Tobold's Blog
Saturday, August 18, 2018
 
The Vault of Iptiz

As I mentioned before, I have been 3D printing a lot of True Tiles to build dungeons with for my Dungeons & Dragons games. Now my local roleplaying club over the summer started a special D&D campaign: It has multiple Dungeon Masters, and lots of players. Basically it is an endless dungeon crawl, with the main rule that at the end of the session the players need to be back to base, so that the next session can be played by another DM and a different group composition from the same starting point. I first joined as a player, and now have a halfling barbarian / rogue, which is a bit silly, but more fun to play than you would think. 19 AC without armor, resistance to non-magical damage, and giving the rest of the group advantage on melee attacks on all mobs next to him.

Anyway, I then decided to also try my hand as a DM in this campaign. So I needed a dungeon. And I found just the perfect one: The Vault of Iptiz, which was made by the creator of the True Tiles, Wyloch, and comes with a helpful video on how to build it with tiles. I already had the tiles, but then printed some of the other dungeon decorations described in the module. So I wanted to show you the result:

Should be fun to play tomorrow, what do you think?

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Comments:
That looks amazing Tobold! Hope the players appreciate the extra work you put into that. :) It does look small though? How long would the adventure in there take?

 
The dungeon has 10 rooms, and none of them are simple "open door, kill monster, get loot" rooms. There are a lot of tricky traps, puzzles, and events, so this should be enough content for one session of 4 to 6 hours.

My approach to the "endless dungeon" is more an endless collection of small dungeons. Some of my fellow DMs went for the mega-dungeon approach, but I felt that had some drawbacks: In one session we (with me as a player) just had a series of rooms with combat, but no treasure, nor anything else more interesting than the occasional locked door. Because the dungeon was essentially random, and we took an essentially random path through it, we just missed the rooms with more interesting or lucrative content. By parceling up my dungeon into small packages, I can assure a better "flow", with trash mobs and traps early on, and a boss mob with treasure at the end. I think that should end up being a bit more interesting.

Also the nature of the multi-DM, multi-player campaign is that players have different levels. Lower level players can feel a bit useless if everything you do is just combat, but can contribute as well as anybody else to solving puzzles and traps.
 
That looks neat as heck. More than nest

I too prefer the smaller size dungeons with more per room. Easier on the dm to plan and players actions have more direct consequences.
 
Impressively well-appointed dungeon!
 
Ok I'll be honest: it looks cool but it also looks like you're playing with dolls in a dolls' house :D
 
Rockin
 
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