Dungeon Crawling 101

Gathering Experience

Dungeon crawling is a great way to gather experience and earn at the same time. Parties generally love to test their metal against the usual dungeons out there. However, not all situations call for all types of weapons. Since the game is not designed as a video game or a cartoon, you truly have a limited amount that you physically can carry. It is always better to equip yourself for the correct situation. since you cannot do it all; ideally, you and your party all work in a symbolic alliance, a harmony, and each of you has a role to play. In this case, let us speak for a moment on a typical dungeon crawl’s common mistakes.

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The biggest mistake is simply fools rush in! Think, prepare, work as a team. May luck always roll in your favor.

A one and a two…

You cannot presume you will have much room in a dungeon crawl. Always choose a character that offers both hands to hand or is also known as close-quarter combat (CQC) and ranged weapons (RW).
Most bow weapons suck in (CQC). You have a higher percentage to hit the player in front of you.
Any blade longer than a short sword is a waste. You very well may not have the clearance to draw your Sword, let alone wield it.
You only have so much food! Never forget about your rations. Always best to have survival skills to help you prep rations on the go from whatever you find. Hunger makes the best spice.
For the wizard, druid, and other magic users, you have to have some spells ready otherwise, you might not have the time or materials to activate them.
Armored is excellent; however, the armor you would use in a joust-like plate is horrible in a dungeon, and honestly, it is just noisy. Any metal-based armor is going to make noise. The other armors available out there offer faster and more comfortable movement, plus you will have the ability to have stealth on your side, should your armor not give you away. Yes, you will lose overall protection, but the off-chance that you can catch your opponent off guard will do more for you than a tank-like armor class (AC)
Let us look at this in a practical example:
You have your typical 1st-5th lvl characters. In this example, your party consists of the usual suspects: a Paladin, Ranger, Thief, Wizard, Cleric, Dwarf, and Elf.

Armored

Paladin – Metal Helmet, Plate mail for chest, Metal gauntlets (regardless if it is articulated or not) thick leather boots, which may or may not have some metal plating riveted to it. The Sword is typically on a sheath that is attached to a belt via rings and straps. It might be a modified frog to hold the Sword, making for lighter and faster movement and making more noise.
Ranger – Full leather armored, has a hurricane cloak, short Sword, and a longbow (long-ranged missile attacks)

Thief typically will be in something that provides more movement, like typical baggy clothing. This allows for better concealment of items, weapons, etc. Some might have vambraces on the forearm to offer some light protection and provide a place for throwable weapons.
Wizard will be in some more sufficient cloth or heavy cloth of the more delicate materials. Also, it may have either a tall staff and or a wand hiding someplace. Like the Thief, a Wizard will not be in your typical armored but everyday clothes.

As the Wizard and Thief, Cleric will also be in attire that typically does not have any metal. However, there might be leather points typically, a Cleric has a lower (AC), but the offset is the magical/religious abilities.

The Dwarf will be equipped in a combo of cloth, hide, and perhaps studded leather. Some garments use layers of leather and metal, and this was popular in certain cultures. The Dwarf will have a dual-sided battle-ax.
The Elf will be in a more delicate cloth that may or may not have either enchanted metallic woven threads or a type of scale mail sewn into the garments. This character will have a long sword and a short bow, which works better for closer targets and requires less room in small spaces to be knocked and fired.

 

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GM Tips

As a Game Master, your role extends beyond arbitrating rules—it’s about crafting an immersive and dynamic experience for your players. When it comes to dungeon crawls, there are many moving parts to consider. Here are some practical tips to enhance your players’ adventures, maintain balance, and ensure a memorable journey:

Design for Diversity

Encourage players to think beyond archetypes and equip themselves for diverse roles. As the GM, you can subtly guide this by designing encounters that reward creative problem-solving. Create a mix of combat, exploration, and puzzle-solving scenarios to challenge different skill sets within the party. For example:

•Combat: Tight corridors where large weapons are cumbersome or ambushes that reward quick reflexes.

•Exploration: Hidden passages requiring keen observation or agility to navigate.

•Puzzles: Challenges that demand collaboration and intelligence to solve.

 

Balance Challenge and Reward

Dungeon crawls shine when there’s a balance between risk and reward. Plan for encounters that push players to the edge without overwhelming them:

•Environmental Hazards: Incorporate traps, collapsing structures, or toxic gases to create tension beyond combat.

•Resource Management: Track food, torches, and spells. Encourage players to strategize how they use limited resources.

Reward ingenuity, teamwork, and creativity. Provide items, knowledge, or shortcuts for those who dare to think outside the box.

 

Combat Realism and Immersion

Combat is a staple of dungeon crawls, but it should be tailored to the environment:

•Use the dungeon’s layout to inform enemy placement. Narrow hallways, cluttered rooms, or multi-level chambers can create dynamic battles.

•Enforce realistic limitations. For instance, penalize players trying to wield cumbersome weapons in tight quarters.

•Provide tools for stealth and surprise. A clever ambush or trap can shift the balance of power in combat.

Encourage players to think tactically—reward well-thought-out strategies over brute force.

 

Encourage Party Dynamics

A successful dungeon crawl hinges on teamwork. Reinforce the importance of roles within the party by presenting situations where collaboration is essential:

•Frontline Defenders: Tank characters draw enemy attention and soak damage.

•Support Roles: Healers and buffers should be integral to the party’s success. Create moments where their abilities turn the tide.

•Utility Experts: Rogues, Rangers, and other skill-based characters should have opportunities to shine—like disarming traps, scouting ahead, or solving puzzles.

Set the stage for characters to grow together. Reward cooperation and alignment of goals, whether it’s dividing loot fairly or combining abilities for maximum effect.

 

Emphasize Atmosphere

Dungeon crawls are not just about challenges; they’re about setting a tone. Use vivid descriptions to draw players into the world:

•Lighting: Describe how torches flicker against damp walls or how shadows stretch ominously in the dark.

•Sound: Incorporate creaks, drips, or distant growls to build tension.

•Smells: Mention the stench of rot, the mustiness of ancient air, or the metallic tang of blood.

The more senses you engage, the more immersive the experience becomes.

 

Adaptability is Key

Even the best-laid plans can be derailed by clever (or chaotic) players. Be prepared to adapt:

•If the party splits up, create mini-encounters to keep each group engaged.

•When players devise unexpected strategies, reward their creativity, even if it derails your original plan.

•Adjust difficulty dynamically. If encounters prove too easy or too punishing, tweak them on the fly.

 

Post-Dungeon Reflection

After the crawl, give players a moment to reflect and roleplay:

•Allow them to discuss their triumphs and failures in-character.

•Offer downtime to repair equipment, rest, or bond as a group.

•Introduce NPCs or hooks for future adventures based on their decisions in the dungeon.

This moment of reflection reinforces the consequences of their choices and builds anticipation for what’s next.

 

By focusing on teamwork, immersion, and adaptability, you can turn a typical dungeon crawl into an unforgettable experience for your players. Roll with their ideas, improvise as needed, and above all, ensure everyone is having fun. Happy GMing!

 

 

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