GM's - How much meat do you need on your Plot hooks?

Shallown

First Post
The Production staff of the Cooperative Dungeon's were talking about fleshing out the Hooks on the Adventures. The suggestion came from one editor who thought we could expand the hooks from simple short paragraphs to somethingmore substantial.

So here is what I wrote up. Let me know what you think.

Italics are the original hooks for CD-3
Bold is shadow box text to be read aloud.

Adventure Hook:

Original

Primarily Evil PCs
Contacted by one of the last members of a forgotten cult the PC’s are asked to recover materials from the library of the cults abandoned temple. The cultist only wants the books from the inner library everything else are spoils to the PC’s. The cultist describes a tomb filled with riches and even offers a few thousand in gold as incentive. Half now / half later of course.



New and hopefully improved.


Shadows follow you as you move through town. Not far behind you notice a thin shabbily dressed priest who has haunted your movements for the last hour. You find it easy to lose him but this is the third time this week he has found you out. Even going completely to ground has only delayed his ability to relocate you and your not one to hide in the dark shadows while he roams free.

The Character is being followed by Brother Morte a cleric of a now banished God. His powers are weak and he has little combat ability (Say cleric 3rd or so with death and destruction as Domains maybe needs some gather info skill as well.)

Creamsteak would insert a stat block here.


If confronted read the following

“Please. Do not harm me” The thin, sickly priest begs, throwing his hands up before him. “If you will allow me to speak with you a moment I can explain why I have followed you” He takes a deep breath and is wracked with a series of jarring coughs. The lingering scent of smoke hangs on his clothing.

He will attempt to negotiate with the players to head to a bar or tavern of their choice to make a business deal. If not he will make his pitch to the characters however he can. He has heard about the characters less than righteous reputation and his opening offer will be thousand in gold but is willing to go as high as a two thousand. He is only interested in the ancient books that reside in the library within the tomb, everything else belongs to the adventurer’s. He will only pay half up front and wants to have first dibs on buying any religious items they locate.

What he knows about the Tomb is little. He provides a map detailing the location of the lost tomb. It is some miles from civilization at the edge of what was once civilized lands but that have in recent years been reclaimed by nature.

Unfortunately he will inform the players the original map of the interior was lost over time. The information has been passed down by word of mouth so no written records of the now dead cult exist except for this map. (and a copy the priest has hidden away)




Adventure Hook:

Original

Locals have been disappearing in the night. Something has been entering homes and taking away villagers. The oddest fact is no one in good health has been taken. Often it is the overweight and sickly who fade into the night. Who is avoiding the strong in favor of the weak? There is a trail leading deeper into the surrounding hills that has been taboo for years. Why no one remembers anymore.




Set up one - Players entering a relatively new village

As you ride (walk) into town the villagers cast a suspicious eye upon you. Making signs of protection and whispered prayers to Deities of the hearth and home. Mothers pull their children indoors yelling for them to get within before it happens again.

If the players Dismount/stop and approach a villager.

You are greeted by closed doors and windows. Finally one young villager stands in his garden staring at the adventurers with a touch of suspicion but he doesn’t shy away from them as they approach. He nods his head in greeting then says “Strangers may not find much hospitality here.”

If the players begin to question him he continues

“I’m Duncan” he continues hoeing a small plot of earth. “I’ve seen a bit more of the world than most these people, having served in the patrols before I got hurt”. You now notice one leg is stiff and he can barely flex it. “They’re scared since people started disappearing a month or so ago” He takes a weary look about. It is obvious the neighbors are watching the scene intently behind sealed shutters and cracked doors. “Nasty bit of business but oddest is that you would think those of value, young strong men, women for breeding and such would go first but it seems that whatever is picking us off likes them sickly.”

Duncan goes on to explain over the past month 4 people have disappeared from their homes. Petra, The baker’s mother, was taken from her usual spot sitting in the common room of their home. She could barely walk much less have wandered off since she was blind as well. Marcus, the old hunter, who had arthritis so bad, he could barely hold a spoon or open a door, went missing from his hovel on the edge of town. He was known to still wander the woods in the evening but no one has heard from him in weeks. Thomas, the baker, also disappeared one morning, having risen to start the oven fires he never made it to the kitchen the fires lying un-stoked when his family awoke that day. Truth be known something would have had to be huge to carry him away since we weighed a good300 or more pounds. The Donner’s child disappeared from its crib just this last week. A terrible travesty as the child was just starting to recover from having been born too early. His healthy was turning to the better though he still had shaking fits at times.

Creamsteak once again inserts a stat block - Duncan’s stat block goes here say 1-2 lvl warrior with 1-2 lvls commoner. Low dex/movement due to battle injuries (Knee partially crushed and not flexible).


If the characters investigate they will find just outside of town an area with multiple totems, charms etc hanging in trees and lying on the Ground. A knowledge (religion/local) check DC 10 will reveal they are superstitious items used to ward off evil.

Asking around the village (Gather information check DC 18 (due to villager’s suspicious nature)) will reveal that the area of woods is taboo and has been in everyone’s memory. No one goes into that area due to dark creatures and other superstitious ranting. Duncan only knows that the villagers have always feared that trail into the woods. They have always put up charms to protect themselves but of course this practice has risen sharply in the last month. He will quietly share he has been out on the trail finding good trapping there that he other villagers are too afraid to take advantage of. He has never been too far into the woods due to his patrol wound.

A Track check on the trail and nearby woods DC 15 will reveal old signs of a heavy object being dragged along the trail. A DC 20 reveals an old baby blanket buried under some branches and leaves. It seems to have fallen in place more so than being buried or hidden.


Set up Two - Characters arrive at a village they are known/trusted.

Adjust the time references based on the character’s length of absence.

As you arrive among familiar surroundings you notice something about the village has changed. Shutters that should be open to the noon day breezes are tightly closed; animals that should be free grazing are pinned in. Something is amiss.

As you enter the village center the local leader, a haggard middle aged man who administers the king’s law, approaches. Hailing the adventurer’s he yell’s “Thank the Gods you have returned.” He steps up and grabbing the reins of the lead horse. “There has been evil lurking about our home the past few months and it is about time a group of stalwart defender’s have arrived to help us in this dire time of need.”

Unless the adventurer’s ride off the village’s leader will assume they are here to help even mentioning possible reward (50 gp)

Brendon Fields, the Mayor, stats should be a few levels aristocrat but not starting probably commoner starting.

Brendon will go on to explain

“A few months ago our villagers began to disappear; first it was Petra, The baker’s mother, she was taken from her usual spot, sitting in the common area of her home. She could barely walk much less have wandered off since she was blind as a bat. Then old Marcus, the hunter, who had arthritis so bad, he could barely hold a spoon or open a door, went missing from his home on the edge of our village. He still wandered the woods in the evening but no one has heard from him in weeks. Thomas, the baker, also disappeared a week or so ago, having risen to start the oven fires he never made it to the kitchen the fires lying un-stoked when his family awoke that day. They were visited a second time by tragedy. Though I’m not sure something could have dragged him considering how round in the belly he was. The Donner’s child disappeared from its crib just this last week. A terrible travesty as the child was just starting to recover from having been born too early. His healthy was turning to the better though he still had shaking fits at times. “

“Everyone is blaming the Devil’s woods back south of here. They say dark and nasty creatures have come for us. I’ve lived here my whole life and don’t remember how the legend’s started but that place is born of evil and now that evil is coming to take us one by one.”


If the characters investigate they will find just outside of town an area with multiple totems, charms etc hanging in trees and lying on the ground. A knowledge (religion/local) check DC 10 will reveal they are superstitious items used to ward off evil.

Asking around the village (Gather information check DC 12) will reveal that the area of woods are Taboo and has been in everyone’s memory. No one goes into that area due to dark creatures and other superstitious ranting. Brendon only knows that the villagers have always feared that trail into the woods. They have always put up charms to protect themselves but of course this practice has risen sharply in the last few months.

A Track check on the trail and nearby woods DC 15 will reveal old signs of a heavy object being dragged along the trail. A DC 20 reveals an old baby blanket buried under some branches and leaves. It seems to have fallen in place more so than being buried or hidden
 

log in or register to remove this ad

Eugh, no. The whole point of an adventure hook is as a starting point that can be easily customised to the individual DM's campaign. The more detail you add, the less customisable it becomes. What you've got there is no longer an adventure hook, but part of the adventure itself.
 


I have to agree with Hong. :eek:

Some people might like it better, but I think provided hooks should be pretty simple so the DM can make sure it fits the campaign. What you wrote is good, but there is a good chance that the DM would have to modify it, so it does not add all that much.

[EDIT] Also, the simple one paragraph version can easily be used as a story overheard in a tavern, the long write-ups are interactive only. The overheard story is a great way to introduce something and then let the players decide whether to follow-up on it.
 
Last edited:

I know Diaglo that's exactly what I thought. They'll just kill him and take his stuff but Maybe they'll just torture him first. :)

I see what your saying Hong (and Thornir) and that is true in a typical Adventure but I think in the Cooperative dungeon's that the level of genericness (as if that was a word) allows you to customize fairly easily. The dungeon and the Plot hooks are fairly independent, they are just used as ideas for the Gm to launch the dungeon so to speak. This is two of what would be about 8 hooks so there would be lots of choice. So it being part of the adventure is more divested and easier to customize at least to me. That's why I asked for opinion's. :)

I think the idea is to present more meat to help those who need it. Do you think it would be better to have both sets of hooks. The Reader's digest version and the fleshed out one?
 

Of course I think it would be good to have both sets of hooks (who wouldn't?). More is better, in this case.

You can have the short one for those who like just the basics, and the longer one for those who are limited in time.

(I prefer the longer one, as basic hooks are generally useless to me. I can come up with hundreds of single paragraph hooks for my game in moments. Ideas are worth nothing to me - details are valuable. But that's just me, of course.)
 

Shallown said:
I think the idea is to present more meat to help those who need it. Do you think it would be better to have both sets of hooks. The Reader's digest version and the fleshed out one?

I can agree with that completely. Having both makes great sense, as long as you don't have to cut something else worthwhile to do it.
 

A hook should be short - 2-3 lines at most.
If you want to do short adventures, that's fine too - you can get a decent one on 1-2 sides of A4, like in the brilliant 2e City of Greyhawk boxed set.
 

I have no objection to the longer hooks -- BUT the important thing is to avoid HIDING the hook within paragraphs of text.

Use both. But improve both. Look:
Contacted by one of the last members of a forgotten cult the PC’s are asked to recover materials from the library of the cults abandoned temple.
This isn't clear enough and it takes me too long to figure it out. Like this:
An evil cultist asks the PCs to recover materials from the library of an abandoned library.
Put a bunch of nice, active voice sentences like that in a set of bullet points, THEN provide longer descriptions below if you like. I can scan the list of hooks, quickly identify the ones that appeal to me, and THEN search for more details if nothing pops into my head right away.

Dungeon magazine adventures can be terrible at this. It was only last night that I discovered what "Zenith Trajectory" from Dungeon 102 was actually ABOUT. Okay, so I don't read very carefully. But there's ways to present information that make it clear, and ways to not. Choose ones that do.
 

arnwyn said:
(I prefer the longer one, as basic hooks are generally useless to me. I can come up with hundreds of single paragraph hooks for my game in moments. Ideas are worth nothing to me - details are valuable. But that's just me, of course.)

Now, see I'm the exact opposite. I find it pretty easy to invent details once I know what the general outline and "choke points" of an adventure are. Matter of fact I perfer it that way because if there's one thing I've learned its that no plan survives contact with the PC's. But I find that sitting down with a blank piece of paper and trying to come up with an adventure hook in the first place just gives me a major case of writer's block (which is why I wind up stealing all my best hooks from books/movies ;) )

If I had to choose I'd pick the short hook no question.
 

Remove ads

Top