Your persistant reminder that this is going on finally achieved a result here, just backed it. Looking forward to some easy to add in adventures / delves to use :-)
I submit that Matt's original placement of the axe trap was not a mistake. He emphasized that the trap could only be set off by creatures of a standard weight or heavier; lighter creatures like gnomes or GOBLINS would not set it off. This makes it clear to me that the trap is a recent addition to the tomb, made by the invading goblins.
Wasnt that the rotating blade trap thing? Doesnt seem very goblinish. One of the Caves of Chaos entrances (the second orc cave?) had a trap door to a pit trap with spikes. It was the only way in or out and the females and babies lived back there too. Would you really make a deadly trap and then make it the only way your family came in or out? Of course not.
If you’re using goblins or a sufficiently crafty humanoid to fill the tomb you are absolutely correct. If you’re using perhaps a hobgoblin necromancer and his undead thrall goblins it doesn’t.
You've been doing these nature hike video shoots for a bit now, and I just have to say that I *LOVE* this presentation. It suits your general vibe so well.
Those among us familiar with story structure will recognize the 5 room dungeon as a reskin of the 5 act play. Establish > Rising Action > Complication > Climax > Conclusion And I'll let you in on a secret: Every good story is a fractal of this pattern. Every dungeon, dungeon floor, dungeon area, dungeon room, event... they all follow this pattern in an engaging D&D session. Knowing this, you are now empowered to write your own dungeons, expanding past the first five rooms into 5 areas, 5 floors, 5 dungeons... you get the idea. Go, and create on my friends.
@@Stray_GM I unfortunately learned this lesson expecting to be able to lighten the work I needed to do. Ended up being just as much work and less fulfilling than if I just did homebrew like I always did. (Icewind Dale, in this case)
@@Stray_GM Yes, exactly! I just ran Lost Mine of Phandelver, thinking it would be easier, but I ended up reading each chapter 4-5 times, making a lot of notes to summarize and all. When I create my own adventure, I memorize everything easily because it originally came to life in my head, and I improv for the rest.
I recall a game where there was 5 rooms ending with a lack of BBEG or treasure. The "BBEG" was the town that didn't tell us the dungeon was beaten already, treasure taken, because they wanted to sell us stuff to go there that doesn't sell otherwise.... it was my first and only experience with changing alignment over 4 gold.
Thanks for this video Bob. A lot of other creators in this space I respect pushed back against Matt's video, and while they had valid points, most of them seemed to miss that Matt was responding to actual commenters in his community. A lot of newer GMs really believed the "default" form of the game are these long, epic stories that take the better part of a year to play, and the WOTC hardcovers and the popular actual play channels weren't exactly disabusing them of this notion. So even if WOTC does publish shorter adventures, they're not doing the best job at directing new GMs towards them. Because I still see people thanking Matt for making that video! But thanks for getting to Matt's actual point and addressing it in the spirit it was intended.
A lot of people that had bad takes on Matt's video are D&D entertainers more than D&D educators. They are predisposed to the Big, Epic "Campaigns" because that's what people want to watch.
They also play with a party that is paid for their time and skills. My DM budget can't cover adventurer wages, so it's probably going to hurt less if a single plot point is missed, than if a whole bunch of mysteries and plot threads are left hanging because life got complicated.
This is why I fell in love with 1 page dungeons. Before I discovered that entire glorious world, I didn't realize I was basically doing that with bloated existing modules, condensing them onto one or two pages myself for way easier management during games.
Those old 32 page modules often packed a lot more than one evening's adventure into them. And because they detailed locations, there was usually not a plot you had to follow (unless it had originally been a tournament module).
Now see? This is exactly what we need! Old time-tested adventures. With today's highly educated youth (who imo are always seeking logic in how things work in a dungeon) will be very critical of these *5 room dungeons* that don't always make sense. Backstory is important even if it does span 3 to 5 pages! It helps set the stage. Great comment there! 🫡
@NemoOhd20 jmo, the vast majority of them are very intelligent. D&D "nerds' have always been thought of as highly intelligent, bright people. The only problem I have with today's younger D&D crowd is the attn span they have. But they can't help that bc they grew up on video games & now tik tok. 😂
Many of the old school modules are really long though. I don't find many people interested in megadungeons. Frankly, Im not either and OOOOOOOOOLD at this point.
I love short dungeons/adventures you can just pop into any existing campaign! Just something that takes a bit off the burden from the DM for a couple of hours! That's also why I created a bunch of free ones to use! Best way to give back to the community
@@skarkatrongard2344 its Not possible on TH-cam to share links. But its on my Profile/itch under Nocturnal Peacock. Its atm ten Adventures (all free of course) that you can quickly add For a Quest ~ Things Like a tavern-dungeon occupied by crazed Goblins, some fairytale inspired locations, a half sunken warlocks Tower with living beehives and fairies. All inspired by Bob's/Mcdm's/Prof DM's work
@@skarkatrongard2344 Not possible on TH-cam comments! But you can find my on itch under NocturnalPeacock or there is a Link in my Profile. The adventures are all free and inspired by the Videos of Bob/mcdm & Prof Dungeon master
I think there's also something to be said about those old adventures is how non uniformly they are expected to be ran, while the page count is light, there's a metric crap ton of content that GMs can get out of it, you could spend an incredibly variable amount of time in any given adventure (like for instance, The Isle of Dread, or The Lost City) that's very easy to stretch Into a "big" campaign (note: when I say "easy" i mean by the standards expected by a 1e era DM, which were kinda insane)
Even WotC used the 5-Room Dungeon structure in the 4E DMG for the introductory adventure Kobold Hall! It's just a really solid way of planning an adventure. You can even apply that structure as an overarching guide for a longer adventuring arc. I'm really happy you touched on the rooms not always having to be literal rooms, but different areas of a city or wilderness area.
Same here, Matt Colville made DMing accesible for a girl that didnt have any nerd friends so I had no option but to run... the Delian tomb has a place in my heart forever
Love this video! Too many people I think become overwhelmed by the reality of trying to run a really long adventure when it’s so easy to have fun playing the game.
I like this concept. A five room dungeon can certainly be explored in one night. With my group constantly battling the epic monster of "Schedule Conflicts" a small adventure is just what we need on the rare instances we can coordinate with each other.
I am going on adventure today. A five room adventure. I am vacuuming my house. Living Room. Dining Room. Kitchen. Main Bath. Now what is the fifth room? Computer room, Laundry Room, Art Room, or Bedroom. Who will adventure with me? I promise gold, riches, and hidden treasure. Beware the evil felines. Beware the traps (litter box DC Wis 18 or have to clean it.) Beware the sleeping monster. (Wife sleeps late.)
The firstvquestion you need to ask yourself is define adventure.... A whole campaign... as long as it needs to be. B arc.... several meetings.bonus if you can Wrap each arc up as to end a campaign but leave open room for a new arc to begin C mission.... a couple (1-3) missions. Setup (before mission is assigned), Prep, mission itself, wrap up/aftermath. D dungeon/manor/point of interest.... wrap up within same meeting if possible. Or get there and explore next time. E meeting/one shot.... how long does the group have to handle it? 2-4 seems about right. If your running low on time the next room is missed/essential treasure followed by the boss skipping anything else between here and there.
My ideal number of rooms for a dungeon is 5 to 15 rooms per level and two to three levels and/or a sub-level. I prefer dungeons that require multiple trips to explore. Use up resources. Have factions that react to the player’s actions and the other factions. Rewards exploration and gives benefits when the players discover ways to exploit its layout. Have areas that probably won't be discovered.
Yes they release short adventure anthologys, but the point is that you are still buying a big book of adventures that you may only run one or two of. When modules were the default, you could pick and chose what adventure would fit the style and kind of next adventure for your campaign. Yes I like some of the large adventures, but I have been playing for decades. For someone starting, modules are the way ahead, and yes you can buy them from third party publishers, but when the company that owns the D&D property doesn't support, it it gives new people to the game an unrealistic perspective. This is obviously only my opinion and yes adventures can be researched on line, but new people to the game may not realise this
Nah you make a great point. I didn't spend much time on that difference since it wasn't the main focus for this one, but I agree. For example, Goodman Games recently did the same thing: they published two hardcover volumes of their little softcover 5e modules, but I already own the softcovers that I want. Maybe through the big books I'll discover something new that's fun, but in general I prefer being able to choose which individual ones to buy.
Great video! I have been trying to use the 5-Room method for a while, but always need more inspiration. Speaking of which, yes I would love a short PDF version of "The Delian Bounty Hunt!" 😁
Backed Delve purely out of your description of the structure of that dungeon, because I instantly wanted to run it as a one-shot side story for the group I'm a player in. There's something so pure about a self-contained story like that, and I'm looking forward to seeing what else you've cooked up!
I never really did like the concept of the five room dungeon, but your example makes me reconsider. I'm all for short adventures, but to me 5 rooms is just not enough. Even worse when I see people make 2 or 3 room dungeons like Matt's, and especially so when those 2-5 room dungeons are linear and might as well be one long hallway. Personally I never stopped using Jaquays's method, it just feels right to me. Player agency is always my #1 priority as a DM, because its the #1 thing that irks me when I don't have it as a player. (also R.I.P Jenelle, I only just found out she passed last January while checking how to spell her name)
Amazing video and amazing timing on a personal note! I was just thinking last night about pulling up Matt's original video so I can prep some one shots (though it's ALWAYS 2-3 sessions with my group) to give our DM a break whenever needed. Thanks for the updated place to start, 10/10 content as always!
Great episode, Bob. I've been using the 5 Room Method for awhile now on my blog and podcast to create adventure frameworks and locations for several genres. I've gotten a few of my friends interested in it, too. Keep up the good work.
This is a great video for beginning and experienced DMs alike. Even with the shameless plugs (I did back Delve). One thing that isn't often talked about in the TTRPG community is being able to complete things. There's a whole world of people out there who get great joy from completing things... and smaller dungeons/goals make that possible.
How you found such wholesome graffiti is beyond me. I generally "rip" sections out of the big hardback books. Ive us d every giant lair from storm kings thunder one at a time in multiple games.
Don't worry there were some classic graffiti examples around too. Thankfully none ended up in the background lol, and excellent point about just taking sections from bigger adventures.
This video is very apt for what I'm currently doing. I'm building the Goblin Slayer TRPG game system on Foundry VTT. After reading through the rulebook for it. The game is a quest-by-quest system. The rules suggest that each quest should only contain 2-3 battle encounters. The two quest examples they give show only a few rooms to explore and just a few encounters to battle. I believe the feeling is that each quest in the game should wrap up in 1-2 sessions (3-4 hrs). This way the players are making progress. While players may want a huge, levels 1-20 campaign (in some-most cases). This can be done with a quest-by-quest system were the overall story arc is told through a series of smaller quests that eventually tie together.
Love the 5 Room Dungeon. Even when I design mega-dungeons, the 5 Room structure can be expanded to blocks of rooms and it still works great. I'm also a big big fan of dropping short 3rd party adventures into my campaign. Short modules are just so easy to work with, and several have given me larger story arc ideas. Matt Mercer Colville got me into DMing
Shoutout to your mic. Working hard to filter out background noise and still leaving you at the perfect volume and easily understood. Can hear the wind and the highway, and i think a plane at one point? But they aren't disruptive.
Thanks! Yeah I was really impressed with the recording for next week's video. I didn't realize until after shooting and leaving the area, that the I was a lot closer to the highway (same park as this one). But thankfully the mic didn't really pick it up, mostly just sounds like a breeze in the background.
I wish I had known about this structure decades ago. Even a long form dungeon. Can use this for sessions, and session breaks. A five room is enough if you are into heavy roleplay!
You can even create several 5 room dungeons, with individual themes, and interconnect them to make a single mega dungeon. The method isn't exact and linear, though some people seem to treat it that way, and can be used to create very cool results.
This gave me an idea to essentially create modular set via having decks of cards, one for each Room/Act, that you can draw from to more readily build a dungeon on the fly
@@IceXist Not remotely what I was talking about but thanks for the reference. Free maps are cool. I usually get my maps from 2minutemaps if I don't make them myself. My idea is not about map making but dungeon planning
I know it might be crazy to some, but I used the "trap first" at the entrance corridor in one of my maps (following the 5 room dungeon system) because "the original builders of the tomb knew exactly where it was the trap and how to avoid it, but with it being forgotten for centuries, the first adventurers to come inside would not know of it. Even the legends talking about the place wouldn't know of the trap. Rearranging the rooms is a great idea. You can even put the boss first if you want and make the party go around in circles wondering what could come next or what did they miss.
I really appreciate this video! I have two sessions that I said to people I would intro them to d&d with or my campaign setting with, and I wanted to get it done with one sitting. Taking a look at the format and the conversation presented absolutely helps me filter my ideas to guarantee it's a one session game for those players.
For a less linear & more "Old School" inspired take on mini-dungeons, check out "Bite-Sized Dungeons" by Marcia B. (Traverse Fantasy). These are 6 room dungeons that lack an intended order. There's two occupied rooms(one with treasure), a trapped room(which may have treasure), a weird room, & two unoccupied rooms(one may have treasure). Rooms have something obvious, something hidden, & something secret(optional). These dungeons can be standalone or combined with other bite-sized dungeons to make larger dungeons.
"The Dealian Bounty Hunt" needs to be detailed out into a one page adventure. It's a perfect, simple adventure that can be adjusted for any level party by swapping out NPCs and possible encounters with little fuss.
Awesome! Thanks Bob! Cool idea to use the 5 room dungeon structure for a non dungeon adventure! I think I'll employ this in a forest adventure. Maybe add a timer element to the story.
I love how I stated D&D back in '86. I was being forced into GM'ing by my friends (my friends persuaded me) and thus I was "forced" to learn the Players Manual and the DM Guide in the Red Box. It took me 14 days to read it, English being a second language, which I was in the midst of learning. Thus I became really good at English in a short time: D&D made my English better! But that is beside the point. I had "In Search of Adventure". That was a compilation of the modules B1 to B9 and how to string then together in a small campaign. Some modules were short, 3 to 4 pages, some were long, 10 to 15 pages, and I could read them just before we played (and yes, The Keep of The Borderlands latter part: The Caves of Chaos are here). I have used that book for many campaigns and one shots, and I know book played a important part in my GM "career". Without that I may not have played roleplaying games today. Last year I made a dungeon which is very much like The Delian Tomb, without knowing that Matt had made such a dungeon, but still such a dungeon is very easy to make. My dungeon had two traps, one riddle, three encounters with undead, three rooms and a secret door to another room.....very much like Matt's dungeon. ^^
As always, a good video from @BobWorldBuilder about having a fun game. And as Professor Dungeon Master says, it is important to like and comment videos from those that we like and want to be able to continue creating good content.
I love all Bob World Builder videos, kickstarters, and rpg games he plays in. Hope you had a great birthday and weekend. Be sure to keep Delving into rpgs!
I've run the Delian tomb three times with three different groups and each group has approached it differently and it's taken a different turn each time. I absolutely love it. I did make one change; rather than the buy-in opening of going to save the kidnapped child, I begin the story with the players standing on the edge of the barrow plain. I then narrate their motivation as a memory/flashback and then give them the scene. It helps jump-start the adventure, gets the players closer to action, and saves 30 minutes of actual time. Each group approached the adventure differently and each turned out a little differently, but they were all fun. So +1 to short adventures being the best adventures.
The Delian Tomb is what got me back into DnD. I hadn't played since 2e, and was looking for something to do during the pandemic. Matt's video was so straightforward and simple, it made me excited to give it a try.
Great video! Love the channel =) I actually saw that Matt video (and asked Ye Old Geek about it) and truthfully following Matt's advice changed my group for the best. I had not thought to examine my campaign design but it was holding me and the players back. Our games now are WAY better. Won't look bad . . .
Hey been really enjoying your videos since I started DMing again a couple weeks ago. Just backed your book Delve! I’m excited for you and hyped to get to use it one day. I also discovered DCC through your videos and my playgroup just agreed to give it a go! Thanks for your great content 😊
I've been using this 5 scene foundation to achieve my current goal in DM'ing: Making sure everyone can have a good time, with a complete experience, in 4 hours or less. That way, I have a chance to actually play a TTRPG sometimes when schedules allow for my group to be present.
Said this on Matts video (which he was nice enough to reply to haha). My issue with long adventures is that it is too on the rails. My players even with general planning go off the rails of whatever I planned let alone trying to predict what will happen for like 10+ level adventures. It's practically more work to try to keep people onto the prewritten story beats. Then there's the issue that if players know they're in a premade adventure, there's this inherent feeling for a plot of players that there is no agency. "Well whatever we decide to do won't matter, he's just going to loop it back around the prewritten story". (which is why if I use prewritten stuff I don't usually say it).
My first adventure as a DM was LMoP, and it took my group about 8 months to finish. Though of course we didn't manage to actually play every week (it took 20 sessions so we played like 2/3 of the weeks), and I did add a bit to the adventure such as an intro in Neverwinter to give the players more of a reason to be involved in the adventure. I wonder how many sessions LMoP takes most groups. But if my experience was even close to normal, it is not a short adventure, and playing the 300 page campaigns all the way through must take like 3 years.
Thanks for the shout out to The RPT Newsletter. Johnn Four is a really nice fellow, he's very creative and my archive of his newsletters is my first stop when I think of something new I want to try, I need ideas or I just want to read what others are handling at the table, for some inspiration. He's the co-author of a fantastic app that can track pretty much everything about your campaign world and what goes on in it. And he teaches small courses for people who want to improve their DM skills.
I've been using variations of this method (not exlusively) ever since I first saw Runehammer's video on it. And I'm glad you bring it back up because it's been a while, and all new people can hear about it. :D
Running curse of strahd, and also having been in a 5 year campaign I think the best way to run something like that is to have it divided into a series of smaller adventures all helping towards a final goal. CoS does that a little with the tarot card reading and I have been adding a lot of extra stuff from the fleshing out curse of strahd reddit posts which have also helped make one long adventure break up pretty well into several smaller quests
It took my group 2 years to complete Lost Mine of Phandelver. Not that they were slow, but - We are 6 - 5 of us have multiple low-level kids bringing viruses home - 2 of us are monoparental and can only play every other weeks - 2 of us are polyamorous and therefore have a tight schedule so we can''t easily report games to another day in the week. Result: We play an average of one 3-hour session per month including chitchat. A couple of times we didn't play for 3 months. I was supposed to run the Shattered Obelisk after they finished LMoP, but it's just too long. It seems to be a great adventure, but it will likely take us 3-4 years to complete. So I recently decided that I would ditch premade adventure modules and run mini-adventures and personal quests taking a couple of sessions and MAXIMUM 5-6 sessions. I started prepping some adventures and dungeons and will take some of your advices here, thanks :)
Short adventures are definitely what my group of beginners needs. They play for about 90 minute sessions every 3-4 weeks. We ran several short adventures. Now I'm working through Phandelver, and it's a little tough picking up the plot from session to session. I love your outdoor filming locations! The landscape seems so familiar. Were you at Big Rock Park?
Great video! 5-room-dungeon framework is incredible and what you have described is exactly what I do with my games. I apply 5RD not only to the single sessions, but also to the "adventure arcs" and campaign as a whole. Campaign as a whole can be planned as 5-room-dungeon, with each room representing different "arcs" in narrative. And then each arc can fit 5 different episodes, one per room. And I try to make each of the "episodes" in a single session, wich is a 5-room-dungeon in itself. What comes out is essentially a 125 room mega-dungeon! Obviously, it isnt always possible to fit everything that needs to happen per "room" into 1 session. But it still better to have a roadmap. And it works well, because players still get their filling of finishing something, when they finish an arc. Makes wonders for my homebrew campaigns. Allows to actually get shit done.
I was listening to this while getting ready for work. Then the Ronald the Rules Lawyer music came on and my brain got confused about who I was listening to for a second.
I've run a homebrew campaign for 6 years, with some breaks, which also included some of Curse of Strahd. The key is to have set stopping points, allowing your players an opportunity to rotate in characters (or not) as new "adventures" in the existing setting. And honestly, you don't even need to build your own campaign setting, sandbox modules/campaign books already do a lot of the heavy lifting for you.
Before the pandemic I was a public Adventurers League DM at my local gaming store. I have my issues with 5e, and public gaming, but it was some of the most satisfying games I ever ran. Storm Kings Thunder, Curse of Strahd, Tales from the Yawning Portal, Out of the Abyss, Decent into Avernus, and a lot of dungeon levels in the Dungeon of the Mad Mage. I now have a two year old, and I’m not sure when I will ever have a consistent game night ever again, but those were some incredible years. 5 room dungeons maybe my reality for a handful of game nights scattered across the year.
I think there's a huge difference between the 5-room "dungeon," a "decent adventure" and a Campaign. The big books by GW are campaigns not adventures. I think it's okay to have adventures/dungeons that's somewhat longer than just the 5 room dungeon. Angry GM's Silverpine Watch was excellent - I think he took it down during the OSR debackle. Another one I like a lot is Tomb of the Serpent Kings (Free on DriverthruRPG). It's decently long, but it contains a lot of interesting things - really giving that good introduction to dungeon delving. For me, the 5-room dungeons are good little "side quests" in a campaign, but I personally think an introduction dungeon - especially for new players - should have some meat on the bone. At least if you are able to schedule a few sessions.
the adventure outline from Index Card RPG is another top notch framework I turn to again and again. It's 9 steps, but 4 of them are actually 2 pair of the same thing. The layout is this: Stakes Get There Meet the Enemy Skill Checks to Reach the Heart / It Gets Worse Skill Checks to Reach the Heart / It Gets Worse Resolution Return that whole middle bit can connect up to itself in any way you like, so it tends to give far less linear dungeons than 5 rooms in order.
I have a map of a goblin cave structure that sneaks into the back side of a tomb that I have used a thousand times over the years. The greater tomb structure doesn’t connect to the crypt because the goblins collapsed that bit of tunnel trying to expand their domain. It’s a nice little four-room dungeon that doesn’t use anything but goblins. As long as the PCs don’t try to dig from the other side of the collapsed room, they can shelter in the other part of the tomb while they take out the goblins a few at a time, looking for the the access to the crypt That is assuming they notice that there is air getting into the tomb from the crypt, of course. (Players using torches will notice the flame flickering near the collapsed roof.) I usually use 10-12 goblins and maybe a wolf or two, but depending on which edition you use, you may have to increase that. These are scouts on the edge of a tribe’s territory, so there are no women or children (which should scare the crap out of your players). I’ve wiped a 5th level party using 4 goblins, three wolves and a 3rd level goblin rogue more than once, so this is a pretty tough dungeon. They fight sneaky and they have the home field advantage. If they detect the PCs first, they will send for reinforcements from the tribe, taking half a day to get there. The reinforcements will be the other half of the raiding party, including two more Rogue 3 and a fighter 2/rogue 3 and bring the total of the goblins up to 25 including the five with levels. If you want it really tough, all of the reinforcements will be riding wolves. In my all-goblin campaign, the PCs took over this dungeon to live in, using the tomb to attract adventurers and fighting other tribes to populate it with captured goblins.
I think the D&D books are understood to be a collection of adventures housed under an overarching campaign. Within those books are a dozen or so short adventures. A DM can play them as suggested or excise them to be played in a different campaign. I imagine most of those short adventures are made up of five or six encounters of various kinds.
I host a mini-convention with up to six 4-5 hour one-shots every month. Different GMs. Different Players. Different systems. Different settings. So much fun. I also host a regular biweekly long-running Earthdawn campaign. Long term character and adventure arcs. Deep dive into one setting. So much fun.
I would like to add that Justin Alexander added to this concept with the 5 + 5 room dungeon. Essentially the other 5 rooms are flavor or resting rooms to break up the constant tension and action for a break in and to add flavor and story
Unless the DM runs every room in complete isolation I feel those extra 5 "empty" rooms are pretty necessary, not just for flavor and story but also as a sensory barrier. If one considers actual normal perceptive abilities, then if the example dungeon is a 5 ft grid then it sensorily becomes only two or maybe three rooms. Any light/shadows from room 2 or 4 are "indicated" to the other room via the corner near trap 3. Depending on any noise made in room 2, there is only 45 feet and a corner to room 4. Will the goblins then remain in this planned encounter room? A 10 ft grid helps a bit but still has the same problem.
🔴 DELVE: Now LIVE on Kickstarter! www.kickstarter.com/projects/bobworldbuilder/delve-5e-shadowdark?ref=9vgd41
but he means it
Your persistant reminder that this is going on finally achieved a result here, just backed it. Looking forward to some easy to add in adventures / delves to use :-)
It was backed as soon as I was online after it was live on kickstarter.
I really liked this one. People resurrecting old post or video ideas and giving them their own spin is always a good one.
It's a timeless topic!
I submit that Matt's original placement of the axe trap was not a mistake. He emphasized that the trap could only be set off by creatures of a standard weight or heavier; lighter creatures like gnomes or GOBLINS would not set it off. This makes it clear to me that the trap is a recent addition to the tomb, made by the invading goblins.
Yeah, I can't remember if he said it out loud, but it was implied. A Halfling doesn't trip the trap because they're light, like a goblin
Yeah idk. In his own video he explains why he moved it: so people don't get their heads cut off when they go to bring offerings.
Wasnt that the rotating blade trap thing? Doesnt seem very goblinish.
One of the Caves of Chaos entrances (the second orc cave?) had a trap door to a pit trap with spikes. It was the only way in or out and the females and babies lived back there too. Would you really make a deadly trap and then make it the only way your family came in or out? Of course not.
It's possible his working cannon changed from "goblins added this" to "this is to protect the tomb"
If you’re using goblins or a sufficiently crafty humanoid to fill the tomb you are absolutely correct. If you’re using perhaps a hobgoblin necromancer and his undead thrall goblins it doesn’t.
You've been doing these nature hike video shoots for a bit now, and I just have to say that I *LOVE* this presentation. It suits your general vibe so well.
Glad you like it! I've really been missing the outdoors lately, so I'm bringing some videos outside :)
Those among us familiar with story structure will recognize the 5 room dungeon as a reskin of the 5 act play.
Establish > Rising Action > Complication > Climax > Conclusion
And I'll let you in on a secret: Every good story is a fractal of this pattern. Every dungeon, dungeon floor, dungeon area, dungeon room, event... they all follow this pattern in an engaging D&D session.
Knowing this, you are now empowered to write your own dungeons, expanding past the first five rooms into 5 areas, 5 floors, 5 dungeons... you get the idea.
Go, and create on my friends.
This also means you should have five round battles and every battle should have a complication
@@donovanmarks1865Not every battle, but most for sure.
Very helpful comment
Yep, I started playing 1E with those short modules. A lot less of a hassle than today's adventure "novels".
Haha how have I not heard 'adventure novels' before?
Novel is such a good way to describe the Adventures. They're CHUNKY
They're also written like novels because they don't actually help you run it. You still have to do a ton of homework with WOTC modules.
@@Stray_GM I unfortunately learned this lesson expecting to be able to lighten the work I needed to do. Ended up being just as much work and less fulfilling than if I just did homebrew like I always did. (Icewind Dale, in this case)
@@Stray_GM Yes, exactly! I just ran Lost Mine of Phandelver, thinking it would be easier, but I ended up reading each chapter 4-5 times, making a lot of notes to summarize and all.
When I create my own adventure, I memorize everything easily because it originally came to life in my head, and I improv for the rest.
I recall a game where there was 5 rooms ending with a lack of BBEG or treasure. The "BBEG" was the town that didn't tell us the dungeon was beaten already, treasure taken, because they wanted to sell us stuff to go there that doesn't sell otherwise.... it was my first and only experience with changing alignment over 4 gold.
I might borrow this for my party, see if they heist the town or yaknow, other solutions.
Thanks for this video Bob. A lot of other creators in this space I respect pushed back against Matt's video, and while they had valid points, most of them seemed to miss that Matt was responding to actual commenters in his community. A lot of newer GMs really believed the "default" form of the game are these long, epic stories that take the better part of a year to play, and the WOTC hardcovers and the popular actual play channels weren't exactly disabusing them of this notion. So even if WOTC does publish shorter adventures, they're not doing the best job at directing new GMs towards them. Because I still see people thanking Matt for making that video! But thanks for getting to Matt's actual point and addressing it in the spirit it was intended.
Yeah I think Matt made his points very well. People will always find a way to misconstrue someone online :P
A lot of people that had bad takes on Matt's video are D&D entertainers more than D&D educators. They are predisposed to the Big, Epic "Campaigns" because that's what people want to watch.
They also play with a party that is paid for their time and skills. My DM budget can't cover adventurer wages, so it's probably going to hurt less if a single plot point is missed, than if a whole bunch of mysteries and plot threads are left hanging because life got complicated.
This is why I fell in love with 1 page dungeons. Before I discovered that entire glorious world, I didn't realize I was basically doing that with bloated existing modules, condensing them onto one or two pages myself for way easier management during games.
Those old 32 page modules often packed a lot more than one evening's adventure into them. And because they detailed locations, there was usually not a plot you had to follow (unless it had originally been a tournament module).
Now see? This is exactly what we need! Old time-tested adventures.
With today's highly educated youth (who imo are always seeking logic in how things work in a dungeon) will be very critical of these *5 room dungeons* that don't always make sense.
Backstory is important even if it does span 3 to 5 pages! It helps set the stage.
Great comment there! 🫡
Yes! I get so tired of PLOT.
@@helixxharpell Highly educated? LOLOLOL
@NemoOhd20 jmo, the vast majority of them are very intelligent. D&D "nerds' have always been thought of as highly intelligent, bright people. The only problem I have with today's younger D&D crowd is the attn span they have. But they can't help that bc they grew up on video games & now tik tok. 😂
Many of the old school modules are really long though. I don't find many people interested in megadungeons. Frankly, Im not either and OOOOOOOOOLD at this point.
I love short dungeons/adventures you can just pop into any existing campaign!
Just something that takes a bit off the burden from the DM for a couple of hours!
That's also why I created a bunch of free ones to use! Best way to give back to the community
Exactly, that's great!
Care to share a link?
@@skarkatrongard2344 its Not possible on TH-cam to share links. But its on my Profile/itch under Nocturnal Peacock. Its atm ten Adventures (all free of course) that you can quickly add For a Quest ~ Things Like a tavern-dungeon occupied by crazed Goblins, some fairytale inspired locations, a half sunken warlocks Tower with living beehives and fairies. All inspired by Bob's/Mcdm's/Prof DM's work
@@skarkatrongard2344 Not possible on TH-cam comments! But you can find my on itch under NocturnalPeacock or there is a Link in my Profile. The adventures are all free and inspired by the Videos of Bob/mcdm & Prof Dungeon master
I'd love a link to them as well!
I think there's also something to be said about those old adventures is how non uniformly they are expected to be ran, while the page count is light, there's a metric crap ton of content that GMs can get out of it, you could spend an incredibly variable amount of time in any given adventure (like for instance, The Isle of Dread, or The Lost City) that's very easy to stretch Into a "big" campaign (note: when I say "easy" i mean by the standards expected by a 1e era DM, which were kinda insane)
Even WotC used the 5-Room Dungeon structure in the 4E DMG for the introductory adventure Kobold Hall! It's just a really solid way of planning an adventure. You can even apply that structure as an overarching guide for a longer adventuring arc.
I'm really happy you touched on the rooms not always having to be literal rooms, but different areas of a city or wilderness area.
I didn't know that! And yeah the "rooms" are really just categories for encounters or even short quests of their own :)
Pretty sure Johnn Four, who created the 5RD concept, was a writer on that book, so makes sense... :)
The Delian Tomb was my first try at DMing lol glad to see so many other people used it too 🤣🤣
That's awesome!
Same here, Matt Colville made DMing accesible for a girl that didnt have any nerd friends so I had no option but to run... the Delian tomb has a place in my heart forever
Love this video! Too many people I think become overwhelmed by the reality of trying to run a really long adventure when it’s so easy to have fun playing the game.
This a thousand times.
Killer park. Love the rocks
Yeah! It was my first time there and I had no idea what to expect. Pleasant surprise!
I like this concept. A five room dungeon can certainly be explored in one night. With my group constantly battling the epic monster of "Schedule Conflicts" a small adventure is just what we need on the rare instances we can coordinate with each other.
Bingo!
I constantly feel like it was yesterday that Matt Colville started his youtube series. Time really does fly!
Yeah it's wild how much D&D and even just RPG-TH-cam have changed since then
I am going on adventure today. A five room adventure.
I am vacuuming my house.
Living Room. Dining Room. Kitchen. Main Bath.
Now what is the fifth room? Computer room, Laundry Room, Art Room, or Bedroom. Who will adventure with me?
I promise gold, riches, and hidden treasure.
Beware the evil felines. Beware the traps (litter box DC Wis 18 or have to clean it.)
Beware the sleeping monster. (Wife sleeps late.)
The firstvquestion you need to ask yourself is define adventure....
A whole campaign... as long as it needs to be.
B arc.... several meetings.bonus if you can Wrap each arc up as to end a campaign but leave open room for a new arc to begin
C mission.... a couple (1-3) missions. Setup (before mission is assigned), Prep, mission itself, wrap up/aftermath.
D dungeon/manor/point of interest.... wrap up within same meeting if possible. Or get there and explore next time.
E meeting/one shot.... how long does the group have to handle it? 2-4 seems about right. If your running low on time the next room is missed/essential treasure followed by the boss skipping anything else between here and there.
My ideal number of rooms for a dungeon is 5 to 15 rooms per level and two to three levels and/or a sub-level.
I prefer dungeons that require multiple trips to explore. Use up resources. Have factions that react to the player’s actions and the other factions. Rewards exploration and gives benefits when the players discover ways to exploit its layout. Have areas that probably won't be discovered.
Yes they release short adventure anthologys, but the point is that you are still buying a big book of adventures that you may only run one or two of. When modules were the default, you could pick and chose what adventure would fit the style and kind of next adventure for your campaign. Yes I like some of the large adventures, but I have been playing for decades. For someone starting, modules are the way ahead, and yes you can buy them from third party publishers, but when the company that owns the D&D property doesn't support, it it gives new people to the game an unrealistic perspective. This is obviously only my opinion and yes adventures can be researched on line, but new people to the game may not realise this
Nah you make a great point. I didn't spend much time on that difference since it wasn't the main focus for this one, but I agree. For example, Goodman Games recently did the same thing: they published two hardcover volumes of their little softcover 5e modules, but I already own the softcovers that I want. Maybe through the big books I'll discover something new that's fun, but in general I prefer being able to choose which individual ones to buy.
Great video! I have been trying to use the 5-Room method for a while, but always need more inspiration. Speaking of which, yes I would love a short PDF version of "The Delian Bounty Hunt!" 😁
Cool backdrop for this video, refreshing.
Thanks! I've been needing to get outside
Backed Delve purely out of your description of the structure of that dungeon, because I instantly wanted to run it as a one-shot side story for the group I'm a player in. There's something so pure about a self-contained story like that, and I'm looking forward to seeing what else you've cooked up!
I never really did like the concept of the five room dungeon, but your example makes me reconsider.
I'm all for short adventures, but to me 5 rooms is just not enough. Even worse when I see people make 2 or 3 room dungeons like Matt's, and especially so when those 2-5 room dungeons are linear and might as well be one long hallway.
Personally I never stopped using Jaquays's method, it just feels right to me. Player agency is always my #1 priority as a DM, because its the #1 thing that irks me when I don't have it as a player. (also R.I.P Jenelle, I only just found out she passed last January while checking how to spell her name)
I love these chilled out videos that break down bigger concepts in easily digestible sections. Thanks homie!
8 years is truly unbelievable. I can remember hours of dishes every night (4 kids, no dishwasher) with nothing but Colville to keep me company.
That guard shack encounter sounded fun especially as a plug in for a simple oneshot to run at any level.
Glad you liked it! :)
Amazing video and amazing timing on a personal note! I was just thinking last night about pulling up Matt's original video so I can prep some one shots (though it's ALWAYS 2-3 sessions with my group) to give our DM a break whenever needed. Thanks for the updated place to start, 10/10 content as always!
Great episode, Bob. I've been using the 5 Room Method for awhile now on my blog and podcast to create adventure frameworks and locations for several genres. I've gotten a few of my friends interested in it, too.
Keep up the good work.
This is a great video for beginning and experienced DMs alike. Even with the shameless plugs (I did back Delve). One thing that isn't often talked about in the TTRPG community is being able to complete things. There's a whole world of people out there who get great joy from completing things... and smaller dungeons/goals make that possible.
I’m digging the cave format - nice touch
How you found such wholesome graffiti is beyond me.
I generally "rip" sections out of the big hardback books. Ive us d every giant lair from storm kings thunder one at a time in multiple games.
Don't worry there were some classic graffiti examples around too. Thankfully none ended up in the background lol, and excellent point about just taking sections from bigger adventures.
This video is very apt for what I'm currently doing. I'm building the Goblin Slayer TRPG game system on Foundry VTT. After reading through the rulebook for it. The game is a quest-by-quest system. The rules suggest that each quest should only contain 2-3 battle encounters. The two quest examples they give show only a few rooms to explore and just a few encounters to battle. I believe the feeling is that each quest in the game should wrap up in 1-2 sessions (3-4 hrs). This way the players are making progress.
While players may want a huge, levels 1-20 campaign (in some-most cases). This can be done with a quest-by-quest system were the overall story arc is told through a series of smaller quests that eventually tie together.
Love the outdoors shots.
Thanks!
Love the 5 Room Dungeon. Even when I design mega-dungeons, the 5 Room structure can be expanded to blocks of rooms and it still works great. I'm also a big big fan of dropping short 3rd party adventures into my campaign. Short modules are just so easy to work with, and several have given me larger story arc ideas. Matt Mercer Colville got me into DMing
I've used the five room method many times, since the 3e days. It's good.
Great video
I've been preaching the virtues of the old school 32-page dungeon module for years.
Shoutout to your mic. Working hard to filter out background noise and still leaving you at the perfect volume and easily understood. Can hear the wind and the highway, and i think a plane at one point? But they aren't disruptive.
Thanks! Yeah I was really impressed with the recording for next week's video. I didn't realize until after shooting and leaving the area, that the I was a lot closer to the highway (same park as this one). But thankfully the mic didn't really pick it up, mostly just sounds like a breeze in the background.
I wish I had known about this structure decades ago. Even a long form dungeon. Can use this for sessions, and session breaks. A five room is enough if you are into heavy roleplay!
Totally, it's a great framework for pacing anything
You can even create several 5 room dungeons, with individual themes, and interconnect them to make a single mega dungeon.
The method isn't exact and linear, though some people seem to treat it that way, and can be used to create very cool results.
This gave me an idea to essentially create modular set via having decks of cards, one for each Room/Act, that you can draw from to more readily build a dungeon on the fly
Check out the Dyson logos map tiles. Could be good for this!
@@IceXist Not remotely what I was talking about but thanks for the reference. Free maps are cool. I usually get my maps from 2minutemaps if I don't make them myself. My idea is not about map making but dungeon planning
I know it might be crazy to some, but I used the "trap first" at the entrance corridor in one of my maps (following the 5 room dungeon system) because "the original builders of the tomb knew exactly where it was the trap and how to avoid it, but with it being forgotten for centuries, the first adventurers to come inside would not know of it. Even the legends talking about the place wouldn't know of the trap. Rearranging the rooms is a great idea. You can even put the boss first if you want and make the party go around in circles wondering what could come next or what did they miss.
great presentation of 5 room dungeon. love the analysis of delian tomb. nice video, sir!
Thank you!
I really appreciate this video! I have two sessions that I said to people I would intro them to d&d with or my campaign setting with, and I wanted to get it done with one sitting. Taking a look at the format and the conversation presented absolutely helps me filter my ideas to guarantee it's a one session game for those players.
Happy to help! Matt's Delian Tomb is a solid one-session quest :)
For a less linear & more "Old School" inspired take on mini-dungeons, check out "Bite-Sized Dungeons" by Marcia B. (Traverse Fantasy). These are 6 room dungeons that lack an intended order. There's two occupied rooms(one with treasure), a trapped room(which may have treasure), a weird room, & two unoccupied rooms(one may have treasure). Rooms have something obvious, something hidden, & something secret(optional). These dungeons can be standalone or combined with other bite-sized dungeons to make larger dungeons.
"The Dealian Bounty Hunt" needs to be detailed out into a one page adventure. It's a perfect, simple adventure that can be adjusted for any level party by swapping out NPCs and possible encounters with little fuss.
Thanks for this video.
I'm already thinking about how to apply this to structuring an upcoming adventure.
I always enjoy when Bob films using the format
I liked this video. I'm a interested future DM and this broke it down to a more manageable level of prep and expectation. We'll done!
That's really awesome to hear! Best of luck :D
Awesome! Thanks Bob! Cool idea to use the 5 room dungeon structure for a non dungeon adventure! I think I'll employ this in a forest adventure. Maybe add a timer element to the story.
Just wanted to toss this out there: 3:00 your background is awesome. Amazing film location choice dude.
100% agree :3 your videos inspire me so often. Lived the dungeon you designed! So clean!
I love how I stated D&D back in '86. I was being forced into GM'ing by my friends (my friends persuaded me) and thus I was "forced" to learn the Players Manual and the DM Guide in the Red Box. It took me 14 days to read it, English being a second language, which I was in the midst of learning. Thus I became really good at English in a short time: D&D made my English better!
But that is beside the point.
I had "In Search of Adventure". That was a compilation of the modules B1 to B9 and how to string then together in a small campaign. Some modules were short, 3 to 4 pages, some were long, 10 to 15 pages, and I could read them just before we played (and yes, The Keep of The Borderlands latter part: The Caves of Chaos are here). I have used that book for many campaigns and one shots, and I know book played a important part in my GM "career". Without that I may not have played roleplaying games today.
Last year I made a dungeon which is very much like The Delian Tomb, without knowing that Matt had made such a dungeon, but still such a dungeon is very easy to make. My dungeon had two traps, one riddle, three encounters with undead, three rooms and a secret door to another room.....very much like Matt's dungeon. ^^
I enjoy all of Bob World Builder videos
Yes, that sounds cool! Your idea would fit right in with a starter adventure I'm working on for a new group of young people.
Bob growing his hair back out again. The world is healing.
He must regain his strength. 💪
As always, a good video from @BobWorldBuilder about having a fun game. And as Professor Dungeon Master says, it is important to like and comment videos from those that we like and want to be able to continue creating good content.
And this is a really good video which is a good indicator on a good book.
Thank you, and thanks for commenting too! :)
Great video. I also love how you keep stealth-dropping Zelda-esque sound effects when they're appropriate :)
Nintendo makes the best sounds!
I love all Bob World Builder videos, kickstarters, and rpg games he plays in.
Hope you had a great birthday and weekend.
Be sure to keep Delving into rpgs!
Really liking this format of outside videos. Your audio is sounding great. Keep on bulding, Bob World Builder.
I've run the Delian tomb three times with three different groups and each group has approached it differently and it's taken a different turn each time. I absolutely love it. I did make one change; rather than the buy-in opening of going to save the kidnapped child, I begin the story with the players standing on the edge of the barrow plain. I then narrate their motivation as a memory/flashback and then give them the scene. It helps jump-start the adventure, gets the players closer to action, and saves 30 minutes of actual time. Each group approached the adventure differently and each turned out a little differently, but they were all fun. So +1 to short adventures being the best adventures.
The Delian Tomb is what got me back into DnD. I hadn't played since 2e, and was looking for something to do during the pandemic. Matt's video was so straightforward and simple, it made me excited to give it a try.
this is exactly what i needed to help me restructure part of an adventure i’m writing. i’ve feel like i’ve got direction now!
i fear the day that bob make an involuntarily participation on 'whitch of balir' crossover
I love ALL Bob World Builder videos!
Thanks for commenting :)
Great video! Love the channel =) I actually saw that Matt video (and asked Ye Old Geek about it) and truthfully following Matt's advice changed my group for the best. I had not thought to examine my campaign design but it was holding me and the players back. Our games now are WAY better. Won't look bad . . .
Hey been really enjoying your videos since I started DMing again a couple weeks ago. Just backed your book Delve!
I’m excited for you and hyped to get to use it one day.
I also discovered DCC through your videos and my playgroup just agreed to give it a go! Thanks for your great content 😊
I've been using this 5 scene foundation to achieve my current goal in DM'ing:
Making sure everyone can have a good time, with a complete experience, in 4 hours or less.
That way, I have a chance to actually play a TTRPG sometimes when schedules allow for my group to be present.
Said this on Matts video (which he was nice enough to reply to haha).
My issue with long adventures is that it is too on the rails. My players even with general planning go off the rails of whatever I planned let alone trying to predict what will happen for like 10+ level adventures. It's practically more work to try to keep people onto the prewritten story beats.
Then there's the issue that if players know they're in a premade adventure, there's this inherent feeling for a plot of players that there is no agency. "Well whatever we decide to do won't matter, he's just going to loop it back around the prewritten story". (which is why if I use prewritten stuff I don't usually say it).
My first adventure as a DM was LMoP, and it took my group about 8 months to finish. Though of course we didn't manage to actually play every week (it took 20 sessions so we played like 2/3 of the weeks), and I did add a bit to the adventure such as an intro in Neverwinter to give the players more of a reason to be involved in the adventure. I wonder how many sessions LMoP takes most groups. But if my experience was even close to normal, it is not a short adventure, and playing the 300 page campaigns all the way through must take like 3 years.
Thanks for the shout out to The RPT Newsletter. Johnn Four is a really nice fellow, he's very creative and my archive of his newsletters is my first stop when I think of something new I want to try, I need ideas or I just want to read what others are handling at the table, for some inspiration. He's the co-author of a fantastic app that can track pretty much everything about your campaign world and what goes on in it. And he teaches small courses for people who want to improve their DM skills.
I've been using variations of this method (not exlusively) ever since I first saw Runehammer's video on it. And I'm glad you bring it back up because it's been a while, and all new people can hear about it. :D
Loooove this format! Great video.
Great video! Hope life is going good man really enjoy your uploads.
Running curse of strahd, and also having been in a 5 year campaign I think the best way to run something like that is to have it divided into a series of smaller adventures all helping towards a final goal. CoS does that a little with the tarot card reading and I have been adding a lot of extra stuff from the fleshing out curse of strahd reddit posts which have also helped make one long adventure break up pretty well into several smaller quests
It took my group 2 years to complete Lost Mine of Phandelver. Not that they were slow, but
- We are 6
- 5 of us have multiple low-level kids bringing viruses home
- 2 of us are monoparental and can only play every other weeks
- 2 of us are polyamorous and therefore have a tight schedule so we can''t easily report games to another day in the week.
Result: We play an average of one 3-hour session per month including chitchat. A couple of times we didn't play for 3 months.
I was supposed to run the Shattered Obelisk after they finished LMoP, but it's just too long. It seems to be a great adventure, but it will likely take us 3-4 years to complete. So I recently decided that I would ditch premade adventure modules and run mini-adventures and personal quests taking a couple of sessions and MAXIMUM 5-6 sessions. I started prepping some adventures and dungeons and will take some of your advices here, thanks :)
Let's Delve into 5 room structure with Bob.
😎
I love Bob world builder videos. Well done!
Thanks for commenting!
Love the outdoor location! So cool to see you mix your passion for the outdoors! Wouldn’t mind watching some Bob Outdoor Educator content TBH.
Short adventures are definitely what my group of beginners needs. They play for about 90 minute sessions every 3-4 weeks. We ran several short adventures. Now I'm working through Phandelver, and it's a little tough picking up the plot from session to session.
I love your outdoor filming locations! The landscape seems so familiar. Were you at Big Rock Park?
Thanks Bob. Keep on postin'!
My pleasure! Thanks for commenting!
Wow, its always cool to see dnd creators shout out to other dnd creators. It really shows the strength of our online community.
I recognised this dungeon from one of my first games as a player! It was good fun. I'm also enjoying these outdoors commentaries.
Great video!
5-room-dungeon framework is incredible and what you have described is exactly what I do with my games. I apply 5RD not only to the single sessions, but also to the "adventure arcs" and campaign as a whole. Campaign as a whole can be planned as 5-room-dungeon, with each room representing different "arcs" in narrative. And then each arc can fit 5 different episodes, one per room. And I try to make each of the "episodes" in a single session, wich is a 5-room-dungeon in itself. What comes out is essentially a 125 room mega-dungeon!
Obviously, it isnt always possible to fit everything that needs to happen per "room" into 1 session. But it still better to have a roadmap. And it works well, because players still get their filling of finishing something, when they finish an arc. Makes wonders for my homebrew campaigns. Allows to actually get shit done.
I backed Delve and looking forward to reading it when it arrives
Thank you!!
I was listening to this while getting ready for work. Then the Ronald the Rules Lawyer music came on and my brain got confused about who I was listening to for a second.
Haha just some *TH-cam audio library free music
@@BobWorldBuilder I figured as much. Just threw me off for a sec and thought it was amusing.
I've run a homebrew campaign for 6 years, with some breaks, which also included some of Curse of Strahd. The key is to have set stopping points, allowing your players an opportunity to rotate in characters (or not) as new "adventures" in the existing setting. And honestly, you don't even need to build your own campaign setting, sandbox modules/campaign books already do a lot of the heavy lifting for you.
Before the pandemic I was a public Adventurers League DM at my local gaming store. I have my issues with 5e, and public gaming, but it was some of the most satisfying games I ever ran. Storm Kings Thunder, Curse of Strahd, Tales from the Yawning Portal, Out of the Abyss, Decent into Avernus, and a lot of dungeon levels in the Dungeon of the Mad Mage.
I now have a two year old, and I’m not sure when I will ever have a consistent game night ever again, but those were some incredible years. 5 room dungeons maybe my reality for a handful of game nights scattered across the year.
I think there's a huge difference between the 5-room "dungeon," a "decent adventure" and a Campaign. The big books by GW are campaigns not adventures.
I think it's okay to have adventures/dungeons that's somewhat longer than just the 5 room dungeon. Angry GM's Silverpine Watch was excellent - I think he took it down during the OSR debackle. Another one I like a lot is Tomb of the Serpent Kings (Free on DriverthruRPG). It's decently long, but it contains a lot of interesting things - really giving that good introduction to dungeon delving.
For me, the 5-room dungeons are good little "side quests" in a campaign, but I personally think an introduction dungeon - especially for new players - should have some meat on the bone. At least if you are able to schedule a few sessions.
love your work BOB
the adventure outline from Index Card RPG is another top notch framework I turn to again and again. It's 9 steps, but 4 of them are actually 2 pair of the same thing. The layout is this:
Stakes
Get There
Meet the Enemy
Skill Checks to Reach the Heart / It Gets Worse
Skill Checks to Reach the Heart / It Gets Worse
Resolution
Return
that whole middle bit can connect up to itself in any way you like, so it tends to give far less linear dungeons than 5 rooms in order.
I have a map of a goblin cave structure that sneaks into the back side of a tomb that I have used a thousand times over the years. The greater tomb structure doesn’t connect to the crypt because the goblins collapsed that bit of tunnel trying to expand their domain.
It’s a nice little four-room dungeon that doesn’t use anything but goblins. As long as the PCs don’t try to dig from the other side of the collapsed room, they can shelter in the other part of the tomb while they take out the goblins a few at a time, looking for the the access to the crypt That is assuming they notice that there is air getting into the tomb from the crypt, of course. (Players using torches will notice the flame flickering near the collapsed roof.)
I usually use 10-12 goblins and maybe a wolf or two, but depending on which edition you use, you may have to increase that. These are scouts on the edge of a tribe’s territory, so there are no women or children (which should scare the crap out of your players).
I’ve wiped a 5th level party using 4 goblins, three wolves and a 3rd level goblin rogue more than once, so this is a pretty tough dungeon. They fight sneaky and they have the home field advantage. If they detect the PCs first, they will send for reinforcements from the tribe, taking half a day to get there. The reinforcements will be the other half of the raiding party, including two more Rogue 3 and a fighter 2/rogue 3 and bring the total of the goblins up to 25 including the five with levels. If you want it really tough, all of the reinforcements will be riding wolves.
In my all-goblin campaign, the PCs took over this dungeon to live in, using the tomb to attract adventurers and fighting other tribes to populate it with captured goblins.
I think the D&D books are understood to be a collection of adventures housed under an overarching campaign. Within those books are a dozen or so short adventures. A DM can play them as suggested or excise them to be played in a different campaign. I imagine most of those short adventures are made up of five or six encounters of various kinds.
Proudly supporting Delve. I know they're designed for 5e and Shadow Dark, but I can't wait to adapt them for DC20! Keep being awesome brother!
Loved your take on this Bob!
Alternate option for the trick could be the NPC who you just bribed was the bad guy all along!?
Thanks! And good idea!
I host a mini-convention with up to six 4-5 hour one-shots every month. Different GMs. Different Players. Different systems. Different settings. So much fun.
I also host a regular biweekly long-running Earthdawn campaign. Long term character and adventure arcs. Deep dive into one setting. So much fun.
I would like to add that Justin Alexander added to this concept with the 5 + 5 room dungeon. Essentially the other 5 rooms are flavor or resting rooms to break up the constant tension and action for a break in and to add flavor and story
Unless the DM runs every room in complete isolation I feel those extra 5 "empty" rooms are pretty necessary, not just for flavor and story but also as a sensory barrier.
If one considers actual normal perceptive abilities, then if the example dungeon is a 5 ft grid then it sensorily becomes only two or maybe three rooms. Any light/shadows from room 2 or 4 are "indicated" to the other room via the corner near trap 3. Depending on any noise made in room 2, there is only 45 feet and a corner to room 4. Will the goblins then remain in this planned encounter room? A 10 ft grid helps a bit but still has the same problem.
11:30 "But this guy can give them the true location in exchange for something he wants. Climax..."
Archer: "Phrasing!" 😂
Great to see an example of modifying a simple outline on the fly!