How to Make a D&D Tunnel CHALLENGE
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- Опубликовано: 28 сен 2024
- DOWNLOADABLES & STAT BLOCKS: The Red Quills Patreon - / redquills
READ MORE: Sewer Gridmaps Post - red-quills.com...
Now that we've wrapped our heads around how to draw a gridmap, we can start to expand on the idea. And not only does that mean adding in a lot more structural challenges and puzzles for your players, and a maze-like layout, but it also means that I can expand on the concept of labyrinth gridmaps.
As I draw out this map, I'm going to talk about how I create interesting encounters and challenges for my players, the things to keep in mind, and how you can tie these maps into a longer campaign for variation in encounters.
I've worked with Conflux Creatures to pair this map with the stat blocks for the Ratfolk, so a huge thanks to my friends over there.
CHAPTERS:
03:06 - Making Sewers Interesting
07:14 - Step-by-Step Guide
11:04 - Megadungeons vs Labyrinths
15:00 - Ratfolk
17:43 - Case Study
Credit for this video:
- Music: "The Undercity of Eglarond", by S. Falzon
- Stat Blocks: "Ratfolk" by Conflux Creatures
- Images: "Wererat" by M. Quinto
#dnd #dungeonmaster #5e #dungeons #ttrpg #labyrinth #map
I have never seen such consistently high quality videos from a fairly small channel.
Welcome to the rare; niche experience of being a trendsetter and an early adopter
As long as my videos are helpful, it's alright by me.
Right?! And it's not like RUclips is drowning in high-quality cartography content, or like TTRPG cartography is that niche of an interest.
Can't imagine why this channel doesn't get more engagement. Hopefully this helps the algorithm figure its shit out.
I'm gonna get this comment framed.
Well, never heard of this channel before, but still had this video recommended on my starting page one day after its release 🎉
Your video quality is amazing?!! I also enjoy being a member of your Patreon!
Thank you!! 😊
As always a great video. I love your advice, so fresh and readily demonstrated. I know you already covered a undercity map and a megadungeon map, but I am creating a undercity megadungeon, inspired by the Under City in Grim Hallow's world. If you could give some advice about creating this megadungeon that WAS a city or more like a megalopolis and got taken under the earth. I'm stuck in trying to create variety in a place that makes sense mostly for undead, as it is an undead themed megadungeon. I'd also like to include the concept you mentioned on the video of a living dungeon in the sense that it reacts to the players and other adventuring groups. If you could make a video on the topic I'd love it, but just giving some advice helps.
Damn, what a concept! I'll have a think on it and get back to you. It might not be a quick turnaround, though.
@@RedQuills Take your time, I'd love your insight. Also is worth the look into Grim Hallow's setting, a lot of great ideias from concepts and places to monsters in the Dark Fantasy vibe. I was always fearful of running a megadungeon but your video on it inspired me to do it after 9 years of DMing, and the concept of the Undercity in Grim Hallow just struck a chord.
@@mastersauce3372 I'll look it up, thanks for the recommendation!
This looks like exactly what I need right now
Excellent! I'm glad it's of help
New name, new profile picture 🤩
I got advice from a friend in marketing!
This is awesome stuff! I forget if I've asked this before: have you published any modules? Or considered it?
All I'll say is: hold tight
😲
I drew one of these with circles of card stuck in several places. I would roll a die and move the correlated cards around to make a changing labyrinth.
Great method for a changeable labyrinth!
@@RedQuillsya, t junctions become dead ends, rooms become sealed chambers, often with players trapped inside. Great fun.
I really like drawing the distinction between large, self-contained areas that exist to be traversed to some endpoint and ones that exist to be explored; the difference in design goals and target experiences makes meaningful insights into how to improve them difficult if we're calling both "megadungeons".
Definitely - on the scale of something like a megadungeon, a self contained sub reality, we need to distinguish between concepts of sprawling, hostile but immobile complexes (megadungeons), changing mazes of constantly adapting tunnels (labyrinths), layered sections of bustling inhabitants (undercities), and separated semi-open world pocket realities with distinct borders or turn backs (dreamscapes).
@@RedQuills I love the division, but isn't reactivity and mutability a general best practice of megadungeon design? Certainly I've experienced megadungeons that don't reflect that, but I thought the received wisdom was that they'd generally be better if they did.
Or, framed another way, what's a situation where a large self-contained adventuring site being generally pretty static might be desirable?
@@BetterMonsters Most of the modular Megadungeons tend towards static setups. Reactivity makes for more roleplay and strategy gaming, but a 'pest removal' campaign is far from unusual.
Going through and killing goblins, skeletons, or whatever disposable monster of the week is a choice, if players want something combat focused.
@@RedQuills Ah, that makes sense. I suppose I was being a bit unfair to a game type that just isn't usually to my taste (though I've certainly had great fun within them)
@@RedQuillsthis does seem to be the case with a lot of modern published ""mega""dungeons, but the original megadungeons from b/x and AD&D days that the modern osr scene is built on did have pretty robust rules for restocking and wandering monster tables that led to reactive and nonstatic design - I know we are just arguing semantics, but the difference in my mind between a regular dungeon and a "mega" dungeon is that pest removal simply isn't feasible in the latter case, the dungeon will repopulate and change as weeks go on.
Even Keep on the Borderlands, which is pretty small as dungeons go and does have pest removal as a goal isn't designed to be static: occupants get added or move into empty areas as caves get cleared. I actually think you can look at KotB as a good microcosm of megadungeon design, with multiple factions at tension with each other vying for territory, tiered levels of difficulty, etc. The only things missing are nonlinear paths and a lack of interconnectedness between levels.
Wonderful attention to detail, and very helpful info for building a living sewer locale. I'm looking forward to the temples video.
Thank you! We'll be revisiting a few of the more common dungeon building concepts and talking about layouts.
Absolute gold
Great video. You sound like you were coming from behind me or somewhere else in the room.
I was standing right behind you the whole time
that's a pretty cup!
Thank you - it was a gift, but I use it daily now. From T2, down here in Australia