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.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Help creating a low level 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="Wicht" data-source="post: 6188378" data-attributes="member: 221"><p>Now notice I said that I was giving advice for dungeon design - not for adventure writing: ideally, when you do adventures you want a theme, a story, and a plot. The dungeon is partially independent of this and you want it slightly more interesting or it gets very old fast (one reason some people don't like dungeons - too much of the sameness). </p><p></p><p>If your dungeon is going into a broader adventure, then ideally the encounters, probably about half or so, should mesh with your theme and plot and help move the story along. But you still want some variety. Ten rooms, each with 1d4 goblins is not as interesting as some rooms with goblins, some with slime, some with bats, a haunted crypt hidden away, etc. When choosing the encounters, keep your theme and locale in mind, but feel free to be flexible to have the variety you need to make it entertaining. After choosing the encounter, then you have to figure out why it is there. Undead are easy to throw in anywhere, likewise with slimes, animals and vermin. Intelligent creatures need more of a motivation, but it should not be overly difficult to create a compelling reason for their presence and it will give you further fuel to feed your story. </p><p></p><p></p><p></p><p></p><p>Download the PDF I linked to if you have not already. Its free and will give you an example of a single room writeup. </p><p></p><p></p><p></p><p></p><p></p><p>If I might be allowed a bit more self promotion, let me point you to <a href="http://rpg.drivethrustuff.com/product_info.php?products_id=85872&it=1" target="_blank">30 Unique Magical Blades</a>. </p><p></p><p>It is not necessary to make a weapon super overpriced to make it interesting. Going a little outside the box of the suggested Core powers is sufficient. Lets just take your average +1 longsword. To make it interesting, give it a name first. I'll just pull one out of the air and say Chapel Guard. Chapel Guard suggests something religious. Obviously it was used by a Paladin to guard a temple. The Paladin is obviously dead, or else the sword would not be in a dungeon as treasure, but while living, the Paladin loved his sword. In fact, he used it to great cause, defending the temple of his home town against a hoarde of marauding goblins, hence the name. </p><p></p><p>With that brainstorming having been determined, I can do a write up. I want to keep it suitable for a 1st level dungeon, so I aim small.</p><p></p><p><strong>Chapel Guard</strong></p><p><strong>Aura </strong>moderate divination; <strong>CL </strong>5th</p><p><strong>Slot </strong>none; <strong>Price</strong> 3500 gp; <strong>Weight </strong>6 lbs</p><p><strong><em><u>History</u></em></strong></p><p>Chapel Guard was the sword Sir Tomis Lightbringer used to defend the village of Kirmal when the Red Tooth goblins attacked. The sword was a family heirloom, but Tomis was the last of his line. When Sir Tomis disappeared in the wilderness of Dosvay, searching for the tomb of Saint Ilmaos, his sword disappeared with him. </p><p><strong><em><u>Description</u></em></strong></p><p>Chapel Guard is forty two inches long, with a thirty one inch double edged blade and a full tang. The steel hilt has a golden hue, and the pommel is decorated with a single white, flawless pearl. Chapel Guard functions as a +1 longsword that glows as a torch upon command. When the hilt or pommel is gripped, any <em>detect evil</em> spells or effects utilized by the owner have their caster level increased by +2 and their effective range doubled. Moreover, if the wielder possesses a lawful good alignment, the sword adds +1 to damage against evil creatures.</p><p><strong><em><u>Construction</u></em></strong></p><p><strong>Requirements </strong>Craft Magic Arms and Armor,<em> detect evil</em>, <em>bless</em>; <strong>Cost </strong>1750 gp</p><p></p><p>I was just guestimating the cost (I would be a bit more precise if I wasn't in a hurry this morning). But the goal is to make a weapon better than a +1, but not so good as a +2, but still is interesting enough to make a player want to keep it even when they find a +2.</p></blockquote><p></p>
[QUOTE="Wicht, post: 6188378, member: 221"] Now notice I said that I was giving advice for dungeon design - not for adventure writing: ideally, when you do adventures you want a theme, a story, and a plot. The dungeon is partially independent of this and you want it slightly more interesting or it gets very old fast (one reason some people don't like dungeons - too much of the sameness). If your dungeon is going into a broader adventure, then ideally the encounters, probably about half or so, should mesh with your theme and plot and help move the story along. But you still want some variety. Ten rooms, each with 1d4 goblins is not as interesting as some rooms with goblins, some with slime, some with bats, a haunted crypt hidden away, etc. When choosing the encounters, keep your theme and locale in mind, but feel free to be flexible to have the variety you need to make it entertaining. After choosing the encounter, then you have to figure out why it is there. Undead are easy to throw in anywhere, likewise with slimes, animals and vermin. Intelligent creatures need more of a motivation, but it should not be overly difficult to create a compelling reason for their presence and it will give you further fuel to feed your story. Download the PDF I linked to if you have not already. Its free and will give you an example of a single room writeup. If I might be allowed a bit more self promotion, let me point you to [URL="http://rpg.drivethrustuff.com/product_info.php?products_id=85872&it=1"]30 Unique Magical Blades[/URL]. It is not necessary to make a weapon super overpriced to make it interesting. Going a little outside the box of the suggested Core powers is sufficient. Lets just take your average +1 longsword. To make it interesting, give it a name first. I'll just pull one out of the air and say Chapel Guard. Chapel Guard suggests something religious. Obviously it was used by a Paladin to guard a temple. The Paladin is obviously dead, or else the sword would not be in a dungeon as treasure, but while living, the Paladin loved his sword. In fact, he used it to great cause, defending the temple of his home town against a hoarde of marauding goblins, hence the name. With that brainstorming having been determined, I can do a write up. I want to keep it suitable for a 1st level dungeon, so I aim small. [B]Chapel Guard[/B] [B]Aura [/B]moderate divination; [B]CL [/B]5th [B]Slot [/B]none; [B]Price[/B] 3500 gp; [B]Weight [/B]6 lbs [B][I][U]History[/U][/I][/B] Chapel Guard was the sword Sir Tomis Lightbringer used to defend the village of Kirmal when the Red Tooth goblins attacked. The sword was a family heirloom, but Tomis was the last of his line. When Sir Tomis disappeared in the wilderness of Dosvay, searching for the tomb of Saint Ilmaos, his sword disappeared with him. [B][I][U]Description[/U][/I][/B] Chapel Guard is forty two inches long, with a thirty one inch double edged blade and a full tang. The steel hilt has a golden hue, and the pommel is decorated with a single white, flawless pearl. Chapel Guard functions as a +1 longsword that glows as a torch upon command. When the hilt or pommel is gripped, any [i]detect evil[/i] spells or effects utilized by the owner have their caster level increased by +2 and their effective range doubled. Moreover, if the wielder possesses a lawful good alignment, the sword adds +1 to damage against evil creatures. [B][I][U]Construction[/U][/I][/B] [B]Requirements [/B]Craft Magic Arms and Armor,[I] detect evil[/I], [I]bless[/I]; [B]Cost [/B]1750 gp I was just guestimating the cost (I would be a bit more precise if I wasn't in a hurry this morning). But the goal is to make a weapon better than a +1, but not so good as a +2, but still is interesting enough to make a player want to keep it even when they find a +2. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Help creating a low level dungeon.
Top