Like the title says I need help from any seasoned DM to help me with this. I have never done it before and would like to know how to set everything up. I have the DM book if that helps any please respond to this thread and I will give you my discord!!
I'd suggest looking at the Frozen Sick module, which is available on D&D Beyond for free and includes a dungeon.
Whilst I don't have the time to coach someone through designing a whole dungeon, a beginner might find the following process useful:
Decide on the main creature (the boss) that lives there
Search online for a map that you want to use. This is easily done by going to Pinterest or Google Image Search and searching for "Battlemap ship" or "Battlemap cavern" or "Battlemap fiery bridge" - whatever you are looking for.
Alternatively you can create your own, but that will take time.
Number all the rooms and corridors
For each room/corridor write out a brief description of what the area looks like. This can be 2-3 sentences long, but have a visual image in mind in case the players ask more questions
Every three rooms, place a combat encounter. For the other two rooms, put in non-combat rooms, puzzles, traps, or whatever you like.
Try to vary monster encounters so that the monsters are not just standing around in the room.
If this is for a party of 4 level 1 adventurers, then you can only really afford 1 combat encounter before the boss.
If this is for a party of level 5 adventurers, give them 2-3 encounters before the boss. At level 8 give them 3-4, at level 11+ give them 5 or more.
Sprinkle some small treasures throughout the dungeon, and give the boss one item the party will really want.
My advice (on top of Sanvael's, which looks good) is to try and make the layout make sense. If you have a series of rooms, and the players find a dining room, they can reasonably expect to find a kitchen nearby or a means to access one (dumb waiter, perhaps). If they find the kitchen some distance away, they may look for a connecting corridor or tunnel which the servants might have used - try to make sure there is one!
Similarly, if the dungeon was made to be defensible, don't have them walk through the armory to get in - the weapons would have been kept to the side, beside the guards quarters. Think of what the dungeon actually is there for - it's not there to be a challenge for adventurers (well, it might be). It might be to keep an evil being imprisoned - thus the traps and trials will be made to prevent anyone evil from getting in, or from getting out. Dungeons are built so that anyone daring to try and take what's in it are killed, and any who know the ways can get in safely. Others are built to be homes, and will need air shafts, light, dining spaces, sleeping spaces, etc.
So in addition to Sanvael's advice of "Decide on the boss that lives there", also Decide on what the dungeon was built for - keeping something in, keeping people out, keeping goblins safe from outsiders, baiting in adventurers to feed the monsters - and so on. This will help you to make the dungeon feel more alive than just a sequence of rooms!
A 'proper' dungeon with rooms and hallways and traps and monsters can be very complex. I suggest you start simple and expand at your own pace.
You may even want to consider starting a published module to get the hang of DM'ing. The Lost Mines of Phandelver come with the Starter Set, and are a very popular entry for players and DM alike.
Alternately, the 5-Room-Dungeon is a nice way to build a one-session dungeon (which doesn't have to be a literal dungeon): LINK
Another video that helps understanding how to construct a dungeon by Matt Coleville (the whole 'Running the Game' series is quite useful):
For new players, you might want to run them through this very quick dungeon (and practice by building it):
Three room dungeon.
Room 1: The players encounter an NPC who has a task for them (a monster stole his item), but is reluctant to give them the key to the next room unless they can convince them that they are the right heroes for the job. Don't make it difficult, but use Persuasion and Deception checks if you want to. This room teaches them the basics of roleplaying.
Room 2: The room looks safe enough, but there's a trap on the door that can only be disarmed by solving a puzzle. Use ability checks to solve it, to teach the players about ability checks and saving throws. Solve the puzzle and the door opens.
Room 3: The monster that stole the item is here. It's a combat encounter, and the players learn how combat works. Cheat and give the monsters whatever hit points it needs in order for every player to have a minimum of 2 turns of combat. The monster should have a lot of hit points, but only deal very low damage (think 1d4) but may have Burning Hands (but scale it down to deal 2d4 damage).
If you can plan the details of this dungeon, you can plan a longer one!
Like the title says I need help from any seasoned DM to help me with this. I have never done it before and would like to know how to set everything up. I have the DM book if that helps any please respond to this thread and I will give you my discord!!
Check out this Youtube playlist that should give you an idea of how to create a dungeon and set up encounters.
Worldbuilding with DMDave - YouTube
Not all the videos may be relevant to your needs but this is a pretty decent series of videos.
I'd suggest looking at the Frozen Sick module, which is available on D&D Beyond for free and includes a dungeon.
Whilst I don't have the time to coach someone through designing a whole dungeon, a beginner might find the following process useful:
Good luck!
My advice (on top of Sanvael's, which looks good) is to try and make the layout make sense. If you have a series of rooms, and the players find a dining room, they can reasonably expect to find a kitchen nearby or a means to access one (dumb waiter, perhaps). If they find the kitchen some distance away, they may look for a connecting corridor or tunnel which the servants might have used - try to make sure there is one!
Similarly, if the dungeon was made to be defensible, don't have them walk through the armory to get in - the weapons would have been kept to the side, beside the guards quarters. Think of what the dungeon actually is there for - it's not there to be a challenge for adventurers (well, it might be). It might be to keep an evil being imprisoned - thus the traps and trials will be made to prevent anyone evil from getting in, or from getting out. Dungeons are built so that anyone daring to try and take what's in it are killed, and any who know the ways can get in safely. Others are built to be homes, and will need air shafts, light, dining spaces, sleeping spaces, etc.
So in addition to Sanvael's advice of "Decide on the boss that lives there", also Decide on what the dungeon was built for - keeping something in, keeping people out, keeping goblins safe from outsiders, baiting in adventurers to feed the monsters - and so on. This will help you to make the dungeon feel more alive than just a sequence of rooms!
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A 'proper' dungeon with rooms and hallways and traps and monsters can be very complex. I suggest you start simple and expand at your own pace.
You may even want to consider starting a published module to get the hang of DM'ing. The Lost Mines of Phandelver come with the Starter Set, and are a very popular entry for players and DM alike.
Alternately, the 5-Room-Dungeon is a nice way to build a one-session dungeon (which doesn't have to be a literal dungeon): LINK
Another video that helps understanding how to construct a dungeon by Matt Coleville (the whole 'Running the Game' series is quite useful):
More Interesting Lock Picking Rules
For new players, you might want to run them through this very quick dungeon (and practice by building it):
Three room dungeon.
Room 1: The players encounter an NPC who has a task for them (a monster stole his item), but is reluctant to give them the key to the next room unless they can convince them that they are the right heroes for the job. Don't make it difficult, but use Persuasion and Deception checks if you want to. This room teaches them the basics of roleplaying.
Room 2: The room looks safe enough, but there's a trap on the door that can only be disarmed by solving a puzzle. Use ability checks to solve it, to teach the players about ability checks and saving throws. Solve the puzzle and the door opens.
Room 3: The monster that stole the item is here. It's a combat encounter, and the players learn how combat works. Cheat and give the monsters whatever hit points it needs in order for every player to have a minimum of 2 turns of combat. The monster should have a lot of hit points, but only deal very low damage (think 1d4) but may have Burning Hands (but scale it down to deal 2d4 damage).
If you can plan the details of this dungeon, you can plan a longer one!