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Help creating a low level dungeon.
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<blockquote data-quote="Andrew Ridenour" data-source="post: 6186067" data-attributes="member: 6705723"><p>First a bit of back story: Back in January, My friends and I started playing Pathfinder. We had never played Pathfinder, and I was a first time GM, with no idea what I was doing. (I actually asked for advice here on a couple of things back then.) None of us cared though, we figured we'd learn as we went on. However, I had no idea the learning curve set upon me, the GM. I had never GM'd before, and thus, had the most learning to do. I managed though, even though my encounters were generally cut and paste bad. From boss fights that would end after one round, or regular fights that would end up TPKs after 2-3 rounds, plus about 75% of the combat section of the rule book was just being ignored. Once combat started, tactics went out the window, and it was a brute force fight. Plus, the few "dungeons" they went in, seemed lackluster. I just wasn't getting the hang of it, but my with my players support, I persevered through the low levels (1-5). However, recently, I've noticed the problems popping up again, and I didn't want that to happen...</p><p></p><p>So, I made a sort of executive decision to put the campaign on hiatus, and try something different. Something, I now think, we should have done from the start. I've decided to make a "mega-dungeon", and have the players go through that, until I know exactly what I'm doing. Go "old school" as it were.</p><p></p><p>With that out of the way, here is what I want to ask you all. Could you help me build a simple level 1-2 dungeon. Something very low level, that has a "quest" feel to it. Something that starts the old school way of "the players are in a bar and person x comes in..." and ultimately sends them on this basic adventure.</p><p></p><p>I don't care how big the dungeon is, I just want something that be easy to understand, that has all the things that make a good dungeon, from monsters, traps, treasures, and hidden paths. Something I can learn from, and grow off of.</p><p></p><p>I thank you all in advance for your advice, and thank you all for any and all help you can provide me.</p><p></p><p>I'm looking at a 2-3 week time-table here. I don't have characters for the players, or even any idea what kind of characters they might even be. Though I have four players, I'm going to assume that I'll have mostly martial players, with maybe one magic user. Most likely not a divine character... Though, I do plan on suggesting someone plays a divine character, I don't want to force it upon them.</p><p></p><p>If you need any other info, which I'm sure you might, just ask. I'll provide all I can.</p></blockquote><p></p>
[QUOTE="Andrew Ridenour, post: 6186067, member: 6705723"] First a bit of back story: Back in January, My friends and I started playing Pathfinder. We had never played Pathfinder, and I was a first time GM, with no idea what I was doing. (I actually asked for advice here on a couple of things back then.) None of us cared though, we figured we'd learn as we went on. However, I had no idea the learning curve set upon me, the GM. I had never GM'd before, and thus, had the most learning to do. I managed though, even though my encounters were generally cut and paste bad. From boss fights that would end after one round, or regular fights that would end up TPKs after 2-3 rounds, plus about 75% of the combat section of the rule book was just being ignored. Once combat started, tactics went out the window, and it was a brute force fight. Plus, the few "dungeons" they went in, seemed lackluster. I just wasn't getting the hang of it, but my with my players support, I persevered through the low levels (1-5). However, recently, I've noticed the problems popping up again, and I didn't want that to happen... So, I made a sort of executive decision to put the campaign on hiatus, and try something different. Something, I now think, we should have done from the start. I've decided to make a "mega-dungeon", and have the players go through that, until I know exactly what I'm doing. Go "old school" as it were. With that out of the way, here is what I want to ask you all. Could you help me build a simple level 1-2 dungeon. Something very low level, that has a "quest" feel to it. Something that starts the old school way of "the players are in a bar and person x comes in..." and ultimately sends them on this basic adventure. I don't care how big the dungeon is, I just want something that be easy to understand, that has all the things that make a good dungeon, from monsters, traps, treasures, and hidden paths. Something I can learn from, and grow off of. I thank you all in advance for your advice, and thank you all for any and all help you can provide me. I'm looking at a 2-3 week time-table here. I don't have characters for the players, or even any idea what kind of characters they might even be. Though I have four players, I'm going to assume that I'll have mostly martial players, with maybe one magic user. Most likely not a divine character... Though, I do plan on suggesting someone plays a divine character, I don't want to force it upon them. If you need any other info, which I'm sure you might, just ask. I'll provide all I can. [/QUOTE]
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