D&D 5E team-building quest

pukunui

Legend
Hi folks,

As part of my new campaign, I really want to stress teamwork. Some of my players have a tendency to go all "lone wolf" on the others to the detriment of the party. My players are also not that good at synergizing their characters' abilities to create effective team tactics.

With that in mind, I'd like to devise a sort of tutorial adventure that is designed not only to encourage the players to work together effectively but is also to get their characters to be more open with and trusting of each other.

For the combat side of things, I've got [MENTION=6776133]Bawylie[/MENTION]'s excellent tutorial dungeon. I'd also like to include some exploration and social interaction pillar stuff, and for that, I'm feeling inspired by the "A Test of Faith" quest from Dragon Age: Origins.

So the idea is that maybe the PCs have to fight their way up through some cultists, only to have to take some tests in an Indiana Jones-style gauntlet in order to get whatever it is they're seeking. In order to keep the tests from being chokepoints, I'd make them fairly open-ended.

So the first test would be conversing with the Guardian, who simply asks the PCs some telling questions in an attempt to get them to open up about their deepest fears, regrets, whatever in front of their comrades. The test here is how willing the PCs are to be honest and emotionally vulnerable in front of their comrades. Even if they refuse to answer, the Guardian will still let them pass.

The second test would involve them answering riddles asked by spirits. If they get a riddle wrong, the spirit attacks. They can pass through to the next test simply by fighting all the spirits if that's really what they want to do, but they'll be rewarded if they make the effort to work together and answer the riddles correctly.

The third test could involve some sort of combat, though I'm wary of making the PCs fight themselves, as that would seem to run counter to the idea of building them up as a team. Unless the point is to *not* fight. Even so, I might skip this one.

The fourth test is some kind of puzzle that requires teamwork. In Dragon Age, it's a platform puzzle, but that would be too easily bypassed in D&D since you can do things the computer game doesn't let you do, like jumping, teleporting, climbing, etc.

The last test is a "trial by fire", where to pass, the character has to strip naked and walk through the wall of fire. Walk through with all your gear and you get burned, and the Guardian appears and attacks you.


Now here's the thing: The PCs are going to have a mentor. Originally I had planned on having the mentor be a silver dragon in disguise, but then I came up with idea of instead making her be a member of an ancient Order of the Silver Dragon. An all but extinct knighthood whose members vowed to uphold the "code of the silver dragon" (do good deeds, cause no undue harm, and oppose those who commit evil acts or harm the innocent; also, seek out lost lore and ancient relics).

I had thought about making the above tutorial a "test" in order to gain entry into the order, but I think in its diminished state, the order's tests would look more like Luke training in the swamps than the younglings training in the Jedi Temple. So with that in mind, I'm thinking maybe it's just a quest that the mentor sends them on with the goal being more one of the PCs learning about themselves and each other - particularly learning how to be a team - than it is about successfully completing a mission and retrieving some lost macguffin or something.


What do you guys think? A copper piece (or two) for your thoughts!

Thanks in advance.

Cheers,
Jonathan
 

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Interesting idea. IME, desperation and common jeopardy are the best ways to build team work. It's easy to be a lone wolf when the challenge is easy enough that you don't need to cooperate. Its also easy to be generous when you've got nothing to lose personally.

How about a challenge where they have to negotiate a maze of magical darkness filled with monsters. One person has a widget that allows them to see and has to lead the others through it but takes a level of exhaustion every x rounds. And every so often, there's a lampost where everyone can see in a 20 radius and they have to fend off a wave of monsters. Basically the idea is, the person with the widget has to negotiate the maze but they also have to have turns holding the widget.
 

Team building? Just make them all play laser-tag. /snark

The campaign starts with the Guardian, spirit riddles/fights, and a silver dragon? It almost sounds like the only way to go from there is down. I'd leave the combat out if you're trying to build comraderie, because there's not much of a decision involved in "fight or die."

The trial by fire is a good test of faith, but not a team builder. How about several bars spanning a fiery pit, where the clumsy PC only has a chance if his fellows lie across the bars, forming a bridge, but suffering some heat while they do it?

The first place I'd go for stressing teamwork is to have a competing group of NPCs who use teamwork, and seem to do better because of it.
 

Interesting idea. IME, desperation and common jeopardy are the best ways to build team work. It's easy to be a lone wolf when the challenge is easy enough that you don't need to cooperate. Its also easy to be generous when you've got nothing to lose personally.
Hmm. I dunno. The party got into some pretty dire straits during the last campaign, and that didn't seem to get the lone wolves to cooperate. One of them isn't playing in this campaign, though, luckily.

How about a challenge where they have to negotiate a maze of magical darkness filled with monsters. One person has a widget that allows them to see and has to lead the others through it but takes a level of exhaustion every x rounds. And every so often, there's a lampost where everyone can see in a 20 radius and they have to fend off a wave of monsters. Basically the idea is, the person with the widget has to negotiate the maze but they also have to have turns holding the widget.
Interesting idea. Thanks.

Team building? Just make them all play laser-tag. /snark
LOL.


The campaign starts with the Guardian, spirit riddles/fights, and a silver dragon? It almost sounds like the only way to go from there is down. I'd leave the combat out if you're trying to build comraderie, because there's not much of a decision involved in "fight or die."
No, the campaign's already begun. Have a read through bawylie's tutorial before you rule it out entirely.

The trial by fire is a good test of faith, but not a team builder. How about several bars spanning a fiery pit, where the clumsy PC only has a chance if his fellows lie across the bars, forming a bridge, but suffering some heat while they do it?
Maybe. I'm not sure my players would think of that, though.
 

Here's what I think I'm going to do ...

The party's mentor will send the PCs to the ancient testing ground of her order. There, they will encounter the corrupted descendants of the original guardians, who've fallen into worshipping dragons as gods or something. The PCs will have to fight their way through these guys, and I'll set it up using the combat parts of [MENTION=6776133]Bawylie[/MENTION]'s tutorial dungeon. Once they make it through that section, they'll come to the actual testing ground, the entrance of which is perhaps carved to look like a silver dragon or something.

Inside, they will encounter the Guardian, who might be an ancient silver dragon in disguise. He will ask the PCs about their biggest regrets and greatest failures. The idea here is to get the PCs to share - to be open and emotionally vulnerable in front of their comrades. To build camaraderie. That sort of thing.

Next they will enter a room where a bunch of spirits ask them riddles. This is designed to test their mental agility. They're allowed to work together to come up with the answers. If they get a riddle wrong, the spirit attacks. Once they have answered the riddles and/or fought the spirits, they can pass on to the next test.

Instead of having them fight themselves, I will have them fight something that manifests as their greatest fear. This test is designed to make them face their fears - and to get them to realize that they don't have to face these fears alone. Their friends are there to help them. [I might have to get the Guardian to ask them about their fears at the start as a bit of foreshadowing.]

Next up there will be some kind of puzzle. The one in the Dragon Age quest won't work for D&D, so I'll need to replace it with something else. It needs to be something complex enough that it will take all the PCs working together to pass it. It doesn't need to be a particularly difficult puzzle. Just one that can't be beaten by one or two people.

Lastly, there's the test of faith. Here the PCs have to walk through the fire naked to get to the other side, where they will be met by the Guardian, who takes them through a ritual that will induct them into the order. This involves them putting their hands into a silver fire that burns in a brazier atop a pedestal. The magic in the fire passes through their hand, leaving a mark on the back. I will use something similar to Eberron's dragonmarks. One of the PCs is a dragon sorcerer with red dragon heritage, and I'm planning on having her ancestry flare up and corrupt the ritual so that she ends up with a fire-based aberrant mark.

That seems pretty good. Now I just need to figure out a suitable replacement puzzle. Anyone got any suggestions?
 

Something that requires teamwork, cannot be done with less than three people, cannot be solved with violence or destruction, and which requires everyone to contribute meaningfully...

I'm getting an image of a "chess puzzle" kind of task. For example, there is a lone enemy "king"-type piece on the board. To solve it, the group must put the enemy "king" into what would be called "stalemate" in chess:, cornering it in a position where it must move, but can't, because all available moves are blocked by the players (this is essentially impossible with only two "king-type" pieces, and straight-up impossible with only one). Each square can only hold one party member at a time, and they're prevented from moving until (a) there are other people on the board and (b) everyone else has moved at least once (the 'enemy king' moves after everyone else). This forces them to be patient, communicate, and rely on one another.

Another possible option, which could be interesting: separate the group either physically (different floors, but they can all communicate), magically (same room, but on different 'layers' or 'dimensions'), or in their senses (they're all together, but have some important sense blocked). Then, each is able to see, do, or affect something that helps another--for example, guiding each other through a maze where they cannot see their own maze but can see one other player's maze, or where each has a puzzle to solve and one of the others has the vital clue that singles out one solution. Physically separating the players, and forcing them to work by listening to each others' words alone (or sending written messages, if you REALLY want to highlight the separation) would help.
 


Have an encounter in a temple of Chaos, psionic randomness cause PC's consciousness to switch bodies every now and again. (Mechanics wise, the players around your table switch character sheets, stats and skill sets stay with 'bodies', but some other consciousness is controlling them; RP wise, your half-orc barbarian is now trapped inside a Halfling illusionist, and has to deal with that.) Kind of meta, but it forces your players to think about and appreciate each others skillsets. Also might provide a funny "remember that time" touchstone encounter in both RL and RP terms.

Running jokes and shared misery always bring people together. Ask the military.
 

Maybe. I'm not sure how that would fit the context of the quest, though. I'd prefer something a little more physical. The puzzle in the Dragon Age quest involves a pit with a bunch of blocks around the edges. You have to get your party members to stand on the blocks in a certain order so that a magical bridge appears in stages, allowing you to cross to the far side.

Unfortunately, it's not really a puzzle I can use in a D&D game. On the one hand, I think it would be a little too fiddly without the visual element that the computer game provides. On the other hand, the way it's set up would be too easily bypassed in a game that allows people to jump and swing on ropes and the like.

That being said, I'd like something of a similar vein. Some sort of physical challenge that requires the PCs to work together. I don't want it to be something that just one of them can solve with a skill check or whatever. Maybe there are multiple levers that all need to be pulled at the same time, or multiple pressure plates that need to be stood on.

Or maybe the rogue needs to pick a number of locks on the door while the others defend him against some enemy. The locks are trapped, so if the rogue gets poisoned or something, he'll need the cleric to heal him up so he can get the door open.

Something like that.

I'm really surprised that I'm having so much trouble finding something as dynamic as that in my large collection of D&D books and adventures and magazines. Surely in a game that touts itself as being cooperative, there'd be more non-combat challenges that actually require the PCs to cooperate, right?
 

If you have access to Dungeon magazine, seek out the old articles called "Challenge of Champions". There are a bunch of them, and each adventure has 10-12 obstacle-course rooms that require puzzle solving to get through.

Here's a helpful list of the issues in which each Challenge appears:

1-#58
2-#69
3-#80
4-#91
5-#108
6-#138
 

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