Page 74 - Dungeon Master's Guide
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dl2 Goal d20 Patron d20 Patron
Seize control of a fortified location such as a 1-2 Retired adventurer 15 Old friend
fortress, town, or ship. 3-4 Local ruler 16 Former teacher
2 Defend a location from attackers. 5-6 Military officer 17 Parent or other
3 Retrieve an object from inside a secure location in 7-8 Temple official family member
a settlement. 9-10 Sage 18 Desperate
4 Retrieve an object from a caravan. 11-12 Respected elder commoner
5 Salvage an object or goods from a lost vessel or 13 Deity or celestial 19 Embattled
caravan. 14 Mysterious fey merchant
6 Break a prisoner out of a jail or prison camp. 20 Villain posing as a
7 Escape from a jail or prison camp. patron
8 Successfully travel through an obstacle course to
gain recognition or reward. 3. FLESH OuT THE LocATION DETAILS
9 Infiltrate a fortified location. Chapter 5 offers suggestions for creating and fleshing
10 Find the source of strange occurrences in a out an adventure location, including tables that can
help you establish the important elements of a dungeon,
haunted house or other location.
wilderness area, or urban setting.
11 Interfere with the operation of a business.
12 Rescue a character, monster, or object from a
4. FIND THE IDEAL INTRODUCTION
natural or unnatural disaster.
An adventure can begin with a social interaction
encounter in which the adventurers find out what they
2. IDENTIFY IMPORTANT NPCs must do and why. It can start with a surprise attack,
Use the Adventure Villains, Adventure Allies, and or with the adventurers coming across information by
Adventure Patrons tables to help you identify these accident. The best introductions arise naturally from the
NPCs. Chapter 4 can help you bring these NPCs to life. goals and setting of the adventure. Let the entries in the
Adventure Introduction table inspire you.
ADVENTURE VILLAINS
d20 Villain ADVENTURE INTRODUCTION
Beast or monstrosity with no particular agenda dl2 Introduction
2 Aberration bent on corruption or domination While traveling in the wilderness, the characters
3 Fiend bent on corruption or destruction fall into a sinkhole that opens beneath their feet,
4 Dragon bent on domination and plunder dropping them into the adventure location.
5 Giant bent on plunder 2 While traveling in the wilderness, the characters
6-7 Undead with any agenda notice the entrance to the adventure location.
8 Fey with a mysterious goal 3 While traveling on a road, the characters are
9-10 Humanoid cultist attacked by monsters that flee into the nearby
11-12 Humanoid conqueror adventure location.
13 Humanoid seeking revenge 4 The adventurers find a map on a dead body. In
14-15 Humanoid schemer seeking to rule add ition to the map setting up the adventure, the
16 Humanoid criminal mastermind adventure's villain wants the map.
17- 18 Humanoid raider or ravager 5 A mysterious magic item or a cruel villain teleports
19 Humanoid under a curse the characters to the adventure location.
20 Misguided humanoid zealot 6 A stranger approaches the characters in a tavern
and urges them toward the adventure location.
ADVENTURE ALLIES 7 A town or village needs volunteers to go to the
dl2 Ally dl2 Ally adventure location.
1 Skilled adventurer 7 Revenge seeker 8 An NPC the characters care about needs them to
2 Inexperienced 8 Raving lunatic go to the adventure location.
adventurer 9 Celestial ally 9 An NPC the characters must obey orders them to
3 Enthusiastic 10 Fey ally go to the adventure location.
commoner 11 Disguised 10 An NPC the characters respect asks them to go to
4 Soldier monster the adventure location.
5 Priest 12 Villain posing as 11 One night, the characters all dream about entering
6 Sage an ally the adventure location.
12 A ghost appears and terrorizes a village. Research
reveals that it can be put to rest only by entering the
adventure location.
CHAPTER 3 I CREATING ADVENTURES
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