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Basic D&D or T&T with random dungeons

Posted by Billiam Babble on Aug 05, 2012; 4:23pm
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Basic-D-D-or-T-T-with-random-dungeons-tp7578416.html

I know there's a few really cool random dungeon generators on here.  I've been playing around with my own tiles but also I've had a hankering to create a really simple d6 based solo-dungeon builder.

The intention was to then use it with a favourite system like Basic Fantasy (D&D B/X) or T&T.   I posted some thoughts on the Basic Fantasy forum, but I think they think I'm only pimping my tiles - which in a way I guess I was, but I'm genuinely interested in different ways of generating a dungeon using pen and paper.

I thought I'd come up with something simple but it's amazing how quickly the choices become exponential.  As usual, my model of a good system is not far off WHQ and AHQ.  And recently I was enjoying reading how Wrath of Ashardalon works with those square jigsaw tiles.

Anyhow here's some quick tables (d6s only) and random practical gaming thoughts:

I'm primarily thinking of a solitaire model - 1-2 characters minimum 3rd level onwards - perhaps the party number or levels can act as a multiplier when it comes the assessing the encounter difficulties (maybe based on total monster xp?)

I haven't quite decided on starting areas. Basically there's a main entrance or stairs and some exits.
You can start with a (1-4) corridor or a (5-6) room - roll on a d6. There's 1-3 exits.

Beyond this exit there's corridors.

When exploring the corridor:

Corridor
Width 1d6 1-3 = 5ft (1sq), 4-5 = 10ft
Length 1d6 x 5ft + 20ft

Roll 1d6 for a standard feature:
1-3 Exits (Archways/Doors)
4, Turn
5, Junction
6, Blocked (1-3 dead end 4-5 rock fall, 6 impassable drop)

Turn (right angles only)
1-3 90% left - re-roll on Corridor table
4-5 90% right - re-roll on Corridor table

Junction
1-2. new corridor on left
2-4. new corridor on right
5. T-junction (no way forward must go left or right)
6. Cross way - corridor splits right, left and forward
Choose a direction and roll on corridor again.

Exits (Archways and Doors)
Number of exits to new areas 1-3 one, 4-5 two , 6 three.
Location of exit (roughly) Left, right, opposite (if possible)
Type of exit
1-2 open archway,
2-5 Door,
6 locked, stone or reinforced door (break down?)

Exits/Archways/Doors
lead to..
1-4 Room
5-6 Corridor

Rooms
For now I want to keep this simple and just have a "small", "medium" and "large"
1-2 Small Room 10-20ft sq (2-4squares wide)
3-4 Medium room 30-40ft sq (6-8 squares wide)
5-6 Large Room 50ft-100ft sq (10-2- squares wide)

From those rooms there might be exits:
d6 (-1 for small room, +1 for large room)
1 and below: No exit
2-3: 1 exit
4-5: 2 exits
6 and over: 3 exits

I haven't got much further on mapping.

Further thoughts:

Room features may include architectural: stairs (to new level), pillars, cells in floor, well.
Exploring a room may trigger an encounter, trap or special (healing fountain, pedlar selling magic daggers).

Perhaps the wandering monster tables can be used to inhabit a room but the numbers have to be limited by the party size.

Special treasures and a quest/goal should included?

Sometimes there might be environmental hazards like extra slippy floors:- -1 to attacks or a sudden freakish occurrence like a anti-magic cloud or a Lawful Wind which penalises monsters, affects morale, and provides a a bonus to the player in attacks and saves.

Do players find tables a bit too much of a fuss?