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Introduction (Mandatory)
The introduction immediately follows the adventure title and consists of a paragraph or two detailing the class composition and general level for which the adventure is designed. Some designs might allow for flexibility in PC levels. If this section gives instructions on using the adventure for more than four player characters (PCs), or for PCs who are not of the suggested character level, remind the DM that changing the number or difficulty of encounters also affects the total number of experience points (XP) available to the party as well as the amount of treasure awarded. Note that all adventures should be designed and playtested for four characters of similar level. Example Mystery at Darkhorn Hill is a DUNGEONS & DRAGONS adventure suitable for a party of four 4th-level player characters (PCs). Player characters should advance to 5th level before the finale. Consult the Scaling the Adventure sidebar if you wish to run the adventure with a larger, smaller, higher-level, or lower-level party of adventurers.
Preparation (Optional)
The preparation section provides general instructions to the DM for running the adventure, including what books he or she needs to run the adventure (in most cases, this is just the core books), the meaning of shaded text, boxed text, sidebars, and normal text, as well as any other special instructions. This section calls out any abbreviations that the text uses on a regular basis. Example You, the Dungeon Master (DM), need a copy of the Player's Handbook, the DUNGEON MASTER's Guide, and the Monster Manual to use this adventure. Text that appears in shaded boxes is player information, which you may read aloud or paraphrase when appropriate. Unshaded boxes contain information important to you, including special instructions.
If youre going to have information and rumors, include information that a bard might know thanks to bardic knowledge; rumors that characters can gain by using the Gather Information skill; things that characters may know based on Knowledge checks; and (at higher levels) knowledge that spellcasters might gain through straightforward divinations.
Encounters (Mandatory)
The adventure itself consists of a series of planned encounters keyed to a map or timeline. Each encounter can include any or all of the following sections: read-aloud text, general description, creature(s), tactics, trap(s), treasure, development, and ad hoc XP adjustment. Do not include sections that are unnecessary for the encounter. For instance, an area devoid of traps does not require a trap section. Every encounter should be rated with an Encounter Level (EL), allowing the DM to quickly access the possible threat to his or her PCs. For instructions on how to properly calculate EL, see the DUNGEON MASTER's Guide, Chapter 4. This includes information on how to calculate Challenge Ratings and Encounter Levels for a mixed group of creatures or creatures of varying levels.
Creature(s) (Optional)
Any creature the PCs might encounter is described here. The creatures section provides a physical description of the creature or NPC, as well as general motivations and some background. Include the creatures abbreviated statistics. See other adventures in this magazine for the proper way to format creature statistics. For creatures taken directly from the Monster Manual, use an abbreviated stat block listing the number of creatures appearing, hit points, and special equipment, as well as a Monster Manual page number for easy reference. Typically, creatures hit points are average. Provide full statistics for creature variants (that is, modified versions of those creatures appearing in the Monster Manual) and key NPCs. Note: Creatures that pose a threat to the PCs have a Challenge Rating. The rules for determining CRs for NPCs are in the DUNGEON MASTER's Guide; monster CRs are in the Monster Manual.
Tactics (Optional)
If the actions or tactics of the NPCs or monsters are too complex to handily fit into the general description, they can be described in the tactics section.
Trap(s) (Optional)
Describe in detail any traps (magic or mundane) that PCs might trigger in the encounter. Remember: Dwarves can use their Search skill to locate difficult stonework traps just like rogues can, anyone can search for traps that possess a DC of 20 or less. Anyone can take 20 on a search for traps.
Treasure (Optional)
Any treasure that the PCs can find during the encounter is described here, above and beyond possessions noted in the monster statistics, if any. The total treasure for an adventure of a given level should reflect the information in the Dungeon Master's Guide beginning on page 170. Consult Tables 72 to 74 when building a treasure for your adventure encounters! Avoid petty treasures, such as 3d6 sp and other pocket change. First, treasures have gotten bigger, on average, and these small treasures dont add up the way they used to. Second, teaching players to worry about treasure that small encourages them to loot bodies for weapons, shields, armor, and so forth (and slows down the game). Third, keeping track of petty treasures just isnt worth the trouble. Give individual monsters worthwhile treasures or nothing.
Development (Optional)
Sometimes the PCs actions can have unusual ramifications or affect later encounters. Describe theses changes and developments under the development section.
Appendix (Optional)
Place the appendix at the end of your manuscript. It might encapsulate any of the following: random encounter tables, rumor tables, new magic item descriptions, new spell descriptions, monster statistics, and new monster descriptions.
Skill Checks
When a situation in an adventure calls for a skill check of some sort, designers have two options for presenting the check. Designers can list the skill check in the running text and present a parenthetical with the DC number, or they can describe the situation and then list the skill check and DC number in the parenthetical. Examples Player characters who want to enter the chamber must make a Climb check (DC 25) to get down the wall. Player characters who want to climb down into the chamber face quite a challenge (Climb check DC 25).
Remember that characters can usually retry skill checks (and usually take 20) or take 10. If the use of a skill is not routine, let the DM know whether a retry is allowed and what it entails. Generally, set DCs for tasks that characters can retry at 5 to 10 points higher than DCs for tasks that PCs cant retry.
New Creatures
In general, if you create a new creature, you dont need a stat block. What you do need is a full Monster Manual entry, presented in Monster Manual format. You also need an abbreviated stat block in the encounter referring the DM to the New Creatures sidebar where the creature is fully described.
the DM that the stats on these NPCs might be needed (if the PCs go out recruiting or unexpectedly charm the cleric and talk him into accompanying them) and that these NPCs conform to the information from the DUNGEON MASTER's Guide tables, with changes noted in the adventure text.
Cardboard NPCs
The cooper is a 5th-level expert. The captain of the town guard is a 5th-level warrior. The tavernkeeper is a 1st-level commoner/2nd-level expert. These are NPCs who you dont want to function outside the background of the adventure and dont require extensive statistics. When a commoner or other unimportant NPC is noted but is not in any way vital to the adventure, a short stat block can be used in running text or broken out into its own paragraph, if desired. This short stat block provides gender, creature kind, class, and any relevant skills or feats bearing on the encounter. Example If the PCs cause a ruckus in the street, they are confronted by three members of the local militia (male human War1).
Spell Listings
Three different formats exist for listing spells, depending on the spellcasting class of the NPC (or creature). The available number of spells prepared (for clerics, druids, paladins, rangers, and wizards) or slots available (for bards and sorcerers) should be summarized in order from lowest to highest within parentheses. Following this summary of numbers, provide the base DC for saving throws against the NPCs spells in the form base DC = # + spell level where # is equal to 10 + the relevant ability modifier. If an NPC has the Spell Focus feat (which changes the base spell save DC for certain spells), mark each affected spell with a dagger () and include a note at the end of the list of spells on a separate line; see Example #3 below. Do not use a dagger to designate a spell if no saving throw is allowed against that spell. The spells themselves are listed in alphabetical order by level. When a caster prepares a spell more than once, indicate this with a number in parentheses immediately following the spell in question. Bards and sorcerers can cast more spells than they know. Their spell lists should include all of the spells they know (at each level) and the number of spells they can cast per day. Example #1 Heres a sample spell list for a 5th-level sorcerer with a +3 Charisma bonus. The initial numbers in parentheses indicate the number of spells the sorcerer can cast per day from any spells she knows of that level.
Spells Known (7/7/5; base DC = 13 + spell level): 0dancing lights, detect magic, flare, mage hand, mending, read magic; 1stcharm person, magic missile, sleep, summon monster I; 2ndlevitate, summon swarm. A wizard who specializes in a school of magic can prepare one additional spell (of the school selected as a specialty) per spell level the character is capable of casting (including 0 level). In a list of spells prepared and in a spellbook list, if one is present, spells of the school of specialization are marked with an asterisk. (If the end user decides to change the spell list of a specialist wizard, at least one of the spells prepared per spell level must be from the characters school of specialty.) A note about specialization and prohibited school(s) follows the spells prepared list (or the spellbook list, if one is present). Example #2 Heres a spell list for a 5th-level evoker (Evocation specialist) with a +4 Intelligence bonus: Spells Prepared (5/5/4/3; base DC = 14 + spell level): 0dancing lights*, daze (2), detect magic, flare*; 1stmage armor, magic missile*, sleep, summon monster I (2); 2nddaylight*, invisibility (2), summon swarm; 3rdfireball* (2), stinking cloud. Spellbook: 0dancing lights*, daze, detect magic, flare*, light*, read magic; 1stcomprehend languages, mage armor, magic missile*, sleep, summon monster I; 2ndarcane lock, daylight*, invisibility, summon swarm; 3rdfireball*, stinking cloud. *These spells belong to the school of Evocation, which is this characters specialty. Prohibited school: Transmutation. Clerics have two domains and must choose one domain spell for each level of spell the character is capable of casting (except 0 level). However, the stat block should also reflect the domain spells, domains, and granted powers. In the spell list, each domain spell is marked with an asterisk. (If the end user decides to change the spell list of a cleric, one and only one of the spells prepared per spell level must be from one or the other of the characters domains.) Example #3 Identify a clerics domains and include a short description (in parentheses) of each domains granted power. Heres a spell list for a cleric with a +4 Wisdom bonus and the Spell Focus (Abjuration) feat. Spells Prepared (5/5/5/4; base DC = 14 + spell level): 0light (2), read magic, resistance, virtue; 1stbless, command, endure elements, invisibility to undead, obscuring mist*; 2ndaid*, endurance (2), sound burst (2); 3rddispel magic, protection from elements*, searing light, summon monster II. *Domain spell. Domains: Air (turn earth/rebuke air), Luck (reroll any dice roll 1/day). Because of Spell Focus (Abjuration), the base DC for saves against these spells is 16 + spell level.
Multiclass Spellcasters
For a cleric/wizard, bard/sorcerer, or any other character who has levels in more than one spellcasting class, generate separate spell lists for each class and change the header accordingly so it reads Cleric Spells Prepared or Sorcerer Spells Known or whatever. Present these separate spell lists in alphabetical order by class (bard, cleric, druid, paladin, ranger, sorcerer, wizard).
Handbook. Use Table 51 in the Dungeon Master's Guide to determine how much wealth (including standard equipment and magic items), in gold pieces, each character possesses. For instance, a module designed for 7th-level PCs should be playtested with four 7th-level characters, each possessing no more than 19,000 gp worth of equipment and magic items.