So I am working right now on a multi-level dungeon. The party I am running for is 6 players, all level 7 currently. I plan for the dungeon to take 4-5 sessions to complete. I generally want it to be challenging without the party thinking it is unfair. Does anybody have any advice on how to keep a dungeon that is 3-7 layers deep interesting, exciting, and challenging (but fair)? I would love some advice from my fellow DMs. Any response is much appreciated! I am new to the forum so I certainly hope that this is the place a post like this is supposed to go.
I would suggest keeping the sessions lively. Even though you're in a dungeon doesn't mean that it must be a gauntlet of combat. Be sure to include traps, puzzles, riddles, and surprises. This will help diversify the encounter and keep the players on their toes.
I'll link a one-shot that incorporates many of these ideals within different rooms as adventurers transverse a mansion. Perhaps it will help to spark some imagination:
I really appreciate the advice and will certainly check out that link. I need practice on making puzzles, I always have so little confidence in my ability to make an interesting and fun puzzle.
I would also advise limiting the number of layers. 1 layer of a dungeon can take over a session pretty easily, so unless you have a very small amount of rooms per floor, 7 layers could end up taking closer to 10-12 sessions than 4-5
If you want ideas for some floors, just a basic understanding, look at the Waterdeep: Dungeon of the Mad Mage module. It has some great ideas, well-developed NPC's, and an Idea for an overarching dungeon. Maybe the characters go back later after they defeat the evil necromancer or whatever, and find new levels to explore, or an old threat from a previous level. These levels will probably take 1-2 (maybe 3) sessions each in that module, so I suggest using them for ideas, not plopping the whole thing straight into your campaign.
What about some fun gravity/anti gravity based traps? Try dropping hints about the final boss throughout. And finally, make it seem like something is watching the players the whole time.
What about some fun gravity/anti gravity based traps? Try dropping hints about the final boss throughout. And finally, make it seem like something is watching the players the whole time.
To add onto to that idea, use the Aboleth from level 5 of the Tomb of the Nine Gods (from the Tomb of Annihilation module). You can find a stream of it online or you can read below:
In level 5 of the Tomb of the Nine Gods, there is an Aboleth. I don't remember the name exactly, Glisparr or something, but there are many connections to it. There is Aboleth slime on the floor, the Aboleth telepathically communicates with the PCs, either with the dashboard or the slime, and there are haunting images (all Aboleth lair effects).
If you wanted to make it easier, choose a monster with lair actions/lair effects and see what they do. You can copy them straight out of the book, like Ancient Dragons or Lichs or Mummy Lords, or you can modify them to your boss monster, NPC, whatever. Just some more ideas.
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So I am working right now on a multi-level dungeon. The party I am running for is 6 players, all level 7 currently. I plan for the dungeon to take 4-5 sessions to complete. I generally want it to be challenging without the party thinking it is unfair. Does anybody have any advice on how to keep a dungeon that is 3-7 layers deep interesting, exciting, and challenging (but fair)? I would love some advice from my fellow DMs. Any response is much appreciated! I am new to the forum so I certainly hope that this is the place a post like this is supposed to go.
I would suggest keeping the sessions lively. Even though you're in a dungeon doesn't mean that it must be a gauntlet of combat. Be sure to include traps, puzzles, riddles, and surprises. This will help diversify the encounter and keep the players on their toes.
I'll link a one-shot that incorporates many of these ideals within different rooms as adventurers transverse a mansion. Perhaps it will help to spark some imagination:
http://watermark.rpgnow.com/pdf_previews/138937-sample.pdf
I really appreciate the advice and will certainly check out that link. I need practice on making puzzles, I always have so little confidence in my ability to make an interesting and fun puzzle.
Perhaps have themes for each floor?
I would also advise limiting the number of layers. 1 layer of a dungeon can take over a session pretty easily, so unless you have a very small amount of rooms per floor, 7 layers could end up taking closer to 10-12 sessions than 4-5
If you want ideas for some floors, just a basic understanding, look at the Waterdeep: Dungeon of the Mad Mage module. It has some great ideas, well-developed NPC's, and an Idea for an overarching dungeon. Maybe the characters go back later after they defeat the evil necromancer or whatever, and find new levels to explore, or an old threat from a previous level. These levels will probably take 1-2 (maybe 3) sessions each in that module, so I suggest using them for ideas, not plopping the whole thing straight into your campaign.
it's been a long time...
What about some fun gravity/anti gravity based traps? Try dropping hints about the final boss throughout. And finally, make it seem like something is watching the players the whole time.
To add onto to that idea, use the Aboleth from level 5 of the Tomb of the Nine Gods (from the Tomb of Annihilation module). You can find a stream of it online or you can read below:
In level 5 of the Tomb of the Nine Gods, there is an Aboleth. I don't remember the name exactly, Glisparr or something, but there are many connections to it. There is Aboleth slime on the floor, the Aboleth telepathically communicates with the PCs, either with the dashboard or the slime, and there are haunting images (all Aboleth lair effects).
If you wanted to make it easier, choose a monster with lair actions/lair effects and see what they do. You can copy them straight out of the book, like Ancient Dragons or Lichs or Mummy Lords, or you can modify them to your boss monster, NPC, whatever. Just some more ideas.
it's been a long time...