Page 74 - Dungeon Master's Guide
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O""i'Mi:.'i\ C.o~"L~                              ~D~l:.NTOTfE ?J>.TRON"S
               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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