Crush Traps for D&D

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Master the Dungeon

Master the Dungeon

Күн бұрын

Crush traps are all about time and tension, but are often used poorly because of how they're set up. How can we improve the experience of the crush trap? Find more ideas at www.masterthedungeon.com/
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00:00 Intro
01:34 Keeping up the Tension
04:34 When to Crush your Players
05:58 Crush Trap Variations
#DungeonsAndDragons #DnD #Animatic

Пікірлер: 90
@jackkawell6306
@jackkawell6306 2 жыл бұрын
I think using oozes with crush traps allows you to have a monster than can survive it and makes sense for the world for why they are there
@super-zw3ep
@super-zw3ep Жыл бұрын
The Janitor must have either hate you or has given up on that room entirely
@LiteraryDM
@LiteraryDM 3 жыл бұрын
Oh I love the idea of using combat in crush traps. Never thought about that. May have to give that a shot some time.
@owenbiche5615
@owenbiche5615 2 жыл бұрын
illusory walls closing in on the party and the solution is to wait till it finishes while there is button on the wall to stop it from moving so the walls don't move if someone is holding the button
@jfakename2281
@jfakename2281 2 жыл бұрын
I think a neat variation of it could be the ceiling crushing from above but WAY above, like several stories. You then put various treasures or doors at several points above them. The longer they take to solve the puzzle or beat the combat, the more things get permanently closed off. Its less of a threat of death and more of a tiered threat to rewards.
@HowdyItLovll
@HowdyItLovll 2 жыл бұрын
Alternatively it could be a deep hole that's filling up with lava
@easternwesterner
@easternwesterner 2 жыл бұрын
oh no, not the LOOT!
@nekoman8560
@nekoman8560 2 жыл бұрын
Alternative option: The False Crusher The False Crusher is nearly identical to a normal crush trap, but it’s painfully easy to escape, and the players have to stand their ground and trust they won’t be crushed to move forwards. There should be a hint somewhere in the dungeon to inform the party that the crusher room isn’t actually deadly, though how easy it is to find should depend on whether this particular path is required or not.
@cameraman8901
@cameraman8901 2 жыл бұрын
variant, make a extremely hard puzzle to solve in the room and if they solve it the puzzle explodes.
@Balcamion79
@Balcamion79 3 жыл бұрын
How about having the ceiling have raised geometric designs that almost perfectly fit the gaps between similar raised shapes on the floor with a few missing spaces a character could lie down in a particular position to escape a squishy doom? More of a security mechanism than something to kill anyone who dares enter.
@Oxaphosphetane
@Oxaphosphetane 3 жыл бұрын
Oh I like this.
@jasonreed7522
@jasonreed7522 2 жыл бұрын
Half broken traps are the best traps
@zioqqr4262
@zioqqr4262 2 жыл бұрын
And then what? Youre stuck between two rocks lol. Would there be a cut-out path? Or does this rely on dimension door?
@Balcamion79
@Balcamion79 2 жыл бұрын
@@zioqqr4262 lol nope you're just stuck. Nah, most of these types of traps reset after a few minutes in fiction, so I was thinking just get into the groove and wait a minute.
@MCHelios618
@MCHelios618 Жыл бұрын
I feel like it would be difficult to describe this without giving it away, or not giving enough info
@nairocamilo
@nairocamilo 3 жыл бұрын
The most useful Crush Trap is getting that NPC they love in death's door because of their actions. It crushes the players' hearts immediately, no save needed.
@koalabro6118
@koalabro6118 2 жыл бұрын
I had a crush trap that was flavored to be a room filling with water. One player in, two without solving puzzles. The information to solve the puzzle was written in books on pedestals. They were solving the puzzles quickly because the player in the room was very intelligent and could help solve without seeing the entry fields himself, so I had the water bind some of the pages of the last three books together. He didn't read them in advance so he got partial versions of the clues and that really made things tense. I recommend!
@3nertia
@3nertia 2 жыл бұрын
Brilliant improv!
@luciferd.m.9419
@luciferd.m.9419 3 жыл бұрын
When I pull a Sand Timer... (My players get in the mood instantly😈)
@augustljungberg1266
@augustljungberg1266 3 жыл бұрын
The armoured plates are decorated with images of crushing despair. These objects menaces with spikes of cat hair.
@ninjadude76
@ninjadude76 3 жыл бұрын
Here's a comment for the algorithm. This channel is awesome. I can't wait for you guys to get insanely popular like you deserve to be!
@bigbuddhamech
@bigbuddhamech 3 жыл бұрын
Crush them into a fine paste lmao nice great video btw!
@masterthedungeon
@masterthedungeon 3 жыл бұрын
Thank you 😋
@mattnerdy7236
@mattnerdy7236 3 жыл бұрын
Hello MTD, great episode! I don't think I have ever used a crushing room, falling blocks, yes. The spikey wall death, could have the party climb the spikes to a trap door in the ceiling. Valeria quote: Do you want to live forever? That's normally who I quote, with great risk comes great reward or a fabulous death. Thanks MTD, you guys have a great day!
@wolfancap6897
@wolfancap6897 2 жыл бұрын
If someone in the group has a +1 sword they can use it to hold the lowering ceiling indefinetly (we all know that +1 swords can only be damaged by magical means).
@recursiveslacker7730
@recursiveslacker7730 2 жыл бұрын
Congratulations, the sword sinks into the ceiling and it keeps moving.
@wolfancap6897
@wolfancap6897 2 жыл бұрын
@@recursiveslacker7730 Assuming the entire structure (floor and roof) is made out of stone. Thanks to the immense compressive strength of stone, if the sword applies enough pressure to split the stone to sink into it, the entire block the sword is touching would fail and shatter. The results would range from (instead of sinking in) cracking up and potentially shattering thanks to its poor tensile strength, to simply holding everything in place because the forces align well enough to transfer the compressive pressure from the roof to the floor through the sword. According to my understanding of how the engineering of crushing traps work, out of all the potential results from the interaction, the sword would absolutely not sink into the structure.
@TitanicTortise
@TitanicTortise 2 жыл бұрын
An extension of this is any timed death trap. Been running a spelljammer campaign for two years now and one of my favorite early traps is a derelict Beholder ship with a dead beholder captain that still has its disintegration ray active. It begins focusing as the players try to break the lense or fight to the beholder skeleton to break off the eye stalk or whatever stops the beam from firing. Lots of fun!
@panda-tv5675
@panda-tv5675 2 жыл бұрын
I had a large room with a golem in the centre. The moment the players stepped close enough to the golem, the doors closed and the golem activated entering combat. Each cycle of combat the room would shrink. The large red gem in the golem's chest hinting at what they players had to do in time before they were added to the dungeon's 'dust collection'.
@jessegd6306
@jessegd6306 2 жыл бұрын
I recall a lowering spike trap in Hotdogs Horseshoes & Handgrenades VR, where the player would enter a room and the metal doors would shut, and four columns with lever jacks would rise from the floor. They were spaced out so the player could either only just manage to use two jacks at a time or swiftly handle one, and even when mostly or even fully extended to stop the ceiling they still had to lay down flat on the floor to avoid being skewered by the spikes, but when the ceiling was stopped it would automatically rise back up and reset to allow the doors to open. ...Sometimes a pattern of spikes would retract and spring back out, not being entirely more lethal or safe, but just there to add extra terror.
@Sovann_the_Mighty
@Sovann_the_Mighty 2 жыл бұрын
Why is this channel not getting any attention?! All of these videos are amazing!
@Lord_Inquisitor_William7391
@Lord_Inquisitor_William7391 2 жыл бұрын
Me: *uses crush trap* My players: ha we will be fine, you won't kill us Me: *kills players because they didn't escape* Players: *surprised pikachu face*
@Blexmer1
@Blexmer1 2 жыл бұрын
I had a dungeon that taught my players to ignore my traps, just to punish them for it in the last room. Make a bunch of triggers, and have arrow slits fall open and close, have a rock cage in the ceiling, the trigger tilting the box and making it sound like things are falling into place around them. Was great fun. Then they brute forced their way through the last room and gave the boss warning they were coming and gave him time to prepare.
@matthewquan9083
@matthewquan9083 2 жыл бұрын
You can also have some characters buy time by holding the walls in place, while others try and disable the trap.
@lemon360
@lemon360 2 жыл бұрын
If you want the crush trap to be centered around a combat encounter, I'd reccomend using oozes, as their amorphous trait could let them survive the trap, while killing any intruders.
@dynamicworlds1
@dynamicworlds1 2 жыл бұрын
See also (and even more strongly): incorporeal creatures (like multiple forms of undead), things like shadows and swarms which can slip through small openings, things like displacer beasts which can hop off the material plane at the last moment, air/water elementals which are similiarly non-solid, things like bullettes and earth elementals which have a burrowing speed, a vampire who had the trap built in the first place knowing they could just turn to mist form and could step in and make sure the pcs couldn't deal with the problem themselves, or if you want to be super nasty: a lich who knows that he can reform so has a fallback point in a crushing room filled with freezing cold poisonous salt water, because why not?
@lemon360
@lemon360 2 жыл бұрын
@@dynamicworlds1 ooooo those are also very good options. I didn't even think about incorporeal creatures.
@jasonreed7522
@jasonreed7522 2 жыл бұрын
It doesn't have to be a crush trap, a vanishing/crumbling floor or rising water/lava levels can also eat away at the available spaces to stand. A crush trap combat isn't about getting crushed as much as about the tactical implications of steadily decreasing combat space + the stress if the time/turn limit. So you can reskin it as needed to fit the theme of an area, just keep in mind the reskining's implications, rusing water is a drowning trap not a crush trap, but it could be filled with some unpleasant critters. (Imagine a fish that can paralyze you, that would be a reason to avoid the water that doesn't necessarily deal direct damage)
@dynamicworlds1
@dynamicworlds1 2 жыл бұрын
@@jasonreed7522 very good point!
@prollybee
@prollybee Жыл бұрын
"because we like to suffer" LMAO accurate
@NuclearCharm
@NuclearCharm Жыл бұрын
I have something similar, the first hint of something wrong is the floor being covered in metal tiles When triggered, each tile suddenly acts as if Heat Metal was cast on it. Filling the room with furniture is where it becomes fun as the trap becomes the floor is lava, especially as any wooden furniture will catch on fire too Obviously, Spellcasters could burn spell slots by dispelling tiles, which shuts off the tile but at the cost of a spell they could've use later. The only other way to escape is to reach the end of the room, the door to which is unlocked but far away from the party when the trap is triggered
@AndrewWilson-ol6jb
@AndrewWilson-ol6jb 3 жыл бұрын
How does this channel have less than 2k subs??
@BrianGeringer
@BrianGeringer 3 жыл бұрын
Its such a shame, too. They deserve some love.
@matthewquan9083
@matthewquan9083 2 жыл бұрын
Another twist. The ceiling isn't lowering. The floor is rising.
@elsanto2401
@elsanto2401 2 жыл бұрын
Nasty trick, Crushing Wall trap with Cloakers as enemies. The trap stops before fully closing, leaving the flat cloakers safe and the victims dead. The trap opens and closes on verbal command from the cloaker, so halting it requires squeezing it out of the abberation or imitating its commands.
@matthewquan9083
@matthewquan9083 2 жыл бұрын
What about this. A crush trap with 5 foot long spikes spaced about 1.5 feet apart. Only when you realize that you can just stand between the spikes you can avoid the trap.
@remingtonwright6796
@remingtonwright6796 Жыл бұрын
In the "fight to escape" scenario where the door is open, I'm honestly picturing some of the enemies that either aren't in combat or are using their turn in initiative to look at the enclosing walls and go "nope." and just leave. Could be a somewhat believable way to alleviate some tension if the fights are taking too long. Instead of slowing down the trap, speed up the fight. Interestingly enough, some enemies don't want to die, and having the enemies stare certain death in the face and chicken out is a great way to humanize those bandits or cultists.
@obamaplays9327
@obamaplays9327 2 жыл бұрын
The fact this channel only has 25k subs makes me sad. She has great tips and a Pleasant presentation.
@McDom023k
@McDom023k 2 жыл бұрын
A simple variation on the trap is where the crushing plates are coming from. This could also help the players find a solution. Is the ceiling coming down on them? Perhaps they can catch it or place something in the way Is the floor going up? That means there is a hallow spot beneath them, so the floor might be less sturdy and prone to smashing Are the walls coming in on two sides? If the players stop the progression of one side, then the other side cannot go past the halfway point due to the mechanism, and the trap will reset
@sarahdillon8737
@sarahdillon8737 2 жыл бұрын
Ooo what about a variation on the trap where some sections of the ceiling are loose and while most of the ceiling is slowly grinding down to crush them someparts can randomly come loose and fall down onto them. The party could try to escape though the holes in the ceiling to escape.
@mikec64
@mikec64 Жыл бұрын
This is genius, really! Dodge falling sections, try to find a way to climb up (not everyone has a grappling hook, not every thrown hook catches), and will tampering with the mechanism above the ceiling make it stop, or plummet down? This has a challenge for lots of PC types. Thanks!
@MasterZebulin
@MasterZebulin 2 жыл бұрын
A.k.a. the "We are going to DIE!!!" trap.
@gratuitouslurking8610
@gratuitouslurking8610 4 ай бұрын
Here's an evil idea: place something like the Juggernaught at one end of a crush hallway. The juggernaught itself is invulnerable to damage, but it's wide enough so that when the crush hallway reaches a certain point, it'll hold the monster in place. The goal of course is to delay the beast with crowd control spells until that point.
@siriusstar8245
@siriusstar8245 2 жыл бұрын
Using ennemy in a crush trap is a good idea. Use ennemy with low CR for your party , but in enough number to be a menace that try to stop them form reaching the door at the end of the room while the walls are slowly going closer and clsoer. Better, make it so one of the ennemy have the key of the door. For the ennemy, I think I will use skeletons because they don't care for their lives and just try to stop the party. Imagine, there is PC that go fast across the room because monk or magic item, but they take opportunity attacks from the ennemies. Then there is slower PC that are swarmed by the ennemies that try to grab them and hold them off. And there is this one ennemy with the key. I think it makes a great trap
@MEO-ng1gq
@MEO-ng1gq 2 жыл бұрын
If you think about this like a saw movie dm, this sounds so dark lol
@Apeiron242
@Apeiron242 2 жыл бұрын
Things to think about: Why would someone build a crush trap? Was it built to keep people out? If so, why not just build a wall, or a door that is super hard to open? Was it built for a more sane purpose like a trash compactor? And how? If it's ancient, how did they get the tech? Why would you make the trap slow instead of just smashing the enemy? Why give them a chance to thwart it? Why would the controls for this trap be where the people you intend to smash can reach them?
@josephmurdock5549
@josephmurdock5549 2 жыл бұрын
I don’t puzzle. I just don’t. I have been so confused by traps that I walked into death conditions. This keeps happening. My DMs let me bow out during traps, because I either brake them dooming everybody, or die.
@mikec64
@mikec64 Жыл бұрын
On some of my traps (I play Savage Worlds), I tell the player "You are just about to step on a trip plate, you hear it start to click." Then they have the choice of using a Bennie to alter the story and roll to dodge, or let it trigger and save their Bennie for later. Players start each session with 3 Bennies, you can use them for rerolls and things like this, and earn more during play for good role playing and things. You could suggest a trap mechanic like this to your GM. It's still pretty tense, players don't like to spend Bennies they might need later.
@sterilebroth8933
@sterilebroth8933 3 жыл бұрын
Earned a new sub 👍
@anonimo2932
@anonimo2932 2 жыл бұрын
well, another way to save your player and save your face is open a trapdoor before them and put them in another trap situation
@mythmakroxymore1670
@mythmakroxymore1670 Жыл бұрын
I need a d&d hidden thwomp. I have come to a good place Or* it could be a smoke trap which slowly suffocates my players. I haven’t decided yet.
@gdragonlord749
@gdragonlord749 Жыл бұрын
I'm imagining a crush trap that is very old and prone to breaking. Perhaps it jitters giving the party more time as it stops for seconds at a time. Maybe it falls a bit faster just after getting jammed. Maybe it completely breaks at the last moment or halfway down so it only makes the room uncomfortable to walk through.
@HereticalKitsune
@HereticalKitsune Жыл бұрын
Now I wonder how Tiny Hut would go against crush traps. It's in 5e basically a total invulnerability half sphere... Resilient Sphere would be an alternative of a higher level.
@garion046
@garion046 Жыл бұрын
Resilient sphere would work, but it only protects one PC. If the PCs have tiny hut, I'd probably make the trap such that would take too long to cast, or allow it but make the puzzle hard so that they have to take most of the duration to solve it, with the caster trapped in the hut the whole time so it stays up.
@blackskull3276
@blackskull3276 2 жыл бұрын
I was thinking about doing a special crushing trap in an Egyptian temple. Blah blah blah players activate the trap wolls begin closing in all the doors have shut but then the players realize something horrible there is no puzzle or no mechanism to stop the trap and once it's been activated there is no stopping it they panic for a moment until they hear the large obviously rusted gears begin to creak at a large wooden snapping noise as something in the traps internal mechanisms break and the wall stops closing the players by Ben left with this problem now stuck in a sandstone ancient temple with two locked doors made from giant sandstone there is no puzzle or mechanism to open the door and even if there was it might not even work due to the age of the temple how will the players get out especially considering the fact that if they just blow the door open or try smashing it could cause the temple to collapse or the trap to reactivate. There is also the worry that the trap could fix itself and start closing in again. But upon thinking about it I don't know it's supposed to be one of those puzzles where it's up to the players imagination but it kind of feels boring stupid and by stopping the crushing walls it kills the tension and interest but what do you all think
@jessegd6306
@jessegd6306 2 жыл бұрын
I think first: This needs punctuation to be easier to read. Second: Having a trap like this break and fail is perfectly fitting for such an ancient dungeon, as it makes sense for more complicated traps like this to break over time. It's still an effective trap, but instead of imminent terror and death, it's now a case of potentially slow death and needing to find a way to get out before something worse happens.
@blackskull3276
@blackskull3276 2 жыл бұрын
@@jessegd6306 thank you and so sorry for the punctuation. the English language is really difficult for me to understand
@jessegd6306
@jessegd6306 2 жыл бұрын
@@blackskull3276 Understandable. Still, punctuation not-withstanding, I can at least read through what you've typed and understand what you've said. Still a nicely thematic trap idea you've got.
@blackskull3276
@blackskull3276 2 жыл бұрын
@@jessegd6306 thank you :)
@nopers1317
@nopers1317 2 жыл бұрын
As a first time DM in a homebrew with 5 of 7 brand new players (dnd 5e based) I've been considering enlightening my players about "combat timing" limits. The best idea I've had shown to me was rolling at the beginning of encounters for they're actions... because combat should be thought of as chaos. But this could be a better avenue for sense of urgency in that enlightening.
@matthewquan9083
@matthewquan9083 2 жыл бұрын
What is the puzzle mechanism at 5:05? I see a series of pegs embedded in a disk? My guess is you have to depress some and maybe even pull some out entirely?
@makaramuss
@makaramuss 2 жыл бұрын
I made an npc save my players from a crush trap but I asked them to roll a d100, and declared that last person rolled failed to escape as he was crushed. they were punished for failing... sure I relased tension as dm but it had a heavy price
@abelsampaio389
@abelsampaio389 2 жыл бұрын
The issue I have with crush traps like those is that it makes little sense. If one put this kind of trap on a dungeon, the goal is obviously to kill the trespassers. If so, why give them the chance? Let it drop and kill whoever is there.
@paul.a.clayton6640
@paul.a.clayton6640 2 жыл бұрын
Some evil entities might prefer slow traumatic death (spikes do not add lethality but are more frightening). Scrying might give the evil entity some entertainment. For worthiness tests, crushing imposes a time limit and can change resources/options (hint text is covered, 'extra' components that make a puzzle easier to solve - or increase the size of the exit allowing faster exit and/or not having to take off armor or leave gear behind - become unreachable, hint text on descending ceiling becomes readable). A seeming crush trap might actually be an elevator that forces water pools at either side of a narrow pathway upward. The pathway leads to a wooden platform that rises with the rising water. A not entirely sane wizard might design such a mechanism. A fake crush trap could act as a chase trap that hurries the party toward an actual danger or could simply make an exit in the ceiling accessible - which might be combined with an obvious exit that leads to a bad experience or merely a time-wasting diversion to the servants' quarters. The converging walls might have pressure plates that activate traps or be covered with contact poison; authorized persons would know to wait for the walls to reach a certain point when an exit opens but intruders would likely touch/press against the walls. A crush trap might also be a partially broken instant-death trap activated at the middle of a chamber (to increase casualties) and the entry way portion might work as originally designed (blocking that exit instantly). If the movement is irregular and possibly triggered by intruder actions (such as tapping on the walls looking for secret doors) and its continuance is uncertain (they might have time to dig their way out - though digging could trigger movement - or think of how they could stop or delay the crushing to give time for escape. A broken death trap can also warn the party that traps are likely. A crush trap might be a containment trap where authorized persons know which of the five exits is appropriate; even if the entire party choose the correct exit, there might be a locked (or secret) door at the end of a very short passage that is fine for one person with plenty of air (especially if not using fire-based lighting) but cramped and suffocating for a larger group, capturing a scouting party can be better strategy than killing all intruders. A crush trap might not actually be intended as a crush trap but merely be extremely thick doors for a gateway. A portcullis drops instantly and the four meter thick (wide) wall/sliding door slowly moves into place to block the entrance. While this kind of design would not typically block escape from the direction the 'room' was entered, if the party is being pursued or searched for backtracking might not be a desired option. The best option might be to get one person past the portcullis, who can go to the gatehouse and stop the door closing and raise the portcullis. This might involve briefly raising the portcullis slightly, one party member turning into a rabbit or teleporting a short distance.
@mikec64
@mikec64 Жыл бұрын
It could be that building a ceiling that can crush down and then raise back up requires a slow mechanism because of the gearing or something. Or the crush mechanic can be a room flooding with water, and it takes time. Maybe it's filling with sand or beetles... These things take time. :)
@HowtoRPG
@HowtoRPG 2 жыл бұрын
The Crush Trap is the worst type of trap to include in a game in my opinion. Crush Traps don't just kill Characters, they kill a whole party. It's Iconic and appealing to Dungeon Masters, but I don't use them.
@FatedGamer
@FatedGamer 2 жыл бұрын
Eh seems abysmal. Most groups I'm in hate puzzles. I'd wager most players hate them. I'd also say that disconnect comes from the player and gm having different profciencies in puzzles. I've had gms who've thrown in codes that no one could crack even after months of playing. He had mathematician friends and to him a single code puzzle was basically impossible for the group. He even said we could use an online code breaker to help until he realized it was to complex for the normal ones. If you are a dm who adds puzzles in its probably because you enjoy puzzles. If your party isn't like that I'd suggest not using them. It's going to frustrating you when they can't solve it and it's going to frustrate them that they can't just move on to something more fun.
@balazszsigmond826
@balazszsigmond826 2 жыл бұрын
I don't like crush traps very much. Not big ones anyway. I could only do a few logically. The amount of effort required to set up a crush trap that is resetting, would be enormous. If the crush trap is resettable, it is ineffective. Why would a crush trap be avoidable in the first place? I can think of a very few reasons, but that means they might only come up on special occasions. If I were to build a crush trap, I'd just make it a falling trap. Quick, effective and cheap. Resetting is manual via pulleys. But this is not fun. *Players enter the room* *Players set off trap* *Doors close* *Trap falls* *Players died without counterplay* *I am a shitty DM* Oooor... Do the cinematic trap? *Players enter room, set off trap, doors close* *Ceiling starts slow descent* *Trapmakers failed utterly, which, by extension mean, I failed utterly as a DM* So I advise to avoid crushing traps altogether. Not fun. The water traps and such on the other hand sound a lot better. Just make sure it is logical.
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