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First time playing D&D and I'm the DM. Anyone feeling helpful?
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<blockquote data-quote="Imaculata" data-source="post: 7167430" data-attributes="member: 6801286"><p>Add multiple ways of entry, and provide npc allies that offer help. Maybe the dungeon can be attacked from multiple sides at once, where their allies clear out one side, while they enter from another?</p><p></p><p></p><p></p><p>^ This. Don't make it linear. Maybe there are multiple routes, and they can sneak around most of the enemies, to reach the leader/boss. In my dungeons there is always a trade off. The route that has less enemies, may require some skill checks instead. Maybe they'll have to climb or swim to make use of an alternate route, and avoid the enemy patrols? Maybe a route is blocked by a heavy stone door, that they may be able to lift? Maybe there's a secret passage that avoids the tunnels patrolled by guards? Maybe they can climb into the rafters of the temple, and safely investigate large rooms without being seen?</p><p></p><p>Maybe they can find their way into a prison, and release the people imprisoned there. This would give them more allies. Maybe they can rescue an important and powerful npc here, that will provide a plot hook later down the line.</p><p></p><p>Provide environmental hazards that the players can use to their advantage. Maybe there are large bowls with burning oil, that they can kick over to incinerate large groups of enemies?</p><p></p><p>[ATTACH]86090[/ATTACH]</p><p></p><p>The above is an example from one of my own campaigns. The players approach by boat from the tunnel in the bottom left corner, and safely dock out of sight of the pirate skeletons with muskets that are all over this cavernous hide out. They can see that various skeleton guards are watching the water from a watchtower in the middle, and that one skeleton patrols the shore. The door directly north of them, offers them a way to sneak up on the one guard overlooking the shore, or they can take the boat and go into the southern passage, out of view of the watchtower. There is a large skeletal ram guarding the area to the center-north area which they desperately want to get to, but there are also a lot of armed guards. The area to the south east may offer some advantage, but is guarded by a skeleton with a cannon.</p><p></p><p>What makes this situation interesting, is the fact that the skeletons cannot hear sound (they can only see), and that there is water throughout the dungeon that the players can use to make a stealthy approach. There are multiple roads the players can take, some of which allow them to sneak up on some of the guards from behind. There are deliberate height differences, which provide the enemies with a vantage point, but may also limit their vision if the players stay close to the shore. The players may be outnumbered and outgunned, but with clever play the dungeon can easily be conquered by the players anyway.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7167430, member: 6801286"] Add multiple ways of entry, and provide npc allies that offer help. Maybe the dungeon can be attacked from multiple sides at once, where their allies clear out one side, while they enter from another? ^ This. Don't make it linear. Maybe there are multiple routes, and they can sneak around most of the enemies, to reach the leader/boss. In my dungeons there is always a trade off. The route that has less enemies, may require some skill checks instead. Maybe they'll have to climb or swim to make use of an alternate route, and avoid the enemy patrols? Maybe a route is blocked by a heavy stone door, that they may be able to lift? Maybe there's a secret passage that avoids the tunnels patrolled by guards? Maybe they can climb into the rafters of the temple, and safely investigate large rooms without being seen? Maybe they can find their way into a prison, and release the people imprisoned there. This would give them more allies. Maybe they can rescue an important and powerful npc here, that will provide a plot hook later down the line. Provide environmental hazards that the players can use to their advantage. Maybe there are large bowls with burning oil, that they can kick over to incinerate large groups of enemies? [ATTACH=CONFIG]86090._xfImport[/ATTACH] The above is an example from one of my own campaigns. The players approach by boat from the tunnel in the bottom left corner, and safely dock out of sight of the pirate skeletons with muskets that are all over this cavernous hide out. They can see that various skeleton guards are watching the water from a watchtower in the middle, and that one skeleton patrols the shore. The door directly north of them, offers them a way to sneak up on the one guard overlooking the shore, or they can take the boat and go into the southern passage, out of view of the watchtower. There is a large skeletal ram guarding the area to the center-north area which they desperately want to get to, but there are also a lot of armed guards. The area to the south east may offer some advantage, but is guarded by a skeleton with a cannon. What makes this situation interesting, is the fact that the skeletons cannot hear sound (they can only see), and that there is water throughout the dungeon that the players can use to make a stealthy approach. There are multiple roads the players can take, some of which allow them to sneak up on some of the guards from behind. There are deliberate height differences, which provide the enemies with a vantage point, but may also limit their vision if the players stay close to the shore. The players may be outnumbered and outgunned, but with clever play the dungeon can easily be conquered by the players anyway. [/QUOTE]
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