The May + June Rooms [24/52]


I want to write 52 rooms this year (one for each week), that could be dropped into any dungeon or location and work on their own. This is primarily to personally use while running games, but maybe something more GMs could enjoy.

In this blog, I record my thoughts for the rooms made. Previous entries:
January + February
March + April

#17 Cozy Tavern

Dungeons need some happy places too. Fun and games. In this case, an opportunity to play an entire minigame! Of course, it wouldn’t be interesting without a little bit of danger. Although, even when a fight breaks out, the players should be fine.

#18 Flowers in Bloom

With the focus on negative- or obstacle-leaning things for the past couple of rooms, it seems fitting to create something more rewarding. The flowers are similar to room #2: a natural place with something for the players to gain. However, there’s a serious risk of permanent environmental damage here.

#19 Raging River

Rivers are a bit of a staple in dungeons, so who are we to rob players of an opportunity to experience them through the deck as well. The obvious solution provided in the room will prove not as obvious upon further inspection. The goal is to create the foundation for some dynamic interaction opportunities here.

#20 No Bridge

Similarly to the previous room, #19, this is a straight-up environmental challenge. This time though, the setting is very sparse. Only a slight hint exists to the “solution” of this room: taking a leap of faith.

#21 Up the Ladder

Another obstacle, this time vertically instead of horizontally. The setup is more of a created hazard, with the ladder and enchantment places in a way that screams intent. But no perpetrator is there. Solutions to this obstacle will therefore be a little different. Disspelling? Safety nets? Giving up?

#22 Sleeping Beauty

Sneaking past sleeping individuals is one of my favorite tropes. It’s a very rewarding approach, and provides some variety in problem solving. On this card, we up the stakes a little: waking a giant is in a whole other ballpark. There is a giant treasure in it for those who try, though.

#23 Rituallistic

Another trope that we had to get in here, combined with a return of the molemen. The thought of a nonsensible ritual tickles me. A giant worm isn’t what you’d normally expect, although we’re talking about moles here. And that’s all assuming players would the ritual even get that far. In my experience, players don’t often trust dark doing like this.

#24 Awful Ambush

Ambushes can be tricky, because they’re by definition a “gotcha”. Unless… they fail. That’s what we’re trying to accomplish here. There’s two ways to see the ambush coming, by the whispers of the shadows cast. Finding out about the ambushers is only part of the trick though. What to do about them now you know?

Now Get Lost!

That’s it for the past 2 month’s rooms. Follow me to tag along with the project. If there are any specific rooms you’d like to see, don’t hesitate to comment down below! Otherwise, I hope to see you around next time

Cheers,
Willem-Jan

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Files

Lost in the Shuffle (Letter).pdf 1.3 MB
8 days ago
Lost in the Shuffle (A4).pdf 1.3 MB
8 days ago

Get Lost in the Shuffle

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