Dungeon Master's Guide
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on the characters. A love interest might demand that<br />
a character turn away from a dangerous quest. A<br />
dear fri end might plead with the characters to spare<br />
the villain's life, to prove that they are better than the<br />
villain. A weak NPC might beg for a chance to win favor<br />
from the characters by undertaking a dangerous but<br />
essential mission.<br />
Honor Quandary. A character is forced to choose<br />
between victory and a personal oath or code of honor.<br />
A paladin who has sworn the Oath of Virtue might<br />
realize that the clearest path to success lies in deceit<br />
and subterfuge. A Joyal cleric might be tempted to<br />
disobey the orders of his or her faith. If you present<br />
this quandary, be sure to provide an opportunity for a<br />
character to atone for violating his or her oath.<br />
Rescue Quandary. The adventurers must choose<br />
between catching or hurting the villain and saving<br />
innocent lives. For example, the adventurers might<br />
learn that the villain is camped nearby, but they also<br />
learn that another part of the villain's forces is about<br />
to march into a village and burn it to the ground. The<br />
characters must choose between taking out the villain<br />
or protecting innocent villagers, some of whom might be<br />
friends or family members.<br />
Respect Quandary. Two important allies give<br />
conflicting directions or advice to the adventurers.<br />
Perhaps the high priest counsels the characters to<br />
negotiate peace with militaristic elves in the nearby<br />
forest, while a veteran warrior urges them to prove their<br />
strength with a decisive first strike. The adventurers<br />
can't follow both courses, and whichever ally they<br />
choose, the other loses respect for them and might no<br />
longer aid them.<br />
TWISTS<br />
A twist can complicate a story and make it harder for<br />
the characters to complete their goals.<br />
TWISTS<br />
Ally Quandary. The adventurers have a better chance<br />
of achieving their goal with the help of two individuals<br />
whose expertise is all but essential. However, these<br />
two NPCs hate each other and refuse to work together<br />
even if the fate of the world hangs in the balance. The<br />
adventurers must choose the NPC that is most likely to<br />
help them accomplish their goal.<br />
Friend Quandary. An NPC that one or more of the<br />
characters cares about makes an impossible demand<br />
dlO<br />
Twist<br />
The adventurers are racing against other creatures<br />
with the same or opposite goal.<br />
2 The adventurers become responsible for the safety<br />
of a noncombatant NPC.<br />
3 The adventurers are prohibited from killing the<br />
villain, but the villain has no compunctions about<br />
killing them.<br />
4 The adventurers have a time limit.<br />
5 The adventurers have received false or extraneous<br />
information.<br />
6 Completing an adventure goal fulfills a prophecy or<br />
prevents the fulfillment of a prophecy.<br />
7 The adventurers have two different goals, but they<br />
can complete only one.<br />
8 Completing the goal secretly helps the villain.<br />
9 The adventurers must cooperate with a known<br />
enemy to achieve the goal.<br />
10 The adventurers are under magical compulsion<br />
(such as a geas spell) to complete their goal.<br />
8o<br />
CHAPTER 3 I CREATING ADVENTURES