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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

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