The first 1,000 people to use the link will get a 1 month free trial of Skillshare: skl.sh/questingbeast11221 Subscribe to the newsletter to get entered RPG giveaways: bit.ly/TheGlatisant Get the Quintessential Dungeon for free here: beholderpie.blogspot.com/2016/05/one-page-dungeon-2016-quintessential.html The Temple of the Moon Priests (original): beholderpie.blogspot.com/2017/04/one-page-dungeon-2017-temple-of-moon.html Temple of the Moon Priests (printer friendly): dismastersden.blogspot.com/2020/01/annotated-temple-of-moon-priests.html
I definitely think the initial room ought to be an area of relative safety, rather than throwing them immediately into an esoteric chess puzzle. It's at the bottom of a well in the middle of a tavern, it should be well trod by now. You might show that it's got the rubble of many chess statues piles up in the corners, showing that it's been cleared by other adventurers over time. But there might be a couple pieces left over with a bit of life in them, that the PCs need to avoid.
Trilemma Adventures is a pdf / book full of a variety of isometric maps like this, with the text on the map; only 1 or 2 pages. Stats and such for the world are in the back if desired. The book version is beautiful, looking like a coffee table book. It's fun to just read or flip through. Generic enough to be used for any system.
Its a shame that the beautiful art in dungeons like these can only be enjoyed by the DM. Would be cool if there were a non text and non secret version drawn out. It could also have dotted lines sectioning off areas. You could cut paper out in the dotted line shapes and pull back sections at a time.
I've used software which supports layers. One for the physical rooms, one for hidden items, and one for room details. Print the former off and use cut-up paper to block areas they haven't seen. Others I leave on my tablet -- drawing in the hidden items as players discover them, but keeping the descriptions to myself. Of course, there is another way... give them the map. Maybe the found it, won it in a game, were given it as a reward, the local thieves guild scouted it, a creature inside defected, or a wizard scry'd on the place, etc. You can increase the difficulty to make up for the fact that players have some idea what's in the dungeon and/or change things up representing things which changed since the map was created.
Back in the day I used to work in an office with photo copiers and I would bring in D&D modules and books to copy (and enlarge) pictures and maps to show my players. Unfortunately we stopped playing shortly after and I didn't get the chance to make use of most of the copies I had made, we started playing again years latter but I don't usually DM and besides we usually get pics off the internet now.
I adore stuff like this - love a good "one page" dungeon when they have charming art like this. I wish people would sell slightly larger "pads" of one page dungeons.
I knew this would be the dungeon when I saw the headline. I’ve been running this with Basic Fantasy on a massive Dwarven Forge build, videos are on my channel. MY PREPWORK NOTES ARE IN THE THREE COMMENTS BELOW. We’re up to four sessions (1.5hr ea) in it now, setting up a big finale the day after thanksgiving when they’ll head down into the caverns.
Here's my prep notes if anyone wants them. I tried to delete all my session live notes, but I might have missed some. The names are proprietary, but you can ignore them. 1. Shady Tavern (18b on town map) a. AUDIO: SHELTER FROM THE RAIN b. They get mystery invitation. "Breakfast is on us. The Dragon's Flagon welcomes Bittershire's new heroes. See you at sunrise." i. A little more run down and quieter. Not a pleasant an atmosphere as the Wolfs Den. ii. Old homeless man sweeps floor, named Spivey. Has no teeth. iii. Owner is Walter Kegrun. 1) Overweight man in his 60s, bald on top, but black hair on the sides. Mustache. 2) Soft spoken and timid. 3) Hostage by the thieves guild. They enforce his protection and he is scared to go against them. c. Thieves' Guild sometimes use his cellar as entrance to the sewers, their hideout. i. The Guild wrote the note but the owner didn’t expect them. Confused about "on the house", til the guild gives him a 'look. ' ii. Only four members and do subtle jobs. iii. Thieves' Guild Patrons 1) Edward Barber (#17 barber) Guild Leader, has all the keys of the guild. 2) Jimmy Trodden (#3 handiman) 3) Albert Dracoshade (#29 leatherworker) 4) Bungo Bladders, halfling T8 disappeared a week ago. d. Hole in the floor covered by trap door and large rug. i. The Guild wants to gain access to the dungeon and lure adventurers into the chess game to try to get passage into it. ii. Out of dusty cobweb crate in the corner. Hook rope ladder to rafters above. 2 Pieces, at least 50-60' of ladder. 2. Cellar a. AUDIO: RAIN (INTERIOR PERSPECTIVE) b. Drinks and food items, some in poor condition. c. Dire rats. AC 13. +1 bite 1d4 + disease (5%). 40', F1, MI 8, XP 10. Disease: Sicken 3d6 hrs. Lose 1 CON per hour. Sv vs DR+CON each time to stop it. 0 CON is dead. i. HP 3 ii. HP 3 d. Wardrobe has a false back, door leads into sewers. 3. Thieves' Guild Sewer a. AUDIO: SEWERS b. Entrances: i. Manhole next to players house is padlocked shut from below. ii. Manhole in an alley is a way in. they cover it with a broken wagon to conceal. iii. Secret door under The Dragon's Flagon. c. Guild Stuff: i. Apparatus with little pouches with bells on them. ii. Treasure chest with multiple locks on it. Empty, just for practice iii. Pile of black leather armor. iv. Door with several locks on it. v. Table with 35gp, rubber mask that looks like the taxman, some lockpicks, and an empty mug. vi. Keg of ale, keg of wine d. Large Crate: i. Fancy leather boots (Boots of Traveling and Leaping: +10' speed, can jump 10' up or 30' across) elisia ii. Strongbox. Locked. 200cp, 300sp, 100gp, pair of Golden earrings with Rubies inlaid (1000 gp). e. Another door similar to the one in the chess room. magic. i. Ornate, very tight seal. No rust. Wizard locked, permanent spell. can be opened from the inside though. (dispel magic or knock opens it from sewer).
4. Human Chess Board a. AUDIO: Dread (Skyrim) - while descending b. AUDIO: TORCHLIT DUNGEON c. Players repel down a rope ladder and land at far end. d. No light, but faint light from above gives you the sense that there are several beings in the room. i. Torches on the wall can be lit. e. See figures staring at you. f. Fancy golden door with red runic writing. g. Rules of the Game: i. Once PCs hit a square, they can only, move 5' per round in any direction. ii. Opponents go after each PC according to chess movement, sides take turns. iii. Must defeat King to open the door, all other pieces vanish. King drops his weapon. 1) Longsword +2, Casts Light on Command. iv. Pieces vanish if killed. v. Only take square if defeat opponent otherwise remain adjacent. vi. Opponents can't be affected by mind spells like Sleep. vii. Can used ranged attacks but still only move 5' per round. viii. Pawn: AC 13, +1 1d4, 50XP. Some are already dead. 1) Near HP 2 2) HP 2 3) HP 2 4) HP 2 5) Far HP 2 ix. Bishop: AC 15, +3 1d6, 100XP. 1) White HP 5 2) Black HP 3 x. Rook: AC 15, +3 1d6, 100XP. 1) Near HP 4 2) Far HP 5 xi. Knight: AC 14, +3 1d6 (shoot to target square, then move if dead), 100XP. 1) Near HP 5 2) Far HP 5 xii. King & Queen: AC 17, +5 2d4, 250XP. 1) King HP 10 2) Queen HP 8 5. Bridge Across Bottomless Pit a. AUDIO: CHASM BRIDGE b. 200ft drop onto stone, 20d6. c. Bridge is old but okay to cross if one at a time. Chance to break if more join: i. 2 10% ii. 3 25% iii. 4 60% iv. 5 85% v. 6 99% d. Kobolds step out and start shooting with small crossbows with flaming tips. AC 13, +0 1d4, 20', NM, MI 7, 10XP. i. HP 2 ii. HP 2 iii. HP 2 e. If they miss there is a 25% chance they hit the bridge and 10% they hit the rope, igniting. Bridge adds 20% to breakage chances above, rope adds 40%. 6. Kobold Lair a. AUDIO: Caves (Tamriel) b. Wing it if they get there somehow. 7. Armor Display Room a. AUDIO: SEWERS b. Beautiful "Plate Armor" on pedestal. If donned, Save vs spells or charge straight into the bottomless pit. c. If saved, the armor is actually Plate Armor (Cursed, AC 11). 8. Enchanted Feast a. An amazing feast is laid out on the table. 6 servings. 6 alcoholic drinks, 6 waters. Items can't be removed from the room, magic, will disappear. i. If food is eaten, 3d6 HP is restored. ii. If alcohol is drank, 1d30 random effect: 1) Your skin color changes to a random color. 2) You can smell gold from 50ft. away for 1d4 days. 3) Your AC increases by 1d4 for 1d4 hours. 4) You begin to emit an odd musk from your skin, attracting wild animals to your location. 5) You gain a shiny film over your eyes. You can see in the dark for 1d4 hours. 6) You begin to vomit a swarm of angry insects. You can control them for 1d4 hours. 7) Your mouth vanishes for 1d4 hours. You are unable to speak. 8) Your size shrinks for 1d4 hours. 9) Your size increases for 1d4 hours. 10) Wings sprout out of your back, allowing you to fly for 1d4 hours. 11) Your breath is now a light flurry of snow. 12) You suddenly feel another arm growing out of your back. This third arm lasts for 1d4 days before it falls off. It functions as a normal arm. 13) Your hair color changes to a random color. 14) Your pupils disappear! You are blinded for 1d4 hours. 15) Your hair triples in length. 16) Your hair has the effect of being underwater permanently. 17) Your skin turns to metal for 1d4 hours, giving you resistance to martial attacks. 18) You can speak with plants for 1d4 hours. 19) Your skin begins to harden at an alarming rate. You are turned to stone for 1d4 hours. 20) You grow a beautiful ginger beard down to your knees. 21) You can understand all languages for 1d4 hours. 22) You begin to secret a substance that is very similar to gasoline. Be careful, you are extremely flammable! 23) You completely forget the last 24 hours. 24) You are instantly teleported to the nearest body of water. 25) Your skin begins to turn to oily scales, eyes grow to big fish eyes, and you grow gills. You gain the ability to breathe underwater for 1d4 hours. You also lose the ability to breathe outside of water for the time limit! 26) You are able to pass through walls that are 1ft. thick, like a ghost. 27) Drinking this potion temporarily turns you to smoke, while you're shifted to a pocked plane in front of a genie who will grant you one wish. 28) Your skin turns pale and your blood stops pumping. You become undead for 1d4 hours. 29) You become transparent like a ghost for 1d6 hours. 30) You begin to hover one foot off the ground for 1d4 hours. 9. Mirror Room a. AUDIO: Dungeons (Skyrim) Playlist b. Door is stuck. 1:6+STR. c. Magic mirror in corner covered by curtain. Whoever removes the curtain must Save vs spells or have alignment reversed. Anyone who looks into it must save as well. d. Two gold plated tower candle holders are worth 1000gp each. 10. Central Corridors a. AUDIO: Dungeons (Skyrim) Playlist b. This area is shiny clean, no dirt or cobwebs. c. If lit, see bones, shimmering coins, and a sword floating. i. 8 ep, 12 gp, 3 pp. ii. Trollsbane, Longsword +1, +3 vs. Regenerators (attack and damage) 1) Very well made sword with a green leather grip. Streaks of blood on the blade reappear no matter how clean you get it. d. Gelatinous Cube. BFC 81 i. HP 18
11. Sewage Pool a. AUDIO: SEWERS b. Otyugh. AC17. +6 2 tentacles/1 bite + special. 1d4/1d4/1d6+special. Mv 20'. Sv F6. Ml 9. Tr U. XP 555. Attacks if threatened or hungry. Slash and squeeze, drag into mouth. Bite inflicts filth fever (save vs poison CON to resist, 1d3 days, 1d3 dex, 1d3 con). i. HP 27 12. Water Gem Room a. AUDIO: Dungeons (Skyrim) Playlist b. Stairway up to this room i. Treasure chest (trapped), on plinth at the top of the stairs. 1) If opened, a cable over the top and down the back releases a mechanism below that collapses the stairs and slides them all the way down as a trap door at the bottom stair opens and deposits them into the sewage pit. c. Water Gem on plinth, flanked by two braziers. d. Black Fur Rug with the face of a scary looking dog on floor, will attack. e. Rug of Smothering AC 12, 3 HD. +5 Mv 10', can spin only. F3. Ml 9. i. Surprise enemies on 1-5 on 1d6, roll to notice. ii. Takes half damage, and other half goes to victim inside. iii. HP 13 iv. If defeated will arise and want to serve new master, whoever impressed it most. "Cinders" is a sentient hellhound pelt cloak. AC12. HD 3. HP13. BURN 15' line of fire, 2d6 (sv v DR 1/2). F3. Mv 10'. Ml 9. Good sense of smell. 13. Icy River - Bridge & Waterfall a. AUDIO: UNDERGROUND WATERFALL b. Can see waterfall from bridge, 20' away. c. A dim flickering orange light far beyond in the darkness. 14. Icy River - Canoe a. AUDIO: UNDERGROUND WATERFALL b. Canoe is a trap, as soon as the oars hit the water they disintegrate, canoe aimlessly drifts to the falls. c. Fast moving. 1:6+STR to swim across. d. Current takes boat 25'/rd 15. Icy River - Broken Pathway a. AUDIO: UNDERGROUND WATERFALL b. Fast moving. 1:6+STR to swim across. c. Current takes 30'/rd d. Can't climb or swim against current. Only one way travel. Can hold still against wall. 16. Air Gem Room a. AUDIO: Dungeons (Oblivion) Playlist b. Pressure plate platforms. ABD teleport you in. C (close to treasure room) teleports whats in, out. c. Rust Monster. AC18, +5 antenna (against metal, not PC). Mv 40'. Save F5. MI 7. 405 XP. If hits, destroys a metal item. Instantly oxidizes it and turns it to fragile rust. Weapons used to hit are destroyed after doing 1/2 damage. Magic weapons do full damage but lose one +1 per hit. Can be lured elsewhere with metal trail. i. HP 22 17. Portal Jump a. AUDIO: Dungeons (Oblivion) Playlist b. Runes above in common say "Jump" c. It’s a portal to the shore of the river next to the town. 18. Fountain Room a. AUDIO: FLOODED CAVES b. Magic Mouth on wall i. Riddle - "I turn once, what is out will not get in. I turn again, what is in will not get out. What am I?" a) A Key. 1) If get right, will tell them to drink from fountain to learn where the gems are. c. Pool i. If fountain is drank before getting riddle, the water is poisoned. 1d6 HP for 6 rds. 19. Treasure Room a. AUDIO: Castles (Tamriel) Playlist b. Crate i. 900 sp, 1700 gp, 200 pp c. Mannequin i. Chain Mail +1 ii. Shield +2 d. Desk i. Scroll with 4 Magic User Spells: 0/3/1 1) Invisibility, Invisibility, Levitate, Haste ii. Scroll with 6 Magic User Spells: 3/0/3 1) Hold Portal, Light, Protection from Evil, Haste, Dispel Magic, Hold Person iii. Potion of Flying, Potion of Healing, Potion of Clairvoyance iv. Bag of Holding e. Chest i. 500 gp ii. Fancy Diamond x2, Ornamental Amethyst x8, Fancy Malachite, Semiprecious Aventurine, Semiprecious Emerald x2 iii. Ring of Control Plant, Silver Bracelet (600gp), Rose Gold Necklace (900gp) f. Weapons and Shield left i. Frostbite, Longsword +1 that forces a save vs paralysis on Nat20 or victim is frozen solid for 1d6 turns. Even on success, the victim is slowed, as the spell, for 1d4 rounds. ii. Sword of Light on command. iii. Shield +1 g. Weapons and Shield Right i. Thunderclap, Mace +1 that shocks 1d4 nearest creatures on Nat20, in order. Each takes 2 less damage than the victim before. Mace with a scorched head that smells. ii. Sword of….? iii. Shield +1 h. Sarcophagus...if opened... i. Mummy (p107) 1) HP 33 ii. Spellbook 1) 1st level: Protection from Evil, Light, Magic Missile, Read Languages, Detect Magic 2) 2nd level: Invisibility, Web, ESP, Mirror Image 3) 3rd Level: Fireball, Clairvoyance, Haste 4) 4th Level: Hallucinatory Terrain, Massmorph 5) 5th Level: Cloudkill 20. Large Cavern a. AUDIO: Caves (Tamriel) Playlist b. Waterfall 20' c. Sewage overflow pipe d. Underground stream continues, will drown if sucked in e. Secret cavern door to 23. f. Cage with prisoner. i. Halfling Thief named Bungo Bladders. 1) Thieves Guild member. He picked the lock through the sewers after the party left the dungeon, after they had broken the wizard lock already. 2) Fleeing from something, slipped on the bridge. Fell in the water. Maybe his backpack is in the water. Has a potion of invisibility in it and his thieves tools. Lost his daggers and sling too. 3) HD 8, AC 14, AB +4/5, Dam 1d8, Mv 30', Ml 9, just wearing leathers. a) Bungo 30 HP g. 3 Trolls around Campfire. One is a juvenile but throws javelins. AC 16, +6 2claws/bite 1d6/1d6/1d10 (or +3 javelin 1d8), 40', F6, Ml 10 (8 against fire or acid), 555XP. Heal 1HP/rd. Not dead at 0HP, disabled for 2d6rds, begin heal. Fire and Acid doesn’t heal. Attached or regrow limb in 10 mins. i. Guulj HP 21 ii. Vraaghu HP 27 iii. Gaajj HP 10 21. Fake Treasure Room a. AUDIO: Caves (Tamriel) Playlist b. Through waterfall. c. Hoard Mimic. AC10, HD 7. +7 tongue/bite. 1d4/2d8. tries to grab with tongue and bring into mouth. Mv 10'. Sv F7. Ml 8. No treasure. i. HP 28 22. Red Dragon Lair a. AUDIO: Caves (Tamriel) Playlist b. Treasure pile c. Red Dragon sleeping. i. Revilnarthrilrax the Crimson Scourge. AC 21, HD 10*(+9), 2 claws/1 bite or breath/1 tail. 1d8/1d8/4d8 or 10d8/1d8, Mv 30' fly 80' (turn 20'), Sv F10, Ml 8, Tr H, XP 1480. 1) Immune fire, half dmg from mag fire. Attack with martial not fire, if possible, to save magic items. 2) Prefer women and elves. Talking. No spells. Breath fire cone 90' long, 45' wide. 3) HP 36 4) Treasure: 5800cp, 14000ep, 3400pp (24058 gp/XP value). Plate Armor +2. Golden scales....etc, incomplete treasure pile 23. Earth and Fire Gem Statue a. AUDIO: Discover (Skyrim) b. Secret cavern door. c. Eyes are gems. Fire & Earth. d. Very tall and slippery. e. Door is a portal gate to????
@@classe-tmb There's the original comment, then three replies to it. Make sure you hit the "read more" on each of them. The first one begins with "Here's my prep notes if anyone wants them." The 2nd begins with "4. Human Chess Board" and the 3rd begins with "11. Sewage Pool". Let me know if you still can't find one, and I'll repost it for you. I'm actually getting ready to run the final session of the dungeon! We're going to be playing most of the day today. 10 players all together, both groups.
I LOVE THIS DUNGEON! I’ve used it in two campaigns so far. I love that it’s well put together and allows me the degree of improvisation and on-the-fly thinking/decisions that I like.
I've been playing DnD for about 9 years, and I've never actually run a module. When we had an influx of new players to our table I went and took acampaign setting and just wrote out a new adventure that highlighted play mechanics and use of the environment. Setup a way that party composition didn't matter as heavily to success and ran with it. Lots of improv as they came up with ideas and plans I hadn't considered but ended up being a lot of fun.
@1:30 Absolutely agree. It's been an increasing pet peeve of mine as I keep running official WotC adventures. I feel like half the content I read in an adventure book is basically useless descriptions. I'd much rather have concrete, but summarized options to add depth to a room or to an encounter.
I love one-page dungeons and will definitely plunder this one for ideas! I ran Temple of the Moon Priests for my family fairly recently -- I played the Knucklebones as the jerkiest possible version of the A-Team, and had them lead the party to the dungeon after letting slip about it during a drinking contest. The Sky Shard has turned out to be an important MacGuffin in the campaign and is currently causing all kinds of trouble.
Rarely do I disagree with something you highlight. I completely accept that you have used this successfully to run fun games, but The Quintessential Dungeon does a number of things that I don't think are good design, particularly for DMs that aren't very experienced. I can easily imagine newer people saying "I'm going to run this and it will be great!" I certainly did when I first looked at it. It looks amazing on the page, but a lot of that is cramming too much into too little space. There are a lot effects and rooms that either need pre-prep, like random potion tables, or need to be ruled on the fly like the healing feast. I'm sure you are experienced enough to fill in the gaps. You probably have more than one random potion table to slot in. You probably also know how to lead players into the elemental gem mystery and make them care about it. My gaming experiences lead me in a different direction, particularly for one page dungeons. If I had a new group to OSR, I would pick a one page starter dungeon like "Sky Blind Spire", "Barrow of the Two Brothers", "The Burial Mound of Gilliard Wolfclan", or a really underrated favorite "Watcher in the Wall" by Travis Bergmann.
Yeah, it seems more like a sort of handsome nostalgic DnD illustration. First dungeon implies level 1 players, doesn't it? Are they supposed to survive this?
Such a great dungeon and it runs perfectly with Knave! Here's one suggestion for those groups wanting a bit of chaos in the final chase. First number the dungeon rooms 1-20. Then instead of having the jump portal spit them out at the harbour, they must roll 1d20 and be teleported to a random dungeon room. Now there's a risk of ceiling collapse and falling on top of the sleeping dragon!
I have been championing this dungeon for years I have run it several times and each time with swords and wizardry and boy is it fun. It does require some minimal prep but it’s so easy to run. Players love these small densely packed dungeons it’s hitting all the tropes and is my go to new group dungeon.
This is so cool! I'm ALWAYS looking for more dungeon printouts. I've been hoarding them in a binder for a year and have quite the formidable collection.
I love the way there are so many different paths through the dungeon, especially the waterways. But there are so many insta-death situations, especially the bottomless pit at the beginning. I wonder how DMs handle early deaths in a dungeon.
I did a map that looked almost exactly like this in my youth. Maze like hallways with large caverns at the end. I gridded it off by page numbers. I then used it as reference for a pick-a-path book I was working on that had full 3d picks from the map looking down the hallways. That was 40 years ago LOL.
I've run this dungeon four times for four different groups and it always works great. I've normally just run it as a one shot when the normal campaign couldn't run and usually get through 4-6 rooms in a session, with finding one of the crystals as the "finale".
@@aaaaaaaaooooooo The big thing I always do is change the bottomless pit into a pit that *looks* bottomless because it's full of oily sludge. The chaotic attempts to rescue players who fall in the pit as the kobold's throw molotovs at them works so well! I also like to make the wererat into a recurring mobile bad guy. Oh, and Wild Magic mushrooms...
@@chibinya I've always done it as Level 1 in 5e, because of a lot of these were games where I was filling in for absent DMs at a club I was involved in running. That said, I don't think it made all that much difference :)
Listening to your video was fun, and I will try both adventures. After adjusting things a bit, especially for "The Quintessential Dungeon". Confronting a dragon in one's first adventure is something that characters would simply not survive in my games regardless of the system I would use. And of course, there are adjustments to be made for whatever world you are using, certain monsters might or might not exist etc...
I had a lot of fun running a session from a Dyson Logos map involving a chasm and the goblins that infested it. The map was unique in that it was an ant farm style sideways view. I gave a brief synopsis to the players, and improvised based on what they did. This looks like a good, albeit a bit more complex adventure with plenty of wiggle room for the DM.
I ran my kids through their first Basic Fantasy game using this dungeon. They absolutely loved it, though one of their toons put on the armor and jumped to their death, kobolds laughing at their misfortune. Good stuff.
Been running my young second cousins through it (as well as other family members) with BFRPG as well. One of the PC's donned it, failed his save, but the 6 year old MU brilliantly used her web spell to cover the entrance to the pit. He got stuck in it and they took the armor off him and chucked it in the pit. Loved it.
@@BScalise97 I would love to see someone converse with a monster and convince them to put the armor on, as a way of getting around a monster without combat.
A trope is a sort of visual shorthand used in storytelling. For example describing a character as having a long white beard and piercing eyes is a trope suggesting wisdom. A trope is not a synonym for archetype, cliche or stereotype.
"The word trope has also come to be used for describing commonly recurring or overused literary and rhetorical devices, motifs or clichés in creative works" "a common or overused theme or device " "a recurring theme or motif, as in literature or art"
The Basic (or beginners, I forget) Dungeons & Dragons 2nd edition boxed set I think is a great starter. It gives you a good first adventure that can be played lots of ways, and it gives you a framework for future adventures that make a good jumping off point.
This is awesome! Not only do I want to print it out and hang it in my room, but I also think this might be a good way to introduce my friends who are used to 5e to OSR play. Not to mention cut my teeth DMing OSE...
This is great. i love one-page adventures. A lot of the original modules were longer, but they were remarkably simple and straight-forward in design, and full of potential for modifying and customizing to your own table. Plus you can always add links to another area (the "next level") and keep it going for as long as the players want.
When we played the original Ravenloft adventure (also isometric), the DM drew out the areas on our map as we explored them, so eventually we did get to see the full map. You could do a similar thing here, tho it is a little time consuming, but it may be worth it.
Ugh Bargle. That bastard can't die enough times in enough campaigns. I remember reading that original intro in the red boxed set back in grade school. Ah the memories!
I wish I could love it. Maybe I'm too "new school" or something? This is just oozing too much old school design, like (1) instant death, (2) things you couldn't have possibly seen coming because (3) no real structure it's kind of just stuff thrown together and (4) there's a lot of missing details, some pretty important like the riddle or the layout of the chess board. Just giving me a bit of that old DM vs Players vibe. A lot of it can be remedied by work from the DM, though I'd argue that with that much work why not just make your own dungeon? I do understand that some people like this style and it doesn't need to be changed. I just don't see it as actually beginner friendly, for players or DM, though if you just want to do a one-shot just to play because you have nothing prepared, then it looks fine for that to me.
Main takeaway for me is that if you've got a little skill with a pen or a tablet, this 3/4 isometric (somewhat) elevation-agnostic view is a fun way to pre-visualize mid-sized areas without worrying too much about precise dimensions.
A hole in the tavern floor seems silly to me (and yes I know I'm also criticizing the Yawning Portal) but if it were a dried-up well in the courtyard of the inn, then that's another matter.
Love the dungeon illustration, and layout with loops/traps/multiple paths etc, but this is one of those dungeons that raises questions - why is it there? How did the dragon get in that room, etc. Mythic underworld and all that I suppose.
My thought, too. It looks like a kid made it after playing Zelda. "No! I don't think we should have to do this! It makes no logical sense! Why is it here?" "Because it's on the television show!"
I've used this as a first dungeon for a group of 7(5 first timers) we got two genderbent, one lost to the armor and they all learned the usefulness of charm spells when using the guys at the end to distract the dragon with sexy dances
As I was watching the video I kept thinking, yeah this is great, but where do you go next. I really appreciate that you recommend a follow up adventure!
This is neat, but I really prefer the "standard" top-down views. These maps are informative, but it's going to take a long time to transform this map into something I can put up on owlbear and set the players on. I'd love a hybrid though, that has these kind of descriptions for the DM with an easily usable top-down grid pattern for the players to move around on.
Nice video! Nitpicks: The crevices seem too big to escape the gelatinous cube - which has blindsight 60 feet and should spot anyone "hiding" there, yes?
Fun fact: technically, for any presentation to be an isometric projection, there can be no perspective distortion, i.e. the convergence and divergence of Cartesian coordinates to the viewer and the corresponding distortion of parallel lines, hence "isometric."
Stepping on the wrong square in the chess room means not moving like the chess piece you're supposed to be. How you determine that is up to you, but that's the most likely (and most interesting) reading.
Loved the video and learning about this dungeon. But oh the hilarious irony of spending several minutes on video talking constantly about how a picture is better than a block of words when we can literally see how it's better!
I'm a bit of a grid loving DM. I like to put my character models in a "real space". That's not to say I never theatre of the mind but I defo prefer grid dungeons over nongrid ones. Does anyone have any advice/resources on how to actually run a dungeon like this if you do want to have a minis on the board feeling? It looks beautiful and seems awesome but I have zero idea how to actually run this kind of a map! Thanks!
That seems like a massive dungeon to run on 3 hours. Many players are very slow and cautious when exploring dungeons, specially new players. i don't think most people would explore that entire thing in 3 hours.
My pet peeve is how few adventures put the dungeon content on the page. I want to see the map and see what creatures/traps/tricks are there so I can see the relation between them.
Surprised how many comments seem to focus on running literally 'to the rules.' For beginners, hold their hand! Call for rolls based on Int, Wis, Cha, Dex...anything to hint that someone attacking a dragon needs to think again. Plenty of time to mash them up later.
One small thing I noticed about this one-page dungeon: the Air elemental gem doesn't appear to be placed anywhere. The Water gem is found in the room with the rug of smothering, and the Earth and Fire gems are the eyes of the giant statue. Where is the Air gem?
Oh that's easy. Just make sure when you start the game you have copies of everyone's characters (this is standard for me) and then you have the stats for the monsters they will encounter. Simple. lol
This is a very pretty dungeon - but how do i show it to my players? It would be nice if there was a version without the text that I could use in online tabletops and such.
@@QuestingBeast Sure, but is there actually anything in this dungeon that level 1 PCs can fight? The rats - but probably not the wererat linked to them. The kobolds, except you can't get to them or them to you - they throw fire at you while you're on the bridge. At a glance, everything else is really out of reach for a starting party even in old school rules. Fine to have some you've got to find ways around, but even old school D&D was about fighting monsters too.
I know one experienced GM who has used this to introduce new players to D&D, because it has a lot of standard "tropes", but not convinced that this is ideal for new GMs - too much on-the-fly ruling. You'd need to be pretty confident with whatever system you were using
I don't understand how the PCs would get to the bottom right of the map. They would need to either know to dive in the Otyug sewer or need follow the river down the waterfall, a dangerous and unintuitive decision. The dungeon feels very contrived with all the tropes and no natural explanation of how these elements would get there other than wizard dunnit. Fun for people who want to experience tropes, less fun for people who want to be immersed in an adventure....
This is agreat example for what I strongly dislike in dungeon design. WHY is it there? WHO built this and WHY? WHAT purpose does it have? If you encounter monsters there, why are they there? Do they live there?
I kind of dislike dungeons like this. Sure, there's many different paths to take, but they pretty much all boil down to "go left/go right" or "suspect a trap/ touch the thing" with no way to make informed decisions. I much prefer dungeons with function and ecology so the players can make assumptions about where a path is going to lead and interact with the dungeon's denizens based on their living conditions.
But this isn't a D&D dungeon at all. It's system neutral. It's also a terrible starter adventure if the DM is also new because it provides absolutely no guidance about how to build the encounters, set DCs, adjudicate rules, etc. I love one page dungeons so much, I bought the excellent Trilemma Adventures book, but they're not good for new DMs with little or no experience. Since we're sharing starter adventures that aren't actually D&D, you should check out the Pathfinder 2 Beginner Box which is a one shot adventure made to teach the GM and players how to play the game while they play it.
The usual problem I have with these dungeons is this senseless there is a dungeon let's explore it mentality that bothered me even back in the 80s. I really need a lot more to go on an adventure. Plus dragons should be mystical and rare creatures not some dungeon end boss. They should be the adventure. They should rule over vast areas of land and not over some backroom underneath some obscure tavern. Living door to door with a few goblins, a rust monster and 6 Bandits that have 37 Copper pieces between them. Seriously even back then that was a terrible dungeon and nothing exciting. I guess there is a reason why I left DnD in the mid 80 to look for other games to play and worlds to adventure in. But as long as there are people who enjoy this kind of game - who am I to tell them not to? To each their own. And I do think you are doing a great job with your channel don't get me wrong.
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I definitely think the initial room ought to be an area of relative safety, rather than throwing them immediately into an esoteric chess puzzle. It's at the bottom of a well in the middle of a tavern, it should be well trod by now. You might show that it's got the rubble of many chess statues piles up in the corners, showing that it's been cleared by other adventurers over time. But there might be a couple pieces left over with a bit of life in them, that the PCs need to avoid.
Trilemma Adventures is a pdf / book full of a variety of isometric maps like this, with the text on the map; only 1 or 2 pages. Stats and such for the world are in the back if desired. The book version is beautiful, looking like a coffee table book. It's fun to just read or flip through. Generic enough to be used for any system.
I just got this delivered the other day. It's awesome. I love it.
Yep, I did a review of that. It's great!
Its a shame that the beautiful art in dungeons like these can only be enjoyed by the DM. Would be cool if there were a non text and non secret version drawn out. It could also have dotted lines sectioning off areas. You could cut paper out in the dotted line shapes and pull back sections at a time.
I use tracing paper. Trace one section at a time and show to players.
Lots of great creators on patreon make player safe maps, even some with "steps" so you can reveal one room at a time.
I've used software which supports layers. One for the physical rooms, one for hidden items, and one for room details. Print the former off and use cut-up paper to block areas they haven't seen. Others I leave on my tablet -- drawing in the hidden items as players discover them, but keeping the descriptions to myself.
Of course, there is another way... give them the map. Maybe the found it, won it in a game, were given it as a reward, the local thieves guild scouted it, a creature inside defected, or a wizard scry'd on the place, etc. You can increase the difficulty to make up for the fact that players have some idea what's in the dungeon and/or change things up representing things which changed since the map was created.
Back in the day I used to work in an office with photo copiers and I would bring in D&D modules and books to copy (and enlarge) pictures and maps to show my players.
Unfortunately we stopped playing shortly after and I didn't get the chance to make use of most of the copies I had made, we started playing again years latter but I don't usually DM and besides we usually get pics off the internet now.
I've used virtual tabletops or even just screen shared Photoshop and slowly revealed bits of the map.
I adore stuff like this - love a good "one page" dungeon when they have charming art like this. I wish people would sell slightly larger "pads" of one page dungeons.
I've been using this dungeon for years! I love it and the one-page dungeon contest.
I knew this would be the dungeon when I saw the headline. I’ve been running this with Basic Fantasy on a massive Dwarven Forge build, videos are on my channel. MY PREPWORK NOTES ARE IN THE THREE COMMENTS BELOW.
We’re up to four sessions (1.5hr ea) in it now, setting up a big finale the day after thanksgiving when they’ll head down into the caverns.
Here's my prep notes if anyone wants them. I tried to delete all my session live notes, but I might have missed some. The names are proprietary, but you can ignore them.
1. Shady Tavern (18b on town map)
a. AUDIO: SHELTER FROM THE RAIN
b. They get mystery invitation. "Breakfast is on us. The Dragon's Flagon welcomes Bittershire's new heroes. See you at sunrise."
i. A little more run down and quieter. Not a pleasant an atmosphere as the Wolfs Den.
ii. Old homeless man sweeps floor, named Spivey. Has no teeth.
iii. Owner is Walter Kegrun.
1) Overweight man in his 60s, bald on top, but black hair on the sides. Mustache.
2) Soft spoken and timid.
3) Hostage by the thieves guild. They enforce his protection and he is scared to go against them.
c. Thieves' Guild sometimes use his cellar as entrance to the sewers, their hideout.
i. The Guild wrote the note but the owner didn’t expect them. Confused about "on the house", til the guild gives him a 'look. '
ii. Only four members and do subtle jobs.
iii. Thieves' Guild Patrons
1) Edward Barber (#17 barber) Guild Leader, has all the keys of the guild.
2) Jimmy Trodden (#3 handiman)
3) Albert Dracoshade (#29 leatherworker)
4) Bungo Bladders, halfling T8 disappeared a week ago.
d. Hole in the floor covered by trap door and large rug.
i. The Guild wants to gain access to the dungeon and lure adventurers into the chess game to try to get passage into it.
ii. Out of dusty cobweb crate in the corner. Hook rope ladder to rafters above. 2 Pieces, at least 50-60' of ladder.
2. Cellar
a. AUDIO: RAIN (INTERIOR PERSPECTIVE)
b. Drinks and food items, some in poor condition.
c. Dire rats. AC 13. +1 bite 1d4 + disease (5%). 40', F1, MI 8, XP 10. Disease: Sicken 3d6 hrs. Lose 1 CON per hour. Sv vs DR+CON each time to stop it. 0 CON is dead.
i. HP 3
ii. HP 3
d. Wardrobe has a false back, door leads into sewers.
3. Thieves' Guild Sewer
a. AUDIO: SEWERS
b. Entrances:
i. Manhole next to players house is padlocked shut from below.
ii. Manhole in an alley is a way in. they cover it with a broken wagon to conceal.
iii. Secret door under The Dragon's Flagon.
c. Guild Stuff:
i. Apparatus with little pouches with bells on them.
ii. Treasure chest with multiple locks on it. Empty, just for practice
iii. Pile of black leather armor.
iv. Door with several locks on it.
v. Table with 35gp, rubber mask that looks like the taxman, some lockpicks, and an empty mug.
vi. Keg of ale, keg of wine
d. Large Crate:
i. Fancy leather boots (Boots of Traveling and Leaping: +10' speed, can jump 10' up or 30' across) elisia
ii. Strongbox. Locked. 200cp, 300sp, 100gp, pair of Golden earrings with Rubies inlaid (1000 gp).
e. Another door similar to the one in the chess room. magic.
i. Ornate, very tight seal. No rust. Wizard locked, permanent spell. can be opened from the inside though. (dispel magic or knock opens it from sewer).
4. Human Chess Board
a. AUDIO: Dread (Skyrim) - while descending
b. AUDIO: TORCHLIT DUNGEON
c. Players repel down a rope ladder and land at far end.
d. No light, but faint light from above gives you the sense that there are several beings in the room.
i. Torches on the wall can be lit.
e. See figures staring at you.
f. Fancy golden door with red runic writing.
g. Rules of the Game:
i. Once PCs hit a square, they can only, move 5' per round in any direction.
ii. Opponents go after each PC according to chess movement, sides take turns.
iii. Must defeat King to open the door, all other pieces vanish. King drops his weapon.
1) Longsword +2, Casts Light on Command.
iv. Pieces vanish if killed.
v. Only take square if defeat opponent otherwise remain adjacent.
vi. Opponents can't be affected by mind spells like Sleep.
vii. Can used ranged attacks but still only move 5' per round.
viii. Pawn: AC 13, +1 1d4, 50XP. Some are already dead.
1) Near HP 2
2) HP 2
3) HP 2
4) HP 2
5) Far HP 2
ix. Bishop: AC 15, +3 1d6, 100XP.
1) White HP 5
2) Black HP 3
x. Rook: AC 15, +3 1d6, 100XP.
1) Near HP 4
2) Far HP 5
xi. Knight: AC 14, +3 1d6 (shoot to target square, then move if dead), 100XP.
1) Near HP 5
2) Far HP 5
xii. King & Queen: AC 17, +5 2d4, 250XP.
1) King HP 10
2) Queen HP 8
5. Bridge Across Bottomless Pit
a. AUDIO: CHASM BRIDGE
b. 200ft drop onto stone, 20d6.
c. Bridge is old but okay to cross if one at a time. Chance to break if more join:
i. 2 10%
ii. 3 25%
iii. 4 60%
iv. 5 85%
v. 6 99%
d. Kobolds step out and start shooting with small crossbows with flaming tips. AC 13, +0 1d4, 20', NM, MI 7, 10XP.
i. HP 2
ii. HP 2
iii. HP 2
e. If they miss there is a 25% chance they hit the bridge and 10% they hit the rope, igniting. Bridge adds 20% to breakage chances above, rope adds 40%.
6. Kobold Lair
a. AUDIO: Caves (Tamriel)
b. Wing it if they get there somehow.
7. Armor Display Room
a. AUDIO: SEWERS
b. Beautiful "Plate Armor" on pedestal. If donned, Save vs spells or charge straight into the bottomless pit.
c. If saved, the armor is actually Plate Armor (Cursed, AC 11).
8. Enchanted Feast
a. An amazing feast is laid out on the table. 6 servings. 6 alcoholic drinks, 6 waters. Items can't be removed from the room, magic, will disappear.
i. If food is eaten, 3d6 HP is restored.
ii. If alcohol is drank, 1d30 random effect:
1) Your skin color changes to a random color.
2) You can smell gold from 50ft. away for 1d4 days.
3) Your AC increases by 1d4 for 1d4 hours.
4) You begin to emit an odd musk from your skin, attracting wild animals to your location.
5) You gain a shiny film over your eyes. You can see in the dark for 1d4 hours.
6) You begin to vomit a swarm of angry insects. You can control them for 1d4 hours.
7) Your mouth vanishes for 1d4 hours. You are unable to speak.
8) Your size shrinks for 1d4 hours.
9) Your size increases for 1d4 hours.
10) Wings sprout out of your back, allowing you to fly for 1d4 hours.
11) Your breath is now a light flurry of snow.
12) You suddenly feel another arm growing out of your back. This third arm lasts for 1d4 days before it falls off. It functions as a normal arm.
13) Your hair color changes to a random color.
14) Your pupils disappear! You are blinded for 1d4 hours.
15) Your hair triples in length.
16) Your hair has the effect of being underwater permanently.
17) Your skin turns to metal for 1d4 hours, giving you resistance to martial attacks.
18) You can speak with plants for 1d4 hours.
19) Your skin begins to harden at an alarming rate. You are turned to stone for 1d4 hours.
20) You grow a beautiful ginger beard down to your knees.
21) You can understand all languages for 1d4 hours.
22) You begin to secret a substance that is very similar to gasoline. Be careful, you are extremely flammable!
23) You completely forget the last 24 hours.
24) You are instantly teleported to the nearest body of water.
25) Your skin begins to turn to oily scales, eyes grow to big fish eyes, and you grow gills. You gain the ability to breathe underwater for 1d4 hours. You also lose the ability to breathe outside of water for the time limit!
26) You are able to pass through walls that are 1ft. thick, like a ghost.
27) Drinking this potion temporarily turns you to smoke, while you're shifted to a pocked plane in front of a genie who will grant you one wish.
28) Your skin turns pale and your blood stops pumping. You become undead for 1d4 hours.
29) You become transparent like a ghost for 1d6 hours.
30) You begin to hover one foot off the ground for 1d4 hours.
9. Mirror Room
a. AUDIO: Dungeons (Skyrim) Playlist
b. Door is stuck. 1:6+STR.
c. Magic mirror in corner covered by curtain. Whoever removes the curtain must Save vs spells or have alignment reversed. Anyone who looks into it must save as well.
d. Two gold plated tower candle holders are worth 1000gp each.
10. Central Corridors
a. AUDIO: Dungeons (Skyrim) Playlist
b. This area is shiny clean, no dirt or cobwebs.
c. If lit, see bones, shimmering coins, and a sword floating.
i. 8 ep, 12 gp, 3 pp.
ii. Trollsbane, Longsword +1, +3 vs. Regenerators (attack and damage)
1) Very well made sword with a green leather grip. Streaks of blood on the blade reappear no matter how clean you get it.
d. Gelatinous Cube. BFC 81
i. HP 18
11. Sewage Pool
a. AUDIO: SEWERS
b. Otyugh. AC17. +6 2 tentacles/1 bite + special. 1d4/1d4/1d6+special. Mv 20'. Sv F6. Ml 9. Tr U. XP 555.
Attacks if threatened or hungry. Slash and squeeze, drag into mouth.
Bite inflicts filth fever (save vs poison CON to resist, 1d3 days, 1d3 dex, 1d3 con).
i. HP 27
12. Water Gem Room
a. AUDIO: Dungeons (Skyrim) Playlist
b. Stairway up to this room
i. Treasure chest (trapped), on plinth at the top of the stairs.
1) If opened, a cable over the top and down the back releases a mechanism below that collapses the stairs and slides them all the way down as a trap door at the bottom stair opens and deposits them into the sewage pit.
c. Water Gem on plinth, flanked by two braziers.
d. Black Fur Rug with the face of a scary looking dog on floor, will attack.
e. Rug of Smothering AC 12, 3 HD. +5 Mv 10', can spin only. F3. Ml 9.
i. Surprise enemies on 1-5 on 1d6, roll to notice.
ii. Takes half damage, and other half goes to victim inside.
iii. HP 13
iv. If defeated will arise and want to serve new master, whoever impressed it most. "Cinders" is a sentient hellhound pelt cloak. AC12. HD 3. HP13. BURN 15' line of fire, 2d6 (sv v DR 1/2). F3. Mv 10'. Ml 9. Good sense of smell.
13. Icy River - Bridge & Waterfall
a. AUDIO: UNDERGROUND WATERFALL
b. Can see waterfall from bridge, 20' away.
c. A dim flickering orange light far beyond in the darkness.
14. Icy River - Canoe
a. AUDIO: UNDERGROUND WATERFALL
b. Canoe is a trap, as soon as the oars hit the water they disintegrate, canoe aimlessly drifts to the falls.
c. Fast moving. 1:6+STR to swim across.
d. Current takes boat 25'/rd
15. Icy River - Broken Pathway
a. AUDIO: UNDERGROUND WATERFALL
b. Fast moving. 1:6+STR to swim across.
c. Current takes 30'/rd
d. Can't climb or swim against current. Only one way travel. Can hold still against wall.
16. Air Gem Room
a. AUDIO: Dungeons (Oblivion) Playlist
b. Pressure plate platforms. ABD teleport you in. C (close to treasure room) teleports whats in, out.
c. Rust Monster. AC18, +5 antenna (against metal, not PC). Mv 40'. Save F5. MI 7. 405 XP.
If hits, destroys a metal item. Instantly oxidizes it and turns it to fragile rust. Weapons used to hit are destroyed after doing 1/2 damage. Magic weapons do full damage but lose one +1 per hit. Can be lured elsewhere with metal trail.
i. HP 22
17. Portal Jump
a. AUDIO: Dungeons (Oblivion) Playlist
b. Runes above in common say "Jump"
c. It’s a portal to the shore of the river next to the town.
18. Fountain Room
a. AUDIO: FLOODED CAVES
b. Magic Mouth on wall
i. Riddle - "I turn once, what is out will not get in. I turn again, what is in will not get out. What am I?"
a) A Key.
1) If get right, will tell them to drink from fountain to learn where the gems are.
c. Pool
i. If fountain is drank before getting riddle, the water is poisoned. 1d6 HP for 6 rds.
19. Treasure Room
a. AUDIO: Castles (Tamriel) Playlist
b. Crate
i. 900 sp, 1700 gp, 200 pp
c. Mannequin
i. Chain Mail +1
ii. Shield +2
d. Desk
i. Scroll with 4 Magic User Spells: 0/3/1
1) Invisibility, Invisibility, Levitate, Haste
ii. Scroll with 6 Magic User Spells: 3/0/3
1) Hold Portal, Light, Protection from Evil, Haste, Dispel Magic, Hold Person
iii. Potion of Flying, Potion of Healing, Potion of Clairvoyance
iv. Bag of Holding
e. Chest
i. 500 gp
ii. Fancy Diamond x2, Ornamental Amethyst x8, Fancy Malachite, Semiprecious Aventurine, Semiprecious Emerald x2
iii. Ring of Control Plant, Silver Bracelet (600gp), Rose Gold Necklace (900gp)
f. Weapons and Shield left
i. Frostbite, Longsword +1 that forces a save vs paralysis on Nat20 or victim is frozen solid for 1d6 turns. Even on success, the victim is slowed, as the spell, for 1d4 rounds.
ii. Sword of Light on command.
iii. Shield +1
g. Weapons and Shield Right
i. Thunderclap, Mace +1 that shocks 1d4 nearest creatures on Nat20, in order. Each takes 2 less damage than the victim before. Mace with a scorched head that smells.
ii. Sword of….?
iii. Shield +1
h. Sarcophagus...if opened...
i. Mummy (p107)
1) HP 33
ii. Spellbook
1) 1st level: Protection from Evil, Light, Magic Missile, Read Languages, Detect Magic
2) 2nd level: Invisibility, Web, ESP, Mirror Image
3) 3rd Level: Fireball, Clairvoyance, Haste
4) 4th Level: Hallucinatory Terrain, Massmorph
5) 5th Level: Cloudkill
20. Large Cavern
a. AUDIO: Caves (Tamriel) Playlist
b. Waterfall 20'
c. Sewage overflow pipe
d. Underground stream continues, will drown if sucked in
e. Secret cavern door to 23.
f. Cage with prisoner.
i. Halfling Thief named Bungo Bladders.
1) Thieves Guild member. He picked the lock through the sewers after the party left the dungeon, after they had broken the wizard lock already.
2) Fleeing from something, slipped on the bridge. Fell in the water. Maybe his backpack is in the water. Has a potion of invisibility in it and his thieves tools. Lost his daggers and sling too.
3) HD 8, AC 14, AB +4/5, Dam 1d8, Mv 30', Ml 9, just wearing leathers.
a) Bungo 30 HP
g. 3 Trolls around Campfire. One is a juvenile but throws javelins.
AC 16, +6 2claws/bite 1d6/1d6/1d10 (or +3 javelin 1d8), 40', F6, Ml 10 (8 against fire or acid), 555XP.
Heal 1HP/rd. Not dead at 0HP, disabled for 2d6rds, begin heal. Fire and Acid doesn’t heal.
Attached or regrow limb in 10 mins.
i. Guulj HP 21
ii. Vraaghu HP 27
iii. Gaajj HP 10
21. Fake Treasure Room
a. AUDIO: Caves (Tamriel) Playlist
b. Through waterfall.
c. Hoard Mimic. AC10, HD 7. +7 tongue/bite. 1d4/2d8. tries to grab with tongue and bring into mouth. Mv 10'. Sv F7. Ml 8. No treasure.
i. HP 28
22. Red Dragon Lair
a. AUDIO: Caves (Tamriel) Playlist
b. Treasure pile
c. Red Dragon sleeping.
i. Revilnarthrilrax the Crimson Scourge. AC 21, HD 10*(+9), 2 claws/1 bite or breath/1 tail. 1d8/1d8/4d8 or 10d8/1d8, Mv 30' fly 80' (turn 20'), Sv F10, Ml 8, Tr H, XP 1480.
1) Immune fire, half dmg from mag fire. Attack with martial not fire, if possible, to save magic items.
2) Prefer women and elves. Talking. No spells. Breath fire cone 90' long, 45' wide.
3) HP 36
4) Treasure: 5800cp, 14000ep, 3400pp (24058 gp/XP value). Plate Armor +2. Golden scales....etc, incomplete treasure pile
23. Earth and Fire Gem Statue
a. AUDIO: Discover (Skyrim)
b. Secret cavern door.
c. Eyes are gems. Fire & Earth.
d. Very tall and slippery.
e. Door is a portal gate to????
@@BScalise97 Bless your soul!
@@classe-tmb There's the original comment, then three replies to it. Make sure you hit the "read more" on each of them. The first one begins with "Here's my prep notes if anyone wants them." The 2nd begins with "4. Human Chess Board" and the 3rd begins with "11. Sewage Pool". Let me know if you still can't find one, and I'll repost it for you.
I'm actually getting ready to run the final session of the dungeon! We're going to be playing most of the day today. 10 players all together, both groups.
I LOVE THIS DUNGEON! I’ve used it in two campaigns so far. I love that it’s well put together and allows me the degree of improvisation and on-the-fly thinking/decisions that I like.
How many hours took it to run?
I want to use this for a one-off, but I'm afraid that it needs multiple sessions
Which system?
I ran this recently, and it was a blast! This is a fantastic intro to TTRPGs!
I've been playing DnD for about 9 years, and I've never actually run a module. When we had an influx of new players to our table I went and took acampaign setting and just wrote out a new adventure that highlighted play mechanics and use of the environment. Setup a way that party composition didn't matter as heavily to success and ran with it. Lots of improv as they came up with ideas and plans I hadn't considered but ended up being a lot of fun.
@1:30 Absolutely agree. It's been an increasing pet peeve of mine as I keep running official WotC adventures. I feel like half the content I read in an adventure book is basically useless descriptions. I'd much rather have concrete, but summarized options to add depth to a room or to an encounter.
Random encounters should def include an owlbear.
no
They could be giant owls with bear heads, or a bear body with the upper half of an owl instead of a head. Each owlbear should be unique.
I love one-page dungeons and will definitely plunder this one for ideas! I ran Temple of the Moon Priests for my family fairly recently -- I played the Knucklebones as the jerkiest possible version of the A-Team, and had them lead the party to the dungeon after letting slip about it during a drinking contest. The Sky Shard has turned out to be an important MacGuffin in the campaign and is currently causing all kinds of trouble.
LOVE this!!! Thank you! 😄 I look forward to using this is an upcoming adventure with my group.
Rarely do I disagree with something you highlight. I completely accept that you have used this successfully to run fun games, but The Quintessential Dungeon does a number of things that I don't think are good design, particularly for DMs that aren't very experienced. I can easily imagine newer people saying "I'm going to run this and it will be great!" I certainly did when I first looked at it. It looks amazing on the page, but a lot of that is cramming too much into too little space. There are a lot effects and rooms that either need pre-prep, like random potion tables, or need to be ruled on the fly like the healing feast. I'm sure you are experienced enough to fill in the gaps. You probably have more than one random potion table to slot in. You probably also know how to lead players into the elemental gem mystery and make them care about it. My gaming experiences lead me in a different direction, particularly for one page dungeons. If I had a new group to OSR, I would pick a one page starter dungeon like "Sky Blind Spire", "Barrow of the Two Brothers", "The Burial Mound of Gilliard Wolfclan", or a really underrated favorite "Watcher in the Wall" by Travis Bergmann.
Having just ran Skyblind Dungeon I think it is hard for beginners just due to trying to teach mapping is impossible with that dungeon.
@@OldSchoolGM94 I think you're right about at one. I should have left it out or picked some else on a simple theme.
Yeah, it seems more like a sort of handsome nostalgic DnD illustration. First dungeon implies level 1 players, doesn't it? Are they supposed to survive this?
@@TheGiantRobot Ben Milton is OSR the answer to "are the players supposed to survive" is always "if they are smart"
Thanks for the input friend. Where do you get those adventures?
Such a great dungeon and it runs perfectly with Knave! Here's one suggestion for those groups wanting a bit of chaos in the final chase. First number the dungeon rooms 1-20. Then instead of having the jump portal spit them out at the harbour, they must roll 1d20 and be teleported to a random dungeon room. Now there's a risk of ceiling collapse and falling on top of the sleeping dragon!
any tips on running it with knave?
Solid. Will get. Thanks, Ben!
I have been championing this dungeon for years I have run it several times and each time with swords and wizardry and boy is it fun. It does require some minimal prep but it’s so easy to run. Players love these small densely packed dungeons it’s hitting all the tropes and is my go to new group dungeon.
Perfect.
Great timing too. I find myself needing a quick dungeon for this weekend. Thank you!
This is so cool! I'm ALWAYS looking for more dungeon printouts. I've been hoarding them in a binder for a year and have quite the formidable collection.
Watabou's dungeon generator of interest? Once tweak via the menu, print it out from one of several export formats?
Ah, I remember my adventures in the green griffon inn. Just 9 years old, I was.
If you haven't looked at it yet, "A Stolen Song" is a really great one-page dungeon. I've run it two times, and both was a lot of fun.
I love the way there are so many different paths through the dungeon, especially the waterways. But there are so many insta-death situations, especially the bottomless pit at the beginning. I wonder how DMs handle early deaths in a dungeon.
Holy shit, my roleplaying group "Oeste Juega" translated this into spanish and put it in the group's Fanzine.
I did a map that looked almost exactly like this in my youth. Maze like hallways with large caverns at the end. I gridded it off by page numbers. I then used it as reference for a pick-a-path book I was working on that had full 3d picks from the map looking down the hallways. That was 40 years ago LOL.
I've run this dungeon four times for four different groups and it always works great. I've normally just run it as a one shot when the normal campaign couldn't run and usually get through 4-6 rooms in a session, with finding one of the crystals as the "finale".
How did you customize it? What kind of riddles and puzzles did you insert?
@@aaaaaaaaooooooo The big thing I always do is change the bottomless pit into a pit that *looks* bottomless because it's full of oily sludge. The chaotic attempts to rescue players who fall in the pit as the kobold's throw molotovs at them works so well!
I also like to make the wererat into a recurring mobile bad guy. Oh, and Wild Magic mushrooms...
Level 1 in an OSR ruleset?
@@chibinya I've always done it as Level 1 in 5e, because of a lot of these were games where I was filling in for absent DMs at a club I was involved in running. That said, I don't think it made all that much difference :)
people hate alignment suddenly reversing, I'd definitely change that one.
Awesome breakdown, I'm def gonna be grabbing these. I'd love to see your take on some other great one page dungeons
Listening to your video was fun, and I will try both adventures. After adjusting things a bit, especially for "The Quintessential Dungeon". Confronting a dragon in one's first adventure is something that characters would simply not survive in my games regardless of the system I would use. And of course, there are adjustments to be made for whatever world you are using, certain monsters might or might not exist etc...
I had a lot of fun running a session from a Dyson Logos map involving a chasm and the goblins that infested it. The map was unique in that it was an ant farm style sideways view. I gave a brief synopsis to the players, and improvised based on what they did.
This looks like a good, albeit a bit more complex adventure with plenty of wiggle room for the DM.
I ran my kids through their first Basic Fantasy game using this dungeon. They absolutely loved it, though one of their toons put on the armor and jumped to their death, kobolds laughing at their misfortune. Good stuff.
Been running my young second cousins through it (as well as other family members) with BFRPG as well. One of the PC's donned it, failed his save, but the 6 year old MU brilliantly used her web spell to cover the entrance to the pit. He got stuck in it and they took the armor off him and chucked it in the pit. Loved it.
@@BScalise97 I would love to see someone converse with a monster and convince them to put the armor on, as a way of getting around a monster without combat.
Love this! Been thinking about how to expose my 5e players to the OSR, and here it is. Ben FTW. Thanks, dude.
Glad to help!
A trope is a sort of visual shorthand used in storytelling. For example describing a character as having a long white beard and piercing eyes is a trope suggesting wisdom.
A trope is not a synonym for archetype, cliche or stereotype.
"The word trope has also come to be used for describing commonly recurring or overused literary and rhetorical devices, motifs or clichés in creative works"
"a common or overused theme or device "
"a recurring theme or motif, as in literature or art"
The Basic (or beginners, I forget) Dungeons & Dragons 2nd edition boxed set I think is a great starter. It gives you a good first adventure that can be played lots of ways, and it gives you a framework for future adventures that make a good jumping off point.
This is awesome! Not only do I want to print it out and hang it in my room, but I also think this might be a good way to introduce my friends who are used to 5e to OSR play. Not to mention cut my teeth DMing OSE...
This is great. i love one-page adventures. A lot of the original modules were longer, but they were remarkably simple and straight-forward in design, and full of potential for modifying and customizing to your own table. Plus you can always add links to another area (the "next level") and keep it going for as long as the players want.
see the one thing I hate about these dungeons is that the DM gets such a nice map to look at but the players don't really get to see it until after
I draw it in sections and cut them out so when the players enter the room you can add that room or hallway
When we played the original Ravenloft adventure (also isometric), the DM drew out the areas on our map as we explored them, so eventually we did get to see the full map. You could do a similar thing here, tho it is a little time consuming, but it may be worth it.
Green Griffon Inn is from the 1st ed DMG I think, too. I think Emirkol the Chaotic is passing by it in Trampier's illustration.
Neat. Might bring this round to the in-laws for the holidays
Ugh Bargle. That bastard can't die enough times in enough campaigns. I remember reading that original intro in the red boxed set back in grade school. Ah the memories!
I wish I could love it.
Maybe I'm too "new school" or something?
This is just oozing too much old school design, like (1) instant death, (2) things you couldn't have possibly seen coming because (3) no real structure it's kind of just stuff thrown together and (4) there's a lot of missing details, some pretty important like the riddle or the layout of the chess board.
Just giving me a bit of that old DM vs Players vibe.
A lot of it can be remedied by work from the DM, though I'd argue that with that much work why not just make your own dungeon?
I do understand that some people like this style and it doesn't need to be changed.
I just don't see it as actually beginner friendly, for players or DM, though if you just want to do a one-shot just to play because you have nothing prepared, then it looks fine for that to me.
Awesome! Definitely would love to get this to the table.
Main takeaway for me is that if you've got a little skill with a pen or a tablet, this 3/4 isometric (somewhat) elevation-agnostic view is a fun way to pre-visualize mid-sized areas without worrying too much about precise dimensions.
A hole in the tavern floor seems silly to me (and yes I know I'm also criticizing the Yawning Portal) but if it were a dried-up well in the courtyard of the inn, then that's another matter.
I would add a corridor linking the mimic room to the magic mouth room, to provide another way out of the dragon level besides climbing a waterfall.
Yeah, that would be a good tweak
Love the dungeon illustration, and layout with loops/traps/multiple paths etc, but this is one of those dungeons that raises questions - why is it there? How did the dragon get in that room, etc. Mythic underworld and all that I suppose.
Definitely "a wizard did it" kind of dungeon
My thought, too. It looks like a kid made it after playing Zelda.
"No! I don't think we should have to do this! It makes no logical sense! Why is it here?"
"Because it's on the television show!"
Reminds me of a mad magazine take on D&D. Very fun looking
I gave this to my eight year old as a writing prompt. Was very welcome.
I've used this as a first dungeon for a group of 7(5 first timers) we got two genderbent, one lost to the armor and they all learned the usefulness of charm spells when using the guys at the end to distract the dragon with sexy dances
Very cool. Thanks for the recommendation. I’ve been thinking of using a One Page, isometric dungeon.
As I was watching the video I kept thinking, yeah this is great, but where do you go next. I really appreciate that you recommend a follow up adventure!
This is neat, but I really prefer the "standard" top-down views. These maps are informative, but it's going to take a long time to transform this map into something I can put up on owlbear and set the players on. I'd love a hybrid though, that has these kind of descriptions for the DM with an easily usable top-down grid pattern for the players to move around on.
Nice video!
Nitpicks: The crevices seem too big to escape the gelatinous cube - which has blindsight 60 feet and should spot anyone "hiding" there, yes?
Fun fact: technically, for any presentation to be an isometric projection, there can be no perspective distortion, i.e. the convergence and divergence of Cartesian coordinates to the viewer and the corresponding distortion of parallel lines, hence "isometric."
True!
I loved this video and would love you do sample some more of your favorite ones definitely going to use these
Ironically I as just running the Undermountain before watching this video.
I'll totally use this dungeon in one of my future games.
Stepping on the wrong square in the chess room means not moving like the chess piece you're supposed to be. How you determine that is up to you, but that's the most likely (and most interesting) reading.
Never heard of this. Great. Thanks.
This looks amazing.
Loved the video and learning about this dungeon. But oh the hilarious irony of spending several minutes on video talking constantly about how a picture is better than a block of words when we can literally see how it's better!
Will Doyle is a great designer.
Just reminds me of the “Mines of Madness” dungeon, but on one page.
RIP Jennel Jaquays
Have a friend who wants to run this and this could be the thing he needs. Thanks!
A.G.
I'm a bit of a grid loving DM. I like to put my character models in a "real space". That's not to say I never theatre of the mind but I defo prefer grid dungeons over nongrid ones.
Does anyone have any advice/resources on how to actually run a dungeon like this if you do want to have a minis on the board feeling? It looks beautiful and seems awesome but I have zero idea how to actually run this kind of a map!
Thanks!
That seems like a massive dungeon to run on 3 hours. Many players are very slow and cautious when exploring dungeons, specially new players. i don't think most people would explore that entire thing in 3 hours.
Has no one done a complementary 1-page set of 5e stats for this (plus the random monster chart spoken of in the video)?
Not run it, but oddly have run the other one you mentioned at the very end
Cool dungeon but without maps anywhere online it's either a lot of work for the DM making all the maps. Is it meant to be theater of the mind?
My pet peeve is how few adventures put the dungeon content on the page. I want to see the map and see what creatures/traps/tricks are there so I can see the relation between them.
What level would I run this at?
Surprised how many comments seem to focus on running literally 'to the rules.' For beginners, hold their hand! Call for rolls based on Int, Wis, Cha, Dex...anything to hint that someone attacking a dragon needs to think again.
Plenty of time to mash them up later.
Thanks Ben ~ Brian
...closed caption... 4:32... "example of dequazing the dungeon" What /exactly/ are you saying there?
Google "Jaquaying the Dungeon"
I think it's perfect with the caveat that it should be run by an experienced DM, this isn't a good dungeon for a beginner DM
I felt similarly - Dragons? Otyughs? Trolls? Deck of Many Things? Not a “starter dungeon” to me.
One small thing I noticed about this one-page dungeon: the Air elemental gem doesn't appear to be placed anywhere. The Water gem is found in the room with the rug of smothering, and the Earth and Fire gems are the eyes of the giant statue. Where is the Air gem?
Middle-left, room with the rust monster.
Very cool Dungeon! There is even a german translation. How would you go about the mirror and the evil duplicates mechanically?
Oh that's easy. Just make sure when you start the game you have copies of everyone's characters (this is standard for me) and then you have the stats for the monsters they will encounter. Simple. lol
This is a very pretty dungeon - but how do i show it to my players? It would be nice if there was a version without the text that I could use in online tabletops and such.
Do your players map the dungeon or do you just reveal it to them in pieces as you go along?
4 elemental gems and the dungeon starts to collapse after they're recovered and used? Sounds like an homage to TOEE to me!
Sure Let Level 1 Chars figth a dragon
If they want to, sure. Probably smarter to sneak around
@@QuestingBeast Because Level 1 Chars are so good in sneak ? :P Never put a dragon against a level 1 group.... Maybe if he is in a cage :P
@@Mandragoron Nah, putting in monsters that are way stronger than the PCs is fun. Not every monster is there to be fought in old-school DnD.
@@QuestingBeast Sure, but is there actually anything in this dungeon that level 1 PCs can fight? The rats - but probably not the wererat linked to them. The kobolds, except you can't get to them or them to you - they throw fire at you while you're on the bridge. At a glance, everything else is really out of reach for a starting party even in old school rules.
Fine to have some you've got to find ways around, but even old school D&D was about fighting monsters too.
I know one experienced GM who has used this to introduce new players to D&D, because it has a lot of standard "tropes", but not convinced that this is ideal for new GMs - too much on-the-fly ruling. You'd need to be pretty confident with whatever system you were using
How do the Dragon get out?
Karazhan?
Where is the download link to this dungeon at? I can't find it...
I have a hard time believing a dungeon this size only takes three hours, but good content nonetheless
How do you show the map to the players without revealing anything?
I draw it (or have them draw it) as we play
I've just posted a detailed walkthrough video of this entire thing in my Dwarven Forge build on my channel: ruclips.net/video/BG-MtZj3q0Y/видео.html
Huh. Looks a bit like Zork.
Neat but as a simulationist this is the anithesis of good design.
👍👍👍
I don't understand how the PCs would get to the bottom right of the map. They would need to either know to dive in the Otyug sewer or need follow the river down the waterfall, a dangerous and unintuitive decision. The dungeon feels very contrived with all the tropes and no natural explanation of how these elements would get there other than wizard dunnit.
Fun for people who want to experience tropes, less fun for people who want to be immersed in an adventure....
This is agreat example for what I strongly dislike in dungeon design. WHY is it there? WHO built this and WHY? WHAT purpose does it have? If you encounter monsters there, why are they there? Do they live there?
A wizard did it
Don't steal a riddle from the Hobbit! ... at least one of your players have read it!
I kind of dislike dungeons like this. Sure, there's many different paths to take, but they pretty much all boil down to "go left/go right" or "suspect a trap/ touch the thing" with no way to make informed decisions. I much prefer dungeons with function and ecology so the players can make assumptions about where a path is going to lead and interact with the dungeon's denizens based on their living conditions.
... yeah and new players see "hey cool so D&D is really just about dungeons and monster slaying" ... great :-/
It's in the name
Whoa you don't know who bargle is? Street cred -5 bruh! #killbargle
But this isn't a D&D dungeon at all. It's system neutral. It's also a terrible starter adventure if the DM is also new because it provides absolutely no guidance about how to build the encounters, set DCs, adjudicate rules, etc. I love one page dungeons so much, I bought the excellent Trilemma Adventures book, but they're not good for new DMs with little or no experience.
Since we're sharing starter adventures that aren't actually D&D, you should check out the Pathfinder 2 Beginner Box which is a one shot adventure made to teach the GM and players how to play the game while they play it.
The usual problem I have with these dungeons is this senseless there is a dungeon let's explore it mentality that bothered me even back in the 80s. I really need a lot more to go on an adventure. Plus dragons should be mystical and rare creatures not some dungeon end boss. They should be the adventure. They should rule over vast areas of land and not over some backroom underneath some obscure tavern. Living door to door with a few goblins, a rust monster and 6 Bandits that have 37 Copper pieces between them. Seriously even back then that was a terrible dungeon and nothing exciting. I guess there is a reason why I left DnD in the mid 80 to look for other games to play and worlds to adventure in. But as long as there are people who enjoy this kind of game - who am I to tell them not to? To each their own. And I do think you are doing a great job with your channel don't get me wrong.
This dungeon is bad