Here is my recommendation for the very cool and simple dungeon format. The really outstanding web site Roleplaying Tips was the birthplace of the dungeon format. The author of this really useful tool is Mr. Johnn Four.
So here is the "5 Room Dungeons" format in brief. For a more lengthy discription on the format as well as premade "5 Room Dungeons" please go to Roleplaying Tips .
Room One: Entrance And Guardian
Room Two: Puzzle Or Roleplaying Challenge
Room Three: Trick or Setback
Room Four: Climax, Big Battle or Conflict
Room Five: Reward, Revelation, Plot Twist
Here is Friar Deep's "5 Room Dungeons"
Beyond the Skull Portal
Room One: Entrance and Guardian
SKULL PORTAL
A large stone façade in the shape of a skull with iron door in the mouth. Two black iron clockwork crows set in the eye sockets. They squawk a riddle one at a time. Each crow’s riddle must be answered for the door to be opened.
Riddle 1 “I'm the part of the bird that's not in the sky. I can swim in the ocean and yet remain dry. What am I?” -A shadow.
Room Two: Puzzle or Role-playing Challenge
A CHATTY SPIRIT
This hexagonal room has a pile of bones in it. A spirit appears and starts to chit chat with the P.C.’s. If it is attacked then it defends itself. If not threatened it talks about the weather and everyone’s health. It is basically harmless. In the course on idle talk it mentions that it is befell a trap long ago and wish the P.C.’s to recover its bones and give it a decent burial. It tells them that it befell a trap and it was in this room. If asked the nature of the trap it says it was swift and painful. It points out its bones. There is no indication what befell it. The spirit is actually lying. The bones are of its last victim. Each round that the P.C.’s talk to it the are loosing both constitution until they are dead. If the P.C.’s take the bones then the spirit fades from view. It really lurks unseen still draining the P.C.’s constitution. Only a successful search of the room reveals a corked tin flask. The flask is labeled ‘Sprits’. If the flask is uncorked then the spirit will be drawn into. It will be unable to harm the P.C’s. The spirit in the flask will plead to be freed and promise to be good. It is lying.
Room Three: Trick or Setback
THE GOLDEN CHERUB
This room has a fountain and in the basin is a golden cherub. Close inspection reveals that the cherub once was the centerpiece of the fountain.
If the cherub is removed from the water a round later it animates as a gold golem-like imp and attacks. If killed then the wounds revealed that it is hollow. There are a number of gold rings matching the number of the party. If the P.C.’s put on the rings they teleport to the next room in the dungeon. After that the rings are normal rings.
If the imp is placed upon the fountain centerpiece then the water will recedes from the fountain for one round and a trapdoor will be revealed leading to the entrance of the dungeon.
Room Four: Climax, Big Battle, or Conflict
EVIL WIZADRIES
The Wizard Gortho stands before you beside him stand two tall armored warriors. A maiden is bound and hangs from the ceiling above a magic circle. A blank looking man cranks a wench and the maiden is lowered into the circle. “Fools you shall not hinder my summoning of a fiend. You will soon see the fate which will befall you, when Lady Marla is devoured. HA HA HA!“ Then Gortho casts a protection shield spell and turns and chants. The tall armored warriors attack. The two tall warriors are in fact animated suits of armor. The man cranking the wench is Lady Marla’s faithful retainer Rilf now a juju zombie. Gortho takes four rounds to summon the fiend. The fiend will wait 2 round examining Lady Gortho then devour her. During that next 2 rounds Gortho will bind the fiend. If interrupted the fiend be unbound and if the circle is broken will attack Gortho and take him against his will to a fiendish plane. So the P.C.’s must stop Rilf using the winch and winch Lady Marla up. Defeat the animated armor. Stop Gortho’s summoning and or binding. If saved Lady Marla makes them Knights of the Golden Garter and gives them the spoils of Gortho’s defeat. The treasure is magic items. Roll randomly.
Room Five: Reward, Revelation, Plot Twist
TREASURY OF SONG
A large chest locked and chained is in the center on the room. The chest is locked and trapped. Within the chest is another chest likewise locked and trapped. Within this another smaller chest likewise locked and trapped. Within this another smaller chest likewise locked and trapped. Within this a golden egg with a wend-up key in it. It wound the egg hatches and a gold song bird appears. It sings a song which gives the P.C.’s a permanent +1 bonus on all saving throws. This works only once and the bird becomes a plain music box like golden bird.
Modifications to Traveller (Part I)
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*Deluxe Traveller*, a boxed version of the game released by GDW in 1981,
included *Book 0: An Introduction to Traveller* written primarily by Loren
Wisem...
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