Dungeon Deck Quests

Crothian

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Dungeon Decks Quests

Dungeon Deck: Quests is a deck of specialty made cards to be used to create a dungeon in thirty seconds. The pack of the packaging says there are hundreds of combinations but the actual number is in the millions though not all the different combinations will have a significant difference from each other. The adventurers are created by randomly drawing one card from each of the seven different parts that each adventure is going to be composed of. There is the lure, the entrance, the atmosphere, the setting, the map, the challenge, and the reward. Each of the seven areas has eight cards so while there are many different combinations if it used a few times the chances for something repeating is high.

The deck is made underthe GSL for 4th edition but can be easily adapted to any fantasy game. The rules part on the cards is very simple and easy to convert. It is very easy to use but just does not have the depth of detail or variety that I would like to see in the product. The lure cards are the cards that get the player characters interested in the dungeon. They are mostly clichéd like rescuing some one’s grandkid, seeing the dungeon in a dream, or just luckily finding it. These are not great reasons to lead someone to a dungeon, they are filler when one knows the dungeon is going to be found and explored and the reason.

Next are the entrances cards. This just sets the tone for how one enters the dungeon. They found some good pictures detailing what the entrances look like. With the entrances I would have liked to have seen them matter. The dungeon the entrance can lead to can be anything and the type of entrance is just a detail that I think the players will soon forget about because it does not matter or hook into anything else.

While the dungeon can be created in thirty seconds it can be a little difficult on the DM to really showcase some of the cards like Atmosphere to the players. It is one thing to just read from the card and say the dungeon has the feel of being Damp and Musty or Ancient and Venerable but a good DM really needs to be able to make that detail come alive and be apart of the various descriptions for the different rooms and corridors in the dungeon.

The setting card gives an over view of what each room is like. It does not detail monsters or treasure or traps. It’s purpose is to add a little more detail to the rooms but once again really relies on the DM to be able to do something with it.

The Maps are all not very big. They range from three to seven rooms so no big dungeon crawls to be found here. A way of linking maps together to create something bigger at the DMs option would be useful. The maps are easy to read and not complex in the least.

The Challenges card shows what the dungeon is inhabited by. There are no stats for the creatures just the names. Until one looks at these it is not apparent that the deck is designed for low level characters. It is up to the DM to detemine numbers and actual placement of the monsters. This can be challenging in 4ed because encounters seem to work better with multiple types of monsters and even some terrain obstacles to take advantage of the abilities of the PCs.

Lastly is the reward and they vary quite significantly. Something could be found worth just 50gp or they could get to question the DM who has to answer the question truthfully. There are some different type of rewards and I appreciate the writers trying to do something more then just give out treasure.

The deck is interesting but just does not offer enough for a DM. I think the product could make a better PDF with many different types of cards easily added and expanded on. Plus as a PDF the cost would be cheaper.
 

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The Manufacturer's Comments

As the manufacturer of this product, I would like to give something of an apology to both Crothian and the readers. We have somehow failed to make the point that this product is not meant to replace your regular modules and longer quests. It is meant as a fill in, to be used now and then, not every week. It creates what 4th Edition calls a minor quest, which the DMG defines as, “the subplots of an adventure, complications or wrinkles in the overall story.… Sometimes minor quests come up as sidelines to the main plot of the adventure.” The Dungeon Deck: Quests dungeons are definitely intended to be side adventures.

Crothian says, “While there are many different combinations if it [is] used a few times the chances for something repeating is high.” I won’t argue with that statement. However, I would point out that running into two tombs over the course of three to six months’ gaming wouldn’t be too surprising. Also, the chances that they’re going to be laid out the same way, and have the same entrance and the challenges, is very, very slim. Thus, even though some items are the same, the two minor quests won’t FEEL the same. (And since I was a math major, I have to point out that with just these cards, the possible combinations, excluding choices the DM has to make like choosing and placing creatures, total 31,416,320.)

Again, on the maps, Crothian says, “No big dungeon crawls to be found here.” I would remind everyone that one pull from the Dungeon Deck: Quests is just meant to be a few hours’ gaming to fill in for one night. As for linking the maps together, this is easily done; just draw another Entrance card (ignoring those that are not applicable because they HAVE to be outside), roll randomly to place the second Entrance on the first map, and then draw another whole set of cards.

On the Challenges, Crothan notes, “It is up to the DM to detemine numbers and actual placement of the monsters.” Certainly, the DM needs to determine the exact creatures the PCs will face – what is challenging for three 1st level PCs would be too easy for six 5th level characters; a challenging battle for the second party would be a TPK for the first. As for placement, we suggest a way to determine this randomly if the DM prefers that.

“This can be challenging in 4ed because encounters seem to work better with multiple types of monsters and even some terrain obstacles to take advantage of the abilities of the PCs.” The creatures we’ve included in our Challenges were specifically chosen because they have multiple options available to the DM – a quick search shows there are 30 different skeletons at 1st-7th level, with the following roles covered: artillery, brute, controller, lurker, skirmisher, soldier. Although there are no solos, there are elites and minions available, as well as standard.

In addition, I would point out the fact that we do have an expansion coming, which will extend the challenges to 20th level (beyond which, the creatures no longer fit inside a dungeon, not surprisingly). The expansion also adds cards to the rest of the decks as well.

I would very much like to apologize again for failing to make the point of when and how this deck was intended to be used. If anyone has any questions regarding the deck, please feel free to use the contact page on our website (www.Gamers-Rule.com) or email us directly ( [FONT=&quot]GamersRule@usa.com). [/FONT]​
 


I picked a deck up at Gen Con and I've used it a couple of times in order to generate ideas for quick adventures, which (imo) is one of the principal attractions of the deck.

Last Saturday, I had a player over to convert his old 3.5 character to 4e. After explaining the system to him and walking through character creation, I wanted to let him test drive the mechanics before jumping in with the group. I didn't have an adventure prepared, so that's when I got out the Dungeon Decks.

There was an old plotline about this character voyaging through a dreamlike world which didn't get much coverage in-game so we did this as a flashback, or remembered dream. I drew a card indicating that the characters take shelter from a storm inside a cave, and another card that indicated spiders as one of the enemies to be faced.

Since it was a dreamlike world, the rain became a kind of nightmare acid brought on by dark dreams and the cave became the realm of the subconscious. The spiders (I used blade spiders, flesh spiders, tomb spiders, and phaseweb spiders--tweaked and quickly printed in the Monster Builder) became metaphors for the master manipulators that represented the BBEG in the campaign. I laid out dungeon tiles in a rough approximation of the map, mixing and matching as it pleased me.

In the end it was a neat little adventure inspired from the cards but not taking the cards as gospel. The PC learned stuff about the BBEG and gained direction for his quest. And of course the PC got a good, thorough test of his character's abilities.

Anyway, to me that's what these cards are good for. They're a launching point, and you weave and improvise around them. Sure you can play them straight up, but with a little tweaking I was able to make them work right into a story-based campaign.
 

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