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