Im creating a homebrew one shot so everyone is level 3 but to make it easier on me I told my potential players to keep their character creations simple.
I am creating an evil wizard tower that has 20 levels. I have the design of the flooring set up and just looking through the monster book 5E. I am so freaken nervous that i will murder my players. I have my actual DM as a co-dm to help with the rules but he has stated that somethings i put in as levels are conventional but i want to have some good laughs.
so far i have all my levels written out and how the players travel is through a teleport system. until ALL the players get a "key card" they will be traveling randomly.
ground lvl - entry way
2nd lvl - garden
3rd lvl - arena/ training grounds
4th lvl - bath house
5th lvl - dungeon
6th lvl - kitchen
7th lvl - dining room
8th lvl - zoo
9th lvl - infermery
10th to 12th lvl - sleeping quarters
13th lvl - spa room
14th lvl - bathrooms
15th lvl - daycare
16th lvl- wizard's library
17th lvl - alchemy room
18th room - chest room
19th level - masonry
20th lvl - torcher chambers
now this is what i have set up for rooms and im hoping that my players will do great and finder the key cards but until they do i will be rolling a d20 and they will be teleported randomly to each room and the wizard is actually hiding in 1 of those rooms but they will have to solve the code which i am using The Theban alphabet as the code since to me it is a very pretty alphabet.
If i can get any DMs ideas or maybe changes i might need to do that would be great to get advice. Also of course if anyone want to run this go right a head and good luck.
1. That's a lot of floors. I had a similar tower with puzzles and encounters. I had 5 floors and it took several hours to complete them. You know your players probably, but because they don't know which floors are important, they might spend an hour just opening kitchen drawers and looking for something - anything. So I recommend preparing for that in some way to streamline some rooms. 😄
It's remarkable how good players are at spending time on stuff that doesn't move the game forward. And I think it's important that they have room for that in the timeframe.
Because of that, my general rule of thumb for oneshots is:
Whatever amount of content you think you need, cut it in half. Then cut it in half again and then be prepared to rush some parts and you'll probably make it in one go. 🫠😁
first time DM.
Im creating a homebrew one shot so everyone is level 3 but to make it easier on me I told my potential players to keep their character creations simple.
I am creating an evil wizard tower that has 20 levels. I have the design of the flooring set up and just looking through the monster book 5E. I am so freaken nervous that i will murder my players. I have my actual DM as a co-dm to help with the rules but he has stated that somethings i put in as levels are conventional but i want to have some good laughs.
so far i have all my levels written out and how the players travel is through a teleport system. until ALL the players get a "key card" they will be traveling randomly.
ground lvl - entry way
2nd lvl - garden
3rd lvl - arena/ training grounds
4th lvl - bath house
5th lvl - dungeon
6th lvl - kitchen
7th lvl - dining room
8th lvl - zoo
9th lvl - infermery
10th to 12th lvl - sleeping quarters
13th lvl - spa room
14th lvl - bathrooms
15th lvl - daycare
16th lvl- wizard's library
17th lvl - alchemy room
18th room - chest room
19th level - masonry
20th lvl - torcher chambers
now this is what i have set up for rooms and im hoping that my players will do great and finder the key cards but until they do i will be rolling a d20 and they will be teleported randomly to each room and the wizard is actually hiding in 1 of those rooms but they will have to solve the code which i am using The Theban alphabet as the code since to me it is a very pretty alphabet.
If i can get any DMs ideas or maybe changes i might need to do that would be great to get advice. Also of course if anyone want to run this go right a head and good luck.
A few thoughts:
1. That's a lot of floors. I had a similar tower with puzzles and encounters. I had 5 floors and it took several hours to complete them. You know your players probably, but because they don't know which floors are important, they might spend an hour just opening kitchen drawers and looking for something - anything. So I recommend preparing for that in some way to streamline some rooms. 😄
It's remarkable how good players are at spending time on stuff that doesn't move the game forward. And I think it's important that they have room for that in the timeframe.
Because of that, my general rule of thumb for oneshots is:
Whatever amount of content you think you need, cut it in half. Then cut it in half again and then be prepared to rush some parts and you'll probably make it in one go. 🫠😁
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