D&D 5E If you're playing a dungeon campaign, what is a good level to end off at?

What level should you leave at?

  • Level 2

    Votes: 2 5.9%
  • Level 3

    Votes: 1 2.9%
  • Level 4

    Votes: 2 5.9%
  • Level 5

    Votes: 1 2.9%
  • Level 6

    Votes: 1 2.9%
  • Level 7

    Votes: 3 8.8%
  • Level 8

    Votes: 0 0.0%
  • Level 9

    Votes: 3 8.8%
  • Level 10

    Votes: 4 11.8%
  • Level 11

    Votes: 2 5.9%
  • Level 12

    Votes: 5 14.7%
  • Level 13

    Votes: 0 0.0%
  • Level 14

    Votes: 1 2.9%
  • Level 15

    Votes: 2 5.9%
  • Level 16

    Votes: 0 0.0%
  • Level 17

    Votes: 0 0.0%
  • Level 18

    Votes: 0 0.0%
  • Level 19

    Votes: 0 0.0%
  • Level 20

    Votes: 7 20.6%

  • Poll closed .
Depending on how you do it and how you define a "dungeon", I see no reason why a dungeon couldn't become an entire campaign world.

Maybe people from all over have been pulled here for millennium and the ultimate goal is to figure out who or what is behind it.

Then again I once had a dungeon with the theme of corridors spelling out things like DOOM and DEATH so I may not be the best person to ask.

https://en.wikipedia.org/wiki/World's_Largest_Dungeon
 

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Perhaps something like P.J. Farmer's Dungeon?



Regarding Teleportation Circle-
"When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute."

This wouldn't necessarily be a means of escape, if for instance you did not learn the spell until sometime within the dungeon crawl. And the sigils learned could very well be other places within the dungeon.



Dungeons like Rapan Athuk, and Undermountain come to mind. In which, once some distance in, getting back out is an adventure itself. This helps to nullify the 'farming' aspect. Add some neutral areas to ally with for goods, possibly other adventures to trade with. So, in short, my answer is any level the party is happy with leaving the dungeon campaign for the surface world.

Dungeon crawls are a lot easier to run, in my opinion, than wilderness sandbox. It's a lot less maintenance. Dungeon crawls are also full of action, and less 'downtime activity' type stuff. Granted, you can still add in the odd smithy or workshop type area into the crawl for the players to craft if that is something they are into.
 

Building the world-as-a-dungeon is kind of an interesting thought. You could have people and creatures randomly pulled in, different societies and alliances forming and breaking apart. Perhaps there are communities where people haven't seen the sun for generations and the thought of a sky is simply a frightening myth.

You'd have to have some kind of power source for growing food and perhaps generating heat, but that could lead to other conflicts as "sun crystals" would become vitally important to anyone who needs them to grow crops. Access to water and other resources could also be a source of conflict and of course there would be some that would want to set up trade alliances for the common good.

I may have to try this someday and see how far I can take it. :)
 



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