Adding more to a dungeon [Archive] - Wizards Community

Post/Author/DateTimePost
DMDaddy

07-10-05, 08:34 PM
According to 3.5 DMG, a good adventure has such things as:
Combat
Negotiation
Environmental conditions
Problem solving
Judgement calls
Investigation
Choices

So, in designing my current dungeon, I have the framework laid out. So, any suggestions on adding these elements/tips/tricks.

The dungeon will center around 5 4th lvl PCs(some human). Some how they will end up under an Orc city. Not quite sewers but more. Sort of like the slum section of an Orc city.

The goal will be to: Survive and find a way out.
Helmed Horror

07-10-05, 09:01 PM
You must first ask yourself why.


Why would the PC"s risk their lives to wind up in the slums of an orc city.


Next, more info is preferable for an adventure.
DMDaddy

07-10-05, 10:00 PM
You must first ask yourself why.


Why would the PC"s risk their lives to wind up in the slums of an orc city.


Next, more info is preferable for an adventure.

This is not what I expected as an answer. Anyhow, the answer is "they wouldn't". Without going into much detail, they will ultimately end up their and must get out. It is not a choice they will make, it is the result of bad circumstances. Time and chance.

Next, I didn't give much info as I didn't think it was important for those on this board. I gave the basic shell to the dungeon. The dungeon itself is loaded with info and encounters and choices. As well as a few moral/ethical delimas.

This is pretty much the same question I ask on this board everytime I create a new dungeon. Very rarely do I get a good answer. Are their any good DMs around? Or, am I just that bad of a DM?
Yoho1.5

07-10-05, 10:47 PM
An Orc city adventure? Great! Combat, it's orcs so that's not a problem. Negotiations well it's a city, the PCs might have to barter with orc merchants who get violent at a bad offer, or they may have to bribe some local officals. Enviromental conditions, how about a roof top fight in the rain, or sewers with waist deep water and pockets of sour gas. Problem solving you have that one already the PCs have to get out alive. Judgement calls, how about a tough melee encounter with a non-combat solution, like using stealth, so the PCs have to decide between fight or flight. Investigation well maybe the PC's have to find someone or something before they leave, like Snake Pliskin in Escape From New York! Choices, a city is so full of them that it isn't hard, left or right, fight or not, hide or run, pub or inn, street or back alley, iron rations or rat on a stick?
thinkhard

07-11-05, 01:08 AM
trap them with a crazy otherworldy evil who follows them through the sewers and never lets them really leave. they'll meet all the other creatures trapped this way and have to deal with them to learn as much as possible about this otherwordly evil, figure out the necessary stuff to make fighting it not complete suicide, and give them two options of "weakening" the evil, sacrificing someone (which is garunteed to make it weak) or some non-violent rituall (which isn't garunteed to weaken it), and of course make the sewers practially a labrynth with spiked pits, sewage currents, and gas clouds type crap.

that runon sentence was an attempt to see if i could plug all the elements into one objective (defeat the EVIL), but i'm not sure if i was successful :P

So what if it's a stretch?
weasel fierce

07-11-05, 01:35 AM
Combat

**Typical dungeon monsters. Undead are a good combat encounter, because they are mindless

Negotiation

**Neutrals. Other adventurers, treasure hunting dwarves etc

Environmental conditions

**obvious traps, pitfalls, chasms, lava flows

Problem solving

**riddles and puzzles.

Judgement calls

**prisoners, monsters that appear friendly (some may be, others may not). Warring factions in the dungeon

Investigation

**illusions, riddles, half-false maps

Choices

**all of the above :)



Above all, make the dungeon more than just combat.