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The 5-Room Dungeon
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<blockquote data-quote="Jasperak" data-source="post: 5133813" data-attributes="member: 2487"><p>I started one back in 2007 for a friend of mine that I only see a couple of times a year. I figured it would be easier to run something as small as a 5-room dungeon; something that could be completed during one trip. Unfortunately what resulted after all my planning--I still haven't fleshing it out completely--would be more accurately called a 5 (or 6)-encounter area dungeon depending on your definition. But it does mostly follow the advice from Johnn Four's article.</p><p></p><p>I would be more than happy to expand any descriptions of the following areas if requested.</p><p></p><p>We Meet Again Dr. Jones: an adventure for 3-4 characters of 2-3 levels. (Although customed designed for his Wiz/Rog, a Minotaur-bloodline henchman, and a DMPC.)</p><p></p><p>The PCs are tasked with retrieving a profane item from the basement of a local merchant prince.</p><p></p><p>1. Entrance and guardian: (2) Krenshar (these bastards scream loud, best guard dogs in the world)</p><p>2. Puzzle: A well-lit corridor that continues for 25', has a 20'x20'x20' pit, continues another 25' and ends with a large stone door. The first 10' of the pit is covered with a 150lb. limit deadfall floor. The pit hides a secret door that allows progress deeper into the dungeon.</p><p>2b. This secret tunnel connects to 4. and gives the PCs a chance to rest.</p><p>3. Red Herring: (1) Gelatinous Cube; Behind the Stone Door, this 10'x10' room is also linked to the bottom of the 20' pit. It also lies at the bottom of a "well" that the prince's household uses for trash disposal. (I expect that smart players will survey the grounds and with proper mapping realize that the well above and the door are linked.)</p><p>4. Climax: (1) Earth Mephit</p><p>4b: Treasure: stored in a trapped lead-lined chest before being shipped out. It houses an <em>orb of desecration</em></p><p>5. Plot Twist: (1) Allip (walk out with a lead-lined chest or fight an empowered undead?)</p><p>6. Jasper's Dick Move: A rival Wizard/Rogue who works for the merchant prince is waiting for the PCs at the exit.</p><p></p><p>This was to be the lead-in for his "episodic" campaign. Never got around to it though. Hope it answers what you were looking for.</p><p></p><p>EDIT: Go Hokies! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Jasperak, post: 5133813, member: 2487"] I started one back in 2007 for a friend of mine that I only see a couple of times a year. I figured it would be easier to run something as small as a 5-room dungeon; something that could be completed during one trip. Unfortunately what resulted after all my planning--I still haven't fleshing it out completely--would be more accurately called a 5 (or 6)-encounter area dungeon depending on your definition. But it does mostly follow the advice from Johnn Four's article. I would be more than happy to expand any descriptions of the following areas if requested. We Meet Again Dr. Jones: an adventure for 3-4 characters of 2-3 levels. (Although customed designed for his Wiz/Rog, a Minotaur-bloodline henchman, and a DMPC.) The PCs are tasked with retrieving a profane item from the basement of a local merchant prince. 1. Entrance and guardian: (2) Krenshar (these bastards scream loud, best guard dogs in the world) 2. Puzzle: A well-lit corridor that continues for 25', has a 20'x20'x20' pit, continues another 25' and ends with a large stone door. The first 10' of the pit is covered with a 150lb. limit deadfall floor. The pit hides a secret door that allows progress deeper into the dungeon. 2b. This secret tunnel connects to 4. and gives the PCs a chance to rest. 3. Red Herring: (1) Gelatinous Cube; Behind the Stone Door, this 10'x10' room is also linked to the bottom of the 20' pit. It also lies at the bottom of a "well" that the prince's household uses for trash disposal. (I expect that smart players will survey the grounds and with proper mapping realize that the well above and the door are linked.) 4. Climax: (1) Earth Mephit 4b: Treasure: stored in a trapped lead-lined chest before being shipped out. It houses an [I]orb of desecration[/I] 5. Plot Twist: (1) Allip (walk out with a lead-lined chest or fight an empowered undead?) 6. Jasper's Dick Move: A rival Wizard/Rogue who works for the merchant prince is waiting for the PCs at the exit. This was to be the lead-in for his "episodic" campaign. Never got around to it though. Hope it answers what you were looking for. EDIT: Go Hokies! :) [/QUOTE]
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