How to Build a Dungeon in D&D | Dungeon Building Tips | The Dungeoncast Ep.390

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  • čas přidán 5. 05. 2024
  • William and Brian have heard their patrons and will continue to do their bidding! Listen along to learn how to build a dungeon in your world step by step with all the do's and do not's included this week on The Dungeoncast!
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Komentáře • 18

  • @gabrielr7511
    @gabrielr7511 Před 2 měsíci +6

    I think sometimes the purpose of rooms can change based on who is currently inhabiting the dungeon.
    If a group of goblins take over a temple then they might turn the chapel into a kind of throne room for their chieftain. While a mercenary company might set up targets and use it for archery training.
    This even happens in sfinfi settings. The cargo bay of a crashed ship might be used as the den of some large beast. Flooded sections might get infested with Piranha like fish. Tree roots could block entire hallways

  • @Fenix31799
    @Fenix31799 Před 2 měsíci +1

    We did it Dungeon Makers! It was a long fight, but we made it!

  • @wesleybutcher3389
    @wesleybutcher3389 Před 2 měsíci +2

    Party was just laughing about how we , ironically, never do any dungeons in d&d. Gonna have a nice surprise for em this weekend. Thanks boys, keep up the awesome work!

  • @44naya
    @44naya Před 2 měsíci +2

    I try to put a sense of purpose to my dungeons. Why are the rooms there? Who occupies them? What purpose the rooms had before becoming a dungeon?
    It needs to have a logic to it. For instance, if a castle falls to hordes of orcs and goblins, most likely, the castle will be stripped of its fancy stuff and the easiest rooms to access will serve as goblin/orc outposts or dormitories/nests (whatever). The magical rooms, difficult to access or just plain dangerous will be left out and untouched by the occupants or used for a more nefarious purpose.
    It always helps the description of the rooms and the perception of the players if you use real life logic. AND it helps to have risky places untouched because the players WILL try to open them. The greater the risks... well... the greater the risks. That or I'm way too used to play AD&D.

  • @benway23
    @benway23 Před 2 měsíci +1

    Cool! Thank your work.

  • @Walupof
    @Walupof Před 2 měsíci +2

    Whaddup! Great episode as always guys! I wonder if the man-otaur was a Gravity Falls reference or just coincidence

  • @DargorV
    @DargorV Před 2 měsíci +1

    Thanks for your awesome work guys keep it up!

  • @SerifSansSerif
    @SerifSansSerif Před 2 měsíci +1

    Most "dungeons" for me are forests with paths or overly large houses. Ruins are are a bit rarer, and mines can be fun.

  • @justicel668
    @justicel668 Před 2 měsíci +1

    Love the content! Keep it up

  • @BryantVonMiller
    @BryantVonMiller Před 2 měsíci +1

    Making dungeons in dnd is kind of cathartic when you have some free time but are often bored or unsure what to do with it.
    So you just mess about in a casual way, thinking what you'd like to find in a dungeon.. A few goblins in the front, or human brigands.. Next thing you know its been a few hours and you built a super dungeon with 3 mini bosses and a big boss battle with a three bodied purple worm with a beholder in its head, controlled by a beholder inside of it like a frickin' Gundam or mech. 😂

  • @mosshivenetwork117
    @mosshivenetwork117 Před 2 měsíci +2

    I like mazes.

  • @archlittle6067
    @archlittle6067 Před 2 měsíci

    A Warforged level 10 Wizard with Criminal Background can make a modular dungeon in a year. The dungeon has about 150,000 cubic feet of open space underground and up to 150 rooms above with lots of wooden doors and furniture, is inside a permanent Mordekainen Private Sanctum and has a permanent Teleportation Circle, with traps made, set and hidden. The Wizard has two skilled feats for mason, carpenter, woodcutter, leather maker, smith and weaver. The Wizard might make many of these under contract over their lifetime.
    Pick any location. Fabricate 125 cubic feet of bricks from an area of rock 4 times/day (3+1 with Arcane Recovery). Animated skeletons move these onto a pallet and eventually hollow out the area of the spell. Then Floating Disk them to the surface. Use the bricks to build an above ground structure. This creates 500 cu. ft. of open space per day underground. That's 150 (10'x10'x10') cubes of open space per year (300 work days). A 10 foot cube of bricks can form 20 flat sections of 10 ft. x 10 ft. that are six inches thick to make a room 20 ft. x 20 ft. ten feet high with walls, floor, ceiling and interior supports. So, 150 such rooms above ground. Doors and furnishings can be Fabricated as needed. The above ground structure can be buried with Mold Earth.
    Cast Mordekainen's Private Sanctum at 5th level every day for that year to make it permanent throughout the dungeon area. That's a compound 200 ft. x 100 ft. with the total area above and below ground of 100 feet in depth. The Circle is also made permanent by daily casting. The Circle is below the dungeon structure. The floor the Circle is on can be lowered as an elevator to a space below the effect of the Sanctum with a mechanical treadmill crank so that it works outside of the Sanctum. As well as mechanical traps set by the Wizard, Arcane Locks (25 gold cost), Magic Mouth (10g), Snares (rope), Glyphes of Warding (200g diamond) and C. Flame (50g) can be added at an additional expense. Thus, the whole building with dungeon is buried from sight and protected from Divination with the Sanctum. Someone within can teleport out from the lowered Circle and bring reinforcements in to the Circle, or raise the Circle into the Sanctum for safety. Forces might also exit above ground with Passwall through an all stone area on the buried section.

  • @ZachScouten1218
    @ZachScouten1218 Před 2 měsíci

    5e tomb of annihilation is still extremely deadly. The players can die before even getting to the tomb.

  • @Silvertrif0rce
    @Silvertrif0rce Před 2 měsíci

    Kachigga my dungon lords
    Question, If there are astral whales capable of high magic or group casting or has spell like abilities, would that be considered a podcast?
    Elven high magic in my world was inspired by the whales of the Astral sea being seen pooling nature magic power into the leader whale being called a pod cast ,since whales in a group are called a pod... & I listened to your podcast & others during campaign creation so you could say that a high level podcast is responsible for my worlds creation
    The refrence was funny six years ago...you had to be there

  • @wesrozenboom2206
    @wesrozenboom2206 Před 2 měsíci +1

    I was the 70th like on this video. Sorry for ruining it

  • @surewhynot2156
    @surewhynot2156 Před 2 měsíci +1

    Generic comment