Make a dungeon adventure
Dungeons are great places for adventures
There are many reasons that dungeons are so important in this game. One of the big reasons is that the players can’t really escape. Make a quick dungeon:
There are 4d4 rooms in your dungeon.
What shape is each room?
d6 | Shape |
1 | rectangle |
2 | square |
3 | circle |
4 | triangle |
5 | hexagon |
6 | hallway |
When the PCs enter a room, roll a d6 to see what they find.
d6 | Discovery |
1 | Nothing |
2 | Common items (torches, swords, cups, papers) |
3 | Treasure (d100 coins or d20 jewels) |
4 | A trap (1. Lightning 2. Pit 3. Spikes 4. Crushing walls) — STR or DEX to dodge |
5 | Strange magic (lights, sounds,smells, illusions, symbols, smoke) |
6 | A monster |
Add some spice to your adventure
Drama
You need a quest that gets your players interested in the adventure. Try one of these:
d6 | Quest |
1 | Some people are trapped and need to be saved |
2 | There is a powerful magic item to find |
3 | There is a hidden treasure |
4 | There are terrible monsters threatening people |
5 | A cult is trying to summon a horrible evil |
6 | Someone has disappeared in a mysterious way |
Discovery
What do your players discover on their quest?
d6 | Clue |
1 | Strange markings on stones or trees |
2 | A common magic item |
3 | A goblin fleeing something tells the PCs “too scared. Must run!” |
4 | D100 coins with strange markings on them |
5 | Footprints |
6 | Strange lights in the distance |
Danger
What terrible force is behind this Drama?
d6 | Big baddie |
1 | An evil wizard |
2 | A mischievous witch |
3 | A wealthy, corrupt person |
4 | Wicked royalty |
5 | Someone possessed by an evil demon or spirit |
6 | A monster |
Who are the big baddie’s minions?
These are the minions that will appear along the adventure. Usually, minions serve a big baddie that’s related to them in some way. For example, goblins will work for a hobgoblin or bugbear. Those are monsters in the goblin “family.”
Kobolds worship dragons so they’ll either work for a dragon, a wyrm, or even a drake.
Cultists work for cult leaders and wizards.
Think of minor monsters who make sense working for your big baddie and then have the PCs encounter those minor monsters along the way.
This is a good way to plant clues to the big baddie as well. After an encounter with goblins, the PCs could find a map to the hobgoblin’s lair. Or they might find a statue of a dragon in the kobolds’ den. Or perhaps they find arcane symbols carved into trees and rocks near the wizard’s tower.