5 Rooms Concept

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Room 1- The entrance, and the reason no one else has come into the dungeon.

Maybe
there's a locked door, a trap, a series of acrobatic obstacles, or a really rude
door keeper. Whatever it is, it should hint at the contents of the dungeon, and it
can't be ignored.

Room 2- the non-combat encounter. Usually roleplay or puzzle focused. In a raider


den it may be their torture room filled with traps, or a creature nest it may be an
injured person/animal that can be helped for a reward.

Room 3- the twist. In the video games this would be falling through the floor or a
robot suddenly activating. For one reason or another, the location is more
dangerous than first assumed, or the loot was a trap. Non-combat examples would be
something like the room filling with deadly gas and the party has to escape.

Room 4- boss time. A big scary monster, or a bomb with a very short timer, or a
group of enemies. Whatever it is, this is what the party is here to deal with. It
should be the hardest thing they do today. Play with some weirdness too, like
enemies generating AP if they do a specific thing the players can stop.

Room 5- the reward. Whatever loot you want, plus some story hook/ fun ideas. Maybe
the raiders had a prisoner with another quest, maybe the boss they just killed was
actually an enclave officer. Even though this is mostly for roleplay and
celebrating, don't be afraid to throw a minor obstacle at the players. Especially
if it's funny. Trapped teddy bears, the American anthem playing before a big
baseball bat is swung at them, or a damaged robot that still thinks it has legs.

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