Page 85 - Dungeon Master's Guide
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:ncrease the difficulty of the encounter by one step   filled with bats, wraiths, giant spiders, and zombies
         ":-am easy to medium, for example) if the characters   creates a sense of horror, and tells the adventurers to
         -2.·;e a drawback that their enemies don't. Reduce the   prepare for battle with even more powerful creatures
         _ - culty by one step if the characters have a benefit that   of the night.
         -eir enemies don't. Any additional benefit or drawback   Drain character resources. Random encounters can
         : .:-hes the encounter one step in the appropriate   drain the party's hit points and spell slots, leaving the
         :  :-ection. If the characters have both a benefit and a   adventurers feeling underpowered and vulnerable.
         ::-awback, the two cancel each other out.          This creates tension, as players are forced to make
          - ituational drawbacks include the following:     decisions based on the fact that their characters aren't
                                                            at full strength.
          ~he whole party is surprised, and the enemy isn't.
                                                            Provide assistance. Some random encounters can
          ~he enemy has cover, and the party doesn't.
                                                            benefit the characters instead of hindering or harming
          ~he characters are unable to see the enemy.
                                                            them. Helpful creatures or NPCs might provide the
          -he characters are taking damage every round from
                                                            adventurers with useful information or assistance
          some environmental effect or magical source, and the
          enemy isn't.                                      when they need it most.
          The characters are hanging from a rope, in the midst   Add interest. Random encounters can reveal details
          of scaling a sheer wall or cliff, stuck to the floor, or oth-  about your world. They can foreshadow danger or
                                                            provide hints that will help the adventurers prepare
          erwise in a situation that greatly hinders their mobility
                                                            for the encounters to come.
          or makes them sitting ducks.
                                                          •  Reinforce campaign themes. Random encounters
           ituational benefits are similar to drawbacks except   can remind the players of the major themes of the
         '-ar they benefit the characters instead of the enemy.   campaign. For example, if your campaign features an
                                                            ongoing war between two nations, you might design
         .:uN COMBAT ENCOUNTERS                             random encounter tables to reinforce the ever-present
         :-3e following features can add more fun and suspense   nature of the conflict. In friendly territory, your tables
           a combat encounter:                              might include bedraggled troops returning from bat-
                                                            tle, refugees fleeing invading forces, heavily guarded
          Terrain features that pose inherent risks to both the
                                                            caravans full of weapons, and lone messengers on
          characters and their enemies, such as a frayed rope   horseback riding for the front lines. While charac-
          bridge and pools of green slime                   ters are in hostile territory, the tables might include
          Terrain features that provide a change of elevation,
                                                            battlefields littered with the recently slain, armies of
           uch as pits, stacks of empty crates, ledges,
                                                            evil humanoids on the march, and improvised gib-
          and balconies                                     bets holding the bodies of deserters who tried to flee
          Features that either inspire or force characters and
                                                            the conflict.
          their enemies to move around, such as chandeliers,
          kegs of gunpowder or oil, and whirling blade traps   Random encounters should never be tiresome to you
          Enemies in hard-to-reach locations or defensive   or your players. You don't want the players to feel as if
          positions, so that characters who normally attack at   they aren't making progress because another random
          range are forced to move around the battlefield   encounter brings their progress to a halt whenever they
          Different types of monsters working together     try to move forward. Likewise, you don't want to spend
                                                           time distracted by random encounters that add nothing
         RANDOM ENCOUNTERS                                 to the adventure narrative or that interfere with the
                                                           overall pace you're trying to set.
         .~s characters explore a wilderness area or dungeon   Not every DM likes to use random encounters. You
         omplex, they are bound to encounter the unexpected.   might find that they distract from your game or are
         i<.andom encounters are a way to deliver the unexpected.   otherwise causing more trouble than you want. If
         :hey are usually presented in the form of a table. When   random encounters don't work for you, don't use them.
         a random encounter occurs, you roll a die and consult
         <he table to determine what the party encounters.   TRIGGERING RANDOM  ENCOUNTERS
          Some players and DMs view random encounters in an   Because you want random encounters to build on the
         adventure as time-wasters, yet well-designed random   intended narrative of a game session, not compete with
         encounters can serve a variety of useful purposes:   it, you should choose the placement of those encounters
          Create urgency. Adventurers don't tend to dawdle   carefully. Think about a random encounter under any of
          if the threat of random encounters is hanging over   the following circumstances:
          their heads. Wanting to avoid wandering monsters   The players are getting off track and slowing
          creates a strong incentive to look for a safe place to   down the game.
          rest. (Rolling dice behind the DM screen can often   The characters stop for a short or long rest.
          accomplish this even without an actual encounter.)   •  The characters are undertaking a long,
          Establish atmosphere. The appearance of           uneventful journey.
          thematically linked creatures as random encounters   The characters draw attention to themselves when
          helps to create a consistent tone and atmosphere   they should be keeping a low profile.
          for an adventure. For example, an encounter table



                                                                           CHAPTER 3  I CREATING  ADVENTURES
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