Draw on a squared paper sheet.
The entrance is 1 square wide.
The dungeon has 3 stats: danger, depth, secret. Spread +2, +1, -1.
Unless specified, roll is 2d6+stat
.
- room size: 3d6*3d6 squares (not only rectangles) ; when the total of squares is over 200, the dungeon is complete (the next rooms to be generated won't trigger door rolls),
- doors:
roll+depth
(extra or new doors). On a 6-: one door, on 7-9: two doors, on 10+: 1d4 doors, - treasure:
roll+secret
. On 6-: roll for treasure, on 7-9: empty room. On 10+: trap!, - encounter:
roll+danger
. On 6-: empty room, on 7-9: roll once. on 10+: roll twice.
roll d8.
- 1-6: roll*10 coins,
- 7: fine weapon (next danger roll +1),
- 8: magical item (next danger roll +2).
Prepare 4 types of encounters: from low-level goons to extremely difficult foes. Depends on PC level.
roll d8.
- 1-4: Goons (roll also indicates the number of monsters in squad),
- 5-6: Fierce opposition,
- 7: Tough enemy (next secret roll -1),
- 8: Extremely difficult foe (next secret roll -2).
Give encounter types quota (10 / 4 / 2 / 1, for example). When exhausted, reroll.
Inspired by this John Harper tweet (although my module has no Dragon) and Pocket Dungeon for the room generator (although I hacked it a lot).
Written for the 200 Word RPG Challenge 2016.