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Dungeon Builders
Random Dungeon Generation


Sunday, 23 October 2005
Card-based Method

The following Dungeon tiles should be used for a generic dungeon. Each dungeon tile is represented by a Dungeon card.

Number

Description

Entrance and Exit

1

Quest Room (for example: 4x8, 5x10, 6x8 squares).
Here you will find the goal of your quest.

1, 1

2

Large Rooms (for example: 4x8, 5x10, 6x8 squares).
You may find powerful monsters, deadly traps and valuable treasure in big rooms.

1, 1

6

Small Rooms (for example: 4x4, 4x6, 5x5 squares).
You may find monsters, traps, and some minor treasure in small rooms.

1, 1

9

Corridors (for example: 2x4, 2x6, 2x8 squares).
You may find random encounters and traps along corridors.

1, 1

3

T-junctions.
You will have to make a choice, will you turn left or turn right?

1, 1

2

Corners.
You see that the passage makes a turn, but what's around the corner?

1, 1

1

Steps (for example: 2x6, 2x8 squares).
You find steps leading downwards into the gloom.

1, 1



Set up the Dungeon deck:

Step

Description

1

Pick one Quest Room card, and two big room cards.

2

Shuffle the two Big Room cards with eight random Dungeon cards to form pile 1.

3

Shuffle the Quest Room card with six random Dungeon cards to form pile 2.

4

Put pile 1 on top of pile 2. This forms the Dungeon deck which should have seventeen cards. The remaining cards are not used.

5

Turn over the top card to form the entrance to the dungeon. Place the corresponding Dungeon tile in the playing area.

6

Place player characters onto Dungeon tile.