Do you need help mapping a dungeon, populating one, or both? There are tons of resources available to help with either activity. Knowing what you want out of a dungeon will also go a long way in the creative process.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
Yeah without more information (what part of dungeon making is holding you back, what do you want the dungeon for, what's the context, etc) I'd have to recommend getting a bunch of prebuilt adventures, and grabbing a dungeon you like whole cloth out of one of them, or smashing together pieces from different dungeons you like stretched across a couple of them, maybe with some minor changes to encounters to tie the theme more closely to your intended use of the dungeon or to adjust its CR to make it usable.
well i need stuff thats good for 2 2nd level players i want it to have some better gear and loot but i dont wanna make it too hard or to easy so whatever works really
Well if you need help with maps, both Venatus Maps and Axebane Games tumblr accounts are loaded with content to give you a good base to work with. From there, if you need to work on encounter groups, I'd suggest using an encounter calculator to work out how many monsters your players can fight. Basically, you input your party level on one side and the monster CR or xp on the other and it tells you how hard the fight will likely be. Then just compare CR to whatever monsters you want to live in the dungeon.
As far as constructing a dungeon from scratch, even using these tools, it helps to know some basic things:
What sort of monsters live there?
What is in the treasure pile?
What's notable about this dungeon? Was it a tomb? An old bandit hideaway? Some bunker made by a mad wizard?
From there you can develop things out to have a more cohesive whole.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
Okay but ots lirtally 2 2nd level play 600xp thats not gonna get me anywhere
Two level two players can take on four 1/8 CR monsters as a medium danger fight. There are currently thirty two 1/8 CR monsters available to choose from in the DDB monster listing. While some of those would likely not be appropriate, most of them would and that gives you a ton of options. a 1 CR monster would be a hard fight for them and there is at least four pages of 1 CR monsters, including baby dragons to choose from at that CR.
It would be almost nothing to construct a small dungeon where a group of 1/8 CR bandits have holed up with a caged baby dragon that they plan on selling off to someone and the party goes in there, and encounters two to three fights consisting of 2 Bandits guarding the entrance, 4 more bandits hanging out deeper in the cave, and then the final fight against a pissed off 1 CR baby dragon that has broken free of its cage. Like, that's an adventure right there.
Also skeletons and Zombies and Crawling claws could make up a decent tomb dungeon with maybe a Specter or something as the boss at the end that two players could easily enjoy raiding, especially if one of them is a cleric.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
You asked how to stock the dungeon. If you build your dungeon in the donjon.com generator, it not only provides descriptions of like dungeon temperature and flooring, but what items and monsters the PCs can encounter there by level. Check it out!
My apologies, I gave out the wrong web address. I book marked it so long ago, I forgot the real address. Go to https://donjon.bin.sh/5e/dungeon/ This will show a generic builder for a dungeon. Level is literally the average level of PCs that should tackle the threats contained therein. It governs monsters/traps/ and other effects the generator assigns to the dungeon. Beneath that is Party Size. Enter 2 here for your party so the encounters are not too, too deadly.
No it doesn't. Looking over your map, the generator kicked out two sets of "stairs" I'd make one the entrance to the dungeon and the other, should the PCs stumble across it, another level to the dungeon. The stairs can lead either up or down. It really doesn't matter. Regardless, just randomly create another layer. I would suggest that you up the level of the dungeon to 3 or 4 though to mirror the increasing difficulty of the challenges they are going to face there.
Hey so i need some major help with creating stoking and just making Dungeons.
Do you need help mapping a dungeon, populating one, or both? There are tons of resources available to help with either activity. Knowing what you want out of a dungeon will also go a long way in the creative process.
Yeah without more information (what part of dungeon making is holding you back, what do you want the dungeon for, what's the context, etc) I'd have to recommend getting a bunch of prebuilt adventures, and grabbing a dungeon you like whole cloth out of one of them, or smashing together pieces from different dungeons you like stretched across a couple of them, maybe with some minor changes to encounters to tie the theme more closely to your intended use of the dungeon or to adjust its CR to make it usable.
well i need stuff thats good for 2 2nd level players i want it to have some better gear and loot but i dont wanna make it too hard or to easy so whatever works really
Well if you need help with maps, both Venatus Maps and Axebane Games tumblr accounts are loaded with content to give you a good base to work with. From there, if you need to work on encounter groups, I'd suggest using an encounter calculator to work out how many monsters your players can fight. Basically, you input your party level on one side and the monster CR or xp on the other and it tells you how hard the fight will likely be. Then just compare CR to whatever monsters you want to live in the dungeon.
As far as constructing a dungeon from scratch, even using these tools, it helps to know some basic things:
From there you can develop things out to have a more cohesive whole.
Okay but ots lirtally 2 2nd level play 600xp thats not gonna get me anywhere
I use donjon for stuff like this and much more.
Yeah this will work but how should i stock it
Okay thanks so 8 bandits and a baby dragon
I'd do 6 bandits and a baby dragon.
Okay ill do 8 let two escape and bring more renforcements for another battle later on in the champagne
You asked how to stock the dungeon. If you build your dungeon in the donjon.com generator, it not only provides descriptions of like dungeon temperature and flooring, but what items and monsters the PCs can encounter there by level. Check it out!
What does the duenguen level mean .
My apologies, I gave out the wrong web address. I book marked it so long ago, I forgot the real address. Go to https://donjon.bin.sh/5e/dungeon/ This will show a generic builder for a dungeon. Level is literally the average level of PCs that should tackle the threats contained therein. It governs monsters/traps/ and other effects the generator assigns to the dungeon. Beneath that is Party Size. Enter 2 here for your party so the encounters are not too, too deadly.
Its striaght
It doesn't tell me where the stairs lead
https://donjon.bin.sh/fantasy/dungeon/lib/html.cgi?meta_id=5aeb07a9-32e80b3c
No it doesn't. Looking over your map, the generator kicked out two sets of "stairs" I'd make one the entrance to the dungeon and the other, should the PCs stumble across it, another level to the dungeon. The stairs can lead either up or down. It really doesn't matter. Regardless, just randomly create another layer. I would suggest that you up the level of the dungeon to 3 or 4 though to mirror the increasing difficulty of the challenges they are going to face there.
Does that help?
So just make another random map for the diff level of the dongeuns. And why level 4 there are only 2 2nd level players
Because, in theory they are likely to get experience enough to level to 3 or 4 in your dungeon so far.