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The Dungeoneers (A D&D Minisetting)
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==Adventure Order== Dungeoneers adventures are rarely spontaneous and usually follow an ordered path. This is one of the defining parts of the dungeoneers and it is the thing that players will come to expect. However, you should feel free to break this structure every once and a while, just to keep players on their toes. '''1. First Inspection''' The inspection is the first part of a dungeoneers adventure. The players are presumably in their keep when they are rudely awakened by their commander. The commander inspects the keep and the players for rules violations, manners and cleanliness. This step is often skipped or done only once in a while in most dungeoneers games. Pay is also distributed at the end of this stage. '''2. Orders and Information''' This is the first real part of a dungeoneers adventure. The superior gives them their orders and any information they have about the dungeon in question. This probably includes a description of the dungeon, its history, its inhabitants, why the dungeoneers are needed and the how to get there. This information is often slightly inaccurate and less often completely false. The commander may also supply the dungeoneers with a map of the dungeon, although these maps are usually less accurate then the rest of the information. This map may be the map the players made last time they went to the dungeon and died. '''3. Buying Supplies in Town''' In this stage, the players get their gear and head out to town to buy any supplies they need. This may include rations, weapons, armor and other tools that may be useful in the dungeon. Follow the equipment guidelines and the townβs flavor to determine what is available. This stage is also a good time to get rumors and warnings about the dungeon from the townsfolk. Although sometimes very correct, these rumors are often as not wrong and even sometimes deliberately misleading. Some pre-made adventures will have a rumor table on them. '''4. The Dungeon''' This step encompasses the travel to and from the dungeon and the dungeon itself. It is the most important stage and almost always contains the narrative thread of an adventure. This may be as long or as short as you want. Adventure design is detailed elsewhere so I will not dwell on the adventure stage here. '''5. Commendations and Censures''' After whatever issue in the dungeon is resolved by the players, they will return back and report their work to the superior. Their commander assesses their success (or failure) and distributes to the players, commendations for excellent behavior and censures for substandard behavior. See the Commendations and Censures section for more details. This last stage wraps up the adventure and provides closure. It also gives you a chance to praise (or berate) player characters on their (in)competence.
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