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dmg_700 | dmg | 63 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] earch of obscure magical lore and perverse delights. By Graz'zt's command, the demons of Azzagrat present a veneer of civility and courtly comity. However, the so-called Triple Realm holds as uch danger as any other part of the Abyss, and planar i i... |
dmg_701 | dmg | 63 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] er of ravines known Death Dells. Here, creatures must hunt to survive. .=:ven the plants, which must bathe their roots in blood, - are the unwary. Yeenoghu's servants, helping to sate eir master's hunger as he prowls his kingdom seeking _ ey, captur... |
dmg_702 | dmg | 63 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] - a plane of desolation and despair. Its six layers hold r bogs, fetid jungles, windswept deserts, jagged ountains, frigid oceans, and black ice. All form a · erable home for the traitors and backstabbers that --e trapped on this prison plane. O PTI... |
dmg_703 | dmg | 63 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] that open onto the plane become one- y only. Secret ways out of the plane exist, but they are - -dden and well guarded by traps and deadly monsters. :-lADES ----------------------------------- - e layers of Hades are called the Three Glooms- aces with... |
dmg_704 | dmg | 63 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] or · e fiendish rulers of the Lower Planes. These souls - come larvae and spend eternity in this place that cks a sun, a moon, stars, or seasons. Leaching away lor and emotion, this gloom is more than most visitors can stand. The "Shadowfell Despair... |
dmg_705 | dmg | 63 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] C 10 Wisdom saving throw. On a failed save, the creature gains one level of exhaustion, which can't be removed while the creature remains in Hades. If the creature reaches six levels of exhaustion, it doesn't die. Instead, the creature permanently tr... |
dmg_706 | dmg | 63 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] revious form but has the body of a fat worm. A larva has only a few faint memories of its previous life and the statistics in the larva stat block. Hades is crawling with larvae. Night hags, liches, and rakshasas harvest them for use in vile rituals.... |
dmg_707 | dmg | 63 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] 0 INT 6 (- 2) WIS 10 (+0) CHA 2 (-4) Languages understands the languages it knew in life but can't speak Challenge 0 (10 XP) ACTIONS Bite. Melee Weapon Attack:+ 1 to hit, reach 5 ft., one target. Hit: 1 (1d4- 1) piercing damage. GEHENNA Geh... |
dmg_708 | dmg | 63 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] canic mountain dominates each of the four layers of Gehenna, and lesser volcanic earth bergs drift in the air and smash into the greater mountains. The rocky slopes of the plane make movement here difficult and dangerous. The ground inclines at least... |
dmg_709 | dmg | 63 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] earing flames. Gehenna has no room for mercy or compassion. The fiends living here are among the greediest and most selfish in all the multiverse. OPTIONAL RULE: CRUEL HINDRANCE The plane's cruel nature makes it difficult for visitors to help one a... |
dmg_710 | dmg | 64 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] arisma saving throw. On a failed save, the spell fails, the spell slot is expended, and the action is wasted. CHAPTER 2 I CREATTNG A MULTI VERSE . THE NINE HELLS The Nine Hells of Baa tor inflame the imaginations of travelers, the greed of treasure ... |
dmg_711 | dmg | 64 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] ey the laws of their superiors, but they rebel within their individual castes. Most undertake any plot, no matter how foul, to advance themselves. At the very top of the hierarchy is Asmodeus, who has yet to be bested. If he were to be vanquished, t... |
dmg_712 | dmg | 64 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] this plane feel its influence. At the end of each long rest taken on this plane, a visitor that isn't evil must make a DC 10 Wisdom saving throw. On a failed save, the creature's alignment changes to lawful evil. The change becomes permanent if the ... |
dmg_713 | dmg | 64 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] ells. Casting the dispel evil and good spell on the creature also restores its original alignment. THE NINE LAYERS The Nine Hells has nine layers. The first eight are each ruled by archdevils that answer to Asmodeus, the Archduke of Nessus, the nint... |
dmg_714 | dmg | 64 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] nges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey. Avernus. No planar portals connect directly to the lower layers of the Nine Hells, by Asmodeus's order... |
dmg_715 | dmg | 64 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] land with rivers of blood and clouds of biting flies. Fiery comets occasionally fall from the darkened sky and leave fuming impact craters behind. Empty battlefields are littered with weapons and bones, showing where the legions of the Nine Hells me... |
dmg_716 | dmg | 64 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] he archduchess Zariel rules Avernus, supplanting her rival, Bel, who has fallen out of Asmodeus's favor and is forced to serve as Zariel's advisor. Tiamat, the Queen of Evil Dragons, is a prisoner on this layer, ruling her own domain but confined to ... |
dmg_717 | dmg | 64 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] 's seat of power is a soaring basalt citadel festooned with the partially incinerated corpses of guests who failed to earn the archduchess's favor. Zariel appears as an angel whose once-beautiful skin and wings have been ruined by fire. Her eyes burn... |
dmg_718 | dmg | 64 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] the second layer of the Nine Hells, is a labyrinth of canyons wedged between sheer mountains CHAPTER 2 I CREATING A MULTIVERSE rich with iron ore. Iron roads span and wend through the canyons, watched over by the garrisons of iron fortresses perched... |
dmg_719 | dmg | 64 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] ulator and deceiver, the archduke is devilishly handsome, bearing only small horns, a tail, and a cloven left hoof to distinguish him from a human. His crimson throne stands in the heart of the Iron City of Dis, a hideous metropolis that is the large... |
dmg_720 | dmg | 64 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] other fiends. Dispater collects a piece of every deal through special provisions that are added to contracts signed on his layer of the Nine Hells. Dispater is one of Asmodeus's most loyal and resourceful vassals, and few beings in the multiverse ca... |
dmg_721 | dmg | 64 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] d his emissaries work tirelessly to foster evil schemes in the Material Plane. Minauros. The third layer of the Nine Hells is a stench-ridden bog. Acidic rain spills from the layer's brown skies, thick layers of scum cover its putrid surface, and ya... |
dmg_722 | dmg | 64 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] y of Minauros for which the layer is named. The slimy walls of the city rise hundreds of feet into the air, protecting the flooded halls of Mammon. The Archduke of Minauros resembles a massive serpent with the upper torso and head of a hairless, horn... |
dmg_723 | dmg | 64 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] ors for gold instead of souls. His lair is piled high with treasures left behind by those who tried-and failed-to best him in a deal. Phlegethos. Phlegethos, the fourth layer, is a fiery landscape whose seas of molten magma brew hurricanes of hot w... |
dmg_724 | dmg | 64 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] d dark glass. With rivers of molten lava pouring down its outer walls, the city resembles the sculpted centerpiece of a gigantic, hellish fountain. Abriymoch is the seat of power for the two archdevils who rule Phlegethos in tandem: Archduke Belial a... |
dmg_725 | dmg | 64 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] , even as his words carry an undercurrent of threat. His daughter is a statuesque devil whose beauty encases the blackest heart in the ine Hells. The alliance of Belial and Fierna is unbreakable, for both are aware that their mutual survival hinges... |
dmg_726 | dmg | 64 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] . and its gloomy sky crackles with lightning. Archduke Levistus once betrayed Asmodeus and is now encased deep in the ice of Stygia as punishment. He rules this layer all the same, communicating telepathically with hi followers and servants, both in... |
dmg_727 | dmg | 65 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] ssed by Asmodeus to allow the imprisoned Levistus to regain his rule. Geryon's fall from grace has spurred much debate within the infernal courts. No one is certain whether Asmodeus had some secret cause to dismiss the archdevil or whether he is tes... |
dmg_728 | dmg | 65 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] me greater purpose. Malbolge. Malbolge, the sixth layer, has outlasted many rulers, among them Malagard the Hag Countess and the archdevil Moloch. Malagard fell out of favor and was struck down by Asmodeus in a fit of pique, while her predecessor, M... |
dmg_729 | dmg | 65 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] like the sides of an impossibly huge mountain. Parts of the layer break off from time to time, creating deadly and deafening avalanches of stone. The inhabitants of .Malbolge live in crumbling fortresses and great caves carved into the mountainside.... |
dmg_730 | dmg | 65 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] he resembles a succubus with her small horns, leathery wings, and forked tail. She inherited her cruelty and love of dark schemes from her father. The citadel that serves as her domicile on the slopes of Malbolge is supported by cracked pillars and ... |
dmg_731 | dmg | 65 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] orture chambers, where Glasya confines and torments those who displease her. Maladomini. The seventh layer, Maladomini, is ruin- covered wasteland. Dead cities form a desolate urban landscape, and between them lie empty quarries, crumbling roads, sla... |
dmg_732 | dmg | 65 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] es. A bloated fiend with the lower body of an enormous slug, Baalzebul's form was inflicted on him by Asmodeus as punishment for wavering loyalty. Baalzebul is a miserable and degenerate monstrosity who has long conspired to usurp Asmodeus, yet has ... |
dmg_733 | dmg | 65 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] sons no other archduke can fathom, though some suspect that the Archduke of Ness us still respects the worthiness of this fallen adversary. Cania. Cania, the eighth layer of the Nine Hells, is an icy hellscape, whose ice storms can tear flesh from b... |
dmg_734 | dmg | 65 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] hdevil Mephistopheles. Mephistopheles dwells in the ice citadel of Mephistar, where he plots to seize the Throne of Baator and conquer the planes. He is Asmodeus's greatest enemy and ally, and the Archduke of Ness us appears to trust Mephistopheles'... |
dmg_735 | dmg | 66 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] rcumstances might turn them . 66 against each other. Mephistopheles is also a godfather of sorts to Glasya, further complicating the relationship. Mephistopheles is a tall, striking devil with impressive horns and a cool demeanor. He trades in souls... |
dmg_736 | dmg | 66 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] ! ~ttention .. His instincts are as razor sharp as Camas fngtd wmds, and it is said that only Asmodeus has ever d~vea or thwarted him. / Nessus. The lowest layer of the Nine"'Hells, Ness us is a realm of dark pits whose walls are set with fortresse... |
dmg_737 | dmg | 66 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] which rises the great citadel-spire of Malsheem, home to Asmodeus and his infernal court. Malsheem resembles a gigantic hollowed-out stalagmite. The citadel is also a prison for souls that Asmodeus has locked away for safekeeping. Convincing him to... |
dmg_738 | dmg | 66 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] . Asmodeus most often appears as a handsome, bearded humanoid with small horns protruding from his forehead, piercing red eyes, and flowing robes. He can also assume other forms and is seldom seen without his ruby-tipped scepter in hand. Asmodeus is... |
dmg_739 | dmg | 66 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] f and flies into a rage. ACHERON Acheron has four layers, each made of enormous iron cubes floating in an airy void. Sometimes the cubes collide. Echoes of past collisions linger throughout the plane, mingling with the sounds of armies colliding. T... |
dmg_740 | dmg | 66 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] soldiers join in endless battle against orcs devoted to Gruumsh, goblinoids loyal to Maglubiyet, and legions assembled by other warmongering gods. OPTIONAL RULE: BLOODLUST Acheron rewards a creature for harming other creatures by imbuing that creatu... |
dmg_741 | dmg | 66 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] uces a hostile creature to 0 hit points. CHAPTER 2 I CREATING A MULTTVERSE MECHANUS On Meehan us, law is reflected in a realm of clockwork gears. all interlocked and turning according to their measure. The cogs seem to be engaged in a calculation s... |
dmg_742 | dmg | 66 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] d time here. Modrons are the primary inhabitants of Mechanus. The plane is also home to the creator of the modrons: a godlike being called Primus. OPTIONAL RULE: LAW OF AVERAGES While on Mechanus, creatures always use the average damage result for ... |
dmg_743 | dmg | 66 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] , a visitor that isn't lawful neutral must make a DC 10 Wisdom saving throw. On a failed save, the creature's alignment changes to lawful neutral. The creature's alignment reverts to normal after one day spent on a plane other than Mechanus. Casting... |
dmg_744 | dmg | 66 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] er-straight streams, orderly fields, perfect roads, and cities laid out in geometrically pleasing shapes. The mountains are unblemished by erosion. Everything on Arcadia works toward the common good and a flawless form of existence. Here, purity is e... |
dmg_745 | dmg | 66 | [Path: Master of Worlds > Creating a Multiverse
> Outer Planes
] e other half sheds moonlight and brings on the starry night. The orb rotates evenly without fail, spreading day and night across the entire plane. The weather in Arcadia is governed by four allied demigods called the Storm Kings: the Cloud King, the... |
dmg_746 | dmg | 67 | [Path: Master of Worlds > Creating a Multiverse
> Other Planes
] idden below Arcadia's beautiful mountains are numerous dwarven kingdoms that have withstood the passage of millennia. Dwarves born on this plane . have the celestial type and are always brave and kindhearted, but otherwise they look and behave like ... |
dmg_747 | dmg | 67 | [Path: Master of Worlds > Creating a Multiverse
> Other Planes
] PLANES A variety of realms exist between or beyond the other planes. T HE OUTLANDS AND SIGIL The Outlands is the plane between the Outer Planes. Ir is the plane of neutrality, incorporating a little of everything and keeping all aspects in a parado... |
dmg_748 | dmg | 67 | [Path: Master of Worlds > Creating a Multiverse
> Other Planes
] , like a great disk. In fact, £hose whp envision the Outer Planes as a wheel point (Q the ovtlands as proof, calling it a microcosm of the planes. That argument might be circular, since the a rrange~ent of the Outlands inspired the idea of the Great... |
dmg_749 | dmg | 67 | [Path: Master of Worlds > Creating a Multiverse
> Other Planes
] nts, each built around a ~ortalleading to one of the Outer Planes. Each rown shares many of the characteristics of the plane where its gate leads. Planar emissaries often meet in these towns, so it isn't unusual to see strange pairings, such as a ce... |
dmg_750 | dmg | 67 | [Path: Master of Worlds > Creating a Multiverse
> Other Planes
] can be set there without the need for planar travel. The Outlands is the closest the Outer Planes come to being like a world on the Material Plane. GATE-TOWNS OF THE OUTLANDS Town Excelsior Tradegate Ecstasy Faunel Sylvania Glorium Xaos Bedla... |
dmg_751 | dmg | 68 | [Path: Master of Worlds > Creating a Multiverse
> Known Worlds of the Material Plane
] ator The Infinite Battlefield of Acheron The Clockwork Nirvana of Mechanus The Peaceable Kingdoms of Arcadia CHAPTER 2 I CREATING A MULTIVERSE . 68 SIGIL, CITY OF DOORS At the center of the Outlands, like the axle of a great ... |
dmg_752 | dmg | 68 | [Path: Master of Worlds > Creating a Multiverse
> Known Worlds of the Material Plane
] ses high into the sky. Above this mountain's narrow peak floats the ring-shaped city of Sigil, its myriad structures built on the ring's inner rim. Creatures standing on one of Sigil's streets can see the city curve up over thei... |
dmg_753 | dmg | 68 | [Path: Master of Worlds > Creating a Multiverse
> Known Worlds of the Material Plane
] countless portals to other planes and worlds. Sigil is a trader's paradise. Goods, merchandise, and information come here from across the planes. The city sustains a brisk trade in information about the planes, particularly the... |
dmg_754 | dmg | 68 | [Path: Master of Worlds > Creating a Multiverse
> Known Worlds of the Material Plane
] ld as gods and with purposes unknown to even the sages of her city. Is Sigil her prison? Is she the fallen creator of the multiverse? No one knows. Or if they do, they aren't telling. DEMIPLANES Demiplanes are extradimensional ... |
dmg_755 | dmg | 68 | [Path: Master of Worlds > Creating a Multiverse
> Known Worlds of the Material Plane
] oast their own physical laws. Some are created by spells. Others exist naturally, as folds of reality pinched off from the rest of the multiverse. Theoretically, a plane shift spell can carry travelers to a demiplane, but the pr... |
dmg_756 | dmg | 68 | [Path: Master of Worlds > Creating a Multiverse
> Known Worlds of the Material Plane
] reliable, assuming the caster knows of the demiplane. A demiplane can be as small as a single chamber or large enough to contain an entire realm. For example, a Mordenkainen's magnificent mansion spell creates a demiplane consi... |
dmg_757 | dmg | 68 | [Path: Master of Worlds > Creating a Multiverse
> Known Worlds of the Material Plane
] s connected to the Material Plane or some other plane, entering it can be as simple as stepping through a portal or passing through a wall of mist. THE FAR REALM The Far Realm is outside the known multiverse. In fact, it might ... |
dmg_758 | dmg | 68 | [Path: Master of Worlds > Creating a Multiverse
> Known Worlds of the Material Plane
] understandable geometry and biology. Aberrations such as mind flayers and beholders are either from this plane or shaped by its strange influence. The entities that abide in the Far Realm itself are too alien for a normal mind ... |
dmg_759 | dmg | 68 | [Path: Master of Worlds > Creating a Multiverse
> Known Worlds of the Material Plane
] ggle of the mind to overcome the boundaries of matter, space, and sanity. Some warlocks embrace this struggle by forming pacts with entities there. Anyone CHAPTER 2 I CREATING A MULTIVERSE I who has seen the Far Realm mutters a... |
dmg_760 | dmg | 68 | [Path: Master of Worlds > Creating a Multiverse
> Known Worlds of the Material Plane
] untain called Firestorm Peak, but their civilizatioi imploded in bloody terror and the portal's location-eve 1 its home world- is long forgotten. Lost portals might still exist, marked by an alien magic that mutates the area kr... |
dmg_761 | dmg | 68 | [Path: Master of Worlds > Creating a Multiverse
> Known Worlds of the Material Plane
] ampaign settings for the D&D game over the years. If your campaign takes place on one of these worlds, that world belongs to you in your campaign. Your version of the world can diverge wildly from what's in print. On Toril (the... |
dmg_762 | dmg | 68 | [Path: Master of Worlds > Creating a Multiverse
> Known Worlds of the Material Plane
] ld is vast, its dungeons rich with history. Beyond the central continent of Faerun, Tori! includes the regions of Al-Qadim, Kara-Tur, and Maztica. On Oerth (the sword-and-sorcery world of the Greyhawk setting), heroes such as B... |
dmg_763 | dmg | 68 | [Path: Master of Worlds > Creating a Multiverse
> Known Worlds of the Material Plane
] demigod, Iuz, rules a nightmarish realm in the north, threatening all civilization. On Krynn (the epic-fantasy world of the Dragonlance setting),. the return of the gods is overshadowed by the rise of the evil dragon queen Takhi... |
dmg_764 | dmg | 68 | [Path: Master of Worlds > Creating a Multiverse
> Known Worlds of the Material Plane
] human life. The gods have abandoned this desert world, where powerful sorcerer-kings rule as tyrants, and metal is a scarce and precious commodity. On Eberron (the heroic-fantasy world of the Eberron setting), a terrible war has... |
dmg_765 | dmg | 68 | [Path: Master of Worlds > Creating a Multiverse
> Known Worlds of the Material Plane
] re, magic is commonplace, dragonmarked houses rival kingdoms in power, and elemental vehicles make travel to the far corners of the world possible. On Aebrynis (the heroic-fantasy world of the Birthright setting), scions born fr... |
dmg_766 | dmg | 68 | [Path: Master of Worlds > Creating a Multiverse
> Known Worlds of the Material Plane
] , guildmasters, and great wizards balance the demands of rulership against the threat of horrible abominations born from the blood of an evil god. On Mystara (a heroic-fantasy world born out of the earliest editions of the D&D ... |
dmg_767 | dmg | 71 | [Path: Master of Adventures > Creating Adventures
> Elements of a Great Adventure
] early divine status. . I' A . . CHAPTER 3: CREATING A DV ENTURES ~ REATI G ADVENTURES IS ONE OF THE GREATEST rewards of being a Dungeon Master. It's a way to express yourself, designing fantastic locations and encounters with m... |
dmg_768 | dmg | 71 | [Path: Master of Adventures > Creating Adventures
> Elements of a Great Adventure
] ndamentally, adventures are stories. An adventure shares many of the features of a novel, a movie, an :ssue of a comic, or an episode of a TV show. Comic series and serialized TV dramas are particularly good comparisons, because of... |
dmg_769 | dmg | 71 | [Path: Master of Adventures > Creating Adventures
> Elements of a Great Adventure
] imited in scope but blend together to create a larger narrative. If an adventure is a single issue or episode, a campaign is the series as a whole. Whether you're creating your own adventures or using ;JUblished adventures, you'll ... |
dmg_770 | dmg | 71 | [Path: Master of Adventures > Creating Adventures
> Elements of a Great Adventure
] exploration, social interaction, and combat into a unified whole that meets the needs of your players and your campaign. But it's more than that. The basic elements of good storytelling should guide you throughout this ;Jrocess, so... |
dmg_771 | dmg | 71 | [Path: Master of Adventures > Creating Adventures
> Elements of a Great Adventure
] ENTURE -=-he best adventures have several things in common. _-\_ C REDIBLE THREAT _-\n adventure needs a threat worthy of the heroes' c. rention. The threat might be a single villain or ;:nonster, a villain with lackeys, an assort... |
dmg_772 | dmg | 71 | [Path: Master of Adventures > Creating Adventures
> Elements of a Great Adventure
] might seem stereotypical to build an adventure ;;sound dragons, orcs, and insane wizards in towers, "Jut these are staples of fantasy storytelling. It might also seem trite to begin an adventure in a tavern, but ~h at's an idea tha... |
dmg_773 | dmg | 71 | [Path: Master of Adventures > Creating Adventures
> Elements of a Great Adventure
] t a spin on them. For example, the :-nysterious figure who presents adventurers with a quest on behalf of the king might be the king in d.isguise. The crazy wizard in the tower might be a ;Jrojected illusion created by a band of gr... |
dmg_774 | dmg | 71 | [Path: Master of Adventures > Creating Adventures
> Elements of a Great Adventure
] ght discover interesting lore of :.1e past in the course of the adventure. In general, let rhe world's history be evident in the present situation. Instead of dealing with what happened in the past, an adventure should focus on des... |
dmg_775 | dmg | 71 | [Path: Master of Adventures > Creating Adventures
> Elements of a Great Adventure
] nturers' actions and decisions to matter. Though it might resemble a novel or a TV episode, an adventure needs to allow for more than one outcome. Otherwise, players can feel as if they've been railroaded- set onto a course that ha... |
dmg_776 | dmg | 71 | [Path: Master of Adventures > Creating Adventures
> Elements of a Great Adventure
] a major villain shows up before the end of the adventure, the adventure should allow for the possibility that the heroes might defeat that villain. SoMETHING FOR ALL PLAYER TYPES As outlined in the book's introduction, players come... |
dmg_777 | dmg | 71 | [Path: Master of Adventures > Creating Adventures
> Elements of a Great Adventure
] starting point, think about your adventure in terms of the three basic types of activity in the game: exploration, social interaction, and combat. If your adventure includes a balance of all three, it's likely to appeal to all type... |
dmg_778 | dmg | 71 | [Path: Master of Adventures > Creating Adventures
> Elements of a Great Adventure
] n't have any players who like fighting above all else, then don't feel you have to provide a maximum amount of combat to keep the adventure moving. SURPRISES Look for opportunities to surprise and delight your players. For example... |
dmg_779 | dmg | 71 | [Path: Master of Adventures > Creating Adventures
> Elements of a Great Adventure
] trek through the wilderness might lead to the discovery of a tower that appears only on nights of the full moon. Players remember such locations. Too many surprises can be off-putting to players, but adding the occasional twist ge... |
dmg_780 | dmg | 71 | [Path: Master of Adventures > Creating Adventures
> Elements of a Great Adventure
] ppers with kegs of oil strapped to their backs. An attack on a villain's estate might be complicated by the unexpected arrival of a special guest. When preparing for possible combat encounters, think about odd pairings of monsters... |
dmg_781 | dmg | 71 | [Path: Master of Adventures > Creating Adventures
> Elements of a Great Adventure
] nsters unusual tactics. Throw in the occasional red herring, deception, and plot twist to keep players on their toes, but try not to go overboard. Sometimes a simple, straightforward encounter with an ore guard is just as fun for ... |
dmg_782 | dmg | 72 | [Path: Master of Adventures > Creating Adventures
> Adventure Types
] ly constructed maps. Wilderness areas sprinkled with interesting landmarks and other features are better than vast expanses of unchanging terrain. Dungeons that have branching corridors and similar decision points give players the opportunity t... |
dmg_783 | dmg | 72 | [Path: Master of Adventures > Creating Adventures
> Adventure Types
] ction their characters should go. Presenting the characters with options allows the players to make choices that keep the adventure unpredictable. If drawing maps isn't your strong suit, the Internet is a great place to look for adventure maps ... |
dmg_784 | dmg | 72 | [Path: Master of Adventures > Creating Adventures
> Adventure Types
] well as floor plans of real-world buildings and images that can inspire your mapmaking. You can also use software to help put your maps together. PUBLISHED ADVENTURES Published adventures are available for purchase if you have neither the time... |
dmg_785 | dmg | 72 | [Path: Master of Adventures > Creating Adventures
> Adventure Types
] ated scenario with the maps, NPCs, monsters, and treasures you need to run it. An example of a published adventure appears in the D&D Starter Set. You can make adjustments to a published adventure so that it better suits your campaign and appea... |
dmg_786 | dmg | 72 | [Path: Master of Adventures > Creating Adventures
> Adventure Types
] g to the background of the adventure so that it involves your players' characters in ways that the adventure's designer never could have imagined. A published adventure can't account for every action the characters might take. The nice thing a... |
dmg_787 | dmg | 72 | [Path: Master of Adventures > Creating Adventures
> Adventure Types
] eparation time on highlighting plot developments in your campaign that the adventure can't address. Published adventures also provide inspiration. You might not use an adventure as written, but it might spur ideas, or you can pull out one part ... |
dmg_788 | dmg | 72 | [Path: Master of Adventures > Creating Adventures
> Adventure Types
] as a model for a pursuit scene in your campaign. ADVENTURE STRUCTURE Like every story, a typical adventure has a beginning, a middle, and an end. BEGINNING An adventure starts with a hook to get the players interested. A good adventure hook p... |
dmg_789 | dmg | 72 | [Path: Master of Adventures > Creating Adventures
> Adventure Types
] g they're not meant to see, monsters attack them on the road, an assassin makes an attempt on their lives, or a dragon shows up at the city gates. Adventure hooks such as these can instantly draw players into your story. CHAPTER 3 I CREATJNG AD... |
dmg_790 | dmg | 72 | [Path: Master of Adventures > Creating Adventures
> Adventure Types
] of where the story is headed, as well as something to look forward to. MIDDLE The middle of an adventure is where the bulk of the story unfolds. With each new challenge, the adventurers make important choices that have a clear effect on the co... |
dmg_791 | dmg | 72 | [Path: Master of Adventures > Creating Adventures
> Adventure Types
] iginal goal. Their understanding of what's going on around them might change. Maybe rumors of treasure were a trick to lure them into a death trap. Perhaps the so-called spy in the queen's court is actually a scheme concocted by the monarch hers... |
dmg_792 | dmg | 72 | [Path: Master of Adventures > Creating Adventures
> Adventure Types
] uch enemies might also work to hide their deeds, mislead potential adversaries, or confront problems directly, perhaps by trying to kill meddlers. Remember that the characters are the heroes of the story. Never let them become mere spectators, ... |
dmg_793 | dmg | 72 | [Path: Master of Adventures > Creating Adventures
> Adventure Types
] adventure reaches its peak. A strong climax should have the players on edge, with the fate of the characters and much more hanging in the balance. The outcome, which hinges on the characters' actions and decisions, should never be a forgone conc... |
dmg_794 | dmg | 72 | [Path: Master of Adventures > Creating Adventures
> Adventure Types
] ging, waiting to be resolved in a later adventure. A little bit of unfinished business is an easy way to transition from one adventure to the next. ADVENTURE TYPES An adventure can be location-based or event-based, as discussed in the sections ... |
dmg_795 | dmg | 72 | [Path: Master of Adventures > Creating Adventures
> Adventure Types
] Many of the greatest D&D adventures of all time are location-based. Creating a location-based adventure can be broken down into a number of steps. Each step provides tables from which you can select the basic elements of your adventure. Alterna... |
dmg_796 | dmg | 73 | [Path: Master of Adventures > Creating Adventures
> Adventure Types
] drive or lure adventurers into dungeons. The . ·:,derness Goals table provides similar inspiration for - adventure focused on outdoor exploration. The Other ~s table suggests location-based adventures that :~ a · r fit neatly into the first two ... |
dmg_797 | dmg | 73 | [Path: Master of Adventures > Creating Adventures
> Adventure Types
] threat inside the dungeon. 4 Acquire treasure. 5 Find a particular item for a specific purpose. 6 Retrieve a stolen item hidden in the dungeon. 7 Find information needed for a special purpose. 8 Rescue a captive. 9 Discover the fate of a... |
dmg_798 | dmg | 73 | [Path: Master of Adventures > Creating Adventures
> Adventure Types
] re and origin of a strange location or phenomenon. 13 Pursue fleeing foes taking refuge in the dungeon. 14 Escape from captivity in the dungeon. 15 Clear a ruin so it can be rebuilt and reoccupied. 16 Discover why a villain is interested in... |
dmg_799 | dmg | 73 | [Path: Master of Adventures > Creating Adventures
> Adventure Types
] tain amount oftime. 18 Parley with a villain in the dungeon. 19 Hide from a threat outside the dungeon. 20 Roll twice, ignoring resu lts of 20. W ILDERNESS GOALS d20 Goal Locate a dungeon or other site of interest (roll on the Dungeon Goa... |
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