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). |
1, 1 |
|
2 |
Large Rooms (for example: 4x8, 5x10, 6x8
squares). |
1, 1 |
|
6 |
Small Rooms (for example: 4x4, 4x6, 5x5
squares). |
1, 1 |
|
9 |
Corridors (for example: 2x4, 2x6, 2x8
squares). |
1, 1 |
|
3 |
T-junctions. |
1, 1 |
|
2 |
Corners. |
1, 1 |
|
1 |
Steps (for example: 2x6, 2x8 squares). |
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. |