Dash-in Dungeons
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Creating your own Adventures

The Dash-in Dungeons Basic Set comes supplied with some pre-written Adventures to play, however you may wish to create your own Adventures to challenge Players who may already be familiar with the included Adventures. The Adventure template cards are intended to assist you in writing your own Dash-in Dungeons adventures in the same format as the pre-written ones included in the Basic Set.

The Adventure template card types include:
a blank Adventure Introduction card,
a blank Adventure Map card,
and blank Adventure Key cards (in 1 and 2 card formats).

The Adventure Introduction card - Use this card to write a short background story (to be read to the players at the start of the game) so that you can set the scene for the coming adventure. 

If it is not obvious from the background story, you should also outline the goal of the adventure and perhaps even mention what rewards the characters can expect if they are successful.

The Adventure Map card - Use this card to draw a map of the adventure site (Examples: a dungeon, cave complex or ruined keep) the characters are to explore. As a guide, you may copy the icons shown on Dealer Quick Reference cards 7 & 8, which match the Dungeon Tiles you wish to use for your adventure. Feel free to make additional notes on the Adventure Map card, such as the location of traps or whether doors are locked etc, to help you remember them when you run the adventure. You should number all of the room icons for easy reference (see Adventure Key card below).

The Adventure Key card - Use this card to detail the contents of the rooms or areas of the adventure site in the map you drew on the Adventure Map card.

Tips for using these cards in designing your own exciting adventures for Dash-in Dungeons:

Step 1:  Either photocopy the cards provided in your set, or download the scanned versions of these cards from this website.

Step 2: Decide what your adventure will be about.  Write a short background and the goal of the adventure on the Adventure Introduction card.

Step 3: From the Basic Set, determine which Dungeon Tiles you will need, and then draw a map of the adventure site on the Adventure Map card.  As a guide, you may copy the icons shown on Dealer Quick Reference cards 7 & 8 which match the dungeon tiles selected. Don’t forget to number the rooms or areas on your map.

Step 4: For each room on the map, add a description to the numbered key on the Adventure Key card. If you have a lot of rooms on your map, you may wish to use the 2 card Adventure Key card set to give you more space to write. 

If your adventure is large, you should feel free to add additional Adventure Key cards to the set as you need more space, but you’ll have to renumber these additional Adventure Key cards yourself.

The information on each room can be as detailed or as sparse as you like, however, the basic elements should include:

  1. A description of the room or area. (This may include lighting, furnishings, smells etc)
  2. A note on the Monsters and/or Traps present in the room (select these from the Monsters and Traps available in the Dash-in Dungeons Basic Set). Don’t forget to decide how many monsters will be present.  You may decide that 1 is enough, however, unless you know how many characters are going to be exploring the dungeon, you may wish to include a variable number (such as in the included adventures).
  3. A note on the Treasures (GOLD) and Magical Devices in the room (select these from the Monsters and Traps available in the Dash-in Dungeons Basic Set).

As a guide for writing your own Adventures, you may wish to use the content and style of the
Adventures included in the Dash-in Dungeons Basic Set

Additional inspiration for weaving your own tales of heroic adventure can also be found in the many excellent works of popular fantasy fiction available in novels and films.  Let your imagination roam free…

Good gaming and have fun - Mark McPherson.