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03 Sep 07

Roleplaying Tips Weekly #372: 5 Room Dungeons Contest

  • 1. Why Do I Like 5 Room Dungeons?
    ============================================================
    This format, or creation method, has a number of advantages:

    * Any location. Though I call them 5 Room Dungeons, they
    actually apply to any location with five or so areas. They
    don't have to be fantasy or dungeons. They could take the
    form of a small space craft, a floor in a business tower, a
    wing of a mansion, a camp site, a neighbourhood.

    * Short. Many players dislike long dungeon crawls, and ADD
    GMs like to switch environments up often. In addition, some
    players dislike dungeons all together, but will go along
    with the play if they know it's just a short romp. This
    helps ease conflicts between play styles and desires.

    * Quick to plan. With just five rooms to configure, design
    is manageable and fast. Next time you are killing time, whip
    out your notepad and write down ideas for themes, locations,
    and rooms. Knock off as many designs as you can and choose
    the best to flesh out when you have more time and to GM next
    session.

    * Easier to polish. Large designs often take so long to
    complete that game night arrives before you can return to
    the beginning and do one or more rounds of tweaking and
    polishing. The design speed of 5 Room Dungeons leaves room
    most of the time to iterate.

    * Easy to move. 5 Room Dungeons can squeeze into many places
    larger locations and designs can't. If your dungeon goes
    unused or if you want to pick it up and drop it on a new
    path the PCs take, it's often easier to do than when
    wielding a larger crawl.

    * Flexible size. They are called 5 Room Dungeons, but this
    is just a guideline. Feel free to make 3-area locations or
    <script><!--
    D(["mb","10-cave complexes. The idea works for any small, self-\u003cbr /\>contained area.\u003cbr /\>\u003cbr /\>* Easy to integrate. A two to four hour dungeon romp\u003cbr /\>quickens flagging campaign and session pacing, and can be\u003cbr /\>squeezed into almost any story thread. It also grants a\u003cbr /\>quick success (or failure) to keep the players engaged. The\u003cbr /\>format is also easy to drop into most settings with minimal\u003cbr /\>consistency issues.\u003cbr /\>\u003cbr /\>\u003cbr /\>2. Room One: Entrance And Guardian\u003cbr /\>\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003cwbr /\>\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003cbr /\>There needs to be a reason why your dungeon hasn\'t been\u003cbr /\>plundered before or why the PCs are the heroes for the job.\u003cbr /\>A guardian or challenge at the entrance is a good\u003cbr /\>justification why the location remains intact. Also, a\u003cbr /\>guardian sets up early action to capture player interest and\u003cbr /\>energize a session.\u003cbr /\>\u003cbr /\>Room One challenge ideas:\u003cbr /\>* The entrance is trapped.\u003cbr /\>* The entrance is cleverly hidden.\u003cbr /\>* The entrance requires a special key, such as a ceremony,\u003cbr /\>command word, or physical object.\u003cbr /\>* The guardian was deliberately placed to keep intruders\u003cbr /\>out. Examples: a golem, robot, or electric fence.\u003cbr /\>* The guardian is not indigenous to the dungeon and is a\u003cbr /\>tough creature or force who\'s made its lair in room one.\u003cbr /\>* The entrance is hazardous and requires special skills and\u003cbr /\>equipment to bypass. For example: radiation leaks, security\u003cbr /\>clearance, wall of fire.\u003cbr /\>\u003cbr /\>Room One is also your opportunity to establish mood and\u003cbr /\>theme to your dungeon, so dress it up with care.\u003cbr /\>\u003cbr /\>\u003cbr /\>3. Room Two: Puzzle Or Roleplaying Challenge\u003cbr /\>\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003cwbr /\>\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003cbr /\>The PCs are victorious over the challenge of the first room\u003cbr /\>and are now presented with a trial that cannot be solved\u003cbr /\>with steel. This keeps problem solvers in your group happy\u003cbr /\>and breaks the action up for good pacing.\u003cbr /\>\u003cbr /\>Make Room Two a puzzle, skill-based, or roleplaying\u003cbr /\>",1]
    );

    //--></script>10-cave complexes. The idea works for any small, self-
    contained area.

    * Easy to integrate. A two to four hour dungeon romp
    quickens flagging campaign and session pacing, and can be
    squeezed into almost any story thread. It also grants a
    quick success (or failure) to keep the players engaged. The
    format is also easy to drop into most settings with minimal
    consistency issues.


    2. Room One: Entrance And Guardian
    ============================================================
    There needs to be a reason why your dungeon hasn't been
    plundered before or why the PCs are the heroes for the job.
    A guardian or challenge at the entrance is a good
    justification why the location remains intact. Also, a
    guardian sets up early action to capture player interest and
    energize a session.

    Room One challenge ideas:
    * The entrance is trapped.
    * The entrance is cleverly hidden.
    * The entrance requires a special key, such as a ceremony,
    command word, or physical object.
    * The guardian was deliberately placed to keep intruders
    out. Examples: a golem, robot, or electric fence.
    * The guardian is not indigenous to the dungeon and is a
    tough creature or force who's made its lair in room one.
    * The entrance is hazardous and requires special skills and
    equipment to bypass. For example: radiation leaks, security
    clearance, wall of fire.

    Room One is also your opportunity to establish mood and
    theme to your dungeon, so dress it up with care.
  • 5. Room Four: Climax, Big Battle or Conflict
    ============================================================
    This room is The Big Show. It's the final combat or conflict
    encounter of the dungeon. Use all the tactics you can summon
    to make this encounter memorable and entertaining.
    <script><!--
    D(["mb","\u003cbr /\>* As always, generate interesting terrain that will impact\u003cbr /\>the battle.\u003cbr /\>\u003cbr /\>* Start or end with roleplay. Maybe the bad guy needs to\u003cbr /\>stall for time to let PC buffs wear out, to wait for help to\u003cbr /\>arrive, or to stir himself into a rage. Perhaps the combat\u003cbr /\>ends with the bad guy bleeding to death and a few short\u003cbr /\>words can be exchanged, or there are helpless minions or\u003cbr /\>prisoners to roleplay with once the threat is dealt with.\u003cbr /\>\u003cbr /\>* Give the bad guy unexpected powers, abilities, or\u003cbr /\>equipment.\u003cbr /\>\u003cbr /\>* Previous rooms might contain warning signals or an alarm,\u003cbr /\>so the bad guy has had time to prepare.\u003cbr /\>\u003cbr /\>* The bay guys tries to settle things in an unusual way,\u003cbr /\>such as through a wager or a duel.\u003cbr /\>\u003cbr /\>* The lair is trapped. The bad guy knows what or where to\u003cbr /\>avoid, or has the ability to set off the traps at opportune\u003cbr /\>moments.\u003cbr /\>\u003cbr /\>* The bad guy reveals The Big Reward and threatens to break\u003cbr /\>it or put it out of the PCs\' so reach so they\'ll never\u003cbr /\>collect it.\u003cbr /\>\u003cbr /\>* The bad guy has a secret weakness that the PCs figure out\u003cbr /\>how to exploit.\u003cbr /\>\u003cbr /\>* A variety of PC skills and talents are required to\u003cbr /\>successfully complete the encounter.\u003cbr /\>\u003cbr /\>\u003cbr /\>6. Room Five: Reward, Revelation, Plot Twist\u003cbr /\>\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003cwbr /\>\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003cbr /\>Here\'s your opportunity to change the players\' bragging to\u003cbr /\>"we came, we saw, we slipped on a banana peel." Room Five\u003cbr /\>doesn\'t always represent a complication or point of failure\u003cbr /\>for the PCs, but it can. Room Five doesn\'t always need to be\u003cbr /\>a physical location either - it can be a twist revealed in\u003cbr /\>Room Four.\u003cbr /\>\u003cbr /\>Room Five is where your creativity can shine and is often\u003cbr /\>what will make the dungeon different and memorable from the\u003cbr /\>other crawls in your campaigns.\u003cbr /\>\u003cbr /\>In addition, if you haven\'t supplied the reward yet for\u003cbr /\>conquering the dungeon, here is a good place to put the\u003cbr /\>",1]
    );

    //--></script>
    * As always, generate interesting terrain that will impact
    the battle.

    * Start or end with roleplay. Maybe the bad guy needs to
    stall for time to let PC buffs wear out, to wait for help to
    arrive, or to stir himself into a rage. Perhaps the combat
    ends with the bad guy bleeding to death and a few short
    words can be exchanged, or there are helpless minions or
    prisoners to roleplay with once the threat is dealt with.

    * Give the bad guy unexpected powers, abilities, or
    equipment.

    * Previous rooms might contain warning signals or an alarm,
    so the bad guy has had time to prepare.

    * The bay guys tries to settle things in an unusual way,
    such as through a wager or a duel.

    * The lair is trapped. The bad guy knows what or where to
    avoid, or has the ability to set off the traps at opportune
    moments.

    * The bad guy reveals The Big Reward and threatens to break
    it or put it out of the PCs' so reach so they'll never
    collect it.

    * The bad guy has a secret weakness that the PCs figure out
    how to exploit.

    * A variety of PC skills and talents are required to
    successfully complete the encounter.


    6. Room Five: Reward, Revelation, Plot Twist
    ============================================================
    Here's your opportunity to change the players' bragging to
    "we came, we saw, we slipped on a banana peel." Room Five
    doesn't always represent a complication or point of failure
    for the PCs, but it can. Room Five doesn't always need to be
    a physical location either - it can be a twist revealed in
    Room Four.

    Room Five is where your creativity can shine and is often
    what will make the dungeon different and memorable from the
    other crawls in your campaigns.

    In addition, if you haven't supplied the reward yet for
    conquering the dungeon, here is a good place to put the
    <script><!--
    D(["mb","object of the quest, chests of loot, or the valuable\u003cbr /\>information the PCs need to save the kingdom.\u003cbr /\>\u003cbr /\>As accounting tasks take over from recent, thrilling, combat\u003cbr /\>tasks, this would also be a good time to make a campaign or\u003cbr /\>world revelation, or a plot twist. Perhaps the location of\u003cbr /\>the next 5 Room Dungeon is uncovered, along with sufficient\u003cbr /\>motivation to accept the quest. Maybe the true identity of\u003cbr /\>the bad guy is revealed. New clues and information\u003cbr /\>pertaining to a major plot arc might be embedded in the\u003cbr /\>treasure, perhaps sewn into a valuable carpet, drawn in\u003cbr /\>painting, or written on a slip of paper stuffed into a\u003cbr /\>scroll tube or encoded on a data chip.\u003cbr /\>\u003cbr /\>Room Five ideas:\u003cbr /\>* Another guardian awaits in the treasure container.\u003cbr /\>* A trap that resurrects or renews the challenge from\u003cbr /\>Room Four.\u003cbr /\>* Bonus treasure is discovered that leads to another\u003cbr /\>adventure, such as a piece of a magic item or a map\u003cbr /\>fragment.\u003cbr /\>* A rival enters and tries to steal the reward while the PCs\u003cbr /\>are weakened after the big challenge of Room Four.\u003cbr /\>* The object of the quest/final reward isn\'t what it seems\u003cbr /\>or has a complication. i.e. The kidnapped king doesn\'t want\u003cbr /\>to return.\u003cbr /\>* The quest was a trick. By killing the dungeon\'s bad guy\u003cbr /\>the PCs have actually helped the campaign villain or a\u003cbr /\>rival. Perhaps the bad guy was actually a good guy under a\u003cbr /\>curse, transformed, or placed into difficult circumstances.\u003cbr /\>* The bad guy turns out to be a PC\'s father.\u003cbr /\>* The true, gruesome meaning behind a national holiday is\u003cbr /\>discovered.\u003cbr /\>* The source of an alien race\'s hostility towards others is\u003cbr /\>uncovered, transforming them from villains to sympathetic\u003cbr /\>characters in the story.\u003cbr /\>* The true meaning of the prophecy or poem that lead the PCs\u003cbr /\>to the dungeon is finally understood, and it\'s not what the\u003cbr /\>PCs thought.\u003cbr /\>\u003cbr /\>\u003cbr /\>7. Example 5 Room Dungeon - Library of the Ancients\u003cbr /\>\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003d\u003cwbr /\>",1]
    );

    //--></script>object of the quest, chests of loot, or the valuable
    information the PCs need to save the kingdom.

    As accounting tasks take over from recent, thrilling, combat
    tasks, this would also be a good time to make a campaign or
    world revelation, or a plot twist. Perhaps the location of
    the next 5 Room Dungeon is uncovered, along with sufficient
    motivation to accept the quest. Maybe the true identity of
    the bad guy is revealed. New clues and information
    pertaining to a major plot arc might be embedded in the
    treasure, perhaps sewn into a valuable carpet, drawn in
    painting, or written on a slip of paper stuffed into a
    scroll tube or encoded on a data chip.

    Room Five ideas:
    * Another guardian awaits in the treasure container.
    * A trap that resurrects or renews the challenge from
    Room Four.
    * Bonus treasure is discovered that leads to another
    adventure, such as a piece of a magic item or a map
    fragment.
    * A rival enters and tries to steal the reward while the PCs
    are weakened after the big challenge of Room Four.
    * The object of the quest/final reward isn't what it seems
    or has a complication. i.e. The kidnapped king doesn't want
    to return.
    * The quest was a trick. By killing the dungeon's bad guy
    the PCs have actually helped the campaign villain or a
    rival. Perhaps the bad guy was actually a good guy under a
    curse, transformed, or placed into difficult circumstances.
    * The bad guy turns out to be a PC's father.
    * The true, gruesome meaning behind a national holiday is
    discovered.
    * The source of an alien race's hostility towards others is
    uncovered, transforming them from villains to sympathetic
    characters in the story.
    * The true meaning of the prophecy or poem that lead the PCs
    to the dungeon is finally understood, and it's not what the
    PCs thought.
  • 2 more annotations...

From-scratch custom miniatures? - Wizards Community

  • ou will need some green stuff, a jewelers saw, a pin vise that can drill holes for small gauge wire ( IMHO the GW vise doesn't hold a small enough drill bit) some sculpting tools. Some people use chapstick on their fingers to keep the greenstuff from sticking to their fingers and vinegar to soften the greenstuff and smooth it out (just dip your finger/tool in the vinegar and shake it off and sculpt/smooth out)
  • Keep a "bits box" that is any time you cut something up or buy and assessory pack keep all the pieces after awhile you will have a good collection of body parts and stuff to make more conversions.
  • 4 more annotations...

Adventure Builder: Writing Your First Adventure

  • part 1 of a series of articles about how to design adventures - jkling on 2006-10-19
  • A common rule of thumb among the Wizards of the Coast design staff is that a typical group of adventurers will level up after about 13 successful encounters of the party's encounter level (EL)
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