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Tips when building Dungeons.
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<blockquote data-quote="OnlineDM" data-source="post: 5681390" data-attributes="member: 90804"><p>I admit that I'm more of an encounter builder and less of a world builder.</p><p></p><p>My latest adventure takes place in caverns. The party begins with a fight in a multi-level cave, then navigates through some winding tunnels. They find themselves in a trapped room with runes carved onto the floor, then a dead end with a secret door. From there, they find their way to a different multi-level cave with a giant crevasse and a narrow bridge where another fight ensues. Beyond that chamber is a cave filled with unusual mushrooms. Finally, they end in a massive cavern with a magma river, a ziggurat, floating platforms, bridges and side tunnels.</p><p></p><p>There is no map for the cavern system. This is a combat encounter, a skill challenge, a combat encounter, an antechamber, and a combat encounter.</p><p></p><p>I focused on building cool combat encounters that could all take place in a cavern. I didn't focus at all on linking them all together in a sandboxy way.</p><p></p><p>This is a linear adventure, meant to be run at a gaming store or convention as a one-shot. Thus, the exploration comes via a skill challenge rather than mapping.</p><p></p><p>This works really well for me and gives my players cool encounter areas. But I didn't exactly build a dungeon - I built an adventure with cool locations.</p></blockquote><p></p>
[QUOTE="OnlineDM, post: 5681390, member: 90804"] I admit that I'm more of an encounter builder and less of a world builder. My latest adventure takes place in caverns. The party begins with a fight in a multi-level cave, then navigates through some winding tunnels. They find themselves in a trapped room with runes carved onto the floor, then a dead end with a secret door. From there, they find their way to a different multi-level cave with a giant crevasse and a narrow bridge where another fight ensues. Beyond that chamber is a cave filled with unusual mushrooms. Finally, they end in a massive cavern with a magma river, a ziggurat, floating platforms, bridges and side tunnels. There is no map for the cavern system. This is a combat encounter, a skill challenge, a combat encounter, an antechamber, and a combat encounter. I focused on building cool combat encounters that could all take place in a cavern. I didn't focus at all on linking them all together in a sandboxy way. This is a linear adventure, meant to be run at a gaming store or convention as a one-shot. Thus, the exploration comes via a skill challenge rather than mapping. This works really well for me and gives my players cool encounter areas. But I didn't exactly build a dungeon - I built an adventure with cool locations. [/QUOTE]
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