Dungeon Master's Guide
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
-_-:--can a:so ace =---~ -~ ::: =--~ ~...:.B:s iO your<br />
.::.:::-.-emure. r~;:g ·:::e ::-;:_:--.::._:~:: _ =-";Je main smry path<br />
:.::-::ted by loca 'o::: 0 ~ e e~cs. s :c:e que ts are peripheral<br />
·v rhe character - proma.:-· goal. but successfully<br />
:ompleting a side que-t might provide a benefit toward<br />
:ompleting the primary goaL<br />
SiDE QUESTS<br />
d8<br />
Side Q uest<br />
Find a specific item rumored to be in the area.<br />
2 Retrieve a stolen item in t he vil lain's possession.<br />
3 Receive information from an NPC in the area.<br />
4 Rescue a captive .<br />
5 Discover the fate of a missing NPC.<br />
6 Slay a specific monster.<br />
7 Discover the nature and origin of a strange<br />
phenomenon in the area.<br />
8 Secure the aid of a character or creature in the area.<br />
CREATING ENCOUNTERS<br />
:::ncounters are the individual scenes in the larger story<br />
of your adventure.<br />
First and foremost, an encounter should be fun for<br />
~he players. Second, it shouldn't be burden for you to<br />
:un. Beyond that, a well-crafted encounter usually has<br />
a straightforward objective as well as some connection<br />
to the overarching story of your campaign, building on<br />
the encounters that precede it while foreshadowing<br />
encounters yet to come.<br />
An encounter has one of three possible outcomes:<br />
!he characters succeed, the characters partly succeed,<br />
or the characters faiL The encounter needs to account<br />
for all three possibilities, and the outcome needs to<br />
have consequences so that the players feel like their<br />
successes and failures matter.<br />
CHARACTER OBJECTIVES<br />
When players don't know what they're supposed to do<br />
in a given encounter, anticipation and excitement can<br />
quickly turn to boredom and frustration. A transparent<br />
objective alleviates the risk of players losing interest.<br />
For example, if the overall story of your adventure<br />
involves a quest to deliver a priceless relic to a remote<br />
monastery, each encounter along the way is an<br />
opportunity to introduce a smaller objective that moves<br />
the quest forward. Encounters during the trip might<br />
see the adventurers accosted by enemies determined<br />
to steal the relic, or by monsters that are constantly<br />
threatening the monastery.<br />
Some players create their own objectives, which is to<br />
be expected and encouraged. It is, after all, as much the<br />
players' campaign as yours. For example, a character<br />
might try to bribe enemies rather than fight them,<br />
or chase after a fleeing enemy to see where it goes.<br />
Players who ignore objectives will have to deal with<br />
the consequences, which is another important facet of<br />
encounter design.<br />
: -~-.• ~ ?=-~ OE ~~ c -:- ::T =: s<br />
~ ~e io owing objectiYes can be u ed as fou ndations<br />
for encounter . Although these objectives focus on a<br />
single encounter during an adventure, using the same<br />
objective in multiple encounters allows you to combine<br />
those encounters into a larger obstacle or problem the<br />
adventurers must overcome.<br />
Make Peace. The characters must convince two<br />
opposing groups (or their leaders) to end the conflict<br />
that embroils them. As a complication, the characters<br />
might have enemies on one or both of the opposing<br />
sides, or some other group or individual might be<br />
instigating the conflict to further its own ends.<br />
Protect an NPC or Object. The characters must act<br />
as bodyguards or protect some object in their custody.<br />
As a complication, the NPC under the party's protection<br />
might be cursed, diseased, prone to panic attacks, too<br />
young or too old to fight, or apt to risk the lives of the<br />
adventurers through dubious decisions. The object the<br />
adventurers have sworn to protect might be sentient,<br />
cursed, or difficult to transport.<br />
Retrieve an Object. The adventurers must gain<br />
possession of a specific object in the area of the<br />
encounter, preferably before combat finishes. As a<br />
complication, enemies might desire the object as much<br />
as the adventurers do, forcing both parties to fight for it.<br />
Run a Gauntlet. The adventurers must pass through<br />
a dangerous area. This objective is similar to retrieving<br />
an object insofar as reaching the exit is a higher priority<br />
than killing opponents in the area. A time limit adds a<br />
complication, as does a decision point that might lead<br />
characters astray. Other complications include traps,<br />
hazards, and monsters.<br />
Sneak In. The adventurers need to move through the<br />
encounter area without making their enemies aware<br />
of their presence. Complications might ensue if they<br />
are detected.<br />
Stop a Ritual. The plots of evil cult leaders,<br />
malevolent warlocks, and powerful fiends often involve<br />
rituals that must be foiled. Characters engaged in<br />
stopping a ritual must typically fight their way through<br />
evil minions before attempting to disrupt the ritual's<br />
powerful magic. As a complication, the ritual might<br />
be close to completion when the characters arrive,<br />
imposing a time limit. Depending on the ritual, its<br />
completion might have immediate consequences as welL<br />
Take Out a Single Target. The villain is surrounded<br />
by minions powerful enough to kill the adventurers.<br />
The characters can flee and hope to confront the villain<br />
another day, or they can try to fight their way through<br />
the minions to take out their target. As a complication,<br />
the minions might be innocent creatures under the<br />
villain's controL Killing the villain means breaking that<br />
control, but the adventurers must endure the minions'<br />
attacks until they do.<br />
CREATING A COMBAT ENCOUNTER<br />
When creating a combat encounter, let your imagination<br />
run wild and build something your players will enjoy.<br />
Once you have the details figured out, use this section to<br />
adjust the difficulty of the encounter.<br />
CHAPTER 3 I CREATING ADVENTURES<br />
8T