Hi everyone, I just posted a summary of a ‘five room dungeon’ I ran for my group some time ago, and it got me thinking that maybe I should make a PDF out of it, because it was a lot of fun.
Before I do so I would like to post the summary here as well, so I can see if there are any questions, feedback or points of confusion. If you’d read it through and tell me what you think, that would be great!
Are you familiar with the Five Room Dungeon concept? If not, a quick google should sort you out. It’s a great way to quickly put an interesting dungeon together, and here’s an example that my players LOVED:
I made this one to replace the asteroid fortress from Trouble Brewing (the EotE core rulebook starter adventure). In my version the party was on Naboo and they found out the gang leader had set up shop in the wrecked portside arm of the Vuutun Palaa, the Droid Control Ship from Phantom Menace that got blown up by a nine-year-old. You can actually see this arm come off at the end of the movie and I figured if it were still in orbit, it’d make for a pretty neat pirate base.
The rooms were as follows:
Entrance .
The bad guys are set up at the front of the arm, where the fighters used to come out. This end is guarded by a turbolaser turret and a patrol droid or two. Players should figure out that they need to enter stealthily from the far side and make their way through the wreck instead.
There, they find a non-functional service shuttle bay on the far side of the wreck. They need to power up the airlock’s circuitry and then hotwire it to open the door. One of the droid players graciously offered to power up the circuits in exchange for some Strain. I then handed them an online circuit puzzle on a tablet to solve.
Puzzle .
Behind the airlock is a flock of mynocks, just for a little pew-pew. Then, a maze of abandoned corridors. I printed out a paper maze but kept it behind the GM screen, telling the players “you can go left, right, or back” and keeping track for them. Once they hacked into a terminal and downloaded a schematic, I handed them the map and they made the rest of the way through. The maze was also a great place to throw some ‘traps’ at them (unstable ordnance, sparking conduits etc.) to soften them up a bit.
Setback .
The players are almost at the flight deck when they find the long, featureless corridor ahead is guarded by a semi-malfunctioning Droideka Sharpshooter. It has been keeping itself alive on power cells for the past twenty years! It can no longer move and it is mentally completely unstable, but boy does it still shoot.
I was hoping the players would find some way to convince the droid that the war was long over and that it was time for the old soldier to shut down and finally be at rest. Instead they got badly shot up before managing to take the droid out with a thermal detonator and some very lucky dice rolling. Oh well, it was still a memorable encounter
Climax .
The players make it to the flight deck and there’s a big fight with the pirate boss and his henchmen. The prize is also here (an astromech with quest-critical space co-ordinates, in our case). The pirate boss controls the life support system and can change things like the air pressure and the orientation of gravity at will. And once the players figure that out, he turns the turbolaser battery (remember the one from the Entrance? It was Chekov’s turbolaser battery all along) inwards on them. That was a memorable fight too!
Twist .
“You’ll never take me alive!” Upon defeat, the pirate leader fires the turbolaser into the deck and detonates old munitions stores, starting a chain reaction that will destroy (well, further destroy) the wreck. The players need to grab their objective and run back through all the rooms they just passed while the ship is collapsing around them!
I structured this by describing a short part of their escape, then pointing to one player and asking: “You’re in front and there’s a collapsed bulkhead in the way. What do you do?” Then let them roll for their solution. They would always succeed, but at a greater or smaller cost in Strain and Health according to the die roll. Each player got to tackle one obstacle like this.
Then it’s a dramatic leap into their spaceship and a just-in-time fly-off-past-the-camera as the wreck spectacularly explodes behind them.
So, any feedback or questions on the adventure would be most welcome!