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Dungeon Master's Guide

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USEFUL MAPS<br />

A good adventure needs thoughtfully constructed<br />

maps. Wilderness areas sprinkled with interesting<br />

landmarks and other features are better than vast<br />

expanses of unchanging terrain. <strong>Dungeon</strong>s that have<br />

branching corridors and similar decision points give<br />

players the opportunity to choose which direction their<br />

characters should go. Presenting the characters with<br />

options allows the players to make choices that keep the<br />

adventure unpredictable.<br />

If drawing maps isn't your strong suit, the Internet is<br />

a great place to look for adventure maps that have been<br />

made freely available for use, as well as floor plans of<br />

real-world buildings and images that can inspire your<br />

mapmaking. You can also use software to help put your<br />

maps together.<br />

PUBLISHED ADVENTURES<br />

Published adventures are available for purchase if you<br />

have neither the time nor the inclination to write an<br />

adventure of your own, or if you want a change of pace.<br />

A published adventure includes a pregenerated scenario<br />

with the maps, NPCs, monsters, and treasures you need<br />

to run it. An example of a published adventure appears<br />

in the D&D Starter Set.<br />

You can make adjustments to a published adventure<br />

so that it better suits your campaign and appeals to<br />

your players. For example, you can replace the villain<br />

of an adventure with one the players have already<br />

encountered in your campaign, or add something to<br />

the background of the adventure so that it involves your<br />

players' characters in ways that the adventure's designer<br />

never could have imagined.<br />

A published adventure can't account for every<br />

action the characters might take. The nice thing<br />

about published adventures is that they allow you to<br />

focus your game preparation time on highlighting plot<br />

developments in your campaign that the adventure<br />

can't address.<br />

Published adventures also provide inspiration. You<br />

might not use an adventure as written, but it might spur<br />

ideas, or you can pull out one part of it and repurpose<br />

that part for your needs. For example, you might use a<br />

map of a temple but repopulate it with monsters of your<br />

choice, or you might use a chase sequence as a model<br />

for a pursuit scene in your campaign.<br />

ADVENTURE STRUCTURE<br />

Like every story, a typical adventure has a beginning, a<br />

middle, and an end.<br />

BEGINNING<br />

An adventure starts with a hook to get the players<br />

interested. A good adventure hook piques the interest<br />

of the players and provides a compelling reason for<br />

their characters to become involved in the adventure.<br />

Maybe the adventurers stumble onto something they're<br />

not meant to see, monsters attack them on the road, an<br />

assassin makes an attempt on their lives, or a dragon<br />

shows up at the city gates. Adventure hooks such as<br />

these can instantly draw players into your story.<br />

The beginning of a good adventure should be exciting<br />

and focused. You want the players to go home looking<br />

forward to the next session, so give them a clear sense<br />

of where the story is headed, as well as something to<br />

look forward to.<br />

MIDDLE<br />

The middle of an adventure is where the bulk of the<br />

story unfolds. With each new challenge, the adventurers<br />

make important choices that have a clear effect on the<br />

conclusion of the adventure.<br />

Over the course of the adventure, the characters might<br />

discover secrets that reveal new goals or change their<br />

original goal. Their understanding of what's going on<br />

around them might change. Maybe rumors of treasure<br />

were a trick to lure them into a death trap. Perhaps<br />

the so-called spy in the queen's court is actually a<br />

scheme concocted by the monarch herself to seize even<br />

more power.<br />

At the same time the adventurers are working to<br />

thwart their adversaries, those adversaries are trying<br />

to carry out their nefarious plans. Such enemies<br />

might also work to hide their deeds, mislead potential<br />

adversaries, or confront problems directly, perhaps by<br />

trying to kill meddlers.<br />

Remember that the characters are the heroes of the<br />

story. Never let them become mere spectators, watching<br />

as events unfold around them that they can't influence.<br />

ENDING<br />

The ending encompasses the climax- the scene or<br />

encounter in which the tension building throughout the<br />

adventure reaches its peak. A strong climax should have<br />

the players on edge, with the fate of the characters and<br />

much more hanging in the balance. The outcome, which<br />

hinges on the characters' actions and decisions, should<br />

never be a forgone conclusion.<br />

An ending needn't tie everything up in a neat bow.<br />

Story threads can be left hanging, waiting to be resolved<br />

in a later adventure. A little bit of unfinished business is<br />

an easy way to transition from one adventure to the next.<br />

ADVENTURE TYPES<br />

An adventure can be location-based or event-based, as<br />

discussed in the sections that follow.<br />

LOCATION-BASED ADVENTURES<br />

Adventures set in crumbling dungeons and remote<br />

wilderness locations are the cornerstone of countless<br />

campaigns. Many of the greatest D&D adventures of all<br />

time are location-based.<br />

Creating a location-based adventure can be broken<br />

down into a number of steps. Each step provides tables<br />

from which you can select the basic elements of your<br />

adventure. Alternatively, roll on the tables and see how<br />

the random results inspire you. You can mix up the<br />

order of the steps.<br />

1. IDENTIFY THE PARTY'S GOALS<br />

The <strong>Dungeon</strong> Goals table provides common goals<br />

that drive or lure adventurers into dungeons. The<br />

CHAPTER 3 I CREATJNG ADVENTURES

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