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Chapter 6: Adventures

This Chapter teaches you how to build and modify adventures. An adventure is just a series of encounters. How and why these encounters fit together—from the simplest to the most complex—is the framework for any adventure. An adventure revolves around a particular expedition, mission, or series of tasks in which the PCs are the heroes. Think of it as a distinct story in which all the elements are tied together. An adventure might stem from a previous one and lead to yet another, but a single adventure also stands on its own. Several sessions might be required for your group to complete an adventure, or it might be over in one session. If you’re using a published adventure, the adventure is probably going to take you many sessions to complete. An adventure from D&D Insider’s DUNGEON Magazine might take as long, or you might be able to finish it in one night of play. This chapter includes the following sections.

✦ Published Adventures: Running a purchased adventure is straightforward. Look here for tips on modifying the adventure to suit your world, your players, and your overall vision for the campaign.

✦ Fixing Problems: Whether you’re using a published adventure or one you wrote yourself, problems come up. Here is advice on how to address some common ones.

✦ Building an Adventure: When you’re building your own adventures, think about the beginning, the middle, and the ending of the adventure, and try to make sure they all feel satisfying and fit together.

✦ Quests: Quests are the hooks that lead characters into dangerous adventure.

✦ Encounter Mix: A good adventure presents a variety of challenges.

✦ Adventure Setting: Flesh out your setting’s personality, from broad concept to small details, mapping, outdoor settings, and event-based adventures that don’t rely on maps.

✦ Cast of Characters: Monsters and nonplayer characters bring an adventure to life.

Published Adventures

Published adventures are readily available on D&D Insider, in Wizards of the Coast products such as campaign guides, and as stand-alone products. If your campaign is episodic in nature (a series of adventures that are only loosely connected), you can easily run your whole campaign using published adventures. That’s a great solution if you don’t have a lot of time for preparation. Even if your campaign is more story-driven, you can make good use of published adventures with a little bit of preparation.

HOOK THEM IN

The first thing to consider is how to stitch the published adventure into your campaign. In order for it to feel like a seamless part of your campaign’s story, you need to weave threads out from it in both directions: backward into the previous adventures and forward into the following ones.

As you’re planning your game sessions, always be thinking about the adventure you’re going to run next. Look for ways to plant story hooks that lead characters from their current adventure to the next one. Two or three sessions before you’re going to start the next adventure, look through it and find an NPC, location, or plot point that you can work into the current adventure.

Most published adventures provide adventure hooks designed to draw characters into the plot of the adventure. Look for ways to incorporate those hooks into your current adventure, rather than abruptly throwing them in front of the players at the start of the next one. Plot is a strong linking tool, and the more you can weave an adventure hook into the course of another adventure, the better. For example, one of the adventure hooks for The Keep on the Shadowfell has the characters learn of a ruined fortress that might contain treasures from a fallen empire. You could just tell the characters at the start of the adventure that they’ve learned of this place, but the adventure starts to feel like part of your campaign if they find a history of this ruined fortress while on another adventure.

A nonplayer character or group can be another strong connection between adventures. If a helpful merchant gives the characters useful information in one adventure, the PCs are more likely to listen to him when he comes asking for help in the next one. Try to give recurring characters distinctive features or mannerisms, so the players remember them from one adventure to the next. Look for ways to connect characters in different adventures to each other. If one adventure involves a cultist of Zehir and another one pits the PCs against the cult of Asmodeus, change one or the other (or both!) so these two cults are devoted to the same deity. If the next adventure you want to run pits the characters against a hidden cult of Bane, alter a character or a group of bandits in the current adventure so they’re Bane worshipers (carrying his symbol in their gear).

Locations are also good linking tools, from the classic treasure map depicting the site of the next adventure to nervous locals talking about the haunted tower in the mountains while the characters are exploring the ruins in the forest. Consider planting a partial map from your next adventure somewhere in the current adventure—on the body of the main villain is a particularly strong choice.

SIMPLE FIXES

Even if you don’t have time to weave threads between adventures, you can use a few simple techniques to put a unique stamp on a published adventure to make it fit better in your campaign.

If your campaign is based in Golden Huzuz, the City of Delights, ruled by the Grand Caliph Khalil al-Assad, it might be a little jarring for the PCs to travel to the nearby village of Brindinford and speak to Baron Euphemes. Fortunately, names are easy to change. Brindinford becomes Halwa, the baron turns into Amir Ghalid al-Fahad, and the architectural details of the city change to match the rest of your campaign. You’re ready to go!

It rarely snows anywhere within a thousand miles of Golden Huzuz, but you just found an adventure involving a trek across a frozen tundra to an ancient, monumental ruin. You might be tempted to pass over that adventure as useless to your campaign, but an adventure’s setting is easy to alter. Altering a setting can be as simple as scanning the descriptive text for details of the setting and changing those details to match what you have in mind. Rather than frigid wind blowing sharp ice crystals through the air, describe gusts of arid wind driving stinging sand into the characters’ faces.

If you’ve changed an adventure’s setting, you might feel like you need to change some monsters as well. Maybe a white dragon feels out of place in the desert outside Golden Huzuz (although its presence could add a strange mystery to the adventure, which you could follow up on in a later one). A quick glance at the Monster Manual’s list of monsters organized by level makes these changes easy. If the adult white dragon is out of place, maybe an oni night haunter combined with some ogre savages fits better with what you have in mind.

What do you do if the adventure you want to run is written for a group of a different level from your player’s characters? First, bear in mind that an encounter two or three levels above the PCs isn’t a killer encounter. It might be more challenging, but it shouldn’t wipe them out. Likewise, an encounter two or three levels below them can still provide an appropriate challenge. If you still want to adjust the levels of encounters in a published adventure, you can do it three ways: change the numbers of monsters in the encounters, change the monsters’ levels, or change the monsters entirely. Chapter 4 tells you how to adjust the level of an encounter by adding or removing monsters. You can easily increase or decrease an encounter’s level by up to three or four. For example, if you want to use a published 10th-level encounter against a 14th-level party, you’re looking to add 2,500 XP. (See the Experience Rewards table and the Target Encounter XP Totals table on pages 56 and 57.) You could double the monsters in the encounter, or just throw a 15th-level elite monster into the encounter. Taking two 14th-level monsters out of a 14th-level encounter makes it a fine encounter for 10th-level characters. Chapter 10 provides some ways to adjust the levels of monsters or turn normal monsters into elite or solo monsters. Adjusting a monster’s level by two to four is as simple as adjusting its attacks and defenses by 1 or 2 points. Turning a single monster in an encounter into an elite monster raises the encounter level by one, and turning one monster into a solo monster raises the level by four. Finally, you can use the Monster Manual’s list of monsters by level to swap out monsters for similar monsters of a different level. Many monsters have versions or variations at a range of levels, so you can replace a 7th-level carrion crawler with a 17th-level enormous carrion crawler, or vice versa. (But watch out for the sizes of encounter areas.)

BRING THEM OUT

Transitioning characters out of a published adventure, whether you’re bringing them back into the main storyline of your campaign with an adventure you’ve written yourself or moving them on to the next published adventure you want to run, is just another way of looking at the issue of bringing characters into the adventure in the first place.

Use the same techniques described in “Hook Them In” to plant seeds for the next adventure you want to run into the published adventure. If you have established villains in your own campaign, insert one of those villains (or a member of a villainous organization) into the closing encounters of the published adventure (or throughout the course of the adventure) to remind the players of the larger story that encompasses the current adventure.

Another interesting technique is a jarring exit, in which the players suddenly learn that the adventure they’ve just completed was a diversion from the main story of the campaign. Perhaps it was just an interesting side trek, or perhaps the villains intentionally misled them in order to get them out of the way for a time: “You return triumphantly from your latest adventure, only to find that while you were away in the western hinterlands, the Knights of Zehir deposed the baron and took control of Starhold Keep!” Don’t overuse this technique, though. Players who feel as though they’re constantly being duped and dragged down the wrong path quickly grow frustrated.

If you haven’t designed your own adventures before, a great way to start is by looking at the situation at the end of a published adventure. The adventure might pose unresolved questions for the characters, villains might have escaped, or the characters might have left sections of the dungeon unexplored. Your players will thank you for an opportunity to tie up those loose ends instead of hurtling on into an unrelated adventure. The rest of this chapter provides plenty of advice about how to create adventures, and if you use a published adventure as a starting point, you are off to a great start.

Fixing Problems

Published adventures, for better or worse, can’t account for every character action. Occasionally, the characters decide to go exactly the wrong way, pursuing a path not covered in the adventure at all. They discover a shortcut that the adventure designer didn’t anticipate and skip right to the climactic battle of the adventure. They traipse through encounter after encounter without breaking a sweat or unleashing any daily powers. What do you do? You can ask your players to show mercy and do what the adventure expects them to do. Understanding players will agree, but it leaves a sour taste in their mouth. Instead, remember the first rule of improvising: Say yes, and go from there. (See page 28 for more advice about improvising.

WANDERING OFF COURSE

You can often steer wandering characters back to the main plot line of the adventure, but be careful not to be too heavy-handed about it. Entice them back to where you want them to be, don’t pick them up and drop them there. Don’t bore them back to the adventure, either. Making the characters wander through the wilderness for weeks on end without a single encounter communicates your displeasure clearly, but it’s a painful way of steering the characters. Use Extra Encounters: Use extra encounters you prepared ahead of time to fill in the gaps in the adventure, and make sure those encounters are just as fun and pulse-pounding as the rest of the encounters in the adventure. Then plant hooks in those encounters to lead the players back to prepared material. Generate Random Encounters: If you don’t have prepared encounters, make something up. Chapter 10 provides ways to generate random dungeons and random encounters. At worst, you need a way to fill a few encounters from these improvisational tools until the end of the session. You can spend your preparation time before the next session figuring out how to get the adventure back on track. Let It Go and Move On: Sometimes the adventure you’re running isn’t worth steering the characters back to. The characters might have strayed off course on purpose because they found the adventure unsatisfying. Don’t keep leading the players back to an adventure that has failed to capture their interest unless you’re sure you can resurrect their interest in the next encounter. If the characters wander away from an adventure, it might be time to bring out the next adventure.

SKIPPING TO THE END

Sometimes adventure designers fail to account for the capabilities of high-level characters or the resourcefulness of clever players, and the players find a way to skip over most of the adventure and get right to the climactic fight. Again, it’s better to say yes and go from there, rather than coming up with an arbitrary reason why their plan doesn’t work. Let the players feel clever, and reward their ingenuity. Promote a Lesser Villain: Just because the climactic battle is over, the adventure need not end. If the PCs defeat the scheming villain early on, one of his lieutenants or subordinates—a character the players left alive in their rush to the end of the adventure—might step up and continue the master’s plans, and the adventure can continue on very much as written. Introduce More Plot Twists: Another way characters might skip to the end of an adventure is by jumping to a conclusion that the adventure assumes they won’t reach until they’ve accumulated a lot more information. Perhaps they immediately guess or figure out that the baron is a rakshasa in disguise, or deduce that the murdered noblewoman isn’t dead, but faked her own death for some reason. The fact that the characters intuited the plot isn’t necessarily an indication of bad adventure design. Giving the players too much information is better than giving them too little and leaving them searching for the fun (see below). You can keep things moving by introducing plot twists. For instance, the baron is a rakshasa, but he’s working against the real villain of the adventure. Move On, and Scavenge for Future Improvisation: Once again, if the players skip a whole lot of adventure, it might be that trying to salvage the adventure is more trouble than it’s worth. It doesn’t have to be a total waste, though. You can scavenge encounters and locations from it for your next adventure.

Whether your characters are higher in level than the adventure intended, or better equipped, or just more inventive and tactically savvy, sometimes they overcome the encounters you throw at them without ever feeling seriously challenged. Fortunately, solving that problem is easy. You can adjust encounter levels upward using the three techniques described in the previous pages: add monsters, increase monster levels, or substitute monsters. You can also alter terrain to give the monsters a home field advantage and challenge the players’ tactical mastery. Watch what your players do and use the same tactics against them. These changes are easy enough to make during your preparation time, but you can also make them on the fly if you need to. Extra monsters can arrive as reinforcements. A dramatic event (such as an earthquake) can alter the battlefield and give the players a little more to worry about at the same time. The monsters are more threatening when the PCs also have to avoid collapsing ceilings and yawning chasms. A monster or villain might suddenly manifest a new ability when it becomes bloodied. It could even suddenly transform into an elite, a solo monster, or an entirely different monster. The world of the D&D game is a fantastic place, so as long as the events you describe seem like they fit in the world, you can get away with a lot of adjustment as you go.

Sometimes characters wander about, growing increasingly frustrated with you and the adventure, not because they’ve strayed off the intended course, but because they missed some important bit of information the adventure assumes they’ll come across. Don’t make the players search for the fun in the adventure. The fun should be within easy reach, even if the answers to the mysteries they face aren’t. Here’s another case where encounters you’ve prepared in advance can save the day. When things start grinding to a halt, a bad guy kicks in the door, a thrilling combat encounter ensues, and the characters conveniently find the information from the bad guy or what he was carrying to kick-start the plot of the adventure. You don’t have to use a combat encounter, but don’t hesitate to spring some kind of unexpected occurrence on the characters. These added encounters can also introduce interesting new twists to a plot. If the characters get lost while trying to solve a mystery, perhaps a stranger invites them to his house and gives them the clue they’re looking for. Why? What’s the stranger’s interest in all this? He could be an indifferent observer, or he could have some stake in the outcome of their investigation. Perhaps he wants a favor from the PCs in exchange for his help (and negotiates for that favor in a tensionfilled skill challenge). Perhaps he’s looking for some other information he hopes they’ll drop in the course of their conversation with him. Perhaps unraveling the mystery eventually leads the characters to a confrontation with a hated rival of this stranger. The possibilities are limitless, and a little creative improvisation can create lots of room for exciting plot twists and wrinkles in your campaign.

Building an Adventure

When you build an adventure, you’re building a frame to hang encounters on. Building that structure is a process of answering some simple questions. You don’t have to answer these questions in any particular order. You might start from a quest: One of your players wants a specific magic sword, so the adventure gives her a place to find that sword. A cool villain or monster might be the springboard for a setting or series of events. An interesting setting idea might call for particular inhabitants and plot. The climax might suggest a story leading up to it.

COMPONENTS OF AN ADVENTURE

Structure

✦ How does the adventure start and end?

✦ What happens in between?

Quests

✦ What is the situation?

✦ What led up to this situation?

✦ Does solving the situation require going somewhere?

✦ Does solving the situation require responding to events?

✦ Why do the PCs care?

✦ What are the PCs’ goals?

Setting

✦ Where is the situation taking place?

✦ What is this setting’s original purpose?

✦ What is the setting used for now?

✦ What kind of terrain and locations can you find there?

✦ What’s interesting and dangerous there besides monsters?

✦ How do you build an event-based adventure?

Cast

✦ Who and what inhabits the setting?

✦ Does the adventure have a villain?

✦ Who else cares about the situation?

✦ Which characters are helpful, neutral, or hostile?

THINGS TO BEAR IN MIND

When you design an adventure, remember the motives that bring your players to the table. Doing so is a sure way to help everyone have more fun. See Chapter 1 for more on player motives. Consider your adventure’s place in the campaign. If the adventure centers on a wondrous location, it gives players a sense of a world that has a reality beyond their characters. An adventure that engages the PCs because it involves them on a personal level gives a sense that the characters have a place in the world. Both senses are valuable to your game. See Chapter 8 for more on campaigns.

ADVENTURE STRUCTURE

All good adventures have a clear structure. Like a novel or a story, an adventure has a clear beginning, middle, and ending.

An adventure’s beginning is a proposal of a problem, sometimes suggesting the adventure’s end. An adventure can begin with a roleplaying encounter in which the PCs find out what they must do and why. It can start with a surprise attack on the road, or the heroes stumbling upon something they were not meant to see. Whatever form it takes, the players should be hooked into the adventure by the time the beginning is over. Reach out and grab the players with the adventure’s beginning. If the adventure starts with someone asking the PCs to do something for them, you are inviting them to say no. Players never say no to rolling initiative. Starting with action is a solid lead-in that clearly shows adventure is afoot.

GOOD BEGINNINGS . . .

✦ Show the players that adventure is afoot.

✦ Make the players want to be involved, rarely forcing them.

✦ Are exciting but short—one game session.

The middle of an adventure is where most of the action occurs. An adventure’s middle might reveal new quests or change the goal altogether as the PCs make discoveries. Whatever the case, a good middle requires the PCs to make important choices and gives the sense that the adventure is building toward an end.

GOOD MIDDLES . . .

✦ Include a variety of challenges and clear choices.

✦ Build excitement, but give some time for reflection.

✦ Draw the players and the PCs in and onward.

The ending of an adventure speaks to the proposal of the beginning and the substance of the middle in a satisfying way. An ending is often a confrontation with a major villain, but it can also be a tense negotiation, a narrow escape, or the acquisition of a prize. Endings needn’t be triumphant for the PCs, but they should make sense in the larger context of the whole adventure.

GOOD ENDINGS . . .

✦ Tie together the beginning and middle.

✦ Fit with character actions and choices.

✦ Allow the players and PCs to clearly see success or failure.

✦ Might provide new beginnings.

Good structure makes use of the tenets of good beginnings, middles, and ends. Hooks: From the beginning, players should want their characters to be involved in the challenge the adventure proposes. The “hook” used to pull the characters into the adventure must be compelling or personal, or both, to the players and their characters. Here is where knowing your players and their characters’ goals pays off (see “Player Motivations” on page 8, “Party Background” on page 10, “Campaign Details” on page 11, and “Using Character Backgrounds” on page 11). Use that knowledge to make compelling hooks. Choices: Player and character choices must matter in a good adventure. Not only must they matter, but also in at least a few cases, those choices must be important to an adventure’s end. Your communication skills and information flow become especially important here (see Chapter 2: Running the Game). You must give the players enough information, even in simple situations, for them to make meaningful decisions. Challenges: A good adventure provides varied challenges that test the PCs and stimulate the players. Create different encounters to emphasize attack, defense, skill use, problem-solving, investigation, and roleplaying. Make sure the encounters invite the player behavior you want by drawing out and rewarding that behavior. Know the characters’ capabilities so you can build encounters that test those resources. Chapter 4 gives more advice for building good encounters. Excitement: The tension should build in a good adventure. Event-based adventures are easy to fashion in this way, but setting-based adventures can have building tension too. See “Adventure Setting” (page 106). Climax: Even the simplest adventures should have dramatically decisive moment when crucial knowledge or decisive action pays off, or the villain gets what’s coming to him. A sprawling dungeon complex or a long event-based adventure might have several such instances, with a big payoff at the ultimate end. A tough fight doesn’t by itself constitute a climactic encounter. The last encounter should be the most fantastic and epic in the adventure. Don’t give the players an exciting encounter on a bridge with swinging blades and goblin archers mounted on worgs, and then let them kill the goblin king alone in a bare cave. Meaningful Victory: Whatever the goal of the adventure, the characters’ success should be meaningful. Players should care about what happens if they fail.

Watch out for some common pitfalls that can wreck your adventure structure and leave your players dissatisfied or even angry. Bottlenecking: Don’t let the characters’ ability to move forward in or complete the adventure hinge on a single action, such as finding the secret door to the villain’s lair. If the characters don’t find the door, the adventure comes to a grinding halt. Make sure that the characters can move ahead with the adventure in at least two different ways. Instead of punishing characters with a bottleneck if they fail to find the right clues, reward them with an extra edge if they do find those clues. Railroading: If a series of events occurs no matter what the characters do, the players end up feeling helpless and frustrated. Their actions don’t matter, and they have no meaningful choices. A dungeon that has only a single sequence of rooms and no branches is another example of railroading. If your adventure relies on certain events, provide multiple ways those events can occur, or be prepared for clever players to prevent one or more of those events. Players should always feel as though they’re in control of their characters, the choices they make matter, and that what they do has some effect on the end of the adventure and on the game world. Cluelessness: On the flip side, don’t give the players so many options that they can’t make any meaningful decisions. Even though that open-ended situation is far from railroading, too many options is still frustrating to the players. Give hints, nudge them however you like, but try to keep the action, the story, and the pace of the game going. Sidelining: The player characters should always be the central heroes in the adventure. If NPCs can do everything the characters can, why are the characters even on the adventure? Along similar lines, don’t bring in a powerful character as a deus ex machina to save the characters from disaster. The characters should take the consequences and reap the rewards of their actions. Squelching: D&D characters are powerful, and as their powers grow, it is harder to build encounters to challenge them. Know what the characters are capable of, and then design to reward the clever use of those powers. Don’t resort to weird effects that shut down the characters’ capabilities. Anticlimax: An unsatisfying end to an adventure can be a real disappointment to the players. Make sure to end the adventure with a bang and a big payoff.

Quests

Quests are the fundamental story framework of an adventure—the reason the characters want to participate in it. They’re the reason an adventure exists, and they indicate what the characters need to do to solve the situation the adventure presents. The simplest adventures revolve around a single quest, usually one that gives everyone in the party a motivation to pursue it. More complex adventures involve multiple quests, including quests related to individual characters’ goals or quests that conflict with each other, presenting characters with interesting choices about which goals to pursue.

BASIC QUEST SEEDS

Adversaries

✦ Capture

✦ Compete with to accomplish another task

✦ Defeat

✦ Discover hidden

✦ Drive away

✦ Escape from

✦ Hide from

✦ Infiltrate

✦ Thwart activities or plans

Allies, Extras, and Patrons

✦ Escort to a location

✦ Establish a relationship with

✦ Help perform a specific task

✦ Hide or protect from attack, kidnapping, or other harm

✦ Rescue from existing danger

✦ Settle a debt

Events

✦ Deal with the aftermath

✦ Flee or hide from ongoing weird or harmful

✦ Mistaken identity

✦ Prevent or stop weird or harmful

✦ Transported to a strange place

✦ Win a contest, race, or war

Items or Information

✦ Deliver to a place or person

✦ Destroy, perhaps by a particular method

✦ Hide

✦ Retrieve for an ally or patron

✦ Recover for personal use

Locations

✦ Escape from

✦ Explore

✦ Protect from attack or damage

✦ Seal off

✦ Secure for another use

✦ Survive in

USING BASIC QUEST SEEDS

When you’re devising a simple adventure, one to three basic seeds are enough to get you started. A classic dungeon adventure uses three: The characters set out to explore a dangerous place, defeat the monsters inside, and take the treasure they find. One simple quest can be enough, such as a quest to slay a dragon. You can combine any number of basic seeds to create a more multifaceted adventure. The more seeds you throw in the mix, the more intricate your adventure will be. You might add timing elements to one or more of the seeds to create more depth in your adventure. Once you have your seed or seeds, you can start getting specific. Go back and answer the questions in “Components of an Adventure” on page 100, keeping your quest seeds in mind. Again, you don’t need to follow any particular order. You might come up with a set of monsters you want to use first, you might invent a cool place or item, or you might choose a seed or three. You can then use Chapter 4 and the “Adventure Setting” section of this chapter to help flesh out your adventure.

MAJOR QUESTS

Major quests define the fundamental reasons that characters are involved. They are the central goals of an adventure. A single major quest is enough to define an adventure, but a complex adventure might involve a number of different quests. A major quest should be important to every member of the party, and completing it should define success in the adventure. Achieving a major quest usually means either that the adventure is over, or that the characters have successfully completed a major chapter in the unfolding plot. Don’t be shy about letting the players know what their quests are. Give the players an obvious goal, possibly a known villain to go after, and a clear course to get to their destination. That avoids searching for the fun—aimless wandering, arguing about trivial choices, and staring across the table because the players don’t know what to do next. You can fiddle with using another secret villain or other less obvious courses, but one obvious path for adventure that is not wrong or fake should exist. You can count on the unpredictability of player actions to keep things interesting even in the simplest of adventure plots. Thinking in terms of quests helps focus the adventure solidly where it belongs: on the player characters. An adventure isn’t something that can unfold without their involvement. A plot or an event can unfold without the characters’ involvement, but not an adventure. An adventure begins when the characters get involved, when they have a reason to participate and a goal to accomplish. Quests give them that.

MINOR QUESTS

Minor quests are the subplots of an adventure, complications or wrinkles in the overall story. The characters might complete them along the way toward finishing a major quest, or they might tie up the loose ends of minor quests after they’ve finished the major quest. Often, minor quests matter primarily to a particular character or perhaps a subset of the party. Such quests might be related to a character’s background, a player goal, or the ongoing events in the campaign relevant to one or more characters. These quests still matter to the party overall. This game is a cooperative game, and everyone shares the rewards for completing a quest. Just make sure that the whole group has fun completing minor quests tied to a single character. Sometimes minor quests come up as sidelines to the main plot of the adventure. For example, say the characters learn in town that a prisoner has escaped from the local jail. That has nothing to do with the main quest. It pales in importance next to the hobgoblin raids that have been plundering caravans and seizing people for slaves. However, when the characters find and free some of the hobgoblins’ slaves, the escaped prisoner is among them. Do they make sure he gets back to the jail? Do they accept his promise to go straight—and his offer of a treasure map—and let him go free? Do they believe his protestations of innocence and try to help him find the real criminal? Any of these goals can launch a side quest, but clearly the characters can’t pursue all of them. This situation gives them the opportunity to roleplay and make interesting choices, adding richness and depth to the game.

DESIGNING QUESTS

Design quests so that they have a clear start, a clear goal, and clear consequences. Any quest should provide a ready answer for when the players ask, “What should we do now?”

Give the quest a level based on how difficult it is to accomplish. A good rule of thumb is to set the quest at the level you expect the characters to be when they complete it. For example, if completing a quest requires overcoming several encounters well above the party’s level, the average level of those encounters is a fine level for the quest.

A quest’s start is where the characters begin the quest if they choose to accept it. It might be a person who assigns the quest. It might be an observation they make that leads them to adopt a quest of their choosing. It’s a point of reference that the players can refer to and that the characters might be able to return to.

The goal of a quest is what the characters have to accomplish to succeed on the quest. Goals should be as clear as you can make them. Goals can change as the characters uncover information, but such changes should also be clear.

The reward for success and the cost of failure should be or become clear to the players and their characters. Like goals, outcomes can change over the course of an adventure as the PCs expose the truth.

Don’t reward the characters twice for the same actions. Quests should focus on the story reasons for adventuring, not on the underlying basic actions of the game—killing monsters and acquiring treasure. “Defeat ten encounters of your level” isn’t a quest. It’s a recipe for advancing a level. Completing it is its own reward. “Make Harrows Pass safe for travelers” is a quest, even if the easiest way to accomplish it happens to be defeating ten encounters of the characters’ level. This quest is a story-based goal, and one that has at least the possibility of solution by other means.

You can present quests that conflict with each other, or with the characters’ alignments or goals. The players have the freedom to make choices about which quests to accept, and these can be great opportunities for roleplaying and character development.

You should allow and even encourage players to come up with their own quests that are tied to their individual goals or specific circumstances in the adventure. Evaluate the proposed quest and assign it a level. Remember to say yes as often as possible!

Encounter Mix

When you’re building an adventure, try to vary the encounters you include, including combat and noncombat challenges, easy and difficult encounters, a variety of settings and monsters, and situations that appeal to your players’ different personalities and motivations. This variation creates an exciting rhythm. Adventures that lack this sort of variety can become a tiresome grind.

COMPLEXITY

Encounters can be complex in several different ways. An encounter with five different kinds of monsters is complex for the players and for you, so mix those up with wolf pack encounters (a group made up of a single kind of monster; see page 59 in Chapter 4) as well as more straightforward encounter types. Some encounters are complex in their relationship to the plot, such as a tangled interaction in which the characters have to unravel each adversary’s motivations and hidden agendas, or even a combat encounter that raises new questions about what’s going on in the adventure. Make sure to mix those up with encounters in which it’s completely clear what’s going on. Rooms with lots of interesting terrain, cover, and room features make for great combat encounters, but you should keep some variation in that level of complexity. You don’t have to resort to a straight-up, face-to-face melee in a tiny room, but some encounters can be less tactically interesting than others.

COMPLEXITY

If every encounter gives the players a perfectly balanced challenge, the game can get stale. Once in a while, characters need an encounter that doesn’t significantly tax their resources, or an encounter that makes them seriously scared for their characters’ survival—or even makes them flee. The majority of the encounters in an adventure should be moderate difficulty—challenging but not overwhelming, falling right about the party’s level or one higher. Monsters in a standard encounter might range from three levels below the characters to about four levels above them. These encounters should make up the bulk of your adventure. Easy encounters are two to three levels below the party, and might include monsters as many as four levels lower than the party. These encounters let the characters feel powerful. If you build an encounter using monsters that were a serious threat to the characters six or seven levels ago, you’ll remind them of how much they’ve grown in power and capabilities since the last time they fought those monsters. You might include an easy encounter about once per character level—don’t overdo it. Hard encounters are two to three levels above the party, and can include monsters that are five to seven levels above the characters. These encounters really test the characters’ resources, and might force them to take an extended rest at the end. They also bring a greater feeling of accomplishment, though, so make sure to include about one such encounter per character level. However, be careful of using high level soldiers and brutes in these encounters. Soldier monsters get really hard to hit when they’re five levels above the party, and brutes can do too much damage at that level. Monsters that are more than eight levels higher than the characters can pretty easily kill a character, and in a group they have a chance of taking out the whole party. Use such overpowering encounters with great care. Players should enter the encounter with a clear sense of the danger they’re facing, and have at least one good option for escaping with their lives, whether that’s headlong flight or clever negotiation. On average, it takes a character eight to ten encounters to gain a level, with the possible addition of a major quest. For a group of nine encounters, here’s how they might be broken down.

FANTASY

The D&D game is all about fantasy, so don’t feel restricted by realism when coming up with weird and interesting adventure elements. Allow movies, video games, and other media to inspire you. Imagine cool encounter situations and locales, and then include them in your adventure. That does not mean that every encounter has to be incredibly fantastic. Some monsters provide all the fantasy an encounter needs. Fighting a dragon is such a staple of the fantasy genre that you can’t forget you’re playing a fantasy game in the middle of that battle. On the other hand, encounters with humanoid monsters such as orcs and bugbears can start to feel mundane, and those encounters can use a fantasy injection. A floating cloud castle or similar fantastic location, an add-on monster such as a rage drake or a wyvern, or a strange magical effect such as shifting shadow tendrils that provide concealment—these elements remind the players that their characters live in a fantastic world that doesn’t obey the natural laws of the real world.

MONSTERS

In addition to using different monster groups to vary the complexity of your encounters, try to vary the kinds of monsters the characters face in ways that are more basic as well. Don’t fill a dungeon with nothing but humanoid monsters, at the risk of losing the sense of fantasy and wonder. Make sure to include minions and solo monsters from time to time, so not every fight pits five PCs against five monsters. Use different encounter templates, and vary the composition of those groups as well, using controllers and soldiers for some encounters, artillery and brutes for others. You can also create variation within the same kinds of monsters, which is particularly useful when the story of the adventure seems to demand a lot of battles with the same kinds of monster. When the characters strike into the hobgoblin stronghold, use the different hobgoblins presented in the Monster Manual (as well as goblins and bugbears), make sure to include plenty of nonhumanoid guard monsters, and then use the templates in Chapter 10 to create new hobgoblin variations. The hobgoblin leader might be a vampire or a mummy, or just a 10th-level fighter built as an NPC. Or he could be a solo monster, a whirlwind of flashing blades and killer moves. Or he could be some kind of aberrant monstrosity dredged from your worst nightmares and created using the guidelines in Chapter 10. The players will remember that encounter for years.

NPC'S

Memorable nonplayer characters are best built on stereotype. The subtle nuances of an NPC’s personality are lost on the players. Just don’t rely on the same stereotype for every NPC you make. Not every villain has to be a cackling megalomaniac, not every ally is honest and forthright, and not every bartender is loud and boisterous. Variety in NPCs is the spice of your adventures and lends depth to your campaign.

PLAYER MOTIVATIONS

Make sure to include a variety of encounters designed to appeal to the different motivations of your players. See Chapter 1 for more about these motivations, but remember these encounter elements for different types of players. Actor: Interaction encounters are the actor’s natural habitat. Plenty of decision points give the actor a chance to consider what his character would do and act out the deliberation and debate. Explorer: The explorer loves cool settings and fantastic environments. Make sure a sense of new wonders over the next hill or down the next dungeon staircase abounds. Instigator: Traps give the instigator a chance to make things happen, though deadly traps can bring the wrath of the other players down on the instigator’s head. Interaction encounters with lively NPCs, especially if you’re ready for those encounters to turn into combat, give the instigator plenty to work with. Power Gamer: Combat encounters give the power gamer a place to shine. Cool rewards, including quest rewards, keep this player happy. Slayer: Use more combat encounters. The slayer enjoys a variety of complexity in combat encounters and can get bored during other encounters. Storyteller: This player thrives on encounters that advance the story of the adventure and the campaign and gladly pursues quests that tie into her background and specific goals. Thinker: Puzzle encounters, difficult decisions, and tactically interesting combats give the thinker plenty to work with. Watcher: You never know when or if a watcher will latch onto an element that catches his interest, so give him variety. Varied encounters give him opportunities to get more involved without forcing it on him.

TRAPS AND HAZARDS

Not every combat encounter consists only of monsters and terrain. Include traps as part of monster mixes as well as traps that stand alone as encounters in their own right. Other hazards add spice to encounters as well. Don’t overlook these components of encounter design, but don’t overuse them, either. Monsters are the staple of D&D encounters for a good reason. They’re exciting, tactically challenging, and visually interesting.

FUN

Fun is one element you shouldn’t vary. Every encounter in an adventure should be fun. As much as possible, fast-forward through the parts of an adventure that aren’t fun. An encounter with two guards at the city gate isn’t fun. Tell the players they get through the gate without much trouble and move on to the fun. Niggling details of food supplies and encumbrance usually aren’t fun, so don’t sweat them, and let the players get to the adventure and on to the fun. Long treks through endless corridors in the ancient dwarven stronghold beneath the mountains aren’t fun. Move the PCs quickly from encounter to encounter, and on to the fun!

Adventure Setting

The Vault of the Drow, the Tomb of Horrors, the Forge of Fury, and the Keep on the Shadowfell—all those names describe two things: adventures published over the last 30 years of D&D history, and the settings in which those adventures take place. One element that all the best adventures share is a compelling and evocative setting. When you’re building an adventure, think about what makes an awe-inspiring and memorable setting. One good way to think about setting is to work backward: imagine a great climactic battle against the ultimate villain of the adventure. You don’t need to have any idea who that villain is just yet, but thinking about the setting might give you ideas. Of course, if you have a villain in mind, that might inspire setting ideas as well. If you want your players fighting a red dragon in that last encounter, something volcanic or otherwise fiery is a good starting point. Alternatively, if some fantastic terrain inspires you, run with that. Perhaps you want to set that great climactic battle in an enormous Underdark cavern where two mighty armies of drow clashed centuries ago, staining the rock with their accursed blood. From that starting point, you could build an expansive Underdark adventure that eventually leads the characters into that cavern and its blood rock.

TYPES OF SETTINGS

Adventure settings in the D&D world tend to fall into four categories. The first consideration in thinking about a setting is what type of setting you want: an underground “dungeon,” a wilderness environment, a city or other settlement, or a fantastic different world (or plane of existence).

Many D&D adventures revolve around a dungeon setting. That’s why the game is called DUNGEONS & DRAGONS. The word “dungeon” might conjure images of dry, bare stone corridors with manacles on the walls, but dungeons in the D&D game also include great halls built into the walls of a volcanic crater, natural caverns extending for miles beneath the surface of the earth, and ruined castles that provide gateways to other planes. Underground settings are such a staple of D&D adventures because dungeon environments are cleanly defined, separated from the outside world and set apart as a special, magical environment. More important, dungeons physically embody good adventure design: they offer choices (branching passages and doorways) but not too many choices. They’re limited environments that clearly define the options available. The rooms and corridors constrain the characters’ movement, but the characters can explore them in any order they choose, so they have a feeling of control and meaningful choices. Many dungeons are ancient ruins, long abandoned by their original creators and now inhabited only by monsters looking for underground lairs or humanoids setting up temporary camps. Some undying remnants of the original inhabitants might also linger in the ruins—undead, constructs, or immortal guardians set in place to keep watch over treasures or other important locations. The dungeon’s rooms might contain hints of their previous purpose—rotting remnants of furnishings piled together into kruthik nests, or faded tapestries hanging behind a crumbling throne. Rumors of ancient treasures or artifacts, historical information, or magical locations might lure adventurers into these ruins. Other dungeons are currently occupied, presenting a very different sort of environment for the characters to explore. Whether they originally created the dungeon or not, intelligent creatures now inhabit it, calling its chambers and passages home. It might be a fortress, a temple, an active mine, a prison, or a headquarters. The inhabitants organize guards to defend it, and they respond intelligently to the characters’ attacks, especially if the characters withdraw and return later. Characters might fight or sneak their way into an occupied dungeon to discover the secrets of an underground cult, stop the orcs from pillaging nearby towns, or prevent a mad necromancer from animating undead legions to conquer the barony. Or they might seek to reclaim the ancient dwarven fortress from the goblins that have taken it over, making it safe for habitation once again. Sometimes dungeons are built to hold something— whether a mighty artifact or the body of a revered ruler—and keep it safe. A dungeon might also serve as a prison for a powerful demon or primordial that couldn’t be destroyed at the time. These dungeons are usually sealed, often trap-laden, and sometimes inhabited only by monsters that can survive the passage of ages—undead, constructs, immortal guardians, devils, or angels. Some dungeons aren’t built at all. They’re sprawling networks of natural caverns stretching deep below the earth. Taken as a whole, this expanse of naturally occurring dungeon is called the Underdark. It is an almost lightless region of subterranean wilderness. Within those caverns, adventurers might find cities of the drow, ruins of long-forgotten dwarf strongholds, or the hidden tomb of a mind flayer lich. Many kinds of monsters call the Underdark home, making it among the most dangerous areas of the world. Finally, many dungeons combine two or more of these elements. For example, imagine that the dwarves of an ancient civilization built a sprawling subterranean complex where they thrived in splendor for many years. Then they dug too deep. Their tunnels opened into the natural caverns of the Underdark. Some horrible evil emerged from the lightless depths and destroyed the dwarven civilization. Centuries later, most of the original complex lies in ruins. Here and there among its sprawling passages, though, ragged bands of degenerate dwarves, enclaves of scheming drow, and a tribe of savage orcs have made their homes, and they live in a perpetual state of war against each other. Somewhere in the ruins is the tomb of the last dwarf queen, said to hold the mighty Axe of the Dwarvish Lords. Lastly, the ruins still connect to the Underdark. All four dungeon types come together in this single dungeon.

Not every adventure has to take place in a dungeon. A trek across the wilderness to the heart of the Blackmire or the Desert of Desolation could be an exciting adventure in itself. When designing a wilderness adventure, it helps to think of the great outdoors as a big dungeon. The characters should have a destination in mind, so that helps make the route they will take predictable. Roads, paths, and terrain features can channel the PCs along predefined paths, rather than allowing them to wander freely around a vast and open map. The PCs still have plenty of choices—from simple choices such as whether to walk along the bottom or the top of a gorge, to larger choices such as whether to skirt the edge of the swamp or cut through the middle, taking days off the journey but exposing the characters to greater danger. In cases where the terrain doesn’t channel the characters to specific locations, think about the adventure in more of an event-based structure, with encounters connected by a flowchart of events and choices rather than defined by geographical location. See “EventBased Adventures” on page 115 for more ideas. Most wilderness areas should seem familiar but have fantastic elements. The creatures flitting among the branches of the Wyrmclaw Forest might be tiny dragonets rather than birds. They’re not any more dangerous than birds (until the characters encounter a needlefang drake swarm), but they add a fantastic and flavorful element to the wilderness environment. Once in a while, though, break up the familiar wilderness with truly wondrous locations: trees that hover above the ground and send roots snaking through the air, auroras of many-colored light dancing in the depths of a lake, coldfire flames cascading across the surface of a glacier, or a swamp filled with pools of acid.

From the smallest village to the largest metropolis, urban environments offer limitless opportunities for adventure. Humanoids make the most cunning and devious foes, and NPCs found within the boundaries of the adventurers’ hometown are often the most memorable villains. Urban settings need not be mundane—not any more than wilderness or dungeon areas. Wealthy citizens might ride hippogriffs between the towers of the upper-class families. A mysterious local wizard might live in a tower floating above the city. The storm sewers might crawl with wererats or hide a secret enclave of aboleths. The baron might be a rakshasa or a doppelganger. Magic and danger don’t always come from normal humanoid threats. Adventures based in settled areas don’t usually focus on exploring a location and killing its inhabitants. However, cities can hold mini-dungeons (such as the aboleths’ sewers or the floating tower of the rakshasas) that combine elements of underground and urban settings. City adventures also work well as event-based adventures in which the setting is a backdrop for the unfolding drama.

The world is not the only dangerous place full of dungeons. The Shadowfell and the Feywild hold countless opportunities for even low-level adventurers to seek treasure and glory, and the Elemental Chaos and the dominions of the Astral Sea are proving grounds for the most powerful characters. These different worlds offer the most magical, fantastic settings for D&D adventures. The Elemental Chaos is full of mountains floating through the air, stone slabs drifting on rivers of liquid fire, and clouds of pure lightning. The dominions of the gods in the Astral Sea are as different as the deities themselves, from Zehir’s Endless Night to Pelor’s shining palace at the pinnacle of Celestia. Planar adventures sometimes resemble wilderness adventures with more fantastic terrain. However, such adventures have plenty of opportunities for dungeon exploration—the fey Labyrinth of Eldren Faere or the Endless Crypts of Morth Dire in the Shadowfell—and even urban encounters in the City of Brass or the Bright City.

SETTING PERSONALITY

A great way to think about the setting for your adventure is to imagine its personality. A dungeon built as a hobgoblin stronghold has a very different flavor from an ancient temple-city inhabited by yuan-ti, and both are different from a place where the alien energy of the Far Realm has warped and twisted all life into aberrant forms. A setting’s personality lends its flavor to the adventure as a whole. Deciding on a setting’s overall personality helps you create all the little details that make it come to life. That said, here and there you can throw in elements that don’t fit the overall theme. While fighting their way through the hobgoblin stronghold, if the characters find a secret door leading to an ancient shrine to Bahamut built by the dungeon’s original creators, they get a sense of a bigger world beyond their adventures, a taste of history, and a larger view of the dungeon’s place in the world.

A setting’s creator and current inhabitants can have a profound impact on the personality of that setting. A forest haunted by ettercaps and spiders is a very different place from one where the Feywild draws near the world and the fey lead their hounds on monthly wild hunts. An ancient dwarven stronghold takes on a different flavor when a minotaur cult moves into its ruins. When large creatures create dungeons or cities, they build things to scale. A fortress crafted by titans can be hard for humans to negotiate, even if only goblins and dark creepers inhabit it now. On the flip side, adventurers (except halflings) find a kobold warren to be close quarters. The difference between grand battles in the stately halls of the titan ruins and running skirmishes in the cramped tunnels of the kobolds leads to a marked difference in the personality of those two settings. Some other fundamental elements of a setting’s structure can be shaped by the nature of its creator. A lost temple of the yuan-ti, choked by overgrown jungle plants, might use ramps instead of stairs. A place carved by beholders would use empty shafts to connect different levels. Flying creatures in general approach the construction and use of their lairs very differently from land-bound creatures, potentially creating challenging dungeons for adventurers to explore. A setting’s environment might also be closely related to who built it or lives in it. A fortress built into the side of an active volcano might have been built by fire giants or be inhabited by salamanders. A towering palace of ice in the frigid northern wastes could be the work of ice archons, or it might be a temple to the Raven Queen. These are cases in which distinguishing between the setting’s original creator and its current inhabitants can be very interesting. Perhaps dwarves built the volcano fortress, but they were wiped out when the volcano erupted a hundred years ago. Now the volcano is home to salamanders. Or its current inhabitants could be relatively normal creatures that rely on magic rituals to keep them protected from the volcano’s heat and ongoing activity. Cultural details, at both a large scale and a small one, bring a setting’s personality to life in your players’ minds. Great bearded faces carved on the doors of a dwarven stronghold (perhaps defaced by the orcs who live there now), spiderweb decorations in a citadel of the drow, grisly battle trophies impaled on spears around a gnoll camp, and a statue of Pelor in the ruined temple are all details that tell the PCs something about who built the setting or who currently inhabits it. Cultural details such as these can also tie different settings together, perhaps suggesting an interesting storyline. Imagine that in three different dungeons, all the gold coins the characters find were minted by the ancient tiefling empire of Bael Turath. Does this cultural detail hint at some historical element linking these three dungeons? A more dramatic sort of cultural detail has to do with the types of rooms or buildings you might find in the setting. A drow stronghold might have pens for slaves, a number of torture chambers, and elaborate temples to Lolth. A kobold warren or dragonborn ruin might have egg incubation chambers. An expansive complex with a dusty library and museum has a different feel from one full of armories, barracks, and prisons.

Many of the elements just discussed speak to the setting’s history. The race or culture that originally created a dungeon gives it a great deal of its personality, and the history of the site between its creation and the present is no less significant. The D&D world has a glorious history of expansive empires and prosperity. In the present day, the empires of the past lie in ruin, replaced by petty baronies and vast expanses of lawless wilderness. This world has endless opportunities for adventure: ancient ruins to explore, lost treasures to be recovered, savage hordes to drive away from settled lands, and terrible monsters haunting the dark places of the world. The exact history of your own campaign world, of course, is yours to design if you so choose, but these basic assumptions make for a world of opportunity from the adventurer’s point of view. Does this dungeon hold the last ancient monster of its kind, a powerful being that fiercely defends its last stronghold? Were its long-dead rulers the last known possessors of the Regalia of the Seven Kingdoms? Was it built as a prison for a primordial or demon prince whose influence still lingers in the place? Do the residents of the city in the remote jungle not know that the empire of Nerath has fallen? These are all ways you can tie the history of a setting into adventures you place there, shaping its flavor and feel. A word of warning: Let background be background. Unless the background is essential to your adventure, don’t spend a lot of time detailing the history of a dungeon in exhaustive detail. Use history to spice up the setting and provide the interesting details that help bring it to life in the players’ minds, then move on to focus on the adventure.

Sometimes a setting’s surroundings give it all the personality it needs. A ruined castle in the Shadowfell, a monastery drifting through the Elemental Chaos, or the classic dungeon built into an active volcano are all settings that have a distinct personality regardless of their history or inhabitants. You might find inspiration in the jungle-choked ruins of Angkor Wat or decide to create a coral labyrinth in a tropical sea. The environment in these cases is the primary element of the setting’s personality, which you can then enhance by choosing the right inhabitants and creating an appropriate history.

A subtle but important way to communicate your setting’s personality to the players is through the background sensory details you use in your descriptions—the ambience the characters experience in the place. Remember to consider all five senses, as well as harder-to-define gut feelings and emotional responses characters might have to the setting. As the characters enter a natural cavern complex, they might see a dim blue glow radiating from the walls, hear the distant dripping of water, smell the slightly acrid scent of wet earth, and feel the cool air even as the weight of the earth and stone above them seems to press down on their spirits. When they creep down the stairs of an ancient crypt, describe the dust-covered cobwebs, skittering beetles, dry air, and perhaps the haunting sense of a presence deep within the tomb that watches their every move, anticipating their arrival. You don’t need to pile atmospheric details into your very first description of an adventure setting. Make a note of the ambience of the place, perhaps listing a variety of details that might appear to every sense, and break them out to add some flair to your narratives as the adventure progresses.

SETTING DETAILS

You can design the details of settings in your adventures in three ways: the natural method, the staged method, and the best method. The strengths of the first two methods fuse to create the best method while countering their weaknesses.

With this method, you picture a location in your mind and draw it out on your map. If the goblins live in a ruined castle, you take care to design a castle first, add in crumbled walls and ruined areas to reflect its age, and then determine how the goblins live in the place. Logic, story, and realism guide your design. The areas you map have a history, they were built for a purpose, and those two factors guide your design. The natural method is the best method because it creates realistic, believable environments that reflect the story and your campaign world. The natural method is the worst method because it can cause you to worry too much about realism, especially realism that is lost on the players. Taken too far, worrying about “real” encounter areas can force you to build boring ones. Remember, you are the creator and final arbiter of the game, not a rule, someone else’s sense of realism, or any other outside factor.

This method embraces the encounter area as a setting for a game. It sets aside worries about realism or a sense that a location existed as something other than the place for a fight. With the staged method, you treat encounter areas as stages for the action, just like a director or novelist. The only thing that matters is how much excitement and fun the encounter yields. The staged method is the best way to go because it promotes action, adventure, and excitement. It forces you to design toward a clear goal of making things fun. The staged method is the worst approach because it places artifice above everything. Like a paper-thin façade, it works as long as no one pushes against it. If the players stop to think about the area, or if you try to make sense of it in terms of story and narrative, it falls flat.

The aptly named best method is a fusion of the natural and staged approaches. Build encounter areas within the context of the campaign’s story and history, but keep an eye out for creating fun, interesting encounters. In truth, the two methods are completely compatible, particularly when you add monsters to the mix. For instance, a ruined castle might have an entrance gate with battlements above it. The goblin lord of the place assigns archers to watch the gate from this position. When the PCs attack, the archers rain arrows down upon them while the characters must rush through the gate and up the crumbling stairs to reach the goblins. A dungeon filled with puzzles and weird monsters was built that way because Emperor Darvan the Mad constructed it to defend his most valuable treasures. The alleyways around the syndicate’s headquarters are rife with traps and ambush points because the Lord of Shadows is always ready for an attack by his rivals. Encounter areas never spring from a vacuum. They are built, designed, or chosen by monsters and intelligent creatures for a reason. Even wholly natural terrain lends itself to this approach. While the characters travel along the road, bandits attack when they reach an area of rough ground that offers plenty of cover for the bandit archers. A bulette hunts in a box canyon, trapping animals in a dead end.

The rooms in a dungeon setting show what the place was built for, and they show how the inhabitants live their lives. When you add rooms to a site, consider the story they tell about the place and its dwellers. Rooms, as well as the arrangement of them, should make sense within the context of their intended purpose and current use. Don’t forget that fantastic elements can be a part of the scene—illusions instead of art, or unusual passages and rooms for creatures that have a distinctly nonhuman body or mindset.

In natural settings, whether outdoors or underground, large-scale terrain features tend to define the environment. In outdoor environments, look for fantasy art or even real-world photography that depicts dramatic natural settings. A forest does not need to be just a battle grid dotted with trees and undergrowth when even a casual Internet search can bring up dozens of beautiful pictures of dramatic forest landscapes. Not only do your players have a more vivid scene to imagine, but an encounter can also become a lot more interesting when it takes place on a forested hill with a stream tumbling down its rocky side.

Even in a fantastic city, a lot of buildings are mundane places—the ropemakers, tanneries, and provisioners’ shops that support the day-to-day life of the city’s people. Those don’t usually make great adventure sites, though. Use them for color as characters move through the city. The types of businesses found in a city can say a lot about the city’s personality. (Does the city have a slave auction yard or abundant hostels where the poor can find food and shelter? Does it host three temples to Bahamut, or a great fortress-temple to Bane?) Look to more exotic and interesting sites for the important scenes in an urban adventure. Sites that can take a role as part of an encounter are always a good choice—a mill with wheels and gears turning a giant millstone is terrain that smart players (or monsters) can use to their advantage. Moving parts, built-in hazards, and verticality—the risk of falling with a wrong step—make city sites more interesting than a stereotypical tavern brawl.

FURNISHINGS AND FEATURES

Spice up dungeon or city rooms with furnishings or other minor features whose primary purpose is flavor. Any detail you add to a room not only brings the setting to more vivid life in your players’ minds, it can also spur unusual and creative ideas in encounters, such as tipping over a brazier of burning coals or pulling a tapestry down over opponents. (Refer to “Actions the Rules Don’t Cover” in Chapter 3 on page 42 when these situations come up.) Some of these features might count as difficult terrain or grant cover (see “Encounter Settings” on page 60 in Chapter 4).

MAPPING THE SITE

Once you’ve come up with a concept for your adventure’s setting, you probably need a map. An adventure map can take many forms—from an exquisitely detailed dungeon map that shows every feature in every 5-foot square to a sketchy outline of how one encounter might lead to one or two or three others, depending on the route the characters choose. Whatever your map looks like, it serves the fundamental purpose of mapping out your adventure, not just its setting. The map is a visual representation of how all the encounters that make up the adventure fit together. The map is also like a flowchart, in which each decision point (a branch in a corridor, a room with multiple exits) leads along a different course to new decision points. By looking at your map, you can tell where the characters’ decisions lead them. If they leave the room by the north door, you look at your map and see that it leads them into the great hall, lined with pillars, where the fire giant king holds court. If they leave by the secret door to the southeast, you look at the map and follow the secret tunnel as it winds to the hidden vaults below the great hall. Chapter 11 includes a short adventure with a dungeon map you can use as example and inspiration for your own maps. Each encounter also includes a map of the encounter area in greater detail. Although in the case of that adventure, the encounter areas are all close to each other in a relatively limited space, that doesn’t have to be true. Your adventure map could be circled numbers representing encounter areas with lines between them, and each line possibly representing hours or even days of travel. Your adventure might have decision points along those lines that aren’t encounter areas: “After about two hours, you reach a point where the passage splits. The left branch starts with a short flight of stairs and seems to lead gently upward beyond them, while the right branch slopes sharply downward. Which way do you go?” It is fine if your map glosses over long stretches of travel to keep the adventure moving. Sometimes an encounter map is literally a flowchart, when the setting is less important than the plot, and encounters are more like events. Decision points on such a map aren’t literal rooms with multiple exits, but they work just the same way: If the characters convince the baron to send soldiers to the pass, they lead a squad to the pass the next day, and their next encounter is with a group of hobgoblins in the pass. If they fail to convince the baron, their next encounter is a team of assassins sent by the vizier that attacks them that night.

When you’re setting out to draw a dungeon map, start with a blank sheet of graph paper. With one square on the graph paper representing 5 feet of distance, you can easily translate the encounter areas on your map to the battle grid when combat breaks out. Your map should include all the important features of a room, although flavor details can rest in descriptive text or notes rather than appearing on the map. Consider all the elements that apply from the following list.

MAP ELEMENTS

✦ Boundaries and walls

✦ Doors and passages

✦ Furnishings

✦ Hazards

✦ Numbers or letters for key locations

✦ Obstacles

✦ Secret areas

✦ Terrain

✦ Territory for factions

✦ Traps

Unless cartography is fun for you, don’t worry about the drawing quality in your mapping. Your map is a tool to help you keep track of the adventure and convey the setting to the players. It just needs to be clear and easy for you to use. Make notes on it that will help you describe the area and run the encounters. Map Symbols: You can use symbols to indicate map features. The map symbol illustration here shows one way to depict common features of adventure settings, but use whatever symbols work best for you.

When you map encounter areas, keep in mind that you’re going to have to transfer your map to the battle grid when the characters enter the area. Don’t make areas that are too big to fit on your table (or your gridded surface). If you use D&D Dungeon Tiles for your battle grid, consider building each area with the tiles first, then transferring it to the map. That way, you are sure you can build the location again when the encounter starts.

The key for your map is the substance of your adventure. For each room on the adventure map, your key describes what’s in the room—its physical features, as well as the encounter that waits there. The key turns a room sketched on graph paper with the numeral 1 in the middle of it into an encounter on the battle grid designed to entertain and intrigue your players.

ELEMENTS OF A KEY/ENCOUNTER DESCRIPTION

✦ Room description

✦ Monsters

✦ Traps

✦ Hazards

✦ Monster tactics

✦ Encounter XP value

✦ Treasure, if any

✦ Rules for terrain and features in the room

The encounter areas presented in Chapter 11 are reasonably well detailed, but you don’t necessarily need the same level of detail in your own adventures. Particularly if you don’t have a lot of time to prepare, it can be enough to jot quick notes about each encounter. Even so, try to include at least enough detail to spur you to give an expanded description when you’re running the encounter. Whatever format works best for your reference during the game is the format you should use. Some DMs like having a page neatly organized for each encounter, while others use index cards. Still others write the contents of each room directly on the map and don’t bother with a key at all, trusting their ability to improvise any further details. Your own preference is what matters, along with the preparation time you have available.

OUTDOOR SETTINGS

A dungeon makes a great adventure setting because it offers choices without presenting too many options. The characters can turn right or left, and that choice can make a significant difference in the adventure, but they can’t go in a completely different direction than you planned for. Because the players’ options are limited, planning for all possibilities is easy. Just determine what’s in every dungeon room, and you’ve covered all your bases. By contrast, an outdoor setting seems to present limitless options. The players can move in any direction they want to over the trackless desert, and you might think you’d have to detail every square mile of the desert in order to be prepared for every possibility. Either that, or you design an encounter in an oasis, the characters miss the oasis because they wandered off course, and the result is a boring adventure with uninterrupted slogging across bare rock and dry sand. The solution is to think of an outdoor setting very much like you think about a dungeon. First, most terrain—even trackless desert—does present some clear pathways. The reason that roads seldom run straight is that they follow the contours of the land, finding the most level or otherwise easiest pathways across uneven ground. Valleys and ridges channel travel in a certain direction. Mountain ranges present a forbidding barrier except for natural or constructed passes. Even an apparently trackless desert has easier routes and harder ones—regions of wind-blasted rock that are easier to walk on than shifting sand. Second, you don’t have to be precise about where you place encounters on your outdoor maps. A part of your brain might cling to the realism of saying, “But the oasis is right there,” but the oasis is not there. The oasis isn’t real. It exists precisely where you need it to exist, which is in the path of the player characters as they make their way across the desert. It might be 80 miles into their journey, or however far they travel in three days. You might want to draw a sketch of an outdoor map for an adventure. However, keep it on the freeform side. Just as you do in a dungeon, think about decision points and encounter areas and how to connect them, rather than focusing on the exact terrain between. A decision point might be a fork in the road, or the choice to ford a river, continue down its closer bank, or build a raft and paddle downstream. The ford might lead to one encounter, while either walking or rowing downstream might lead to another. The adventure continues, no matter which route the characters choose. Thinking about outdoor adventures in this way presents some risk of overpreparing. If the characters’ goal is to get from one place to another, and the adventure is the encounters they have along the way, they’re significantly more likely to miss encounters you have planned than they are in a dungeon where they’re inclined to explore every room. You can approach this problem in two ways: You can grin and bear it, taking care not to put too much effort into each encounter and knowing that the characters will skip over some of them. Or, you can throw every encounter in the characters’ way, regardless of the choices they make. That might seem like railroading, but it’s not—at least, not any moreso than a normal dungeon is. As long as the players feel as though they’re making meaningful choices along the way, the end result can be that they go through the same encounters they would have if they would have made completely different choices. Their choices should influence the order in which the encounters occur, just as they do in a dungeon. For example, opponents from one encounter might flee and appear again as reinforcements in a later encounter. Another way to think about outdoor travel is as an extended skill challenge. The “Lost in the Wilderness” skill challenge example in Chapter 5 (page 79) shows how to make a journey through the wilds into an important part of an adventure. You can interrupt the skill challenge with combat encounters at several points along the way—the higher the complexity of the challenge, the longer it will take to complete, and thus the more often it is liable to be interrupted. Using the skill challenge system in this way makes the players feel as though the episode of outdoor travel is full of meaningful choices and a chance for their characters’ skills to matter in the game.

Present a variety of settings within both a single adventure and over the course of several adventures. It’s almost a cliché of the game, but one outdoor encounter on the way to the dungeon—or an outdoor encounter that leads the characters to the dungeon— can be an exciting way to lay the foundation of an adventure, cluing the players in to the nature of the threat they face. A mix of dungeon, outdoor, urban, and even planar adventuring also keeps a campaign interesting. You might even structure your campaign so that characters routinely travel the world, with one adventure in steamy tropical rainforest and the next set in the frozen tundra.

EVENT-BASED ADVENTURES

If a good outdoor adventure map is a sort of abstraction of a dungeon map, then the “map” for a purely event-based adventure is even more so. But the idea of a dungeon map as flowchart is a great metaphor for how to structure an adventure around events and decisions instead of around physical space. An event-based adventure focuses on the things the characters do rather than the places they go. Each decision—as well as the outcome of each encounter—leads to direct consequences. Typically, event-based adventures rely heavily on skill challenges, particularly those that involve interactions with nonplayer characters. They might involve solving a mystery (which you might also think of as a logic puzzle), plunging into a tangled web of diplomacy and intrigue, or tracking down a hidden cult operating in the bell tower of the abandoned temple. An event based encounter is a great way to involve the actors, storytellers, and thinkers in your group, but you can keep slayers happy with frequent combat encounters thrown into the mix. The setting of an event-based adventure is often a city (though it can be anything). An event-based structure works well for urban adventures because you don’t have to map every building in the city. What’s important is whom the characters interact with. However, you can also use this structure for outdoor or dungeon encounters, particularly in cases where the opponents are organized and intelligent, rather than dumb brutes who lurk in their dungeon lairs until characters come along to fight. Consider an ancient ruin now inhabited by three different factions: yuan-ti in one quarter, minotaurs in another, and drow in the cellars, sewers, and caverns below. Such an adventure has an element of exploration, but more interesting is how the characters might play the three factions against each other, making the events of the adventure far more important than the setting—particularly since the inhabitants of the ruin move around regularly, rather than appearing in fixed encounter locations. Certain points on the event flowchart for your adventure might be sites—small dungeons or just city building. At those points, you set the flowchart “adventure map” aside and turn to a smaller map, let the characters explore that site and complete the encounters there, then return to the flowchart, following one branch or another depending on the outcome of those encounters. These mini-dungeons are a good way to vary the pace and feel of the adventure and so to appeal to different player motivations. Similarly, have encounter areas mapped for the combat encounters you do plan for an event-based adventure. Assassins might attack the characters anywhere in the city, when the time is right, but if you have a few interesting encounter maps available to choose from (a marketplace, a tavern, a warren of back alleys) you can pick the right one for the event when it occurs. Even more than in most adventures, the overall structure of an event-based adventure is essential. You want events to hook the characters in immediately, build excitement slowly, and reach a climactic moment, a crucial encounter. That crucial encounter might be an all-out fight against the mind flayer impersonating the baron or a final showdown with the castellan to determine the duke’s final decision, but it should be the most exciting and tension-filled encounter in the whole adventure. Pay close attention to the advice about good and bad structure (see page 101). It’s easy to bottleneck or railroad the players in an event-based adventure. Another useful tool for organizing an event-based adventure is with a timeline. Certain events might occur at specific times in the adventure regardless of the characters’ actions (a solar eclipse, a new nonplayer character arriving on the scene, a festival day, or some other event beyond the player characters’ control), or events on the timeline could trigger unless the characters manage to prevent them. A timeline is a great way to make sure an event-based adventure stays on track by adding new elements to the mix at regular intervals. It can also put time pressure on the characters to accomplish their goals before certain inevitable events occur. If the villains are scheming to assassinate the earl during the festival, the characters have a limited time to unravel the plot and stop it. Finally, have a few more-or-less random combat encounters prepared to kick-start the action if things start to bog down. Rather than drop a clue in the characters’ lap, have someone kick down their door and start a fight, dropping the clue in the process. That way, the players feel like they earned the clue, and the encounter also gets their adrenaline flowing and ratchets up the excitement a notch.

Cast of Characters

An adventure’s cast—the monsters and nonplayer characters involved—brings it to life. Cast members are tools that facilitate the game. Many cast members are monsters or NPCs for the PCs to face and defeat. They require little work aside from placing them in encounters and a little attention to behavior that makes them interesting to roleplay. Others are extras directly involved with the PCs—employers and other support characters who require at least a little detail for roleplaying purposes. Still others are unique villains or monsters that require statistics and roleplaying details you create. Every cast member has a purpose, a reason for appearing in the adventure. The most fundamental purposes are straightforward: Is the character an ally or patron to the characters, their enemy, or an extra with a walk-on role? When you populate your adventure, you can give some of the cast notable purposes. However, such purposes are relevant only if they’ll matter to the PCs. Don’t bother with such details if no way exists for the PCs to interact with them. Sometimes a cast member can serve multiple purposes, and the purposes of some cast members can change as a reaction to the characters’ actions or events in the world. An ally or patron could become an enemy, or fade into the background and become a mere extra. Enemies can reconcile and even become allies.

ALLIES

An ally is a cast member that helps the PCs in some way, large or small. Allies come in all sorts, from the sagacious peasant who knows and can relate all the local legends, to the guard captain who fights alongside the characters as they hold off the hobgoblin invaders. Allies don’t need to give their help for free, but they often do. Allies can serve a number of roles in an adventure. An ally might be an explorer who shares her maps with the characters or guides them through the wilderness. Or he might be the priest the characters turn to when they need a Raise Dead ritual performed. A deity might even assign an angel of protection to ward a character on a particularly dangerous and important adventure. If you plan a twist in your game, an ally might have darker qualities that make the character later become an enemy. An ally needs only as much detail as its role in the game requires. A sage who exists only to provide an important clue doesn’t need any more detail than a quirk of appearance or mannerism to help you play her at the table. But the explorer-guide who accompanies the characters on part of their adventure needs full combat statistics in addition to those small details.

PATRONS

A patron employs the characters, providing help or rewards as well as hooks to adventure. Most of the time, a patron has a vested interest in the characters’ success and doesn’t need to be persuaded to help. However, circumstances or hidden schemes might make a patron cagey or even treacherous. A patron might cease to care about the characters after they complete a particular task. Let these circumstances guide the detail you give a patron. A name and a few choice interactions are all you need for a patron who serves as an adventure hook, but you might need further facets for a recurring patron—or one who might become an ally or enemy. At the least, give some thought to why the patron wants what he does and why he hires the characters to pursue his goals instead of doing it himself.

ENEMIES

Enemies oppose or hinder the characters. Simple monsters are enemies, as are dastardly villains you make up. Most enemies need combat statistics more than roleplaying details, although an enemy in a skill challenge might need more extensive personality notes and motivations. Enemies who play a significant role in an adventure—the villains featured in climactic encounters, as well as recurring villains who vex the characters in adventure after adventure—should always be more than their combat statistics. They don’t need extensive personal histories that explain why they became so evil, but tales of their past evils can be a good way to build player anticipation for that climactic battle. A memorable personality, preferably something that becomes apparent before the final battle, also brings a villain to life. Mocking verses, in flowery language, scrawled in blood beside each victim speak volumes about the villain the characters seek. Also consider the motivations of an important enemy. Is he an evil cultist who offers sacrifices to Orcus in a cellar shrine? A scheming mastermind who plans to take over the barony? A mercenary criminal who does anything if the price is right? A crazed lunatic who delights in torture with no real purpose? Villains with different motivations can give very different flavor to the adventures they appear in.

EXTRAS

Extras are characters and creatures that exist to make the world seem more real. In a movie, they’re the people in the background that the main characters rarely interact with. The duke’s servants, townsfolk who witness (and scatter away from) a street brawl, and tavern keepers are extras. In a D&D game, you might keep basic and short notes on extras you think might become part of a brief encounter. Many DMs make up extras on the spot when the PCs go somewhere unexpected. Often you need to know only what kinds of extras to expect in an area of your adventure or settlement.

BRINGING THE CAST TO LIFE

One way to ease the job of roleplaying a wide variety of characters is to give each one a distinctive trait—something the heroes remember that character by. If the tavern keeper on duty during the day is hard of hearing and the one on duty at night speaks loudly (and tactlessly), the players have an easier time remembering which is which. Traits that have an easy, obvious effect on how you play that character are best. It’s one thing to tell the players that a criminal contact has bad breath, but it’s quite another to play him so that he ends every sentence with a noticeable exhalation of breath toward the characters. If your voice and acting talents are up to the challenge, creating distinctive voices for important characters is a great way to make sure they stick in the players’ minds, and different facial expressions can create a vivid picture of different characters. Another important thing to remember as you bring this enormous supporting cast to life is to be consistent. Creating a distinct daytime and nighttime tavern keeper is great. Randomly using one of two different personalities whenever the heroes visit a tavern is just random. When you invent a new character’s personality, make a note of it, so you can refer back to it when the heroes return to the same place later. One of the great things about establishing consistency like this is that it can be very effective when you break it. If characters visit their favorite tavern at noon and find the night keeper on duty, they wonder why, which can be a wonderfully subtle way to draw the heroes into an adventure.

VARIANT BEHAVIOR

Surprise your players occasionally by making familiar creatures act in unusual or bizarre ways for their kind. The variant behavior should be explainable if the PCs can discover the cause. Perhaps the setting changes those who stay within it too long. Maybe the presence or influence of one or more creatures has swayed others to behave in an unusual way. Variant behavior can go in many directions. An evil creature might instead behave in a more benevolent fashion, or it could be limited in some way that prevents or suppresses its natural tendencies. Innocent creatures might be forced to fight for the bad guys, causing the PCs a moral quandary. Weak creatures might have stronger yet subservient allies.

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