Making a Dungeon Gridmap
Imagine descending into the depths of an ancient dungeon, where the air is thick with the scent of mildew and the distant echoes of unknown dangers reverberate through the stone corridors. The light of your torch flickers, casting long shadows that dance across the walls, revealing carvings that hint at a forgotten past. This is the atmosphere you want to create when designing a dungeon gridmap—a place that feels alive with history, danger, and the promise of discovery.
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If you want to watch the YouTube version of this tutorial, you can find it here: Making a Dungeon Gridmap
All of the downloadables for this series can be found on the Red Quills Patreon site: The Temple of the Black Earth
And if you want to see more tutorial, check them out here: The Red Quills Journal
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In this episode, we’re diving deep into the creation of intricate dungeon gridmaps. Dungeons have long been a cornerstone of fantasy adventures, serving as the stage for some of the most memorable encounters and discoveries. This episode will explore the essential elements of dungeon design, focusing on trap mechanics, dungeon ambience, and complex layouts. We’ll also delve into how these elements can be used to reveal lore, challenge players with puzzles, and create a truly immersive experience. By the end of this tutorial, you’ll have the tools to craft dungeons that not only challenge your players but also draw them deeper into the story.
Dungeons are more than just a series of rooms and corridors; they are complex environments that can serve as a narrative tool, challenging players not only with combat but also with puzzles, traps, and the very environment itself. In previous episodes, we’ve touched on elements of dungeon design, such as trap mechanics and environmental storytelling. But there’s always more to explore, especially when it comes to creating a dungeon that is both engaging and rich with lore.
In this episode, we’ll walk through the process of crafting a dungeon gridmap from start to finish, focusing on how to build atmosphere, design challenging traps and puzzles, and populate your dungeon with enemies that enhance the story. Our case study will be a Temple of Black Earth, where a cult of Earth worshippers has hidden a portal leading to the last-known location of the Jewel of the Moment. This dungeon will test your players’ strategic thinking and problem-solving skills as they navigate its treacherous halls in pursuit of their ultimate goal.

Crafting Atmospheric Dungeons
The first step in creating a compelling dungeon is to decide on the mood or theme you want to evoke. Is the dungeon a forgotten temple dedicated to a dark deity, filled with the remnants of ancient rituals? Or perhaps it’s a crumbling fortress, abandoned after a long-ago war, now inhabited by malevolent spirits. The theme will guide your design choices, from the architecture and layout to the types of traps and enemies your players will encounter.
For our Temple of Black Earth, the theme revolves around an ancient cult that worships the elemental power of the earth. The dungeon should feel oppressive and heavy, with stone walls that seem to press in on the players. The cultists have left their mark on the temple, with carvings and statues dedicated to their earth deity, and the very architecture should reflect their reverence for stone and earth. Consider using dark, earthy tones in your map design, with lots of rough-hewn stone and earthen textures.
The Role of Lighting, Sound, and Visual Cues in Building Dungeon Ambience
Ambience is a crucial part of making your dungeon feel alive. Lighting, sound, and visual cues can all contribute to the mood you’re trying to create. In a digital map, you can play with lighting effects to create areas of deep shadow, where danger could lurk just out of sight. Flickering torchlight, glowing crystals, or even the soft, ambient light from a magical source can all add to the atmosphere.
Sound can also play a significant role in setting the tone. While you won’t be able to incorporate sound directly into a gridmap, you can describe the sounds that fill the dungeon—dripping water, the distant rumble of shifting earth, the faint whisper of a breeze through the cracks in the stone. These auditory cues can make the dungeon feel more immersive and tense.
Visual cues, like ancient runes on the walls, broken weapons scattered across the floor, or even the skeletons of previous adventurers, can tell a story without words. These elements not only add to the ambience but also provide clues to the dungeon’s history and the dangers that lie ahead.
Importance of Creating a Narrative Through Dungeon Design (e.g., Showing the History of the Place)
A well-designed dungeon isn’t just a random collection of rooms and traps—it tells a story. The layout, the placement of traps, the types of enemies, and even the architecture should all contribute to the narrative. For the Temple of Black Earth, think about what the players can learn about the cult just by exploring the dungeon. Perhaps they find an altar room, with a statue of the earth deity at its center, surrounded by offerings of stone and metal. Or maybe they discover a library filled with ancient texts, detailing the cult’s rituals and their ultimate goal.
These narrative elements can be woven into the very structure of the dungeon. For example, the deeper the players go, the more they might notice the walls becoming more rough and unfinished, as if the cultists were digging their way closer to the heart of the earth. This gradual change in the environment can build tension and make the players feel like they’re getting closer to something powerful—and dangerous.

Drawing the Dungeon Map
Now that we’ve discussed the theory behind dungeon design, let’s move on to the practical side—actually drawing the dungeon map. Start by sketching out a rough layout, keeping in mind the theme and narrative elements we’ve discussed. A good dungeon map should have a mix of open spaces, narrow corridors, and hidden areas. This variety not only makes the map more interesting to explore but also allows for different types of encounters and challenges.
For the Temple of Black Earth, consider a multi-level layout, with each level taking the players deeper underground. The first level might be more straightforward, with a few simple traps and encounters to set the tone. As the players descend, the layout should become more complex, with twisting corridors, dead ends, and hidden rooms. This will create a sense of progression and build anticipation as the players get closer to their goal.
When designing the layout, think about how the players will move through the space. Are there multiple paths they can take, or is there only one way forward? Are there areas that require them to backtrack or solve a puzzle to proceed? These elements can make the dungeon feel like a living, breathing space that requires more than just combat to navigate.
Tips for Designing Traps and Puzzles that are Both Challenging and Narratively Relevant
Traps and puzzles are a staple of dungeon design, and when done well, they can add a lot to the experience. However, it’s important that they feel like a natural part of the environment, rather than arbitrary obstacles. For the Temple of Black Earth, think about how the traps might reflect the cult’s reverence for the earth element. Perhaps there are pressure plates that trigger rockslides, or pits filled with quicksand. These traps should not only challenge the players physically but also make them think about the environment they’re in.
Puzzles, too, should be integrated into the narrative. Maybe there’s a room where the players need to arrange stone tablets in the correct order to unlock a door, with the clues hidden in the carvings on the walls. Or perhaps they need to manipulate the flow of underground water to reveal a hidden passage. These puzzles should require the players to pay attention to their surroundings and use their knowledge of the dungeon’s lore to solve them.
Techniques for Embedding Lore Within the Dungeon’s Structure (e.g., Carvings, Murals, Ancient Texts)
One of the most effective ways to embed lore within a dungeon is through its structure and decoration. Carvings, murals, and ancient texts can all provide clues to the dungeon’s history and the cult’s motives. For example, a mural might depict the cultists’ rituals, showing them offering sacrifices to the earth deity in exchange for power. Or a series of carvings might tell the story of the temple’s construction, revealing hidden passages or secret rooms that the players can discover.
Ancient texts, whether they’re inscribed on the walls or found in dusty tomes, can provide more detailed information. Perhaps the players find a journal written by a former cultist, detailing their descent into madness as they dug deeper into the earth. Or maybe they discover a prophecy that hints at the location of the portal to the Jewel of the Moment. These elements not only add to the atmosphere but also give the players a deeper understanding of the world they’re exploring.

Black Earth Cultists
No dungeon is complete without its inhabitants, and in the Temple of Black Earth, the Black Earth Cultists play a central role. These cultists are fanatical worshippers of the earth element, and their abilities should reflect this. When creating stat blocks for these enemies, consider giving them abilities that tie into their theme, such as the power to manipulate earth and stone, summon elementals, or cause tremors that can destabilize the environment.
These cultists aren’t just random enemies—they’re integral to the dungeon’s story. As the players encounter them, they should learn more about the cult’s goals and their connection to the Jewel of the Moment. Perhaps the cultists are guarding a sacred artifact that the players need to reach the portal, or maybe they’re performing a ritual that the players must stop before it’s too late.
Tactics for Cultists, Including Ambush Points, Ritualistic Behaviors, and Using Traps to Their Advantage
The Black Earth Cultists should be more than just cannon fodder—they should use the dungeon to their advantage. Consider setting up ambush points where the cultists can take the players by surprise, using the environment to trap or isolate them. The cultists might also perform rituals that can alter the dungeon itself, such as causing a cave-in or summoning reinforcements.
Their behavior should also reflect their fanatical devotion to the earth element. Perhaps they are constantly chanting or performing rituals as the players approach, giving the players a chance to interrupt them before they complete their dark magic. These behaviors can make the cultists feel more like a real, living threat rather than just another obstacle.
How to Create Encounters that Reveal More About the Dungeon’s Lore and the Cult’s Motives
Every encounter with the Black Earth Cultists should reveal more about the dungeon’s lore and the cult’s motives. Perhaps the players overhear a conversation between cultists that hints at the location of the portal, or they find a letter detailing the cult’s plans to use the Jewel of the Moment for their own ends. These encounters should build on what the players have already learned, gradually revealing the full extent of the cult’s power and ambition.
Consider including a few unique cultists with their own backstories and motivations. Maybe there’s a high priest who has been driven mad by his connection to the earth element, or a young acolyte who is having second thoughts about the cult’s methods. These characters can add depth to the story and give the players moral choices to make as they progress through the dungeon.

The Portal to the Jewel
Now that we’ve explored the theoretical and practical aspects of dungeon design, let’s look at how this all comes together in our case study: the Temple of Black Earth. The players are searching for a portal that leads to the last-known location of the Jewel of the Moment, and they’ve tracked it to this ancient temple. The dungeon map you’ve created should reflect the high stakes of this quest, with each encounter and puzzle drawing the players closer to their goal.
The dungeon’s layout should guide the players toward the portal, with each level or section of the temple revealing more about the cult and their connection to the Jewel. Perhaps the players find clues that suggest the portal is located in the deepest part of the temple, or they encounter cultists who are actively trying to open the portal for their own purposes. This gradual revelation of information will keep the players engaged and motivated as they explore the dungeon.
Example of a Multi-Phase Encounter Involving Traps, Cultists, and the Discovery of the Portal
The climax of this dungeon crawl could be a multi-phase encounter in the temple’s inner sanctum, where the portal is located. This encounter should be designed to test the players’ skills in combat, strategy, and problem-solving. Start with an initial wave of cultists who try to stop the players from reaching the portal. As the players fight their way through, they might trigger traps that force them to split up or slow their progress.
Once they’ve dealt with the cultists, the players might need to solve a puzzle to activate the portal. This could involve manipulating ancient machinery, aligning magical symbols, or even making a sacrifice to the earth deity. The puzzle should be challenging enough to require the players to work together and think creatively, but not so difficult that it brings the game to a halt.
Finally, just as the players think they’ve succeeded, a final obstacle appears—perhaps the high priest of the cult, empowered by the earth element, who will stop at nothing to prevent the players from using the portal. This final battle should be epic in scale, with the environment itself becoming a weapon as the temple begins to collapse around them. The players will need to use everything they’ve learned about the dungeon’s traps and layout to survive and escape with the Jewel.
Discussion on How to Pace a Dungeon Crawl to Maintain Player Engagement from Start to Finish
Pacing is key to keeping a dungeon crawl engaging. Too many encounters or puzzles in a row can lead to player fatigue, while too few can make the dungeon feel empty and unchallenging. Balance is crucial—alternate between combat, exploration, and puzzle-solving to keep the players on their toes.
One way to maintain engagement is to vary the types of challenges the players face. After a tough combat encounter, give them a breather with a puzzle or a bit of exploration. Use environmental storytelling to keep them curious about what lies ahead, and reward their efforts with meaningful discoveries—whether that’s a piece of lore, a useful item, or simply a safe place to rest.
It’s also important to build tension as the players progress through the dungeon. Start with smaller, less dangerous encounters and gradually ramp up the difficulty as they get closer to their goal. This will create a sense of momentum and keep the players invested in the outcome.

In this episode, we’ve explored the art of dungeon gridmap design, focusing on how to create atmospheric, challenging, and narratively rich dungeons. We’ve covered the importance of theme and mood, the role of lighting and sound in building ambience, and the use of traps and puzzles to challenge players both physically and mentally. We’ve also discussed how to populate your dungeon with enemies that not only provide a tactical challenge but also add to the story you’re telling.
The Temple of Black Earth serves as a case study in how to bring all these elements together, creating a dungeon that feels like a living, breathing part of your world. By carefully planning the layout, incorporating thematic traps and puzzles, and populating the dungeon with enemies that reflect the lore, you can create an experience that your players will remember long after they’ve escaped its depths.
While this episode focused on a specific dungeon—the Temple of Black Earth—the principles we’ve discussed can be applied to a wide range of settings. Ancient ruins, magical towers, abandoned castles—each offers its own opportunities for atmospheric design, unique traps, and rich lore. The key is to think about what makes each setting unique and how you can use that to create a dungeon that’s both challenging and immersive.
Join us in the next episode as we shift our focus from dungeons to castles. We’ll be exploring the art of castle gridmaps, with a special emphasis on defensive architecture and heist mechanics. Whether your players are storming a fortress or infiltrating a royal keep, this episode will give you the tools to create maps that are as strategic as they are thrilling. Until then, keep your dungeons deadly, your puzzles perplexing, and your players on the edge of their seats. Happy mapping!

