He has highlighted some key text in a few descriptions from Caverns of Thracia as a way of organizing the room key.
It occurred to me that diving the room key up into predictable sections would make things easier for me. I could focus on specific sections at specific times during play. Areas that had no information would be whitespace in the document. Much like empty rooms on a map, these "blank areas" could be filled in as the mood strikes you.
Here's a link to FrDave's post.
Here's my take on the same information. This is a rough idea only. It requires testing and refinement.
Generic Box:
Room Title | Combat Info | Monsters |
Description | Tricks | Treasure |
Example:
OVERVIEW:
ROOMS 1-5 are
covered in bat guano. When
running or while in combat a save must be made every round to avoid
falling down.
1. ENTRY HALL | ||
There are some bats on the ceiling. | If disturbed (a Light spell, for example), they will panic and a wandering monster check will be triggered. They are otherwise harmless. |
2. TEMPLE | Saves are at -2 to fall | |
The ceiling is covered by a swarm of bats. | If disturbed (a Light spell, for example), they will panic. Visibility will be reduced to 5’ and a wandering monster check will be triggered. |
3. ALCOVE | Saves are at -2 to fall | |
Same as Room 2. In addition, there is a broken statue of an Atenist priest. There trails in the guano that lead to both Rooms 4&5. | If disturbed (a Light spell, for example), they will panic. Visibility will be reduced to 5’ and a wandering monster check will be triggered. |
4. CHAPEL | Saves are at +4 to fall down. | 8 Giant Centipedes (small, non-lethal): AC9; HD 1d2; HP 2,2,2,2,1,1,1,1; ATT 1 Bite (Poison, save at +4 or be at -4 on all rolls for 2d4 days). |
The door to this room is jammed shut (-1 on opening). Within the rubble of a winged statue are Giant Centipedes. Several dead centipedes litter the floor. | 60gp, 2000sp, and a gold & silver Atenist holy symbol worth 65gp. |
5. CHAPEL | They are recovering from a battle with the centipedes in Room 4. Numbers in brackets indicate poisoned kobolds — they are at -4 on all rolls. | 14 Kobolds AC6; HD 1d4; HP [4],[3],[3],[3],[3],[3],3,3,2,2,2,2,2,1; ATT 1d6. |
The door to this room is ajar. There is rubble from several statues that have been broken beyond recognition. If the rubble is removed, they will reveal a discoloration in the wall where the secret door is. | Each kobold carries 3gp. The leader (4hp) has a gem worth 25gp. |
3 comments:
Love this!
One thing: separate the description that is obvious to the PCs from that which is hidden.
For example:
Within the rubble of a winged statue are Giant Centipedes.
That should probably not be in the description.
I am seriously intrigued, because I am a very visual guy and this has the potential of organizing things in exactly the kind of visual way that I could use at the table.
I am also torn. Ultimately, I really want a way that allows a Referee/DM/LL/whatever you want to call it to be able to have a map right next to the key in a three ring binder and never have to flip a page.
This technique would take up a lot of space on a page, necessitating page turns; however, in a published dungeon I don't know if that is a realistic goal.
Brilliant. Simple and elegant and to the point.
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