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Dungeon Master's Guide

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-= · I DENTIFY IMPORTANT NPCs<br />

~a ny event-based adventures require a well-detailed<br />

;-t of NPCs. Some of these NPCs fall neatly into the<br />

:. egories of allies and patrons, but most are likely to<br />

:-:: characters or creatures whose attitudes toward the<br />

~ .>.- e nturers remain undecided until the adventurers<br />

-:.ceract with them. (See chapter 4 for more information<br />

;:J. creating NPCs.)<br />

The elements of the adventure you've determined<br />

: J fa r should provide a clear idea of what supporting<br />

:~.a rac ters you need to create, as well as how much<br />

:::: ail you need to generate for each one. NPCs unlikely<br />

J become involved in combat don't need full combat<br />

:::atistics, for example, just as characters heavily<br />

::';olved in negotiation could have ideals, bonds, and<br />

.:aws. If it's helpful, roll on the Adventure Allies or<br />

-. venture Patrons tables (in the "Location-Based<br />

~- ,·entures" section, earlier in this chapter).<br />

- . ANTICIPATE THE VILLAIN'S REACTIONS<br />

'-.s the adventurers pursue their goals and foil the<br />

:.:lain's plans, how does the villain respond? Does it<br />

a-h out in violence or send dire warnings? Does it<br />

ClOk for simple solutions to its problems or create more<br />

:omplicated schemes to route around interference?<br />

Look over the villain's actions that you outlined in<br />

:;·ep 2. For each event arising from those actions, think<br />

about how the adventurers are likely to react. If they<br />

:an prevent an action or hamper its success, what effect<br />

::oes that have on the villain's overall plan? What can<br />

·ae villain do to compensate?<br />

One way to track a villain's reactions is by using a<br />

:':owchart. This might grow out of the timeline that<br />

;:!escribes the villain's plans, outlining how the villain<br />

gets back on track after the adventurers thwart its plans.<br />

Or the flowchart could be separate from the timeline,<br />

·hawing the various actions the adventurers might take<br />

and the villain's response to those actions.<br />

6. DETAIL KEY LOCATIONS<br />

~ ince locations aren't the focus of the adventure, they<br />

an be simpler and smaller than a dungeon complex<br />

or an expanse of wilderness. They might be specific<br />

. ocations in a city, or even individual rooms in locations<br />

·,yhere combat is likely to break out or significant<br />

exploration is needed, such as a throne room, a guild<br />

~ e adq uarters , a vampire's crumbling manor, or a<br />

~ ights' chapter house.<br />

7. CHOOSE AN INTRODUCTION AND A CLIMAX<br />

The Adventure Introduction table in the "Location­<br />

Based Adventures" section offers fun possibilities<br />

:or hooking the characters into the events of your<br />

adventure, including dreams, hauntings, and a simple<br />

plea for help. The Adventure Climax table in that same<br />

-ection includes adventure endings that work just as<br />

well for event-based adventures.<br />

For example, the Adventure Introduction table helps<br />

you decide that an ally the adventurers care about needs<br />

their help. Perhaps the NPC is a knight who believes<br />

that a vampire is trying to kill him, or a friend or relative<br />

hoping to find the knight's murderer. This NPC brings<br />

the vampire's crimes to the characters' attention.<br />

Looking over the Adventure Climax table, you might<br />

decide to have the adventurers bait the vampire with a<br />

chest of jewels stolen from its lair. As an added twist,<br />

you decide that the vampire's true goal is to retrieve a<br />

necklace among the jewels. The necklace is set with<br />

nine gems, and with these gems the vampire can open<br />

a gate to the Nine Hells. Should the vampire succeed,<br />

the adventurers will have a more pressing threat to deal<br />

with, as a powerful devil steps through the gate and<br />

honors some ancient pact it made with the vampire.<br />

8. PLAN ENCOUNTERS<br />

After you've created the overall story of the adventure,<br />

it's time to plan out the encounters on which the<br />

events of that adventure will hang. In an event-based<br />

adventure, encounters occur when the villain's agenda<br />

intersects the path of the characters. You can't always<br />

anticipate exactly when or where that will happen, but<br />

you can create a list of possible encounters that the<br />

adventurers might experience. This can take the form of<br />

general descriptions of the villain's forces, details of its<br />

lieutenants and minions, as well as encounters tied to<br />

the key locations of the adventure.<br />

S ee "Creating Encounters" later in this chapter for<br />

guidance on crafting individual encounters.<br />

MYSTERIES<br />

A mystery is a form of event-based adventure that<br />

usually focuses on the adventurers' efforts to solve a<br />

crime, usually a robbery or murder. Unlike the writer of<br />

a mystery novel, a <strong>Dungeon</strong> Master can't always predict<br />

what the characters will do in a mystery adventure.<br />

A villain whose actions are "crime spree," "one and<br />

done," or "serial crimes" might inspire you to craft<br />

a mystery adventure around that villain's crimes.<br />

Similarly, if the adventurers' goals include determining<br />

the villain's identity, that might be part of a mystery.<br />

To build a mystery adventure, follow the steps for<br />

creating any event-based adventure. Then consider<br />

three additional elements for the adventure: the victim,<br />

the suspects, and the clues .<br />

VICTIM<br />

Think about the victim's relationship to the villain.<br />

Though you can create a strong scenario with no such<br />

relationship, part of what makes a mystery exciting is<br />

the discovery of the twisted connections between NPCs<br />

and how those connections led to the crime. A random<br />

killing might be just as mysterious, but it lacks that<br />

emotional connection.<br />

Also look for a connection between the victim and one<br />

or more of the adventurers. One surefire way to draw<br />

adventurers into a mystery- including making them<br />

suspects- is to make the victim someone with whom the<br />

characters are acquainted.<br />

SUSPECTS<br />

Your cast of characters should include an assortment<br />

of other NPCs who didn't commit the crime, but who<br />

had the motive, the means, or the opportunity to do so.<br />

CHAPTER 3 I CREATING ADVENTURES<br />

77

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