Dungeon Crawl [Archive] - Wizards Community

Post/Author/DateTimePost
Zen5887

12-21-07, 02:00 AM
In the wake of me stuffing up Red Hand of Doom (I just forgot to tell the PCs stuff and I couldnt think of a way to throw it in..) I've decided to make my own dungeon so I can play it my way and make stuff up as I go along and stuff.

Now I have a basic idea for a story..Someone or somthing is stolen and the PCs have to get it back. I mean its only a dungeon..It doesnt have to be full of politics and plot twists.

I also have a map (thanks to a a few map gens =P). Theres going to be six levels each with a diffrent mini quest to do. Im planning on having each level have enough encounters and stuff for the PCs to level up but im not sure if thats really in the cards.

Now I just wanted to ask for some advice on running dungeons smoothly, how to add flavor and how to get the PCs to level up every level of the dungeon.

Thanks everyone!

- Lachlan
Anuvrix

12-21-07, 12:34 PM
A few things:

1) Funny is good. It is important to insert a train of events within any dungeon that pokes a few laughs. Make a trap that tars and feathers someone, like 1d6 damage and a ridiculous look untill a few hours are taken to clean it off. Humor is important, but too much will throw it off. Don't really use it in battle unless something worthy of a funny comment is done.

2) Don't always use generic monsters. A lot of the time, ill take the regular monster, and for a few of them add a couple of stat bonuses or penalties. (they found an orc once who could lift an elephant with one arm, but let the PCs go into the place he was guarding because he failed a sense motive check and a spot check against their disguises. They rolled a gand total of about 12 for their bluff and disguise checks combined) Also, isn't it more fun to fight an Ettin, mising one of his heads? has trouble walking and stuff because he isn't used to working both legs and arms. (was kinda fun when it happened)

3) Test the Player's Intellect. Not just the character's, the Player's. Fun and interesting tests and problems can spark fun and interesting debates among the players. My friends and I once resolved to use the halfling to cross a large pool of acid.(Note: Halflings do not make good grappling hooks, even when they have a Str of 21.) Throw in some situations that make them have to think about their actions, contemplate thier resources, and wish that they had listed a grappling hook among their equipment.:D

4) Use your imagination. MAke up fun and interesting things for them to do, you must also remember: In Dungeons and Dragons You are GOD what you say goes, whether or not the rules support it.

The Key to smoothness in a dungeon crawl is fun. And having all monsters and relevant rules statted out in an easily findable way (searching through books for the effects of being totally immersed in acid takes a suprisingly long time). Book searching ruins the flow of the game, make sure that you have important pages marked, and books on hand at the ready.