D&D Mini-Dungeon help needed

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thinkslogically
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D&D Mini-Dungeon help needed

Post by thinkslogically » Fri Mar 08, 2013 8:46 am

Afternoon all!

So my somewhat-unreliable RL D&D group want to meet again, and I've volunteered to DM a mini-dungeon thing for them. We've had one beginner session a few weeks ago which ran through the Kobald Hall adventure (from the DM guide) but it was pretty dull since all the focus was on combat and I'd like to build something of my own that's short (3-4 rooms only) but has enough in it to get me and the players a bit more practised in D&D mechanics. We're using 4e rules if that's important to anyone. When our 'real' DM comes back he'll get us started with a proper campaign so I'm not looking for anything big and fancy, and it should be winnable in about 4-5 hours.

Unfortunately, I'm having a bit of a mental block on ideas and so I'm asking you guys for some help.

My idea at the moment is simply to have them wake up in a dark room with their hands tied behind their backs and sacks over their heads (maybe someone drugged their food the night before or caught them out with a sleep spell; it doesn't really matter). They have all been disarmed and essentially need to break free of their cell, get their stuff back and escape. ...and that's it. It's easy enough to make it a slaver / bandit hideout, or a cult wanting live sacrifices for their god or something, but they're sooooo cliched it's boring. So I'm looking for ideas from you guys if you don't mind sharing some thoughts?

I like traps and puzzles better than battles (as do the players I think), so putting more of a focus on that side of things would be great, though a couple of interesting encounters with something cool and tricky would be awesome too :)

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Re: D&D Mini-Dungeon help needed

Post by BadgeAddict » Fri Mar 08, 2013 9:01 am

I have lots of ideas that spawn from the abyss of my mind anytime anyone says anything about anything. It's a blessing....and a curse.

With that in mind, the first thing that popped into my head, for short and sweet is a Mindflayer. I believe they can both knock people out but also dominate their minds. Here goes:
1. They are in a prison/cell/room but the real prison is in their minds.
2. In order to escape they must somehow realize that this is all in their heads (shared environment). There may be clues within the set of rooms that they are in that, if they see it will make them go...wait, how is that possible, that shouldn't be possible.
3. The puzzle will be forcing their minds to wake up from their mental prison.
4. The only combat should be when they wake up and realize the mindflayer is trying to suck their brains out.

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Re: D&D Mini-Dungeon help needed

Post by Wolfie » Fri Mar 08, 2013 9:14 am

Turn the tables around.. make it that they were ambushed by innocent townspeople, who then locked them in the under-cellar of the castle/jail/etc. The clues will be all around, as in old room, dusty from disuse. They're tied up with old, handy materials like twine, hands tied overhead and attached to a meat hook. The hallways are empty, but the doors are locked and barred. The people they come across are unarmed and scared.. etc but unwilling to talk to you or let you explain because they've been ordered to wait until the Magistrate can come talk to your group. (they woke up early/between sleeping doses)
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Re: D&D Mini-Dungeon help needed

Post by LoneStarNorth » Fri Mar 08, 2013 9:22 am

The PCs went to a party and got extremely drunk, then wake up hungover the next morning in the royal palace. Specifically, the princess' bedroom. They have to avoid waking the princess up, get out of the palace without being caught, and retrieve their underwear from the roof so it's like they were never even there. For a combat have them face insane roof-dwelling pixies or something.
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Re: D&D Mini-Dungeon help needed

Post by BadgeAddict » Fri Mar 08, 2013 9:22 am

Or they're hungry and have turned to cannibalism... >:D

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Re: D&D Mini-Dungeon help needed

Post by thinkslogically » Fri Mar 08, 2013 9:28 am

LoneStarNorth wrote:The PCs went to a party and got extremely drunk, then wake up hungover the next morning in the royal palace. Specifically, the princess' bedroom. They have to avoid waking the princess up, get out of the palace without being caught, and retrieve their underwear from the roof so it's like they were never even there. For a combat have them face insane roof-dwelling pixies or something.
hahahahah! Awesome :D

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Re: D&D Mini-Dungeon help needed

Post by ThroughTheWell » Fri Mar 08, 2013 12:44 pm

What level are the players, what classes, and how many? It makes a big difference in designing something challenging yet survivable.
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Re: D&D Mini-Dungeon help needed

Post by thinkslogically » Fri Mar 08, 2013 2:40 pm

They're all nooby L1s and the party will hopefully contain the basics - wizard, fighter, hopefully a rogue and maybe a cleric? I'm not sure to be honest, it depends who shows up (they're not that reliable though so I probably won't know for sure until the day before which sucks).

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Re: D&D Mini-Dungeon help needed

Post by ChroniclerC » Fri Mar 08, 2013 4:06 pm

At its heart, 4th Ed it a tactical combat game with some roleplaying on the side (funny how things come full circle, huh?), so it's best approached as such. In battles, tactical positioning is how to make it interesting. Forced movement is king, but only if you give your players something interesting to do with it. Use hazardous terrain, elevation changes, I've even seen some interesting things done with conveyer belts and icy slopes. I let players throw a guy into a crocodile-infested river once, and they had a blast.

Roleplaying, though, you're best off throwing out most of the rules and winging it. Let your players come up with ideas. Let them get away with the reasonable ones if they can back it up with a roll or two. Never make a failed roll a complete failure, though, just make them think up something new. I probably don't have to say this, since you're coming up with cool stuff anyway, but do keep in mind that it's not "GM versus players", but that it's your job to make sure the table walks away with a cool story.

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Re: D&D Mini-Dungeon help needed

Post by ThroughTheWell » Fri Mar 08, 2013 4:25 pm

Level 1, then Mindflayer and princess seem too high level.

It is rather hard to coordinate drugging, sleeping, and stripping 5+ people without being noticed. Slavers could do it, but they would also have a fair chance of keeping the players as slaves. A random prositute could roll a person or 2, but unless they had an orgy they are unlikely to have nabbed everyone. The former probably needed the aid of an innkeeper or bartender, which the PCs might remember. And in the latter case, the point to a roll is just theft, or organ harvesting, but at level 1 the PCs don't have lots of cash worth taking, and the prostitue would be remembered, which means they'ed have to hide for awhile or how powerful guild protection.

Now cults, they work because they can have infiltrated a whole small village, the likes of which level 1 PCs might frequent. They are scaleable in terms of difficulty, they can have lots of thematic flavor, and some of the common people that cooperate with them may actualy be innocents. Also, the initial detention area can be something like a celler, largely composed of common and dusty items, giving the PCs an unequipped chance to get out just before the cult leader shows up. Spec out a small village with an inn/general store, a blacksmith, a church, and a dozen huts. Spec out the local cult leader and maybe a few assistants. Be sure to describe the ordinary things in creepy terms, just to keep the PCs guessing. Be sure to include women and children in any crowd scenes so that the PCs have a moral quandry on their hands. Make most villagers commoners, but maybe give the innkeeper, blacksmith, and local priest a bump up stat wise. Decide where this village is. It could be generic forest, wasteland, or a fishing village. All 3 have a slightly different flavor. If you can make this lonely outpost sound creepy through your descriptions without it actualy being a powerful place, then your players will thank you.

Besides escape, defeating the local cult leader, and getting their stuff back, the PCs also have ordinary folks to interact with both individualy and in at least 1 crowd scene. The farmer that has a scar, he could become memorable despite being ordinary, particularly if he is naturaly reluctant to speak to strangers and can improvise a weapon out of farm tools (pitchfork, etc). And that is just 1 of the 2-3 dozen inhabitants.

The cult itself can range from just a charismatic leader, to con men, to low level priest, to lycanthropes (too high a level), to demanding the PCs join or else, to human sacrifices (my least favorite choice), to finger cutters or scarers for a dark ritual (you can leave, and thank you for your blood).
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Re: D&D Mini-Dungeon help needed

Post by thinkslogically » Sat Mar 09, 2013 3:58 pm

Cool stuff, thanks everyone for your ideas and suggestions - it's genuinely very helpful to have you guys to bounce ideas off of :) Taking what TTW has said re. scaling the fights appropriately, I've had a think through this little idea. See what you think (comments & more suggestions are very welcome).

I want to start them out with nothing, the idea being that their 'treasure' will be building up their starting inventories from scratch (which is probably more interesting than just picking stuff off a list) and ending with enough money to buy the rest (and a little more) after the adventure ends. I might allow a thief to keep the tools of their trade if the player can justify where they've hidden it, but no weapons, armour, spellbooks etc. :) If there's a personal item they desperately want back, they'll find it on the ship, but they need to look!

My current idea is as follows:

Escape a slave ship.
PCs have been kidnapped by an organised criminal gang who specialise in the illegal trade of healthy, skilled humanoids to VERY wealthy clients. Initially placed under a powerful sleep spell, they awaken now with their hands tied, caged below decks in a ship. It is completely dark to those who don't have low-light vision, and all they can tell is that they are in a moving wooden vehicle.

PART ONE: Escape their holding cages
The PCs hands are tied with poor-quality hemp rope, but they are also trapped in individual locked, steel cages. They can escape however they see fit (lockpicking, brute strength (rusty bolts), intelligence check to figure out how the hinges fit together, persuading / bribing / robbing the guard who feeds them etc.). There are various wild animals / small monsters in the cages but none are particularly well cared for and several are dead. One cage contains an NPC (bugbear or similar monster type) who will explain that they are on a slave ship and being taken for sale in the [SOMETHING] Islands. The NPC's people have been targeted by raiders for years because no-one cares about monsters so he knows a few things about them. If they attempt to kill him, he'll yell this information at them while they fight him as well as how stupid they all are etc. etc. so they will find it out no matter what they do. He will help them if they promise to allow him to go his own way once they reach land.

PART TWO: Escape the slavers
Again, there are LOTs of options depending on what they want to do so here's the layout of the ship: The slave cages are on the second deck down. Below their room in the bottom deck is a storeroom containing various boring trade items (barrels of salt, bolts of sailcloth, crates of metal ore etc.) and a few more useful items from the usual inventory list (hemp rope, water bottles, spare bedrolls, oilskin clothing etc.). Above them, two sailors are playing dice (can be seen through the deck hatch) in a small area between the crew quarters and weapon store (locked; DC 20-25), and the PCs will need to get past them somehow to explore this area and get up onto the top deck.

The deck level is most dangerous where there is the captains quarters, pilot, a few crew on watch and the ships gallery in the forward compartment. However, no-one is expecting escape, so no-one is particularly alert to events on board. Listening to the crew's discussions (on any deck), they are concerned about sailing this close to a dangerous coast where the Navy have been clamping down on slavers and pirates recently. They will also mention how the [Sea Imp Things] are out tonight, implying danger in the water.

I envision a few tactics for escape, and have various ways to deal with them:
  • Jump & Swim: The simplest, but most dangerous method. They are a long way from the coast so the swim will be long and they will be hindered by any gear they've stolen from the ship. Since this could be a potentially boring end to the adventure, the swim will need to involve some small encounter with a group of [Small Imp Things] which should pose a decent challenge to the group. If there aren't any suitable D&D monsters already, I'll make something up.
  • Steal lifeboat: They'll need to avoid the deck crews to get to the lifeboats and then get it off the ship which will be much more difficult than just jumping over the side. At least one crewman will jump into the boat to attack them and others will open fire as they flee.
  • Signal for help Royal Navy: The PCs know that this area is heavily patrolled (hence the subdued crew / lighting) and may attempt to signal land for help by setting fires / magical spell (must be better than a caltrop) / making a racket. This won't happen by accident (e.g. as a result of attempting a coup). Since this could also potentially be quite dull depending on the player actions, the signalling will result in a naval chase which will force the ship onto a reef. The resulting battle will result in a couple of skirmishes with the slaver crew and with the naval forces (if the PCs are armed) prior to their escape into the forest.
  • Kill the crew & take the ship: Yo ho ho!! Piracy is fun! This method will likely involve looting the armory, murdering the crew below decks, killing the deck watch and then facing the captain (solo boss). They'll earn a bunch of treasure from this method and a ship (which may well segue nicely into the next adventure being a 'you wake up shipwrecked...' style since I'll be damned if they all take skills in seafaring before we start :lol:)
  • Sink the ship: With enough fire the ship will sink (may occur accidentally or deliberately). Depending on what state the PCs are in by this point, there will be more or less fighting.
On land
Unless they basically sprint upstairs and throw themselves into the sea, I don't think I need any more options for this to work but if it does end too early then it'll involve something like an alarm being raised and the slavers giving chase (the slaves are EXTREMELY valuable property). The idea is then a race to the nearest village where they can raise the alarm or to stand and fight them on the beaches.

----------------------------

So what do you guys think? It needs the details re. loot / stats and I need to figure out appropriate rolls for various actions (though I'll just fudge any rules I can't remember for the sake of the game).

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Re: D&D Mini-Dungeon help needed

Post by ThroughTheWell » Sat Mar 09, 2013 10:04 pm

I don't like the idea of escaping as slaves ON A SHIP. It is incredibly unlikely. There are likely 2 ways downbelow decks, both locked from the outside and easily visible to everyone working on the small ship. Slavers, as I said before, are competent. This is what they do, and the've delt with slaves trying to escape before. Hell, if they cast sleep before, they should also be casting alarm on the stairs. THAT is why I suggested incompetent beginner villagers. Oh, and cliche wise, you just picked a big one. Not to mention the recent graphical goblins escaping a slave ship game that you'd nearly be duplicating. Slaves don't take over ships. Hell, mutinies don't always work, and they start armed, healthy and knowing everything they need to know. Bording actions from marines or pirates don't always work, and you expect me to belive that it is plausible for naked beaten slaves to take over a pirate ship.

K, I'm a bit mad now. :x Both from the horrible idea you proposed and from you totaly ignoring earlier ideas. Just, don't ask for ideas again. :wall:

Oh, and even if you don't let the thief keep 1 emergency lockpick, (which I would let them do), it is only a -2 for an improvised tool.
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Re: D&D Mini-Dungeon help needed

Post by thinkslogically » Sun Mar 10, 2013 3:01 am

Bloody hell TTW, chill out! it's not like I just kicked a puppy!

First up, it was just an idea - the ENTIRE point of me asking here was to get constructive feedback on a game I am running next week. You guys post ideas, I post an idea based on the bits I like, you guys post feedback and I hopefully end up with a game that might work. Believe me when I say I read your post and took it on board, but I'm just not that excited about a cult setting.

Personally, I do see plenty of ways for a competent crew to be hampered in their abilities to fight an uprising, from something as simple as food poisoning (cos slaves wouldn't get the good food would they?) and having ordinary crewmen as the equivalent of strong villagers (they're just sailors after all, not pirates). Also, the slaves are valuable and have therefore been kept alive and healthy for the journey so far.

Regarding the spell, the idea there was that the kidnapping crew (on shore) were the more competent of the team - they do the hard work of kidnapping strong-looking folk for the trade (with the help of a wizard) and then dump the incapacitated victims on a ship where it's expected that the cages will hold them until they land. The ship is a basic cog fitted to look like an ordinary trade vessel or similar (with max 20 crew) to provide cover from the attentions of the local navy.

Finally, that "graphical goblins escaping a slave ship game" I'd be ripping off? It's mine.

Saying all of that, (and ignoring how rude your post is) still, thanks for the feedback. This is hardly a perfect scenario, but I've basically got today to get something sorted out. I appreciate your advice re. scaling the difficulty back and providing tools for the thief. If you don't like the idea of slavers (and I'm not that keen on the idea of a cult), then what else would work on a ship? Like I said, I'd prefer something nautical (personal preference) but I'd also like to start in some way that forces / brings the players together. But if a village setting is the ONLY thing that can possibly ever work then I'll build a village.

--------------------------

ALTERNATIVE POSSIBILITY: Travelling on board a ship, the ship is lured onto rocks by a group of bad guys. PCs have to escape the wreckage and fight their way past the scavengers.

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Re: D&D Mini-Dungeon help needed

Post by ThroughTheWell » Sun Mar 10, 2013 8:56 am

Slaves on a ship escaping = supremely unrealistic. Ignoring history and artificialy making it easier is a cop-out. If you want nautical, throw in sea monsters, a storm or whirlpool where even the PCs have to help, or a straight up fight between ships. The latter could easily be between rival countries/cities without having to invoke pirates, bandits, or a partial shipwreck. After those ideas with PCs as passengers, you have more if they actualy hire on as crew.
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Re: D&D Mini-Dungeon help needed

Post by thinkslogically » Sun Mar 10, 2013 9:18 am

Thanks, those are helpful suggestions and give me a few more ideas to think about :)

For the record, I know the basics of D&D mechanics, but I'm a total noob at building things within this framework - what will work and what won't is still new to me, so I'd just ask for your patience while I figure things out. My throwing ideas around isn't trying to offend or deliberately annoy you so if I do that it's only out of ignorance rather than willful spite! I'm sorry if you felt like I was ignoring your suggestions - I really did take them on board, but I guess didn't fit them into the outline very well. I'll try something else :)

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Re: D&D Mini-Dungeon help needed

Post by AccursedBiscuit » Sun Mar 10, 2013 11:18 am

Don't worry about TTW, he seems to take it personally when people don't take his advice to heart.
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Re: D&D Mini-Dungeon help needed

Post by gamecreator » Sun Mar 10, 2013 2:49 pm

It's not just about advices. It's about every single thing.

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Re: D&D Mini-Dungeon help needed

Post by M0rtimer » Sun Mar 10, 2013 3:27 pm

I am just here to state that whilst there may have been far better ways for TTW to voice his opinions- And I advice him to do so in the future, especially on a thread that should not be taken this seriously - There is no need for personal attacks as the last two posts are.

I'm not going to delete any posts or issue any warnings, but I do suggest we're not going to stray from this topic's intent by engaging upon it any further.

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Re: D&D Mini-Dungeon help needed

Post by WhirdCheese » Mon Mar 11, 2013 1:20 am

Dang. Having flashbacks to one of my first adventures. Were captured while talking to doppleganger mayor about the opportunity of adventure. And I totally should have survived the 30' fall out the window. So anyways we're escaping the ship and we come to a hallway littered with giant swinging axes. In the middle of a ship. Then a group of guards came in. In order to decrease the likelihood of death the rest of the party stood in one line. Of course that's the line that has a giant swinging axe flying through it. Then I got swarmed by a mob of guards and it turned into a tpk.

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Re: D&D Mini-Dungeon help needed

Post by thinkslogically » Mon Mar 11, 2013 2:10 am

Lol :) That's pretty funny! And what better place for a hall of swinging axes than a ship? You'd need no mechanism to power the trap beyond the normal swaying of the boat! :lol:

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Re: D&D Mini-Dungeon help needed

Post by BadgeAddict » Mon Mar 11, 2013 4:15 am

Here is the thing. dnd and all other games ever created are for people to have fun. The rules and regulations of each game, though normally should be enforced...you know what, if you wanna toss out logic go for it. If people are having a blast, do you want to stand in their way.

Thinks, as a form of encouragement, you are one of the top game creators in terms of imagination and fun. I am positive that no matter what idea you come up with for the group to play, they'll have a blast. I'm thinking you were wanting ideas to get your own creative juices flowing, i get that.

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Re: D&D Mini-Dungeon help needed

Post by thinkslogically » Mon Mar 11, 2013 4:38 am

That was exactly it BadgeAddict and it's been a big help :)

I'm still going to roll with the slave ship idea, but I think I'll have it abandoned and drifting in the middle of the sea. The PCs wake up because no-one's keeping them asleep any more and they need to figure out what the hell has happened & escape. Same idea, but different flavour and it should give enough of a puzzle for them to solve without them having to deal with an angry, (living) crew... It also means they can be easily railroaded into being a party rather than 'hey, you are all in a pub for some reason and decide to go adventuring with each other rather than all the other adventurers in the city because... well... just because.).

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Re: D&D Mini-Dungeon help needed

Post by AccursedBiscuit » Mon Mar 11, 2013 12:15 pm

Hmm, good idea. Maybe the ship is stranded due to mermaids tempting all the sailors into jumping overboard. Maybe not all. That wouldn't be a very exciting adventure, an empty ship haha
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Re: D&D Mini-Dungeon help needed

Post by Wolfie » Mon Mar 11, 2013 12:20 pm

AccursedBiscuit wrote:That wouldn't be a very exciting adventure, an empty ship haha
You'd be surprised. Maybe they come across a leak in the hull that they then have to patch (done this in one campaign). Maybe the crew was killed by an assassin, who then jumped overboard, and two days behind the ship is its sister ship, with a full crew looking of potentially angry people at finding their ship stolen, crew dead, and the (in their eyes) perpetrators on board. Ergo, they would have two days to figure out what happened to the crew and try to sail it back to shore or to where they'd like to go.. etc
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Re: D&D Mini-Dungeon help needed

Post by AccursedBiscuit » Mon Mar 11, 2013 12:33 pm

Hmm hadn't thought of that. Lots of good ideas here.
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