Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
bawylie's tutorial dungeon
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Bawylie" data-source="post: 6701863" data-attributes="member: 6776133"><p><em>Copied over from the WotC forum ...</em></p><p></p><p>For Pukunui and Eck.</p><p></p><p>The two of you have asked for some encounters/dungeon from me. So what I've done here is taken my beginner dungeon and stripped it down of story, narrative, and drama. The point of it (as presented here) is just to get to the end. I'm just showing mechanics and setup. </p><p></p><p>If you decide to run it, this is a skeleton. You'll need to put meat on the bones. Here we go.</p><p></p><p>[sblock=Room 1]</p><p><img src="http://i1272.photobucket.com/albums/y391/pukunui81/room2011_zpswonjuomd.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Party starts in the south door. There are additional enemies in the adjacent rooms who will not join combat unless their doors are opened. On their own, these are pretty easy. But they get complicated as the bandit starts throwing doors open.[/sblock]</p><p>[sblock=Room 2]</p><p><img src="http://i1272.photobucket.com/albums/y391/pukunui81/room2021_zpsoes7ibxq.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>This room introduces a different type of consideration. Enemies that work together and control zones. The Acolyte typically acts in a support role while the Bandit is artillery. The Guard relies on his high AC and the barricades to protect his allies. Ideally, your players realize the enemy position is working against them and try to pull the enemy OUT of position or take ground for themselves.[/sblock]</p><p>[sblock=Room 3]</p><p><img src="http://i1272.photobucket.com/albums/y391/pukunui81/room2031_zpsmej5ucad.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>We're returning to our first encounter but adding a second bandit to throw doors open. Basically we're reducing the amount of time the party has to react to imminent threat. It should be clear that the bandits' goal is to open those doors and thus gain allies. By now, your party fighter should know his job is to sort of set a scrimmage line (engage the wolf) so the rest of the party can stop the bandits. We're trying to reinforce roles here. And match those roles to goals. But the players need to know what's at stake in order to ID those goals.[/sblock]</p><p>[sblock=Room 4]</p><p><img src="http://i1272.photobucket.com/albums/y391/pukunui81/room2041_zps3l0ol4av.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Alright. We've seen two scenarios. 1 where baddies summon allies to make your life hard. And 1 where baddies work together and use positioning to make your life hard. Now we're going to do both. This stays relatively modest here - the guard will probably stay around long enough for the bandit to free the wolves. Party should by now have learned to coordinate efforts. Now they deicde - what do we do first? Stop the Acolyte or the Bandit? Can we do both? [/sblock]</p><p>[sblock=Room 5]</p><p><img src="http://i1272.photobucket.com/albums/y391/pukunui81/room2051_zpscxojc9vy.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Like room 2, the enemies are working together. Only this time, instead of holding a defensive position, they've created a kill box. I use kill boxes all the time, so I want my players to be able to recognize them, and know what to do when they get in them. The enemies shout things like "bring down that armored fighter!" and then focus fire. This is also a situation in which players learn about acceptable losses and temporary setbacks. It is VERY unlikely that a PC in the kill box doesnt drop. But if taking that hit gets everyone else to safety... Its back to reinforcing roles, goals, priorities, and costs.[/sblock]</p><p>[sblock=Room 6]</p><p><img src="http://i1272.photobucket.com/albums/y391/pukunui81/room2061_zpsa4wj3nls.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Big kill box here, a reinforcement Lion, enemy artillery behind defended positions, and spell coordination. Success here depends on on taking positions offensively or defensively, maneuvering to create your own kill box(es), forcing enemies out of position. In other words, if this stays static, the party dies. But they've already learned how to route enemy positions, thwart reinforcement, and frustrate teamwork. So this could be an even match.[/sblock]</p><p></p><p>This was designed to teach coordination and teamwork to new players in my games. I include intervening rooms in which I put exploration-based challenges and lots of healing potions. The complex they explore is BIG, but its falsely linear. Meaning, whatever direction they choose to go, they encounter the rooms in the order I want them to encounter them. (This dungeon only). </p><p></p><p>Between these rooms and the exploration, its around 12 "filled" rooms total, and my guys are usually level 2 in the last two combat rooms. USUALLY. I've designed it with 4 players at level 1 - because situationally, this swings from super duper easy to crazy hard, if they don't learn anything.</p><p></p><p>On completing the dungeon, they attain 3rd level. (Or second, whatever).</p><p></p><p>What I've done here is strip it down so you can build it up how you want it. I've also used repeat enemies that can be any race or alignment. As I said, just trying to show behind the curtain how I put it together. </p><p></p><p>If you run it, or throw some paint on it, let me know!</p></blockquote><p></p>
[QUOTE="Bawylie, post: 6701863, member: 6776133"] [I]Copied over from the WotC forum ...[/I] For Pukunui and Eck. The two of you have asked for some encounters/dungeon from me. So what I've done here is taken my beginner dungeon and stripped it down of story, narrative, and drama. The point of it (as presented here) is just to get to the end. I'm just showing mechanics and setup. If you decide to run it, this is a skeleton. You'll need to put meat on the bones. Here we go. [sblock=Room 1] [IMG]http://i1272.photobucket.com/albums/y391/pukunui81/room2011_zpswonjuomd.jpg[/IMG] Party starts in the south door. There are additional enemies in the adjacent rooms who will not join combat unless their doors are opened. On their own, these are pretty easy. But they get complicated as the bandit starts throwing doors open.[/sblock] [sblock=Room 2] [IMG]http://i1272.photobucket.com/albums/y391/pukunui81/room2021_zpsoes7ibxq.jpg[/IMG] This room introduces a different type of consideration. Enemies that work together and control zones. The Acolyte typically acts in a support role while the Bandit is artillery. The Guard relies on his high AC and the barricades to protect his allies. Ideally, your players realize the enemy position is working against them and try to pull the enemy OUT of position or take ground for themselves.[/sblock] [sblock=Room 3] [IMG]http://i1272.photobucket.com/albums/y391/pukunui81/room2031_zpsmej5ucad.jpg[/IMG] We're returning to our first encounter but adding a second bandit to throw doors open. Basically we're reducing the amount of time the party has to react to imminent threat. It should be clear that the bandits' goal is to open those doors and thus gain allies. By now, your party fighter should know his job is to sort of set a scrimmage line (engage the wolf) so the rest of the party can stop the bandits. We're trying to reinforce roles here. And match those roles to goals. But the players need to know what's at stake in order to ID those goals.[/sblock] [sblock=Room 4] [IMG]http://i1272.photobucket.com/albums/y391/pukunui81/room2041_zps3l0ol4av.jpg[/IMG] Alright. We've seen two scenarios. 1 where baddies summon allies to make your life hard. And 1 where baddies work together and use positioning to make your life hard. Now we're going to do both. This stays relatively modest here - the guard will probably stay around long enough for the bandit to free the wolves. Party should by now have learned to coordinate efforts. Now they deicde - what do we do first? Stop the Acolyte or the Bandit? Can we do both? [/sblock] [sblock=Room 5] [IMG]http://i1272.photobucket.com/albums/y391/pukunui81/room2051_zpscxojc9vy.jpg[/IMG] Like room 2, the enemies are working together. Only this time, instead of holding a defensive position, they've created a kill box. I use kill boxes all the time, so I want my players to be able to recognize them, and know what to do when they get in them. The enemies shout things like "bring down that armored fighter!" and then focus fire. This is also a situation in which players learn about acceptable losses and temporary setbacks. It is VERY unlikely that a PC in the kill box doesnt drop. But if taking that hit gets everyone else to safety... Its back to reinforcing roles, goals, priorities, and costs.[/sblock] [sblock=Room 6] [IMG]http://i1272.photobucket.com/albums/y391/pukunui81/room2061_zpsa4wj3nls.jpg[/IMG] Big kill box here, a reinforcement Lion, enemy artillery behind defended positions, and spell coordination. Success here depends on on taking positions offensively or defensively, maneuvering to create your own kill box(es), forcing enemies out of position. In other words, if this stays static, the party dies. But they've already learned how to route enemy positions, thwart reinforcement, and frustrate teamwork. So this could be an even match.[/sblock] This was designed to teach coordination and teamwork to new players in my games. I include intervening rooms in which I put exploration-based challenges and lots of healing potions. The complex they explore is BIG, but its falsely linear. Meaning, whatever direction they choose to go, they encounter the rooms in the order I want them to encounter them. (This dungeon only). Between these rooms and the exploration, its around 12 "filled" rooms total, and my guys are usually level 2 in the last two combat rooms. USUALLY. I've designed it with 4 players at level 1 - because situationally, this swings from super duper easy to crazy hard, if they don't learn anything. On completing the dungeon, they attain 3rd level. (Or second, whatever). What I've done here is strip it down so you can build it up how you want it. I've also used repeat enemies that can be any race or alignment. As I said, just trying to show behind the curtain how I put it together. If you run it, or throw some paint on it, let me know! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
bawylie's tutorial dungeon
Top