Page 81 - Dungeon Master's Guide
P. 81

:  -~-.• ~?=-~ OE ~~ c-:- ::T =: s
                                                          ~ ~e io  owing objectiYes can be u  ed as fou ndations
        -_-:--can a:so ace  =---~   -~ :::  =--~  ~...:.B:s iO your   for encounter  . Although these objectives focus on a
        .::.:::-.-emure. r~;:g ·:::e  ::-;:_:--.::._:~::  _ =-";Je main smry path
                                                          single encounter during an adventure, using the same
        :.::-::ted by loca 'o::: 0~ e  e~cs. s :c:e que  ts are peripheral
                                                          objective in multiple encounters allows you to combine
        ·v rhe character  -proma.:-· goal. but successfully
                                                          those encounters into a larger obstacle or problem the
        :ompleting a side que-t might provide a benefit toward
                                                          adventurers must overcome.
        :ompleting the primary goaL
                                                            Make Peace. The characters must convince two
                                                          opposing groups (or their leaders) to end the conflict
        SiDE  QUESTS
                                                          that embroils them. As a complication, the characters
           d8   Side Q uest                               might have enemies on one or both of the opposing
                Find  a specific  item rumored to be in the area.   sides, or some other group or individual might be
           2    Retrieve a stolen item in the vil lain's possession .   instigating the conflict to further its own ends.
           3    Receive information from  an  NPC in  the area.   Protect an NPC or Object. The characters must act
                                                          as bodyguards or protect some object in their custody.
           4    Rescue a captive.
                                                          As a complication, the NPC under the party's protection
           5    Discover the fate of a  missing NPC.
                                                          might be cursed, diseased, prone to panic attacks, too
           6    Slay  a specific monster.
                                                          young or too old to fight, or apt to risk the lives of the
           7    Discover the nature and origin of a strange
                                                          adventurers through dubious decisions. The object the
                phenomenon in the area.                   adventurers have sworn to protect might be sentient,
           8    Secure the aid of a character or creature in  the area.   cursed, or difficult to transport.
                                                            Retrieve an Object. The adventurers must gain
         CREATING ENCOUNTERS                              possession of a specific object in the area of the
                                                          encounter, preferably before combat finishes. As a
        :::ncounters are the individual scenes in the larger story
                                                          complication, enemies might desire the object as much
        of your adventure.
                                                          as the adventurers do, forcing both parties to fight for it.
          First and foremost, an encounter should be fun for
                                                            Run a Gauntlet. The adventurers must pass through
        ~he players. Second, it shouldn't be burden for you to
                                                          a dangerous area. This objective is similar to retrieving
        :un. Beyond that, a well-crafted encounter usually has
                                                          an object insofar as reaching the exit is a higher priority
        a straightforward objective as well as some connection
                                                          than killing opponents in the area. A time limit adds a
        to the overarching story of your campaign, building on
                                                          complication, as does a decision point that might lead
        the encounters that precede it while foreshadowing
                                                          characters astray. Other complications include traps,
        encounters yet to come.                           hazards, and monsters.
          An encounter has one of three possible outcomes:   Sneak In. The adventurers need to move through the
        !he characters succeed, the characters partly succeed,   encounter area without making their enemies aware
        or the characters faiL The encounter needs to account   of their presence. Complications might ensue if they
        for all three possibilities, and the outcome needs to   are detected.
        have consequences so that the players feel like their
                                                            Stop a Ritual. The plots of evil cult leaders,
        successes and failures matter.
                                                          malevolent warlocks, and powerful fiends often involve
                                                          rituals that must be foiled. Characters engaged in
        CHARACTER OBJECTIVES
                                                          stopping a ritual must typically fight their way through
        When players don't know what they're supposed to do   evil minions before attempting to disrupt the ritual's
        in a given encounter, anticipation and excitement can   powerful magic. As a complication, the ritual might
        quickly turn to boredom and frustration. A transparent   be close to completion when the characters arrive,
        objective alleviates the risk of players losing interest.   imposing a time limit. Depending on the ritual, its
          For example, if the overall story of your adventure   completion might have immediate consequences as welL
        involves a quest to deliver a priceless relic to a remote   Take Out a Single Target. The villain is surrounded
        monastery, each encounter along the way is an     by minions powerful enough to kill the adventurers.
        opportunity to introduce a smaller objective that moves   The characters can flee and hope to confront the villain
        the quest forward. Encounters during the trip might   another day, or they can try to fight their way through
        see the adventurers accosted by enemies determined   the minions to take out their target. As a complication,
        to steal the relic, or by monsters that are constantly   the minions might be innocent creatures under the
        threatening the monastery.                        villain's controL Killing the villain means breaking that
          Some players create their own objectives, which is to   control, but the adventurers must endure the minions'
        be expected and encouraged. It is, after all, as much the   attacks until they do.
        players' campaign as yours. For example, a character
        might try to bribe enemies rather than fight them,   CREATING A  COMBAT ENCOUNTER
        or chase after a fleeing enemy to see where it goes.   When creating a combat encounter, let your imagination
        Players who ignore objectives will have to deal with   run wild and build something your players will enjoy.
        the consequences, which is another important facet of
                                                          Once you have the details figured out, use this section to
        encounter design.
                                                          adjust the difficulty of the encounter.

                                                                           CHAPTER 3  I CREATING ADVENTURES
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