Adventure Prep, Session 4: The Dynamic Dungeon Crawl
Image Source: Wizards of the Coast (I’m baiting for a Cease and Desist letter, I know… hope this falls under fair use)
Last time we left our current D&D game, I left my players in the middle of a Sewers-based Dungeon Crawl
taken from the Vile Addiction adventure in Dungeon Magazine #145, much to the dismay of some of the party members.
Now this week’s game is all ready and I could sit on my non-negligible butt and watch some nice BSG actions. The setup is mostly a 5 room-dungeon and the players went through 2 rooms already.
However, since we stopped right in the middle of it more than 2 weeks ago, I now have had plenty of time to think about how the PCs actions and the choice made so far affect the denizen’s plans.
As it happens, the players carved through 2 ‘guardian’ rooms:
- The Otyugh
- The Ambush by the gnome-like Size-increasing Spriggans.
Furthermore, the party’s resources are still pretty intact (except for the some of the Duskblades spells).
If I play the remaining baddies smartly and since they know the party is there (some hidden sentry already alerted the complex) I have a few choices to adjust the denizen’s strategy:
- Mass all the remaining baddies in an all out assault. Smart and logical from a purely tactical point of view, but I risk mauling the PCs and killing a few, which scores pretty low on the player fun scale.
- Create a diversion and run for it. Not very interactive for the players who will just feel the dungeon is now empty, they probably expect some sort of Boss Fight trope.
- Create a diversion and regroup for a final stand. That would be the default choice. Once again it somewhat lacks interactivity bit it sounds better to me than the previous one.
- Attempt to parley with the invading party so the baddies can size up the party and plan accordingly. This offers a nice occasion for some Role-playing for my RP-starved storytellers and could lead to a surprising resolution.
I probably will end up mixing parley and another choice depending on the player’s responses and attitude. The Baddies have an agenda other than killing the PCs and I will keep it in mind while interacting with the characters.
And while they talk, time passes…
Aside: Having evil NPCs attempt parley remains one of the hardest thing to do, you’re basically serving the bad guys on a silver plate to trigger happy PCs. That is, unless you take some precautions or initiate parley from a Mexican Standoff position, which is harder to pull if you have Chaotic Jerk characters. Setting up a believable parley encounter, complete with a clearly defined BATNA* for the bad guys (other than ‘charge!!!!’) will probably be what consumes the most of my prep time on Wednesday night.
As you can see, ending a session in the middle of a dungeon allows for the DM to re-define the dungeon’s dynamics and modify it ways that the players will hopefully enjoy more.
*Best Alternative to a Negotiated Agreement…. yeah I was a project manager in a past life.
Chatty DM is the "nom de plume" of gamer geek Philippe-Antoine Menard. He has been DMing various versions of D&D for more than 27 years. A renowned RPG blogger and published author, he now squats a corner of Critical Hits he affectionately calls "Musings of the Chatty DM." (Email Phil or follow him on Twitter.)


I’m wondering, what’s the typical length of your sessions?
We usually start between6h30-7h00 PM.
Before we play some magic, we shoot the breeze and we order and eat some food.
We play until 10h00-10h30 usually until our collective energies run out and I notice it..
While a 5 room dungeon usually fits in one evening, if we start with a few ‘out of dungeon’ encounters, we can’t complete it within an evening.