design your own dungeons and dragons module


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A “dungeon” adventure designed for from 4 (minimum) to 8 (maximum) DUNGEONS & DRAGONS® characters of levels 1-3. The “dungeon” should be a self-contained adventuring environment consisting of a number of interconnected encounter areas. The total area (in scale) of the rooms, chambers, corridors, and other features of the “dungeon,” plus the spaces separating those elements, cannot exceed 60,000 square feet on anyone level of the dungeon, and there can be no more than 120,000 sq. ft. in the entire adventuring area. The design can include as many levels or sub-sections as desired, as long as the overall space limitation is met. The “dungeon” can be subterranean (as with an actual dungeon), above ground (a castle or fort), or a combination of both environments. Dungeon modules in other categories must also meet these requirements.

Pdf should include:
Cover art by you
Maps and art by you

Example: b9 Caldwell incident


That's a cool module concept, YD! You might want to drop the imitation "TSR" logo off of it, you know, out of respect and to avoid unnecessary problems.

And I would change the number to B9.1


Well, I'm out. You want maps and art and I can't draw.

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Liranys wrote:
Well, I'm out. You want maps and art and I can't draw.

Neither can I. Still managed to create art for it.


1 person marked this as a favorite.
Liranys wrote:
Well, I'm out. You want maps and art and I can't draw.

Right there with you. Best i can do is stick figures.


I'm even bad at stick figures

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having trouble mapping?


Oh dungeon maps aren't the problem. It's the other maps that I can't do. I can, at least, draw squares on a piece of graphing paper. :P but the Cover Artwork is beyond me.


Yellowdingo you amaze, at a glace that is great work. I'm going to look it over today and get inspired.

BTW fantastic tip of the hat to the great Clyde Caldwell.

-MD

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Liranys wrote:
Oh dungeon maps aren't the problem. It's the other maps that I can't do. I can, at least, draw squares on a piece of graphing paper. :P but the Cover Artwork is beyond me.

I made a flying saucer from the aluminium of two Pepsi cans and a balsa frame, then photographed it and did stuff to the photo.

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art for that adventure module


Can it be a 5 room dungeon? I've got a lot of ideas for these, though many involve "rooms" that are really just interconnected scenes. Still, here's a level 1 "dungeon" I've been toying with:

The Beetles of Bugwillow:

Setup: the PCs are together when into the square/tavern/town shop bursts a young man. He is wounded and has obviously run a good distance. He hurridley explains that a massive beetle and several lesser ones have attacked a small logging camp outside of town.

Room 1: The campsite/CR 1
Tents have been torn through and abandoned. The woods at dusk are shrouded in darkness. Nearby a distinct crunching noise accompanies the chitinous hum of insect wings.

- Monsters: x3 fire beetles
- Treasure: the woodsmen hiding nearby return to camp once the battle is over; they repay the heroes with a small coffer of silver (20 GP) and a masterwork woodcarving of a forest scene whitled by one of the cutters (100 GP)
- Note: a Small sized path with a few tracks is hidden to one side (DC 20 Perception or Survival). If the PCs don't notice it the trail is pointed out by one of the cutters. If the party decides to follow this the workers also give them a sack containing 4 flasks of acid (30 GP) as well as 2 potions: Cure Light Wounds. They then leave the camp for the safety of the town.

Room 2: Hidden trail/CR 1
The narrow path is difficult to follow in the rapidly fading light. Brambles catch on your clothing and all around you the forest seems to be closing in. With the temperature dropping rapidly you're suddenly reminded of all the stories you've heard explaining why the Bugwillows are no place to be after dark.
- Hazards: the trail is just over three miles long, wandering through the woods. The cold night causes a Fort save each hour (DC 15 +1/each previous check) or suffer 1d6 non-lethal damage. As well the trail itself is difficult to follow (DC 20) leading to the PCs potentially getting lost and having to find their way back onto the trail. If the PCs fail 2 or more checks at becoming lost generate a random encounter.
- The stream: once the PCs arrive at the end of the trail they find a rapid stream, roughly 20' across. While the PCs' side is tree-lined there is but a single huge willow on the far shore; otherwise the area is a clearing save for stunted undergrowth and mossy boulders. The tracks the party has been following end here and there is no obvious way across

Room 3: The wretched rider/CR 3
Now with the water behind you a clearing beckons you forward. The open expanse is hemmed by towering trees and limestone cliff walls. On the far edge is a gaping cleft in the rocky hillock. The ground in several places is beaten down, as if from above.

- Monsters: bombardier beetle; mite warrior 2
- treasure: the mite is wearing masterwork studded leather and carrying a light crossbow; he has 2 very unique bolts - one carries a single charge of Touch of Fatigue (DC 11; use activated) while the other deals an additional 1d3 Acid damage (each worth 50 GP).
- This is the guard for the cave entrance. Normally he uses his mount to carry his brethren across the stream. He fights to the death, attempting to remain at range for as long as possible.

Room 4: the hive/CR 2
Drawing close to the cave entrance you smell an acrid stench. Inside is a living carpet of beetles in every direction; the floor of the cave is slick with slime and fungal rot. Narrow path of limestone to one side rises up along the wall and leads toward a dimly lit chamber beyond.

- Monsters: beetle swarm (treat as cockroach swarm)
- Note: if the PCs use stealth they may avoid this encounter altogether. Otherwise any entrant not accompanied by a beetle or possessing Vermin Empathy is immediately swarmed.

Room 5: the final enemy/CR 4
The interior cyst opens into a vast cave. Stalactites hang above while the floor is broken by stalagmites; flowstone pillars and curtain walls divide the area further into smaller chambers. Cold night air descends through a hole in the roof to mingle with the infrequent pools of murky seep scattered throughout the cavern making the environemnt bitter. The flickering glands of other beetles skitter to and fro but one in particular seems unusually bright in the distance.

- Monsters: x3 fire beetles; queen beetle (fire beetle advanced to 3 HD with the Fey Creature template applied)
- Treasure: the queen beetle has many peridots, garnets and amethysts embedded in her shell through which her light glows (260 GP worth); in a crevice she guards a mite treasure hoard contained in a heavy chest - mixed coins (200 GP worth), 2 potions: Expeditious Retreat, Mage Armor, 4 scrolls: Burning Hands, 4 bronze rings set with a single moonstone (30GP each)
- Note: each time the queen uses her Dancing Lights or Faerie Fire power her gem-encrusted shell glimmers forth the light she uses. As well when using the Long Step ability she is engulfed in a halo of faerie light; a similar light appears simultaneously where she reemerges. Finally she may spend a full round action calling and signalling to the adjoining chambers of the the cavern with her light. Such a display calls forth another 3 fire beetles to help her in battle.

If this works for somehting you'd like I'll work on some maps and get it scanned as soon as I can.

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our adventure continues...

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