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 />
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