Twists

Source: Dungeon Master’s Guide p. 80

Twists

dice: d10Twist
1The adventurers are racing against other creatures with the same or opposite goal.
2The adventurers become responsible for the safety of a noncombatant NPC.
3The adventurers are prohibited from killing the villain, but the villain has no compunctions about killing them.
4The adventurers have a time limit.
5The adventurers have received false or extraneous information.
6Completing an adventure goal fulfills a prophecy or prevents the fulfillment of a prophecy.
7The adventurers have two different goals, but they can complete only one.
8Completing the goal secretly helps the villain.
9The adventurers must cooperate with a known enemy to achieve the goal.
10The adventurers are under magical compulsion (such as a geas spell) to complete their goal.
^twists