Page 81 - Dungeon Master's Guide
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~ ~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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