Showing posts sorted by relevance for query Dungeon Room Key Layout. Sort by date Show all posts
Showing posts sorted by relevance for query Dungeon Room Key Layout. Sort by date Show all posts

Wednesday, June 27, 2012

Dungeon Room Key Layout

In my previous post, I mentioned that I was thinking about what FrDave had been doing with room keys for dungeon modules.  I liked the way that he was breaking down the information in to separate chunks, but I think that it could go further.

Here is a refinement of his ideas:

The room number and name are in the first row of the information box, then the dimensions of the space, with an orientation of the far wall. Special room shapes (i.e. circular) are mentioned here. Then information is presented about the room contents, and sensory information when needed. This information is sorted by "obviousness", so that what the PCs would first notice when opening the door is listed first, such as a coffin on a dais, or a slavering baboon rushing for them. The information is divided into three columns, the first being "Obvious", the second "Detail", and the third being for the DM's use. The column color shifts as well, to help you keep it straight when reading the text.

For example a painted wooden chest is obvious, that it has a dwarf made brass padlock is detail (that the players would get during examination), and that the chest is trapped with a poison gas, and contains a jeweled skull worth 100gp is for the DM's eyes only.

Picture of what this looks like using one of FrDave's examples:


Anyway, nothing groundbreaking here, but it may be helpful when you are in the heat of the moment.  Thoughts? Comments? Refinements?

Monday, July 2, 2012

Dungeon Room Key Layout II

In response to my previous post about Dungeon Keys, FrDave asks: What would this look like with a monster out in the open and what would it look like if those monsters were hidden (in an ambush, for example?)

Basically, monsters or hazards out in the open are listed in the obvious category, and those which are hidden are either in the detail or DM section depending on how easily they could be found.

Here is an example with some goblins and a troll:

The goblins are obvious to a party opening the door to the chapel, where as the obvious detail of the bone covered alter obscures the sleeping troll until it is either looked at in more detail, or the troll wakes up following a battle or other loud noise.

Thoughts? Comments? Refinements?