Dungeon Creation Manual (DnD Other)

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Introduction[edit]

Dungeons are powerful but secretive entity's with a seemingly endless supply of monsters and loot. Something which has led many to their doom. This manual is for dungeon creation. Please enjoy.

Quartz%2C_Tibet.jpg
A Dungeon core

Rules and regulations[edit]

Dungeons have several rules and guidelines,

  • Dungeons operate on an xp system ranging from levels 1 - 10 level advancement is calculated by taking the amount of xp needed for a player to level and multiplying it by 2. Dungeons gain xp when killing creatures within their dungeon xp is doubled when killing humanoids.
  • Spawning new monsters consumes xp equal to the xp gained from killing it. If a dungeon creature is killed by a creatures outside of your control the xp is lost. However respawning creatures only takes half xp.
  • A floor on a dungeon must have at least 3 rooms with a boss room. The largest amount of rooms you can have total (on all floors combined) is equal to your dungeon level * 10
  • You can have an unlimited number of hallways however something like a maze counts as a room (this part is largely up to the DMs discretion.)
  • You can have a number of traps equal to your dungeon level * 5. The DM decides what is appropriate for your dungeon. (ex a water core probably would would not have a fire trap but say is finds a magma pocket it could make a steam trap of some variety.)
  • If you expend to much xp you can level down. If you level down all of your creatures outside your level range go berserk and attack anything in site, and any traps malfunction. Leveling down does not remove multiclass status if you multiclassed last level you just can not make use of it until you level again.
  • The CR of basic creatures you can summon must be equal or less than 1/2 you level rounded down.
  • The CR of boss creatures you can summon is equal to your level.
  • You can not manipulate your dungeon while others are inside it.
  • Your dungeon core has a AC of 15 and has a number of hit points equal to 20 * your dungeon core level.
  • You can summon basic creatures up to a CR of 1/2 your level rounded down.
  • You can summon boss creatures up to a CR of your level.

Multiclassing[edit]

A dungeon core can choose to multiclass into a different type starting at second level. However the level of creatures you can pick from are not different but are reduced. (ex. if you where a level 4 core that was a fire - nature core you could pick level 4 creatures and bosses from both but the max level creature you could get at 10th level would be 9th level. (The max level of creaures you can get at 10th level is reduced by one for every time you multiclass.))

Crystal features[edit]

  • At 1st level, You can hollow out space in your dungeon at a rate of 1xp per 5ft.
  • At 1st level, You gain xp at a rate of 5xp a hour.
  • At 1st level, You can build in your dungeon. You must have encountered to material you are trying to make. (DM decides conversion rates) (it is far easier to make mundane objects even large ones than magical of any variety)
  • At 2nd level, You can spawn monsters in your dungeon.
  • At 2nd level, You can make traps. As shown by your class chart.
  • At 2nd level, You can spawn bosses. As shown by your class chart.
  • At 2nd level, You can make an entrance to your dungeon. This is mandatory in order to level again
  • At 2nd level, You must give loot check the table below for loot assignment.
It is highly recommended that you make your own creatures. Click here for a CR calculator.
Table: Basic Creatures
Challenge rating Loot
CR 0 1cp
CR 1/4 2cp
CR 1/2 4cp
CR 1 1sp
CR 2 3sp
CR 3 2gp
CR 4 4gp
CR 5 8gp
Table: Boss Creatures
Challenge rating Loot
CR 2 2gp
CR 3 4gp
CR 4 5gp
CR 5 7gp
CR 6 20gp
CR 7 60gp
CR 8 1pp
CR 9 1pp 10gp
CR 10 2pp
  • At 4th level, Your dungeon core's AC becomes 25 and you have a number of hit points equal to 50 * your dungeon core level.
  • At 6th level, By spending 1 day for ever 1 challenge rating on a creature you choose and 10 creatures of a different kind only one (must be the same creatures every day) you can mutate your creature. You can replace either (if applicable) the arms, the tail, the head or the body of your first creature with the other creatures. (DM decides how the stats and ability's are affected.) The CR does not change.
  • At 8th level, Your dungeon core can choose to speak to a creature telepathically.
  • At 9th level, You can make copies of your dungeon for each creature or group of creatures that go in. (Can not separate creatures that are in a group.) (Your core is still there.)
  • At 10th level, Your dungeon can make a body for itself that can only exist in its dungeon this body has 20 stats in all category's but has no class. It is however considered proficient with all weapons and armor and can replicate magic that has been used in your dungeon for 200xp per spell level, it has 200hp. If your body dies it can be resummoned for 100,000 xp. Your dungeon avatar takes on the appearance of your choice. Weapons and armor can be supplied if you have encountered the weapon or armor you are trying to replicate xp is required for summoning at a rate of 50xp for every gp in the cost of the item.

Crystal types[edit]

When a dungeon is made it will have a crystal center this is the heart of the dungeon and they come in several types. Note while you can use the official creatures for your dungeon it is recommended that you.

Fire affinity[edit]


Often a reddish hue, these dungeons are renowned for flaming pits, fire elementals, and even dragons.

Ice affinity[edit]


Often an icy blue, these dungeons are renowned for slick floors, ice golems, and frostbite.

Water affinity[edit]


Often a dark blue, these dungeons are known for underwater dungeons, fish, and even kraken.

Earth affinity[edit]


Often a dark brown, these dungeons are well known for pit traps, crushers, and golems.

Nature affinity[edit]


Often a dark green, these dungeons are well known for poison traps, oozes, and fae.

Air affinity[edit]


Often an almost transparent white, These dungeons are well know for strong gusts, air elementals, and a lack of support.

Light affinity[edit]


Often mistaken for celestial dungeons, these dungeons are known for illusions, pixies, and blinding light.

Celestial affinity[edit]


Often radiating divine light, these dungeons are known for angles, unicorns, and even demi gods.

Dark affinity[edit]


Often a dark purple, these dungeons are known for undead, liches, and bone dragons.

Chaos affinity[edit]


Often black in color, these dungeons are known for demons, blood magic, and mutants.



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