Dungeon Master's Guide
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O""i'Mi:.'i\ C.o~"L~<br />
dl2<br />
Goal<br />
Seize control of a fortified location such as a<br />
fortress, town, or ship.<br />
2 Defend a location from attackers.<br />
3 Retrieve an object from inside a secure location in<br />
a settlement.<br />
4 Retrieve an object from a caravan.<br />
5 Salvage an object or goods from a lost vessel or<br />
caravan.<br />
6 Break a prisoner out of a ja il or prison camp.<br />
7 Escape from a jai l or prison camp.<br />
8 Successfully travel through an obstacle course to<br />
gain recognition or reward.<br />
9 Infiltrate a fortified location.<br />
10 Find the source of strange occurrences in a<br />
haunted house or other location.<br />
11 Interfere with the operation of a business.<br />
12 Rescue a character, monster, or object from a<br />
natural or unnatural disaster.<br />
2. IDENTIFY IMPORTANT NPCs<br />
Use the Adventure Villains, Adventure Allies, and<br />
Adventure Patrons tables to help you identify these<br />
NPCs. Chapter 4 can help you bring these NPCs to life.<br />
ADVENTURE VILLAINS<br />
d20<br />
2<br />
3<br />
Villain<br />
Beast or monstrosity with no particular agenda<br />
Aberration bent on corruption or domination<br />
Fiend bent on corruption or destruction<br />
4 Dragon bent on domination and plunder<br />
5 Giant bent on plunder<br />
6-7 Undead with any agenda<br />
8 Fey with a mysterious goal<br />
9-10 Humanoid cultist<br />
11-12 Humanoid conqueror<br />
13 Humanoid seeking revenge<br />
14-15 Humanoid schemer seeking to rule<br />
16 Humanoid criminal mastermind<br />
17- 18 Humanoid raider or ra vager<br />
19 Humanoid under a curse<br />
20 Misguided humanoid zealot<br />
ADVENTURE ALLIES<br />
dl2 Ally dl2<br />
1 Skilled adventurer 7<br />
2 Inexperienced 8<br />
adventurer 9<br />
3 Enthusiastic 10<br />
commoner 11<br />
4 Soldier<br />
5 Priest 12<br />
6 Sage<br />
Ally<br />
Revenge seeker<br />
Raving lunatic<br />
Celestial ally<br />
Fey ally<br />
Disguised<br />
monster<br />
Villa in posing as<br />
an ally<br />
~D~l:.NTOTfE ?J>.TRON"S<br />
d20 Patron d20 Patron<br />
1-2 Retired adventurer 15 Old friend<br />
3-4 Local ruler 16 Former teacher<br />
5-6 Military officer 17 Parent or other<br />
7-8 Temple official family member<br />
9-10 Sage 18 Desperate<br />
11-12 Respected elder commoner<br />
13 Deity or celestial 19 Embattled<br />
14 Mysterious fey merchant<br />
20 Villain posing as a<br />
patron<br />
3. FLESH OuT THE LocATION DETAILS<br />
Chapter 5 offers suggestions for creating and fleshing<br />
out an adventure location, including tables that can<br />
help you establish the important elements of a dungeon,<br />
wilderness area, or urban setting.<br />
4. FIND THE IDEAL INTRODUCTION<br />
An adventure can begin with a social interaction<br />
encounter in which the adventurers find out what they<br />
must do and why. It can start with a surprise attack,<br />
or with the adventurers coming across information by<br />
accident. The best introductions arise naturally from the<br />
goals and setting of the adventure. Let the entries in the<br />
Adventure Introduction table inspire you.<br />
ADVENTURE INTRODUCTION<br />
dl2<br />
2<br />
3<br />
4<br />
5<br />
6<br />
Introduction<br />
While traveling in the wilderness, the characters<br />
fall into a sinkhole that opens beneath their feet,<br />
dropping them into the adventure location.<br />
While traveling in the wilderness, the characters<br />
notice the entrance to the adve nture location.<br />
While traveling on a road, the characters are<br />
attacked by monsters that flee into the nearby<br />
adventure location.<br />
The adventurers find a map on a dead body. In<br />
add ition to the map setting up the adventure, the<br />
adventure's villain wants the map.<br />
A mysterious magic item or a cruel vi llain teleports<br />
the characters to the adventure location.<br />
A stranger approaches the characters in a tavern<br />
and urges them toward the adventure location.<br />
7 A town or village needs vo lunteers to go to the<br />
adventure location.<br />
8 An NPC the characters care about needs them to<br />
go to the adventure location.<br />
9 An NPC the characters must obey orders them to<br />
go to the adventure location.<br />
10 An NPC the characters respect asks them to go to<br />
the adve nture location.<br />
11 One night, the characters all dream about entering<br />
the adventure location.<br />
12 A ghost appears and terrorizes a village. Research<br />
reveals that it can be put to rest only by entering the<br />
adventure location.<br />
74<br />
CHAPTER 3 I CREATING ADVENTURES