Twists
Source: Dungeon Master’s Guide p. 80
Twists
| dice: d10 | Twist |
|---|---|
| 1 | The adventurers are racing against other creatures with the same or opposite goal. |
| 2 | The adventurers become responsible for the safety of a noncombatant NPC. |
| 3 | The adventurers are prohibited from killing the villain, but the villain has no compunctions about killing them. |
| 4 | The adventurers have a time limit. |
| 5 | The adventurers have received false or extraneous information. |
| 6 | Completing an adventure goal fulfills a prophecy or prevents the fulfillment of a prophecy. |
| 7 | The adventurers have two different goals, but they can complete only one. |
| 8 | Completing the goal secretly helps the villain. |
| 9 | The adventurers must cooperate with a known enemy to achieve the goal. |
| 10 | The adventurers are under magical compulsion (such as a geas spell) to complete their goal. |
| ^twists |