28.01.2019 Views

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

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!