface between player characters the most complicated game form on the planet; providing a large and the designs and machinations of the opposition. In other array of ideas, character types, individual backgrounds, places words, the action starts here. Events can be arranged according to of encounter and danger, coupled with the plot devices needed some loose time frame, some having prerequisite events in order to propel characters deeper into the story-latent. The capacity to to occur, and others will not be time-dependant at all, the GM improvise is strongly encouraged and considered a major focus dropping in the encounter whenever desired. within the design of this sourcebook. Book Six provides a sample adventure, using all of the parts of this book. Finally, the volume concludes with a form designed to aid in weaving all of the information together into a coherent basis for writing anything from a campaign module, to running a single adventure “off the cuff”. Insidiae 6 Insidiae 7 Gary Gygax’s Insidiae EVENTS War Regions Choose or randomly determine the background event(s) in 01-20 Local your game setting; disasters, renaissances, wars, or cataclysmic 21-40 Regional events that will serve as the themes for future adventures. You 41-60 Sub-continental can choose one or several events, depending on the desired 61-80 Continental complexity of the campaign. This is the “spice” that gives the 81-00 Environment vs. Environment setting its theme. It also sets the tone, but need not serve as the direct basis for any one adventure scenario. Events chosen may Motivations be placed in the past, present, or future. The “default” assumes an 01-13 Assimilation everyday backdrop featuring no momentous trouble or strife. 14-26 Destruction 27-38 Holy War 01-20 Political & Civil Strife 39-51 Insurrection 21-40 Disasters 52-63 Invasion 41-60 Social Upheaval 64-76 Integration 61-80 War 77-88 Occupation 81-00 Cataclysm 89-00 Resources Political and Civil Strife Unusual Assailants 01-33 Ancient Evil Political 34-67 Monstrous 01-25 Spellcasters vs. Nobility 68-00 Barbarian Horde 26-50 Nobility vs. Nobility 51-75 Peasants vs. Nobility Cataclysm 76-00 Priesthood vs. Nobility 01-14 Cosmic Imbalances Economic 15-28 Deital strike against Lords Temporal 01-33 Local Guilds vs. Merchants 29-43 Deital strike against Lords Spiritual 34-66 Merchants vs. Nobility 44-57 Deities as Instigators of War 67-00 Peasants vs. Merchants 58-71 Impending Doom 72-86 Interplanetary Conflicts Religious 87-00 Pantheon Wars 01-33 Peasants vs. Priesthood 34-67 Priesthood vs. Nobility 68-00 Heresy Political and Civil Strife Disasters Political 01-17 Drought & Famine Spellcasters vs. Nobility: Wizards and sorcerers traditionally 18-34 Earthquakes have been pictured as the advisors of nobility, granting advice 35-50 Fire on matters arcane or aiding in defense of a kingdom or land. 51-66 Floods But havoc would be sure to follow if some mages were to form 67-83 Storms/Tornados a cabal designed to overthrow the ruling class. Or, it could be 84-00 Tidal Waves but a single wizard or sorcerer who has beguiled a local baron or landed noble, using enchantment and insinuating thoughts Social Upheaval of sedition. Conversely, it could be that the nobility has grown distrustful of the powers of spellcasters; and, due to unsubstanti- 01-35 Intellectual Revolution ated suspicions, begins a pogrom against all magic users. 36-70 Religious Revolution Nobility vs. Nobility: If the king dies, the heirs might vie 61-85 Technical Revolution for the throne. And civil war could very well be the result, if 85-00 Cultural Decline not handled with caution. Shifts in power created by treasonous nobles can create a very unstable sort of environment. with much persecution of those on the “wrong side of the fence”. Forming alliances, espionage, mercenary activities, assassina- tions, and widespread war offer an exciting backdrop to adven- ture. Insidiae 8 Book One: Milieu Events Peasantry vs. Nobility: Peasant uprisings can occur for possibly, bringing the wrath of the middle and upper class down many reasons. But the most common causes are starvation, a against the local citizenry. sudden and dramatic increase in taxes, tyrannical subjugation, or religious/ethnic persecution. A revolt also could be perpetrated Religious Strife by a leader with more ignoble goals, or a group of anarchists who care nothing for justice. Whether the reason for rebellion is a Peasants vs. Priesthood: A peasant uprising is directed at just or ignoble cause usually determines on which side the player the priesthood due to ill treatment. The peasantry might have characters will be associated. been subjected to an inquisition, or denied healing services. Or, Priesthood vs. Nobility: In this sort of conflict. the existing perhaps, the priesthood is the corrupt ruling class, such as in ruling priesthood might decide that the nobility has grown deca- an evil theocracy. Or, perchance, a new deity has revealed itself dent; or, perhaps, even dispensable. Depending on whether the to a small number of the underclass. Such a god might cause priesthood in question worships good or evil deities. the conflict anarchy, stirring up a rabble which wishes to harm followers of could be one of overthrowing the existing regime or outright the existing pantheon, especially if they are Lawful. elimination of the existing order through a series of covert or Priesthood vs. Nobility: The great priests and priestesses overt executions. In other situations, a noble class might decide nearly are as powerful as the nobility. Sometimes, a cleric is (and, probably, quite unwisely) that the dominant pantheon ought tempted to overstep his bounds, seeking greater secular power. to be replaced. This happens most often in situations involving a Perhaps he/she feels that it is nigh time for a theocracy, and conquered land, where the new ruling class seeks to convert the starts a bellicose sect to dethrone the sovereign. But, in fact, it populace to a new religion by force. is unlikely that any deity will support actions which do not serve the state. Even an evil deity might balk at the idea of promoting Economic theocracy without the realistic, mortal means of a coup d’état (violent overthrow of existing government by a small group). Local Guilds vs. Merchants: In this sort of situation, local Heresy: The charge of heresy is a serious one in a fantasy merchants might be importing goods that undermine the work of setting dominated by active deities. Any challenge to accepted the provincial guilds. Or, some local guild might be attempting religious beliefs and practices is likely to be investigated by the to bully others of the local merchant class into selling only its Lords Spiritual. But the GM must keep in mind that what might goods. Espionage, sabotage and assassins could very well be utilized in such situations. Successful merchant foreigners often will be resented, because they tend to have a detrimental effect on local merchants; even to the extend of running them out of business because they’re unable to complete with the greater selection and prompter service the traveling merchant guilds provide. Sometimes, the local suppliers are abandoned for these cheaper services; a situation that easily can spark violence, spelling certain ruin for the town or manorial vil- lage. Merchants vs. Nobility: Herein the conflict is between the merchant class gaining wealth and resenting the fees or mandatory gifts demanded of them by the nobility, or the nobility fearing or resenting the growing wealth and power of the merchant class. Merchants often trade in raw materials, such as wool, fur, wood, cloth, silk, and spices. Medieval merchants sailed the vast seas, bringing wealth to those lands where trade took place. Because of this great wealth, mer- chants often find themselves struggling with manorial offi- cials, upon whose land they make a substantial profit. If the lord of the manor refuses to offer a charter allowing the merchants to be free and rule themselves, violence could erupt. Peasants vs. Merchants: It’s not uncommon for power- ful merchants to act like nobility, pouring derision upon the peasantry. In a free city, there might be price gouging, espe- cially where there’s little competition. If there is a wealthy middle class to buy the goods, and relatively few merchants, prices might be inflated to increase profit, leaving the lower classes in a terrible lurch. Unwise peasants might resort to violence. But driving out the merchants would be likely to raise taxes and make crucial goods scarce or unavailable; Insidiae 9

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Adventure scenarios are an indispensable part of all role playing games. Gary Gygax's Insidiae: The Brainstormers Guide to Adventure Writing covers five vitally important aspects of game adventure design: back story, antagonists, motive, locale and plot. Each chapter builds upon the details of the l
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