I’m in the middle of GMing for the first time (in any game ever)made. Of course, I went home brewbecause why not?

I’m in the middle of GMing for the first time (in any game ever)made. Of course, I went home brewbecause why not?

I’m in the middle of GMing for the first time (in any game ever)made. Of course, I went home brewbecause why not?

Currently, I’m in need of a dungeon I can throw a Minotaur into as the main monster. But I have a full schedule until the next session.

I am wondering if anyone has any recommended dungeons I can download (willing to pay).

Thanks in advance!

7 thoughts on “I’m in the middle of GMing for the first time (in any game ever)made. Of course, I went home brewbecause why not?”

  1. You should probably just think about sights, sounds and smells (and other sensory experiences), and think of the reason they want to arrive at the middle/get through it.

    ——– ——-

    You could also use Jason Cordova’s Labyrinth move:

    When you attempt to navigate the labyrinth, describe how you do it, and then roll +STAT.

    *On a 12+, hold 2.

    *On a 10+, hold 1.

    *On a 7-9, hold 1, but you also encounter a guardian.

    *On a miss, you encounter a guardian.

    *On a 1-3, also lose all hold.

    If multiple party members navigate in turn, their hold is pooled together for the entire party. To find one of the labyrinth’s treasures, spend 1 hold and describe the room it is found in. You may spend 3 hold at any time to find the entrance to the heart of the labyrinth.

    —– —-

    Also, don’t be afraid if they best the minoutaur and leave the labyrinth quickly as well, you can just have an encounter or two with Sirens, Furies, Pirates or even encounter a cursed island which will hac\ve to be explored next session, or just have them pass the straight of Scylla and Karibdis before going to the questions.

  2. As Michael Esperum says, you can abstract the space where the Minotaur is. Rather than mapping it out on graph paper and then having your players navigate it, you can hand-wave the specific intersection-by-intersection navigation through the maze, throw out some descriptions of the twisting maze to set the scene but focus on when the party finds interesting things.

    The Labyrinth move above gives you a way to allow the dice to influence the outcomes, so it’s not entirely at the GM’s whim how it plays out. You’d just prep a few guardians, a few treasures or discoveries, and the heart of the labyrinth, and then let the players have at it.

    All that said, if you’d rather a more traditional approach, where you have a map and your players navigate intersection-by-intersection, the internet has many labyrinth maps you could yoink. For example

    * loottheroom.uk – Lub’s Labyrinth

    * https://rpgcharacters.wordpress.com/2017/09/15/well-take-the-baby-to-the-goblin-city/

    * https://www.deviantart.com/djekspek/art/Rotating-Madness-156644839

  3. Perilous Wilds is excellent for creating ‘dungeons.’ It abstracts the concept and presents it more like a countdown clock. Once the party have filled in the clock, they’ve explored the dungeon.

  4. This is great– thanks everyone!

    For the vast majority of this campaign, I’ve gotten away without using an actual map and just describing things. I thought it would be fun have a map this time around (especially as a few party members will be on roll20).

    I think I’ll use the Tesseract sewers for some treasures and monsters, with the Labyrinth move and the Lub’s Labyrinth to provide a visual anchor.

    This has been a huge help!

  5. Jeff Wood That is a great resource! Sometimes, you just need to generate a dungeon to keep the party occupied while you stitch together their actions into a narrative.

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