Identify the Party’s Goals; Wilderness Goals
Source: Dungeon Master’s Guide p. 72
Wilderness Goals
| dice: d20 | Goal |
|---|---|
| 1 | Locate a dungeon or other site of interest (roll on the Dungeon Goals table to find out why). |
| 2 | Assess the scope of a natural or unnatural disaster. |
| 3 | Escort an NPC to a destination. |
| 4 | Arrive at a destination without being seen by the villain’s forces. |
| 5 | Stop monsters from raiding caravans and farms. |
| 6 | Establish trade with a distant town. |
| 7 | Protect a caravan traveling to a distant town. |
| 8 | Map a new land. |
| 9 | Find a place to establish a colony. |
| 10 | Find a natural resource. |
| 11 | Hunt a specific monster. |
| 12 | Return home from a distant place. |
| 13 | Obtain information from a reclusive hermit. |
| 14 | Find an object that was lost in the wilds. |
| 15 | Discover the fate of a missing group of explorers. |
| 16 | Pursue fleeing foes. |
| 17 | Assess the size of an approaching army. |
| 18 | Escape the reign of a tyrant. |
| 19 | Protect a wilderness site from attackers. |
| 20 | Roll twice, ignoring results of 20. |
| ^wilderness-goals |