Page 80 - Dungeon Master's Guide
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on the characters. A love interest might demand that
                                                                a character turn away from a dangerous quest. A
                                                                dear friend might plead with the characters to spare
                                                                the villain's life, to prove that they are better than the
                                                                villain. A weak NPC might beg for a chance to win favor
                                                                from the characters by undertaking a dangerous but
                                                                essential mission.
                                                                 Honor Quandary. A character is forced to choose
                                                                between victory and a personal oath or code of honor.
                                                                A paladin who has sworn the Oath of Virtue might
                                                                realize that the clearest path to success lies in deceit
                                                                and subterfuge. A Joyal cleric might be tempted to
                                                                disobey the orders of his or her faith. If you present
                                                                this quandary, be sure to provide an opportunity for a
                                                                character to atone for violating his or her oath.
                                                                 Rescue Quandary. The adventurers must choose
                                                                between catching or hurting the villain and saving
                                                                innocent lives. For example, the adventurers might
                                                                learn that the villain is camped nearby, but they also
                                                                learn that another part of the villain's forces is about
                                                                to march into a village and burn it to the ground. The
                                                                characters must choose between taking out the villain
                                                                or protecting innocent villagers, some of whom might be
                                                                friends or family members.
                                                                 Respect Quandary. Two important allies give
                                                                conflicting directions or advice to the adventurers.
                                                                Perhaps the high priest counsels the characters to
                                                                negotiate peace with militaristic elves in the nearby
                                                                forest, while a veteran warrior urges them to prove their
                                                                strength with a decisive first strike. The adventurers
                                                                can't follow both courses, and whichever ally they
                                                                choose, the other loses respect for them and might no
                                                                longer aid them.

                                                                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
              help them accomplish their goal.                          enemy to achieve the goal.
                                                                   10   The adventurers are  under magical compulsion
               Friend Quandary. An NPC that one or more of the
              characters cares about makes an impossible demand         (such as a geas spell) to complete their goal.

              CHAPTER 3  I CREATING ADVENTURES
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