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I made a template after reading the 5rd book

evenfell

New member
Platinum WoA
Gold WoA
I decided to try to make a general template of a typical 5 room dungeon based on how I would set it up.
To use that as a starting point to make adventures.
I tried to make it contain as much info as possible but at the same time true to the concept.
I would either copy this/or export as markdown and copy it in scene by scene inside a folder in my preferred VTT foundry.
If it is inside a folder in foundry, like scene 1, scene 2 as each its journal, then you can add a link to the scene and add encounters and or other links inside that journal.
Then after the scene is done you can click next scene, and open scene2 , for instance a map/place/handout or whatever.

Anyways here is my suggestion for a template.
Any feedback is welcome.
Would you add something, change something?

Code:
# Synopsis or Prologue
This is the intro, the synopsis for the session of the adventure you are about to run.
Write a short synopsis listing the goals of the adventure or what they have to overcome.

## Opening hook or background
Here you can fill in a background of the adventure or explain an opening hook

----

```5rdt
[Title]
The title of the session - ie The hunt for the old tome

[Impressions]
##### Read aloud/explination
> Fill in your read aloud text here. Copy this text to where it fits, or add more text boxes other places if needed
### Could be location
Explain the location they start in
This could explain things they see that triggers on one or more of their five senses.

### Could be an item or vechicle
There are about half a dozen guards lounging around on crates in an open courtyard. The remains
of dinner, some bread and mutton, are lying on a barrel, and a few of them are actively involved in
a game of dice, where no one seems to be the winner. The guards are extremely ill-tempered for
several reasons, including a recent cut in pay, and therefore are actively looking for a good scruff.
- Sunny sea
- There are waves
- Stormclouds gathering

[Dangers]
##### Read aloud/explination
> Fill in your read aloud text here. Copy this text to where it fits, or add more text boxes other places if needed

What potential foes, monsters, bestiary , betrayers can the character potentially meet
- Mutany
- Monster?

[Discoveries]
This part can list potential plots that the players can discover during the session, in any of the "5 rooms/parts"
- The Orc is hiding something
- The key is hidden in the chest in the captains room
##### Read aloud
> Fill in your read aloud text here


[room 1=Intro, Entrance, guardian]
##### Title of the scene
This is the title of the scene
##### Read aloud/explination
> Fill in your read aloud text here. Copy this text to where it fits, or add more text boxes other places if needed

There needs to be a reason why your dungeon hasn’t been plundered before or why the PCs are the
heroes for the job. A guardian or challenge at the entrance is a good justification why the location
remains intact. Also, a guardian sets up early action to capture player interest and energize a
session.
- Why were the players given this task
- Or it can be an entrance to something else like a boat, a spaceship
- Do they have to overcome any obstacles/guardians to enter

[room 2= Puzzle Or Roleplaying Challenge]
##### Title of the scene
This is the title of the scene
##### Read aloud/explination
> Fill in your read aloud text here. Copy this text to where it fits, or add more text boxes other places if needed

The PCs are victorious over the challenge of the first room and are now presented with a trial
that cannot be solved with steel. This keeps problem solvers in your group happy and breaks the
action up for good pacing.
Make Room Two a puzzle, skill-based, or roleplaying encounter, if possible

[room 3=Trick or Setback]
##### Title of the scene
This is the title of the scene
##### Read aloud/explination
> Fill in your read aloud text here. Copy this text to where it fits, or add more text boxes other places if needed

The purpose of this room is to build tension. Do this using a trick, trap, or setback.

For example,
after defeating a tough monster, and players think they’ve finally found the treasure and achieved
their goal, they learn they’ve been tricked and the room is a false crypt.

Depending on your game system, use this room to cater to any player or character types not yet
served by the first two areas. Alternatively, give your group a double-dose of gameplay that they
enjoy the most, such as more combat or roleplaying.

[room 4=Climax, Big Battle or Conflict]
##### Title of the scene
This is the title of the scene
##### Read aloud/explination
> Fill in your read aloud text here. Copy this text to where it fits, or add more text boxes other places if needed

This room is The Big Show. It’s the final combat or conflict encounter of the dungeon. Use all the
tactics you can summon to make this encounter memorable and entertaining.

##### Encounter
- 3 goblins
- 1 ghost
- 1d6 kobolds

[room 5=Reward, Revelation, Plot Twist]
##### Title of the scene
This is the title of the scene
##### Read aloud/explination
> Fill in your read aloud text here. Copy this text to where it fits, or add more text boxes other places if needed

Here’s your opportunity to change the players’ bragging to “we came, we saw, we slipped on a banana peel.”
Room Five doesn’t always represent a complication or point of failure for the PCs, but it can. Room
Five doesn’t always need to be a physical location either - it can be a twist revealed in Room Four.

Room Five is where your creativity can shine and is often what will make the dungeon different
and memorable from the other crawls in your campaigns.
Maybe the identity of the bad guy is revealed. New clues and information pertaining to a major plot
arc might be embedded in the treasure, perhaps sewn into a valuable carpet, drawn in painting,
or written on a slip of paper stuffed into a scroll tube or encoded on a data chip.

An idea here is to reveal something to them that leads to

[conclusion]
Wrapping up the adventure
Will it end here? - or will the quest continue
Is there a continuation? - does room5 contain a clue to the next session
Is there a cliffhanger - if yes what is it

----

###  GM Plots, hooks, and loopy planning for this or next session
Put in 1-10 loopy plots or potential plot twists, side-quests or quests
- @player1 Give him a note
- @player2 Plan to let her know a secret from the past
----

### Next session or journal
Put any notes here for ideas fot he next session based on how this session went or write down some words for the journal of either the GM or the players
 
Last edited:

JochenL

CL Byte Sprite
Staff member
Adamantium WoA
Wizard of Story
Wizard of Combat
Gamer Lifestyle
Borderland Explorer
I just imported it into CL, and at first glance, it looks cool!
I will need to check it out in detail when back at home this afternoon.
 

JochenL

CL Byte Sprite
Staff member
Adamantium WoA
Wizard of Story
Wizard of Combat
Gamer Lifestyle
Borderland Explorer
I like it!

You could even at a funny graph to your synopsis:
Markdown (GitHub flavored):
```mermaid
flowchart LR
  R1 --> Middle
  subgraph Middle
    R3 --> R2
    R2 --> R3
  end
  Middle --> R4
  R4 --> R5
```

The conclusion could also include a summary of downtime activities might like to work on.

You might want to create a template page and then use the copy button to create an actual 5RD out of it:
1661084783119.png
 
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