chunk_id
stringlengths
5
8
book
stringclasses
2 values
page
int64
1
321
text
stringlengths
164
4.12k
dmg_900
dmg
82
[Path: Master of Adventures > Creating Adventures > Creating Encounters ] encounter includes four monsters worth a total of 500 XP, you would multiply the total XP of the monsters by 2, for an adjusted value of 1,000 XP. This adjusted value is not what the monsters are worth in terms of XP; the adjusted value's on...
dmg_901
dmg
82
[Path: Master of Adventures > Creating Adventures > Creating Encounters ] challenge rating of the other monsters in the group unless you think the weak monsters significantly contribute to the difficulty of the encounter. ENCOUNTER MULTIPLIERS Number of Number of Monsters Multiplier Monsters Multiplier X l ...
dmg_902
dmg
83
[Path: Master of Adventures > Creating Adventures > Creating Encounters ] the party's XP thresholds. The closest threshold that is lower than the adjusted XP value of the monsters determines the encounter's difficulty. . ?or example, an encounter with one bugbear and -:~ee hobgoblins has an adjusted XP value of 1,...
dmg_903
dmg
83
[Path: Master of Adventures > Creating Adventures > Creating Encounters ] nter threshold of 1,400 XP). ? . .:,.RTY SIZE - .::e preceding guidelines assume that you have a party :::~ si sting of three to five adventurers. :; the party contains fewer than three characters, -;:;:>ly the next highest multiplier on th...
dmg_904
dmg
83
[Path: Master of Adventures > Creating Adventures > Creating Encounters ] ters. J the party contains six or more characters, use the -::xt lowest multiplier on the table. Use a multiplier of _ 5 for a single monster . . ! -LTIPART ENCOUNTERS : Jmetimes an encounter features multiple enemies that -:e party doesn'...
dmg_905
dmg
83
[Path: Master of Adventures > Creating Adventures > Creating Encounters ] aves. ~,~ x§J.~ _,, For such encounters, treat each discrete part or wave as a separate encounter for the purpose of determining its difficulty. A party can't benefit from a short rest between parts of a multipart encounter, so they won't...
dmg_906
dmg
83
[Path: Master of Adventures > Creating Adventures > Creating Encounters ] f a multipart encounter, so they won't be able to spend Hit Dice to regain hit points or recover any abilities that require a short rest to regain. As a rule, if the adjusted XP value for the monsters in a multipart encounter is higher than ...
dmg_907
dmg
83
[Path: Master of Adventures > Creating Adventures > Creating Encounters ] is going to be tougher than the sum of its parts. BUILDING ENCOUNTERS ON A BUDGET You can build an encounter if you know its desired difficulty. The party's XP thresholds give you an XP budget that you can spend on monsters to build easy!. ...
dmg_908
dmg
84
[Path: Master of Adventures > Creating Adventures > Creating Encounters ] ard, and deadly encounters. Just remember that groups of monsters eat up more of that budget than their base XP values would indicate (see step 4). For example, using the party from step 2, you can build a medium encounter by making sure tha...
dmg_909
dmg
84
[Path: Master of Adventures > Creating Adventures > Creating Encounters ] eshold for a hard encounter). A single monster of challenge rating 3 (such as a manticore or owl bear) is worth 700 XP, so that's one possibility. If you want a pair of monsters, each one will count for 1.5 times its base XP value. A pair of...
dmg_910
dmg
84
[Path: Master of Adventures > Creating Adventures > Creating Encounters ] the party as well. To assist with this approach, appendix B presents a list of all monsters in the Monster Manual organized by challenge rating. THE ADVENTURING DAY Assuming typical adventuring conditions and average luck, most adventurin...
dmg_911
dmg
84
[Path: Master of Adventures > Creating Adventures > Creating Encounters ] n a day. If the adventure has more easy encounters, the adventurers can get through more. If it has more deadly encounters, they can handle fewer. In the same way you figure out the difficulty of an encounter, you can use the XP values of m...
dmg_912
dmg
84
[Path: Master of Adventures > Creating Adventures > Creating Encounters ] much XP that character is expected to earn in a day. Add together the values of all party members to get a total for the party's adventuring day. This provides a rough estimate of the adjusted XP value for encounters the party can handle bef...
dmg_913
dmg
84
[Path: Master of Adventures > Creating Adventures > Creating Encounters ] y. This provides a rough estimate of the adjusted XP value for encounters the party can handle before the characters will need to take a long rest. ADVENTURING DAY XP Adjusted XP per Day Adjusted XP per Day Level per Character Level per...
dmg_914
dmg
84
[Path: Master of Adventures > Creating Adventures > Creating Encounters ] he course of a full adventuring day, the party will likely need to take two short rests, about one- third and two-thirds of the way through the day. MODIFYING ENCOUNTER DIFFICULTY An encounter can be made easier or harder based on the choice...
dmg_915
dmg
85
[Path: Master of Adventures > Creating Adventures > Random Encounters ] characters -2.·;e a drawback that their enemies don't. Reduce the _ - culty by one step if the characters have a benefit that -eir enemies don't. Any additional benefit or drawback : .:-hes the encounter one step in the appropriate : :-ection...
dmg_916
dmg
85
[Path: Master of Adventures > Creating Adventures > Random Encounters ] lowing: ~he whole party is surprised, and the enemy isn't. ~he enemy has cover, and the party doesn't. ~he characters are unable to see the enemy. -he characters are taking damage every round from some environmental effect or magical source, ...
dmg_917
dmg
85
[Path: Master of Adventures > Creating Adventures > Random Encounters ] r mobility or makes them sitting ducks. ituational benefits are similar to drawbacks except '-ar they benefit the characters instead of the enemy. .:uN COMBAT ENCOUNTERS :-3e following features can add more fun and suspense a combat encounte...
dmg_918
dmg
85
[Path: Master of Adventures > Creating Adventures > Random Encounters ] onsters working together RANDOM ENCOUNTERS .~s characters explore a wilderness area or dungeon omplex, they are bound to encounter the unexpected. i<.andom encounters are a way to deliver the unexpected. :hey are usually presented in the form...
dmg_919
dmg
85
[Path: Master of Adventures > Creating Adventures > Random Encounters ] iew random encounters in an adventure as time-wasters, yet well-designed random encounters can serve a variety of useful purposes: Create urgency. Adventurers don't tend to dawdle if the threat of random encounters is hanging over their heads...
dmg_920
dmg
85
[Path: Master of Adventures > Creating Adventures > Random Encounters ] ok for a safe place to rest. (Rolling dice behind the DM screen can often accomplish this even without an actual encounter.) Establish atmosphere. The appearance of thematically linked creatures as random encounters helps to create a consiste...
dmg_921
dmg
85
[Path: Master of Adventures > Creating Adventures > Random Encounters ] ates a sense of horror, and tells the adventurers to prepare for battle with even more powerful creatures of the night. Drain character resources. Random encounters can drain the party's hit points and spell slots, leaving the adventurers fee...
dmg_922
dmg
85
[Path: Master of Adventures > Creating Adventures > Random Encounters ] r characters aren't at full strength. Provide assistance. Some random encounters can benefit the characters instead of hindering or harming them. Helpful creatures or NPCs might provide the adventurers with useful information or assistance w...
dmg_923
dmg
85
[Path: Master of Adventures > Creating Adventures > Random Encounters ] rs prepare for the encounters to come. • Reinforce campaign themes. Random encounters can remind the players of the major themes of the campaign. For example, if your campaign features an ongoing war between two nations, you might design ran...
dmg_924
dmg
85
[Path: Master of Adventures > Creating Adventures > Random Encounters ] bat- tle, refugees fleeing invading forces, heavily guarded caravans full of weapons, and lone messengers on horseback riding for the front lines. While charac- ters are in hostile territory, the tables might include battlefields littered with ...
dmg_925
dmg
85
[Path: Master of Adventures > Creating Adventures > Random Encounters ] vised gib- bets holding the bodies of deserters who tried to flee the conflict. Random encounters should never be tiresome to you or your players. You don't want the players to feel as if they aren't making progress because another random enc...
dmg_926
dmg
85
[Path: Master of Adventures > Creating Adventures > Random Encounters ] add nothing to the adventure narrative or that interfere with the overall pace you're trying to set. Not every DM likes to use random encounters. You might find that they distract from your game or are otherwise causing more trouble than you ...
dmg_927
dmg
85
[Path: Master of Adventures > Creating Adventures > Random Encounters ] counters to build on the intended narrative of a game session, not compete with it, you should choose the placement of those encounters carefully. Think about a random encounter under any of the following circumstances: The players are gettin...
dmg_928
dmg
86
[Path: Master of Adventures > Creating Adventures > Random Encounters ] ng, uneventful journey. The characters draw attention to themselves when they should be keeping a low profile. CHAPTER 3 I CREATING ADVENTURES . 86 \ CHECKING FOR RANDOM ENCOUNTERS You decide when a random encounter happens, or you roll. ...
dmg_929
dmg
86
[Path: Master of Adventures > Creating Adventures > Random Encounters ] ver makes the most sense based on how active the area is. If you roll, do so with a d20. If the result is 18 or higher, a random encounter occurs. You then roll on an appropriate random encounter table to determine what the adventurers meet, ...
dmg_930
dmg
86
[Path: Master of Adventures > Creating Adventures > Random Encounters ] information in this chapter to build your own. Creating your own tables is the best way to reinforce the themes and flavor of your home campaign. Not every run-in with another creature counts as a random encounter. Encounter tables don't usual...
dmg_931
dmg
86
[Path: Master of Adventures > Creating Adventures > Random Encounters ] tables present obstacles and events that advance the plot, foreshadow important elements or themes of the adventure, and provide fun distractions. CHAPTER 3 I CREATING ADVENTURES CREATI NG R AN DOM E NCOUNTER TABLES Creating your own random e...
dmg_932
dmg
86
[Path: Master of Adventures > Creating Adventures > Random Encounters ] t sort of encounters might occur in a given dungeon area, figure out the likelihood of a particular encounter occurring, then arrange the results. An "encounter" in this case could be a single monster or NPC, a group of monsters or NPCs, a ra...
dmg_933
dmg
86
[Path: Master of Adventures > Creating Adventures > Random Encounters ] (such as an earth tremor or a parade), or a random discovery (such as a charred corpse or a message scrawled on a wall). Assemble Your Encounters. Once you've established a location through which the adventurers are likely to pass, be it a wi...
dmg_934
dmg
86
[Path: Master of Adventures > Creating Adventures > Random Encounters ] res that might be found wandering there. If you're not sure which creatures to include, appendix B has lists of monsters organized by terrain type. For a sylvan woodland, you might create a table that includes centaurs, faerie dragons, pixies,...
dmg_935
dmg
86
[Path: Master of Adventures > Creating Adventures > Random Encounters ] elf druids and elf scouts. Perhaps gnolls are threatening the woods, so adding gnolls and hyenas to the table would be a fun surprise for players. Another fun surprise would be a wandering predator, such as a displacer beast that likes to hunt...
dmg_936
dmg
86
[Path: Master of Adventures > Creating Adventures > Random Encounters ] ed trees (the handiwork of the gnolls), an ivy-covered elven statue, and a plant with glowing berries that turn creatures invisible when ingested. When choosing monsters for a random encounter table, try to imagine why the monsters would be ...
dmg_937
dmg
86
[Path: Master of Adventures > Creating Adventures > Random Encounters ] lthily as it travels through the area. As with planned encounters, random encounters are more interesting when they happen in memorable locations. Outdoors the adventurers might be crossing a forest clearing when they encounter a unicorn or b...
dmg_938
dmg
86
[Path: Master of Adventures > Creating Adventures > Random Encounters ] ers. Crossing a desert, characters might discover an oasis haunted by wights or a rocky outcropping on which a blue dragon perches. Probabilities. A random encounter table can be created in a number of ways, ranging from simple (roll ld6 for ...
dmg_939
dmg
86
[Path: Master of Adventures > Creating Adventures > Random Encounters ] r with the dungeon level). The sample encounter table presented here uses a range of 2 to 20 (nineteen entries total), generated using 1d12 + 1d8. The probability curve ensures that encounters appearing in the middle of the table are more like...
dmg_940
dmg
86
[Path: Master of Adventures > Creating Adventures > Random Encounters ] ver 8 percent of the time. The Sylvan Forest Encounters table is an example of a random encounter table that implements the ideas mentioned above. Creature names in bold refer to stat blocks that appear in the Monster Manual. . • • • • • ...
dmg_941
dmg
87
[Path: Master of Adventures > Creating Adventures > Random Encounters ] gnolls and 2d4 hyenas A grove of burned trees. Characters searching the area and succeeding on a DC 10 Wisdom (Survival) check find gnoll tracks. Following the tracks for 1 d4 hours leads to an encounter with gnolls, or the discovery of dead ...
dmg_942
dmg
87
[Path: Master of Adventures > Creating Adventures > Random Encounters ] 2d4 scouts (elves). One scout carries a horn and can use its action to blow it. If the horn is blown within the forest, roll on this table again. If the result indicates a monster encounter, the indicated monster or monsters arrive in 1d4 min...
dmg_943
dmg
87
[Path: Master of Adventures > Creating Adventures > Random Encounters ] monster or monsters arrive in 1d4 minutes. New arrivals other than gnolls, hyenas, owl bears, and displacer beasts are friendly toward the scouts. 2d4 pixies (50%) or 2d4 sprites (50%) • RANDOM ENCOUNTER CHALLENGE Random encounters need not...
dmg_944
dmg
87
[Path: Master of Adventures > Creating Adventures > Random Encounters ] r, since most players consider this ending to be an unsatisfying one. Not all random encounters with monsters need to be resolved through combat. A 1st-level party of adventurers could have a random encounter with a young dragon circling abo...
dmg_945
dmg
87
[Path: Master of Adventures > Creating Adventures > Random Encounters ] ant roaming the hills, but it might have no intention of harming anyone. In fact, it might shy away from the party because of its reclusive nature. The giant might attack only characters who annoy it. That said, a random encounter table usuall...
dmg_946
dmg
87
[Path: Master of Adventures > Creating Adventures > Random Encounters ] lowing monsters are considered appropriate combat challenges: • A single monster with a challenge rating equal to or lower than the party's level. A group of monsters whose adjusted XP value consti- tutes an easy, medium, or hard challenge for...
dmg_947
dmg
87
[Path: Master of Adventures > Creating Adventures > Random Encounters ] 12 13 14 15 16 17 18 19 Encounter 1 owlbear 1d4 elks (75%) or 1 giant elk (25%) 1d4 blink dogs A magical plant with 2d4 glowing berries. A creature that ingests a berry becomes invisible for 1 hour, or until it attacks or casts a spe...
dmg_948
dmg
87
[Path: Master of Adventures > Creating Adventures > Random Encounters ] comes nonmagical and grows no more berries. An elven tune carried on a gentle breeze 1d4 orange (75%) or blue (25%) faerie dragons 1 druid (elf). The druid is initially indifferent toward the party but becomes friendly if the characters agre...
dmg_949
dmg
87
[Path: Master of Adventures > Creating Adventures > Random Encounters ] is hostile if the characters are carrying open flames. Otherwise, it is indifferent and doesn 't announce its presence as the characters pass by. 20 1 unicorn CHAPTER 3 I CREATING ADVENTURES 87 . . CHAPTER 4: CREATING NONPLAYER CHARACTERS ...
dmg_950
dmg
89
[Path: Master of Adventures > Creating Nonplayer Characters > Designing NPCs ] who lives in the tower on the outskirts of town, the death knight out to destroy the kingdom, and the dragon counting gold in its cavernous lair. This chapter shows you how to flesh out non player characters for your game. For guidelin...
dmg_951
dmg
89
[Path: Master of Adventures > Creating Nonplayer Characters > Designing NPCs ] r than a cast of well-developed NPCs. That said, _ 'PCs in your game rarely need as much complexity a a well-crafted character in a novel or movie. Most _ 'PCs are bit players in the campaign, whereas the adventurers are the stars. Qui...
dmg_952
dmg
89
[Path: Master of Adventures > Creating Nonplayer Characters > Designing NPCs ] ble remembering the no-nonsense blacksmith with the tattoo of the black rose on his right shoulder or the badly dressed bard with the broken nose. DETAILED NPCs For NPCs who play larger roles in your adventures, allow more time to fle...
dmg_953
dmg
89
[Path: Master of Adventures > Creating Nonplayer Characters > Designing NPCs ] he broken nose. DETAILED NPCs For NPCs who play larger roles in your adventures, allow more time to flesh out their histories and personalities. As you'll see, ten sentences can sum up he main elements of a memorable NPC, one sentence...
dmg_954
dmg
89
[Path: Master of Adventures > Creating Nonplayer Characters > Designing NPCs ] edge Ideal Bond Flaw or secret Although the material here focuses on humanoid _·pes, you can adjust details to create monstrous _ 'PCs as well. OCCUPATION AND HISTORY In one sentence, describe the NPC's occupation and provide a bri...
dmg_955
dmg
89
[Path: Master of Adventures > Creating Nonplayer Characters > Designing NPCs ] ence, describe the NPC's most distinctive physical features. You can roll on the NPC Appearance table or choose a feature that suits the character. NPC APPEARANCE d20 Feature Distinctive jewelry: earrings, necklace, circlet, bracelet...
dmg_956
dmg
89
[Path: Master of Adventures > Creating Nonplayer Characters > Designing NPCs ] t note abilities that are above or below average- great strength or monumental stupidity, for example- and use them to inform the NPC's qualities. NPC ABILITIES d6 High Ability Strength-powerful, brawny, strong as an ox 2 Dexterity...
dmg_957
dmg
90
[Path: Master of Adventures > Creating Nonplayer Characters > Designing NPCs ] -sickly, pale Intelligence-dim-witted, slow Wisdom-oblivious, absentminded Charisma-dull, boring CHAPTER 4 I CREATING NONPLAYER CHARACTERS 8g . go T A LENT In one sentence, describe something that your NPC can do that is special, i...
dmg_958
dmg
90
[Path: Master of Adventures > Creating Nonplayer Characters > Designing NPCs ] one sentence, describe something that your NPC can do that is special, if anything. Roll on the NPC Talents table or use it to spur your own ideas. NPC TALENTS d20 Talent Plays a musical instrument 2 Speaks several languages fluentl...
dmg_959
dmg
90
[Path: Master of Adventures > Creating Nonplayer Characters > Designing NPCs ] disguise 19 Skilled dancer 20 Knows thieves' cant MANN ERI SM In one sentence, describe one mannerism that will help players remember the NPC. Roll on the NPC Mannerisms and Quirks table or use it to generate your own ideas.
dmg_960
dmg
90
[Path: Master of Adventures > Creating Nonplayer Characters > Designing NPCs ] describe one mannerism that will help players remember the NPC. Roll on the NPC Mannerisms and Quirks table or use it to generate your own ideas. NPC MANNERISMS d20 Mannerism Prone to singing, whistling, or humming quietly 2 Speaks...
dmg_961
dmg
90
[Path: Master of Adventures > Creating Nonplayer Characters > Designing NPCs ] ERS I NTERACT ION S WITH OTHERS In one sentence, describe how the NPC interacts with others, using the NPC Interaction Traits table if necessary. An NPC's behavior can change depending on who he or she is interacting with. For example,...
dmg_962
dmg
90
[Path: Master of Adventures > Creating Nonplayer Characters > Designing NPCs ] havior can change depending on who he or she is interacting with. For example, an innkeeper might be friendly toward guests and rude to her staff. NPC INTERACTION TRAITS d12 Trait d12 Trait 1 Argumentative 7 Honest 2 Arrogant ...
dmg_963
dmg
90
[Path: Master of Adventures > Creating Nonplayer Characters > Designing NPCs ] dly 12 Suspicious USEFUL KNOWLEDGE In a sentence, describe one bit of knowledge the NPC possesses that might be of use to the player characters. The NPC might know something as banal as the best inn in town or as important as a clue ...
dmg_964
dmg
90
[Path: Master of Adventures > Creating Nonplayer Characters > Designing NPCs ] s a clue needed to solve a murder. I DEAL In a sentence, describe one ideal that the NPC holds dear and which governs his or her greater actions. Player characters who uncover an NPC's ideal can use what they've learned to influence t...
dmg_965
dmg
90
[Path: Master of Adventures > Creating Nonplayer Characters > Designing NPCs ] shown on the NPC Ideals table. The alignment connections here are suggestions only; an evil character could have beauty as an ideal, for instance. NPC IDEALS d6 Good Ideal Evil ideal Beauty Domination 2 Charity Greed 3 Greater...
dmg_966
dmg
91
[Path: Master of Adventures > Creating Nonplayer Characters > Designing NPCs ] nce Aspiration 2 Knowledge Discovery 3 Live and let live Glory 4 Moderation Nation 5 Neutrality Redemption 6 People Self-knowledge . BOND In a sentence, summarize the people, places, or things that are especially importan...
dmg_967
dmg
91
[Path: Master of Adventures > Creating Nonplayer Characters > Designing NPCs ] player characters who uncover an NPC's bond can use what they've learned to influence the NPC in a social interaction (as discussed in chapter 8). NPC BONDS dlO Bond Dedicated to fulfilling a personal life goal 2 Protective of clos...
dmg_968
dmg
91
[Path: Master of Adventures > Creating Nonplayer Characters > Designing NPCs ] -some element of the character's personality or history that could potentially undermine the character-or a secret that the NPC is trying to hide. The NPC Flaws and Secrets table provides several ideas. The backgrounds in the Player's ...
dmg_969
dmg
91
[Path: Master of Adventures > Creating Nonplayer Characters > Designing NPCs ] aracters who uncover an NPC's flaw or secret can use what they've learned to influence the NPC in a social interaction (as discussed in chapter 8). NPC FLAWS AND SECRETS d12 Flaw or Secret Forbidden love or susceptibility to romance ...
dmg_970
dmg
91
[Path: Master of Adventures > Creating Nonplayer Characters > Designing NPCs ] nt role in an adventure deserve the same attention you would give to a humanoid NPC, with mannerisms as well as ideals, bonds, flaws, and secrets. If a beholder mastermind is behind the criminal activities in a city, don't rely olely o...
dmg_971
dmg
92
[Path: Master of Adventures > Creating Nonplayer Characters > NPC Party Members ] y an ideal, a bond, and a flaw. As an example, consider the Xanathar, a beholder that runs extensive criminal operations in the city of Waterdeep. The Xanathar's spherical body is covered in leathery flesh with a texture similar to c...
dmg_972
dmg
92
[Path: Master of Adventures > Creating Nonplayer Characters > NPC Party Members ] rom creatures it speaks to. Like all beholders, it sees other creatures as inferiors, though it understands the usefulness of its humanoid minions. The Xanathar uses the sewers beneath Waterdeep to access virtually any location withi...
dmg_973
dmg
92
[Path: Master of Adventures > Creating Nonplayer Characters > NPC Party Members ] laborate cavern complex carved out between the twisting sewers ofWaterdeep, which it inherited from its predecessors and cherishes above all else. Its flaw is a weakness for exotic pleasures: finely prepared foods, scented oils, and ...
dmg_974
dmg
92
[Path: Master of Adventures > Creating Nonplayer Characters > NPC Party Members ] n an ordinary beholder. The complexities of the creature's characterization create more memorable interaction and interesting story possibilities. NPC STATISTICS When you give an NPC game statistics, you have three main options: gi...
dmg_975
dmg
92
[Path: Master of Adventures > Creating Nonplayer Characters > NPC Party Members ] w statistics it needs, give the NPC a monster stat block, or give the NPC a class and levels. The latter two options require a bit of explanation. / USING A MONSTER S-TAT BLOCK Appendix B of the l}f-<:fnster Manual contains statist...
dmg_976
dmg
92
[Path: Master of Adventures > Creating Nonplayer Characters > NPC Party Members ] g a new stat block. USING CLASSES AND LEVELS You can create an NPC just as you would a player character, using the rules in the Player's Handbook. You can even use a character sheet to keep track of the NPC's vital information. Cla...
dmg_977
dmg
92
[Path: Master of Adventures > Creating Nonplayer Characters > NPC Party Members ] he oathbreaker for paladins. Both options are detailed at the end of this chapter. Equipment. Most NPCs don't need an exhaustive lis of equipment. An enemy meant to be faced in combat requires weapons and armor, plus any treasure the...
dmg_978
dmg
92
[Path: Master of Adventures > Creating Nonplayer Characters > NPC Party Members ] combat needs a challenge rating. Use the rules in chapter 9 to determin the NPC's challenge rating, just as you would for a monster you designed. NPC PARTY MEMBERS NPCs might join the adventuring party because they want a share of ...
dmg_979
dmg
92
[Path: Master of Adventures > Creating Nonplayer Characters > NPC Party Members ] low the adventurers because of a bond of loyalty, gratitude, or love. Such NPCs are controlled by you, or you can transfer control to the players. Even if a player controls an NPC, it's up to you to make sure the NPC i portrayed as ...
dmg_980
dmg
92
[Path: Master of Adventures > Creating Nonplayer Characters > NPC Party Members ] ull share of experience points. When determining the difficulty of a combat encounter (see chapter 3), make sure to include all NPC party members. Low-LEVEL FoLLOWERS Your campaign might allow player characters to take on lower-lev...
dmg_981
dmg
92
[Path: Master of Adventures > Creating Nonplayer Characters > NPC Party Members ] n apprentice, a cleric might choose (or be assigned) a 3rd-level cleric as an acolyte, and a bard might take on a 4th-level bard as an understudy. One advantage of allowing lower-level characters to join the party is that players ha...
dmg_982
dmg
92
[Path: Master of Adventures > Creating Nonplayer Characters > NPC Party Members ] ters if their main characters take time off, retire, or die. One disadvantage is that you and your players have more party members to account for. Since lower-level NPC party members receive equal party shares of XP, they will gain ...
dmg_983
dmg
92
[Path: Master of Adventures > Creating Nonplayer Characters > NPC Party Members ] lso means the adventurers' advancement is slowed somewhat, as they must share their XP with an NPC shouldering only part of the adventuring burden. Powerful monsters that are an appropriate challenge for higher-level characters can d...
dmg_984
dmg
93
[Path: Master of Adventures > Creating Nonplayer Characters > Contacts ] aling when this protection fails. A DVENTURER NPCs If you don't have enough players to form a full party, ;·ou can use NPCs to fill out the ranks. These NPCs -hould be the same level as the lowest-level adventurer in the party and built (eit...
dmg_985
dmg
93
[Path: Master of Adventures > Creating Nonplayer Characters > Contacts ] ter creation and advancement rules in the Player's Handbook. It's easiest on you if you let the players create and run these supporting characters. Encourage players to roleplay supporting characters a true to the NPCs' personality traits, id...
dmg_986
dmg
93
[Path: Master of Adventures > Creating Nonplayer Characters > Contacts ] , give i to another player, or simply have the NPC leave ~e party. J PC supporting characters are easier to play if you imit their class options. Good candidates for supporting characters include a cleric with the Life domain, a -ghter with...
dmg_987
dmg
93
[Path: Master of Adventures > Creating Nonplayer Characters > Contacts ] to determine · ow far an NPC party member will go to protect or --sist the other members of the party (even those she doesn't particularly like). An NPC party ·ho is abused or ignored is likely to abandon - e party, whereas an NPC who owes a...
dmg_988
dmg
93
[Path: Master of Adventures > Creating Nonplayer Characters > Contacts ] :or them. Loyalty can be roleplayed or represented by this rule. :..oYALTY ScoRE _.\n PC's loyalty is measured on a numerical scale from to 20. The NPC's maximum loyalty score is equal -o the highest Charisma score among all adventurers the...
dmg_989
dmg
93
[Path: Master of Adventures > Creating Nonplayer Characters > Contacts ] s half that umber. If the highest Charisma score changes- ;x:rhaps a character dies or leaves the group-adjust the -PC's loyalty score accordingly. TRA CKING LOYALTY 'eep track of an NPC's loyalty score in secret so that - e players won't kn...
dmg_990
dmg
93
[Path: Master of Adventures > Creating Nonplayer Characters > Contacts ] ently :mder a player's control). An NPC's loyalty score increases by ld4 if other party embers help the NPC achieve a goal tied to its bond. :... - ·ewise, an NPC's loyalty score increases by ld4 if -· e PC is treated particularly well (for ...
dmg_991
dmg
93
[Path: Master of Adventures > Creating Nonplayer Characters > Contacts ] ove its maximum. When other party members act in a manner that ;-uns counter to the NPC's alignment or bond, reduce -he PC's loyalty score by ld4. Reduce the NPC's nyalty score by 2d4 if the character is abused, misled, r endangered by other...
dmg_992
dmg
93
[Path: Master of Adventures > Creating Nonplayer Characters > Contacts ] s with them. A loyalty score can never drop below 0. An NPC with a loyalty score of 10 or higher risks life and limb to help fellow party members. If the NPC's loyalty score is between 1 and 10, its loyalty is tenuous. An NPC whose loyalty d...
dmg_993
dmg
93
[Path: Master of Adventures > Creating Nonplayer Characters > Contacts ] vene) or works in secret to bring about the party's downfall. CONTACTS Contacts are NPCs with close ties to one or more of the player characters. They don't go on adventures, but they can provide information, rumors, supplies, or profession...
dmg_994
dmg
94
[Path: Master of Adventures > Creating Nonplayer Characters > Villians ] . 94 contacts for beginning adventurers, and characters are likely to secure more helpful contacts over the course of their adventuring careers. A name and a few choice details are all you need for casual contacts, but take the time to flesh...
dmg_995
dmg
94
[Path: Master of Adventures > Creating Nonplayer Characters > Villians ] ly to come into play. PATRONS A patron is a contact who employs the adventurers, providing help or rewards as well as quests and adventure hooks. Most of the time, a patron has a vested interest in the adventurers' success and doesn't need t...
dmg_996
dmg
94
[Path: Master of Adventures > Creating Nonplayer Characters > Villians ] adventurer who seeks younger heroes to deal with rising threats, or a mayor who knows that the town guard can't handle a dragon demanding tribute. A sheriff becomes a patron by offering a bounty for kobold raiders terrorizing the local count...
dmg_997
dmg
94
[Path: Master of Adventures > Creating Nonplayer Characters > Villians ] s in chapter 5, "Equipment," of the Player's Handbook. Hireling NPCs rarely become important in an adventure, and most require little development. When adventurers hire a coach to carry them across town or need a letter delivered, the driver...
dmg_998
dmg
94
[Path: Master of Adventures > Creating Nonplayer Characters > Villians ] ross the sea is also a hireling, but such a character has the potential to turn into an ally, a patron, or even an enemy as the adventure unfolds. When the adventurers hire an NPC for long-term work, add the cost of that NPC's services to th...
dmg_999
dmg
94
[Path: Master of Adventures > Creating Nonplayer Characters > Villians ] t the main characters rarely, if ever, interact with. Extras might be elevated to more important roles by virtue of adventurers singling them out. For instance, a player might be hooked by a passing reference you make to a street urchin and ...