Page 73 - Dungeon Master's Guide
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·:,derness Goals table provides similar inspiration for
         - adventure focused on outdoor exploration. The Other
         ~s table suggests location-based adventures that
        :~ a· r fit neatly into the first two categories.

        :JU NGEON  GOALS
          d20   Goal
                Stop the dungeon's monstrous inhabitants from
                raiding the surface world.
           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 special 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 villain  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 why).
           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
                villain'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 army.
           18   Escape the reign of a tyrant.
           19   Protect a wilderness site from  attackers.
           20   Roll  twice, ignoring results of 20.





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                                                                           CHAPTER 3  I CREATlNG  ADVENTURES
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