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~ REATI G ADVENTURES IS ONE O F THE GREATEST rhe world's history be evident in the present situation.
rewards of being a Dungeon Master. It's a Instead of dealing with what happened in the past,
way to express yourself, designing fantastic an adventure should focus on describing the present
locations and encounters with monsters, situation, what the bad guys are up to, and how the
traps, puzzles, and conflicts. When you adventurers become involved in the story.
design an adventure, you call the shots. You
o things exactly the way you want to. HEROES WHO MATTER
Fundamentally, adventures are stories. An adventure An adventure should allow the adve nturers' actions and
shares many of the features of a novel, a movie, an decisions to matter. Though it might resemble a novel
:ssue of a comic, or an episode of a TV show. Comic or a TV episode, an adventure needs to allow for more
ser ies and serialized TV dramas are particularly good than one outcome. Otherwise, players can feel as if
com parisons, because of the way individual adventures they've been railroaded- set onto a course that has only
are limited in scope but blend together to create a larger one destination, no matter how hard they try to change
na rrative. If an adventure is a single issue or episode, a it. For example, if a major villain shows up before the
campaign is the series as a whole. end of the adventure, the adventure should allow for the
W hether you're creating your own adventures or using possibility that the heroes might defeat that villain.
;JUblished adventures, you'll find advice in this chapter
SoMETHING FOR ALL PLAYER TYPES
~o help you create a fun and memorable experience for
:.·our players. As outlined in the book's introduction, players come
Creating an adventure involves blending scenes of to the gaming table with different expectations. An
exploration, social interaction, and combat into a unified adventure needs to account for the different players and
whole that meets the needs of your players and your characters in your group, drawing them into the story as
campaign. But it's more than that. The basic elements effectively as possible.
of good storytelling should guide you throughout this As a starting point, think about your adventure in
;Jrocess, so your players experience the adventure as a terms of the three basic types of activity in the game:
- ory and not a disjointed series of encounters. exploration, social interaction, and combat. If your
adventure includes a balance of all three, it's likely to
appeal to all types of players.
ELEMENTS OF A An adventure you create for your home campaign
GREAT ADVENTURE doesn't have to appeal to every abstract player type-
only to the players sitting down at your own table. If you
-=-he best adventures have several things in common. don't have any players who like fighting above all else,
_-\_ C REDIBLE THREAT
then don't feel you have to provide a maximum amount
of combat to keep the adventure moving.
_-\n adventure needs a threat worthy of the heroes'
c. rention. The threat might be a single villain or SURPRISES
;:nonster, a villain with lackeys, an assortment of Look for opportunities to surprise and delight your
::::wnsters, or an evil organization. Whatever their players. For example, the exploration of a ruined castle
arure, the antagonists should have goals that the on a hill might lead to the discovery of a dragon's tomb
:-:eroes can uncover and thwart. hidden underneath. A trek through the wilderness
?.-\M ILlAR TROPES WITH CLEVER TWISTS
might lead to the discovery of a tower that appears only
on nights of the full moon. Players remember such
:-m ight seem stereotypical to build an adventure
locations.
;;sound dragons, orcs, and insane wizards in towers,
Too many surprises can be off-putting to players, but
"Jut these are staples of fantasy storytelling. It might
adding the occasional twist gets players to adjust their
also seem trite to begin an adventure in a tavern, but
tactics and think creatively. For example, you could
~h at's an idea that remains true to D&D. Familiar
spruce up a goblin lair by including goblin sappers
srory elements are fine, as long as you and the players
with kegs of oil strapped to their backs. An attack on a
occasionally put a spin on them. For example, the
villain's estate might be complicated by the unexpected
:-nysterious figure who presents adventurers with
arrival of a special guest.
a quest on behalf of the king might be the king in
When preparing for possible combat encounters,
d.isguise. The crazy wizard in the tower might be a
think about odd pairings of monsters, such as a
;Jrojected illusion created by a band of greedy gnome
hobgoblin warlord and his pet manticore, or will-
dlieves to guard their loot.
o'-wisps in league with a young black dragon. Have
_\ C LEAR Focus oN THE PRESE N T surprise reinforcements show up, or give the monsters
.-ill adventure is about the here and now. A little bit unusual tactics. Throw in the occasional red herring,
of history might be needed to set the story in motion, deception, and plot twist to keep players on their toes,
and the adventurers might discover interesting lore of but try not to go overboard. Sometimes a simple,
:.1 e past in the course of the adventure. In gene ral , let straightforward encounter with an ore guard is just as
fun for your players.
d20 Goal
Stop the dungeon's monstrous inhabitants from
raiding the surface wor ld .
2 Foil a villain's evil scheme.
3 Destroy a magical threat inside the dungeon.
4 Acquire treasure .
5 Find a particular item for a specific purpose.
6 Retrieve a stolen item hidden in the dungeon.
7 Find information needed for a specia l purpose.
8 Rescue a captive .
9 Discover the fate of a previous adventuring party.
10 Find an N PC who disappeared in the area.
11 Slay a dragon or some other challenging monster.
12 Discover the nature and origin of a strange location
or phenomenon.
13 Pursue fleeing foes taking refuge in the dungeon.
14 Escape from captivity in the dungeon.
15 Clear a ruin so it can be rebuilt and reoccupied.
16 Discover why a villain is interested in the dungeon.
17 Win a bet or complete a rite of passage by surviving
in the dungeon for a certain amount oftime.
18 Parley with a vi llain in the dungeon.
19 Hide from a threat outside the dungeon.
20 Roll twice, ignoring resu lts of 20 .
W ILDERNESS GOALS
d20 Goal
Locate a dungeon or other site of interest (roll on
the Dungeon Goals table to find out wh y).
2 Assess the scope of a natural or unnatural disaster.
3 Escort an NPC to a destination .
4 Arrive at a destination without being seen by the
vi ll ain's forces.
5 Stop monsters from raiding caravans and farms .
6 Establish trade with a distant town.
7 Protect a caravan traveling to a distant town .
8 Map a new land.
9 Find a place to establish a colony.
10 Fi nd a natural resource.
11 Hunt a specific monster.
12 Return home from a distant place .
13 Obtain information from a reclusive hermit.
14 Find an object that was lost in the wi ld s.
15 Discover the fate of a missing group of explorers .
16 Pursue fleeing foes.
17 Assess the size of an approaching ar my.
18 Escape the re ign of a tyrant.
19 Protect a wilderness site from attackers.
20 Roll twice, ign oring results of 20.
EVENT-BASED GOALS
d20 Goal
Bring the villain to justice.
2 Clear the name of an innocent N PC.
3 Protect or hide an N PC.
4 Protect an object.
5 Discover the nature and origin of a strange
phenomenon that might be the villain's doing.
6 Find a wanted fugitive.
7 Overthrow a tyrant.
8 Uncover a conspiracy to overthrow a ruler.
9 Negotiate peace between enemy nations or feuding
families.
10 Secure aid from a ruler or council.
11 Help a villain find redemption.
12 Parley with a villain.
VAMPIRE VILLAIN l3 Smuggle weapons to rebel forces.
14 Stop a band of smugglers.
15 Gather intelligence on an enemy force.
16 Win a tournament.
17 Determine the vi llain 's identity.
Growing Corruption. As time passes, the villain's 18 Locate a stolen item.
power and influence grow, affecting more victims 19 Make sure a wedding goes off without a hitch.
across a larger area. This might take the form of armies 20 Roll twice , ignoring results of 20.
conquering new territory, an evil cult recruiting new
members, or a spreading plague. A pretender to the For example, you roll a 10 on the table, indicating that
throne might attempt to secure the support of the the party's goal is to secure aid from a ruler or council.
kingdom's nobility in the days or weeks leading up to a You decide to connect that to the leadership of the order
coup, or a guild leader could corrupt the members of a targeted by your vampire villain. Maybe the order's
town council or bribe officers of the watch. leaders have a chest of jewels stolen from the vampire
One and Done. The villain commits a single crime centuries ago, and the characters can use the chest as
and then tries to avoid the consequences. Instead of a n bait to trap the villain.
RAMING EVENTS
dlOO Event
1-02 Anniversary of a monarch 's reign
3-04 Anniversary of an important event
05-06 Arena event
7-08 Arrival of a caravan or ship
09-10 Arrival of a circus
11-12 Arrival of an important NPC
13-14 Arrival of marching modrons
15-16 Artistic performance
17-18 Athletic event
9-20 Birth of a child
21-22 Birthday of an important N PC
23-24 Civic festival
25-26 Comet appearance
27-28 Commemoration of a past tragedy
29-30 Consecration of a new temple
31 - 32 Coronation
33 - 34 Council meeting
35- 36 Equinox or solstice •
37-38 Exec ution
39-40 Ferti Iity festiva I
41-42 Full moon
43-44 Funeral
45 -46 Graduation of cadets or wizards
47-48 Harvest festival
49-50 Holy day
51-52 Investiture of a knight or other noble
53-54 Lunar eclipse
55-58 Midsummer festi va l
59-60 Midwinter festival
61-62 Migration of monsters
63 -64 Monarch's ball
65 -66 New moon
67-68 New yea r
69- 70 Pardoning of a prisoner COMPLICATIONS
71-72 Planar conjunction Sometimes an adventure isn't as straightforward as it
73-74 Planetary alignment might seem.
75-76 Priestly in vestiture
77-78 Procession of ghosts MORAL QUANDARIES
79-80 Remembrance for soldiers lost in war If you want to give the characters a crisis that no amount
81-82 Royal address or proclamation of spellcasting or swordplay can resolve, add a moral
83-84 Royal audience day quandary to the adventure. A moral quandary is a
85-86 Signing of a treaty problem of conscience for which the adventurers must
87-88 Solar eclipse make a single choice-but never a simple one.
89-91 Tournament
MORAL QUANDARIES
92- 94 Trial
95-96 Violent uprising d20 Quandary d20 Quandary
97-98 Wedding or we dding anniversary 1-3 Ally quandary 13-16 Rescue quandary
99-00 Concurrence of two events (roll twice, ignoring 4- 6 Friend quandary 17-20 Respect quandar y
results of99 or 100) 7- 12 Honor quandary
TWISTS
A twist can complicate a story and make it harder for
the characters to complete their goals.
TWISTS
dlO Twist
The adventurers are racing against other creatures
with the same or opposite goal.
2 The adventurers become responsible for the safety
of a noncombatant NPC.
3 The adventurers are prohibited from killing the
villain, but the villain has no compunctions about
killing them.
4 The adventurers have a time limit.
5 The adventurers have received false or extraneous
information.
6 Completing an adventure goal fulfills a prophecy or
Ally Quandary. The adventurers have a better chance prevents the fulfillment of a prophecy.
of achieving their goal with the help of two individuals 7 The adventurers have two different goals, but they
whose expertise is all but essential. However, these can complete only one.
two NPCs hate each other and refuse to work together 8 Completing the goal secretly helps the villain.
even if the fate of the world hangs in the balance. The
9 The adventurers must cooperate with a known
adventurers must choose the NPC that is most likely to
enemy to achieve the goal.
help them accomplish their goal.
Friend Quandary. An NPC that one or more of the 10 The adventurers are under magica l compulsion
characters cares about makes an impossible demand (such as a geas spell) to complete the ir goal.
. ! -LTIPART ENCOUNTERS
: Jmetimes an encounter features multiple enemies that
-:e party doesn't face all at once. For example, c"N<''"'
-on sters might come at the party in waves. ~,~
_,,
x§J.~
medium , hard, and deadly encounters. Just remember
that groups of monsters eat up more of that budget than
their base XP values would indicate (see step 4).
For example, using the party from step 2, you can
build a medium encounter by making sure that the
adjusted XP value of the monsters is at least 550 XP
(the party's threshold for a medium encounter) and
no more than 825 XP (the party's threshold for a hard
encounter). A single monster of challenge rating 3 (such
as a manticore or owl bear) is worth 700 XP, so that's
one possibility. If you want a pair of monsters, each
one will count for 1.5 times its base XP value. A pair of
dire wolves (worth 200 XP each) have an adjusted XP
value of 600, making them a medium encounter for the
party as well.
To assist with this approach, appendix B presents a
list of all monsters in the Monster Manual organized by
challenge rating.
ADVENTURING DAY XP
Adju sted XP per Day Adju sted XP per Day
Level per Characte r Level per Character
1st 300 11th 10,500
2nd 600 12th 11,500
3rd 1,200 13th 13 ,500
4th 1,700 14th 15,000
5th 3,500 15th 18,000
6th 4,000 16th 20,000
7th 5,000 17th 25,000
8th 6,000 18th 27,000
9th 7,500 19th 30,000
lOth 9,000 20th 40,000
SHORT RESTS
In general, over the course of a full adventuring day, the
party will likely need to take two short rests, about one-
third and two-thirds of the way through the day.