
The reward of treasure (or whatever you might dangle on a stick) should be worth the risk. Monster incursions, environmental corruption, local rumours and legends can all be fuel for hooks. When placing the dungeon in your campaign world, consider its effects on its wider surroundings. Is it dark and gloomy, scattered with dusty relics of bygone inhabitants? Eldritch and weird, bending the laws of nature with bizarre dimensions and mutated flora abominations? A lived-in stronghold, shaped by the practical daily lives of its inhabitants? The dungeon’s concept determines its aesthetic theme - the ‘dressing’ to keep in mind when you describe areas. Why was it built? Does it still serve its original purpose or has it fallen into ruin and become squatted by monsters? The ‘why’ of the dungeon comes from its history. As long as it has passages and rooms, almost anything can be run like a dungeon: temples, manors, natural caves, a city block, catacombs, crashed spaceships - you name it. Dungeons in D&D aren’t necessarily just underground corridors and players will appreciate some variety. Bring your dungeon alive: With everything in place, it's time to ensure it's more than a static backdrop.ġ.Tempt with treasure that’s worth the risk: Rewarding your players for their dangerous delving.Pose a few puzzles: Breaking up combat with some battles of the mind.With tricky traps and horrible hazards, less is more: Being sparing with your dungeon's threats can be more effective than running a gauntlet.Give monsters their own story: Making monster more than just sword fodder.Hide a few secrets: Ensuring your dungeon is more than meets the eye.Map things out: Give your creation some physicality by putting pen to paper.How tough are we talking?: Keeping monsters and other threats just challenging enough.

Hook ‘em in: So, your dungeon exists - but why should the players delve into it?.Why (and where) does your dungeon exist?: Coming up with the origins of your dungeon.To give budding dungeon designers a hand, here are 10 tips to consider when crafting a D&D dungeon your players will remember.


But sooner or later, most DMs will get the itch to create one of their own. There’s a wealth of dungeons in published adventures for Dungeons & Dragons 5E, and plenty more if you draw from earlier editions and other fantasy dungeon-crawler games.

They condense the action into a restricted space with every choice ahead, every step into the unknown, fraught with the promise of riches or danger. Dungeons take pride of place as the first ‘D’ of D&D, and it’s easy to see why.
