Sample
Sample
fil
e
pl
Peace, crawler.
It's your old friend Gentle.
Funny us meeting down here again, eh? And you, lost again, no
m
less!? Not to worry, ol'Gentle will help you find the way.
Hold that torch high crawler, and let's see what we can find.
Just follow me down these steps...
1
e
fil
e
pl
Peace, crawler.
It's your old friend Gentle.
Funny us meeting down here again, eh? And you, lost again, no
m
less!? Not to worry, ol'Gentle will help you find the way.
Hold that torch high crawler, and let's see what we can find.
Just follow me down these steps...
1
Table of Contents
XXGame Design First.............................................4
XXDungeon Concept..............................................5
e
XXDungeon History................................................5
XXDungeon Purpose..............................................6
fil
XXDungeon Ruin....................................................8
XXPresent Purpose................................................9
XXPull It Together.................................................9
e
XXDungeon Factions.............................................10
XXNumber of Factions..........................................10
pl
XXFaction Goal........................................................10
XXFaction Obstacle................................................11
m
XXFaction Impulses...............................................12
XXFaction Composition.........................................18
Sa
XXPull It Together.................................................18
XXDungeon Exterior ............................................19
XXEnvironment......................................................19
XXPath......................................................................20
XXLandmark............................................................22
2
XXSecondary Entrance.........................................22
XXAntechamber......................................................24
XXDungeon Interior..............................................25
XXDraw a Diagram.................................................25
e
XXPopulate Loops .................................................28
XXPopulate Experiences .....................................30
fil
XXPopulate Encounters........................................40
XXClues.....................................................................46
XXRoom Design.......................................................48
e
XXDraw your Dungeon..........................................51
XXGenerators..........................................................53
pl
XXLock & Key Generator .....................................54
XXPuzzle Generator...............................................56
m
3
XXGame Design First
Gentle’s method puts solid game design first. There are design
patterns we can use to make sure our dungeon is fun to run and play.
Challenge. Dungeons
are primarily challenge
e
environments meant to test
player skill and a bit of luck.
We’ll design dungeons that do
fil
just that!
Let Players Use Tools. Shadowdark has specific classes, spells and magic items
m
that we can think of as tools. We want players to use their character’s tools and
play out their class fantasy. Something has gone horribly wrong if the thief goes
home without picking a lock or the fighter without using grit.
Sa
Build Experiences. Good dungeon crawls have specific key experiences. We’ll
specifically design rooms to evoke those ideas.
XXRolling Dice
This guide contains f, ff, or fff tables. Throw the mentioned number of
d6 dice and assign one dice to each digit. For example, rolling on a fff table
means rolling three d6 dice. A roll of ecb would mean you look at entry 532.
4
XXDungeon Concept
We first build a fiction for the dungeon. You’ll create several pieces and combine
them all together to get a solid background.
XXDungeon History
e
We have to build a mythology around the dungeon. We’ll start by rolling on the
Dungeon History table to decide what happened to this dungeon in the past.
fil
Dungeon History
f Dungeon History
1 Occupied by the original builders, the dungeon was used for its purpose.
2 Occupied by invaders, the dungeon is used for its purpose.
3-4
5-6
e
Occupied by invaders, the dungeon is used for another purpose.
Occupied and abandoned several times.
pl
m
Sa
5
XXDungeon Purpose
Why was this place built? Roll the Dungeon Purpose table TWICE to set the
modifier and type.
Dungeon Purpose
e
fff Modifier Type fff Modifier Type fff Modifier Type
111 Rebel’s Mine 212 Spider Guild HQ 313 Cult Temple
112 Verdant Ruins 213 Celestial Aerie 314 Phoenix Hideout
113 Hanging Castle 214 Necro Village 315 Bandit Spire
fil
114 Sunken Shipwreck 215 Wizard Crypt 316 Minotaur Shire
115 Crystal Caverns 216 Abyssal Wasteland 321 Arch mage Sanctuary
116 Magic Forest 221 Witch Tower 322 Corpse Graveyard
121 Volcanic Masoleum 222 Defiled Chasm 323 Weird Sepulcher
122 Maze Sewers 223 Ancient Refuge 324 Eldritch Brothel
123 Lovers Pyramid 224 Thunder Stilt Village 325 Element Dungeon
124 Emperors Nexus 225 Amnesic Tomb 326 Ogre Asylum
125
126
131
132
Haunted
Lichs
Derelict
Collapsed
Battlefield
Workshop
Tree
Oasis
e226
231
232
233
Vast
Mirrored
Savage
Sphinx
Factory
Menagerie
Library
Seraglio
331
332
333
334
Hidden
Demonic
Eternal
Giant
Island
Great Wall
Feast Hall
Shrine
pl
133 Icy Fortress 234 Queen Palace 335 Clock work Portal
134 Opulent Monastery 235 Slime Trenches 336 Terrible Hell
135 Colossal Necropolis 236 Magical Grove 341 Infested Underworld
136 Misty District 241 Carven Gardens 342 Mouldy Mansion
141 Wild Moor 242 Chronic Keep 343 Heretic Hideaway
142 Cave Bridge 243 Sacred Statue 344 Death Reservoir
m
6
fff Modifier Type fff Modifier Type fff Modifier Type
414 Hag Hoard 512 Divine Ziggurat 612 Duergar Bulwarks
415 Kraken Vault 513 Feast Hive 613 Resolute Maw
416 Medusa Abyss 514 Endless Bastion 614 Fetid Hellgate
421 Naga Warren 515 Wind Circus 615 Harrowed Riddle
422 Monster Web 516 Outsider Monolith 616 Wyvern Perch
423 Rakshasa Bazaar 521 Plague Edifice 621 Amber Hospital
424 Rat Chateau 522 Frozen Throne 622 Flooded Ghost Ship
425 Siren Manse 523 Fungal Gauntlet 623 Sultan’s Gallery
e
426 Ten-Eyed Chambers 524 Animated Trial 624 Iron Farm
Oracle 525 Gorgon Warcamp 625 Chaos Teahouse
431 Merchant Cathedral 526 Legion Hotel 626 Glass Underpass
432 Viperian Abbattoir
fil
531 Torment Archives 631 Gede Last Stand
433 Priest Slum 532 Knight Gate 632 Orc Sanctum
434 Under Reserve 533 Ominous Reach 633 Ooze Enclave
world
534 Immortal Watch 634 Earthen Conclave
435 Echoing Retreat 535 Black Quarry 635 Shadow Hills
436 War-torn Headquarters 536 Sanguine Cavern 636 Vampire Hollow
441 Dreamy Den 541 Velvet Glacier 641 Crumble Tunnel
442 Spider Watchtower 542 Candle Ramparts 642 Collapsed Dugout
443
444
445
446
Djinni
Shadowy
Angelic
Magician
Party
Realm
Corridors
e
Burial Ground
543
544
545
546
Stone
Wererat
Buried
Grinning
Network
Canals
Halls
Labyrinth
643
644
645
646
Damned
Windy
Saint
Ancestor
Subterrane
Chantry
Cemetary
Reliquary
pl
451 Assassin Staircases 551 Blind Burrows 651 Unearth Grave
452 Planar Hunting 552 Magma Descent 652 Rising Mound
Grounds 553 Seaside Delve 653 Agony Museum
453 Mind Rift 554 Shifting Tower 654 Ravaged Tribunal
454 Rogue Trash Heap 555 Betrayer Row 655 Horrified Chancery
455 Pirate Alcazar 556 Skyward Hold 656 Absurd Consulate
m
7
XXDungeon Ruin
Most dungeons are ruined
ancient edifices. What caused
the dungeon to fall to ruin?
Roll on the Dungeon Ruin
table to determine.
e
If your dungeon isn’t in ruins,
or you decide later that it
fil
shouldn’t be ruined, disregard
this result.
Dungeon Ruin e
pl
ff Cause of Fall
11-14 Invasion. An enemy destroyed the dungeon.
23-26 Poverty. The creators became too poor, and the dungeon fell to ruin.
31-34 Famine. Lack killed the creators, and the dungeon fell to ruin.
35-42 Disease. The disease killed the creators; the dungeon fell to ruin.
Sa
43-46 Natural Disaster. Some natural disasters destroyed the dungeon: hurricanes,
floods, and earthquakes.
51-54 Hedonism. The creators devolved from some vice: drugs, slavery, or pleasure. The
dungeon fell into disrepair.
55-62 Magic. The dungeon was destroyed by magic.
8
XXPresent Purpose
What is the dungeon currently used for? Roll on the Present Purpose table.
Present Purpose
f Purpose
e
1 Stronghold. Fortified and held fast.
fil
3 Enclave. This is a place of magic research or experimentation.
5 Redoubt. Occupants live here and try to avoid notice or don’t care to
6
leave.
e
Cursed. This place has fallen under a fell curse, and those that live here
have no choice but to stay, and suffer.
pl
XXPull It Together
m
Review the results and write a short paragraph describing the dungeon’s history.
Think about the present purpose going forward into the next section.
9
XXDungeon Factions
Dungeons are filled with denizens, categorized into factions. We don’t know the
nature of the factions yet. They could be a single powerful creature, a group of
monsters that don’t hunt each other, or an organized group. A good faction is one
that players can interact with meaningfully. Great factions are naturally at odds
with each other.
e
Faction Goal
XXNumber of Factions ff Faction Goal
fil
Create 1d3 factions. If you make a large 11-14 Domain. They are trying
dungeon, add 1d4 more factions. to consolidate power either
in the dungeon or amongst
A megadungeon contains 2d6+1 factions. themselves.
15-23 Occult. They are seeking
occult power.
someone.
52-55 Evolution. They seek to
evolve or change themselves
to a superior state.
56-63 Creation. They try to create
new things and build.
64-66 Freedom. They seek to escape
from servitude or oppression.
10
XXFaction Obstacle
Something must stand in the faction’s way of accomplishing their goal. A goal and
obstacle together create content players can interact with. Roll on the Faction
Obstacle table to determine its nature.
Faction Obstacle
e
f Faction Obstacle
1 Fear. The faction or its leader fears committing to the goal and needs
fil
encouragement or assistance.
2 Inept. The faction or its leader are inept and don’t know how or aren’t
able to achieve their goal. Support, removal of obstacles, or leadership
change are needed.
3 Infighting. The faction is divided on achieving their goal and bicker
amongst themselves. Some decisive sign to act needs to appear, or the
4
e
dissenter needs to be removed.
Opposed. Another faction actively impeds this one from achieving its
goal.
pl
5 Norms. Some existential reason stops the faction from achieving its goal:
breaking religious taboos, laws, or moral codes.
6 Casualties. A sickness, lack of supplies or ongoing conflict have made the
faction too weak to pursue their goal/
m
Sa
11
XXFaction Impulses
Impulses guide your roleplaying of the faction, giving creatures a general impulse
for their behaviour and reactions. Select one of the Faction Impulse tables
randomly, or choose one to roll on. Impulses are categorized by their positive,
neutral, or negative nature.
e
Faction Impulse: Positive
fff Positive Impulse fff Positive Impulse fff Positive Impulse fff Positive Impulse
111 Capable 211 Reflective 211 Masculine 311 Gentility
fil
112 Genuine 212 Neat 212 Honest 312 Epitome
113 Selfless 213 Confident 213 Insouciant 313 Exultant
114 Enthusiastic 214 Observant 214 Principled 314 Bohemian
115 Sage 215 Steady 215 Resourceful 315 Prescient
116 Upright 216 Moderate 216 Teacherly 316 Governed
121 Dedicated 221 Kind 221 Self-reliant 321 Consultative
122 Extraordinary 222 Independent 222 Methodical 322 Repudiative
123 Precise 223 Responsive 223 Patriotic 323 Laureate
124
125
126
Prudent
Stoic
Sporting
224
225
226
e Patient
Flexible
Amiable
224
225
226
Benevolent
Wise
Original
324
325
326
Mindful
Neat
Hospitable
pl
131 Cheerful 231 Insightful 231 Well-read 331 Benign
132 Unfoolable 232 Inoffensive 232 Creative 332 Noble
133 Optimistic 233 Objective 233 Sentimental 333 Fastidious
134 Modest 234 Farsighted 234 Courageous 334 Lovable
135 Spontaneous 235 Trusting 235 Ebullient 335 Hardworking
136 Challenging 236 Imaginative 236 Practical 336 Sober
m
12
e
fil
fff Positive Impulse fff Positive Impulse fff Positive Impulse fff Positive Impulse
411
412
413
414
Conciliatory
Well-rounded
Freethinking
Logical
454
455
456
461
e Painstaking
Strong
Seraphic
Earnest
541
542
543
544
Respectful
Uncomplaining
Disciplined
Multi-levelled
624
625
626
631
Impressive
Sympathetic
Sane
Understanding
pl
415 Intelligent 462 Sexy 545 Popular 632 Eloquent
416 Secure 463 Passionate 546 Compassionate 633 Perceptive
421 Rational 464 Ambitious 551 Magnanimous 634 Cerebral
422 Playful 465 Educated 552 Sociable 635 Romantic
423 Forecful 466 Undogmatic 553 Colourful 636 Decent
424 Protean 511 Humble 554 Organized 641 Warm
m
13
Faction Impulse: Neutral
e
116 Ascetic 231 Impersonal 242 Unpredictable
121 Authoritarian 232 Impressionable 243 Strict
122 Big-thinking 233 Intense 244 Stubborn
fil
123 Whimsical 234 Invisible 245 Stylish
124 Breezy 235 Irreligious 246 Subjective
125 Businesslike 236 Irreverent 251 Surprising
126 Busy 241 Maternal 252 Soft
131 Casual 242 Mellow 253 Tough
132 Cerebral 243 Modern 254 Unaggressive
133 Chummy 244 Moralistic 255 Unambitious
134 Circumspect 245 Mystical 256 Unceremonious
135
136
141
Competitive
Complex
Confidential
e
246
251
252
Neutral
Noncommittal
Noncompetitive
261
262
263
Unchanging
Undemanding
Unfathomable
pl
142 Conservative 253 Obedient 264 Unhurried
143 Contradictory 254 Old-fashioned 265 Uninhibited
144 Crisp 255 Ordinary 266 Unpatriotic
145 Cute 256 Outspoken 311 Hairsplitting
146 Deceptive 261 Paternalistic 312 Attestant
151 Determined 262 Unsentimental 313 Idealized
m
14
fff Neutral Impulse fff Neutral Impulse fff Neutral Impulse
344 Theatrical 454 Benign 563 Toxic
345 Recording 455 Seductive 564 Swarthy
346 Marred 456 Subvertible 565 Menacing
351 Fascinated 461 Rigorous 566 Extravagant
352 Deferential d666 Neutral Impulse 611 Unassuming
e
353 Goitered 462 Clipt 612 Obvious
354 Bungling 463 Overanimated 613 Conspiratorial
355 Rallying 464 Incognito 614 Loquacious
fil
356 Analytical 465 Unmoored 615 Queer
361 Spewy 466 Persnickety 616 Vivacious
362 Reconditioned 511 Capricious 621 Combative
d666 Neutral Impulse 512 Unsteady 622 Garrulous
363 Needful 513 Volatile 623 Astute
364 Exposed 514 Constant 624 Auspicious
365 Anarchic 515 Unshakeable 625 Affluent
366 Sentinel 516 Lax 626 Ambivalent
411
412
413
Overwhelmed
Underwhelmed
Inextensible
e
521
522
523
Judicious
Half-witted
Gung ho
631
632
633
Beguiling
Obsequious
Misanthropic
pl
414 Misaligned 524 Foolhardy 634 Unhinged
415 Reproachful 525 Laudible 635 Convoluted
416 Jeered 526 Invalid 636 Counterintuitive
421 Cantonal 531 Disapproving 641 Intuitive
422 Servant 532 Disgruntled 642 Kindhearted
423 Quitting 533 Celibate 643 Aspirational
m
15
Faction Impulse: Negative
e
116 Frightening 231 Petty 242 Excitable
121 Enervated 232 Arbitrary 243 Extravagant
122 Bewildered 233 Slow 244 Tense
fil
123 Venomous 234 Stiff 245 Neglectful
124 Shortsighted 235 Gloomy 246 Pharisaical
125 Mawkish 236 Disconcerting 251 Pedantic
126 Fanciful 241 Treacherous 252 Insecure
131 Aimless 242 Perverse 253 Thievish
132 Airy 243 Superstitious 254 Thoughtless
133 Difficult 244 Morbid 255 Egocentric
134 Intolerant 245 Overimaginative 256 Inconsiderate
135
136
141
142
High-handed
Shy
Libidinous
Disrespectful
e
246
251
252
253
Prim
Timid
Fatalistic
Uncaring
261
262
263
264
Unrealistic
Fawning
Angry
Cowardly
pl
143 Phlegmatic 254 Miserly 265 Grim
144 Oppressed 255 Fixed 266 Strong-willed
145 Hidebound 256 Obnoxious 311 Secretive
146 Impatient 261 Assertive 312 Presumptuous
151 Nihilistic 262 Obvious 313 Submissive
m
16
fff Negative Impulse fff Negative Impulse fff Negative Impulse
344 Ridiculous 454 Calculating 563 Disputatious
345 Complaintive 455 Unimaginative 564 Demanding
346 Incurious 456 Desperate 565 Muddle-headed
351 Coarse 461 Vindictive 566 Hesitant
352 Escapist d666 Negative Traits 611 Insulting
e
353 Abrupt 462 Malicious 612 Frivolous
354 Childish 463 Vulnerable 613 Ignorant
355 Sadistic 464 Weak 614 Vacuous
fil
356 Mannered 465 Irresponsible 615 Opinionated
361 Naive 466 Discontented 616 Suspicious
362 Uncritical 511 Inhibited 621 Disobedient
d666 Negative Traits 512 Impulsive 622 Meddlesome
363 Conformist 513 Distractible 623 Hateful
364 Unappreciative 514 Profligate 624 Hedonistic
365 Imprudent 515 Silly 625 Repentant
366 Boisterous 516 Disruptive 626 Insincere
411
412
413
414
Argumentative
Fickle
Grand
Bizarre
e
521
522
523
524
Callous
Barbaric
Venal
Crude
631
632
633
634
Expedient
Sedentary
Opportunistic
Passive
pl
415 Neurotic 525 Compulsive 635 Sly
416 Ruined 526 Crass 636 Single-minded
421 Dissolute 531 Resentful 641 Sanctimonious
422 Rowdy 532 Odd 642 Crazy
423 Dishonest 533 Sloppy 643 Hostile
m
17
XXFaction Composition
Roll to determine the members of the
faction on the Faction Population table
and Faction Creature Type table.
Faction Population
e
f Faction Population
1 Small but tight-knit.
fil
2-3 Numerous but unorganized.
4-5 Numerous power structure.
6 A single, powerful monster.
XXPull It Together
Faction Creature Type
Combine goal, obstacle, trait,
ff
11
12
Type
Beastial
Insectoid
ff
35
36
e Type
Angelic
Magical Being
population and creature type
and write a short paragraph
summarizing the faction. As you
pl
13 Amphibian 41 Vermin generate factions, think about how
14 Goblinoid 42 Shapechanger their goals and impulses put them
15 Humanoid 43 Fey in conflict. A good set of factions is
16 Reptilian 44 Immortal a powder keg, waiting for players
m
26 Ooze 54 Orcish
31 Demonic 55 Goblin
32 Devilish 56 Gnomish
33 Outsider 61- Human
66
34 Monstrosity
18
XXDungeon Exterior1
Most dungeons have an exterior – a
separation between the regular world
and the mythic Shadowdark.
XXEnvironment
e
Roll on the Environment table to
determine where the dungeon is
fil
located. The environment should be
separate from the dungeon.
Environment
ff Environment ff Environment
11
12
13
Ruined city
Sewer
Farm/Orchard
52
53
54
e Volcano caldera
Deep underground
Bottom of sinkhole
pl
14 Graveyard 55 Floating on sea
15 Ruined castle 56 On a cloud
16 Temple 61 A pocket dimension
21 Chasm 62 Wasteland
22 Cliff face 63 On/inside a giant
23 Desert creature
m
24 Forest 64 Steppe
25 Glacier 65 Inside a book
26 Gorge 66 Re-roll twice and
31 Jungle combine.
32 Mountain pass
33 Swamp
Sa
34 Mesa
35 Caves
36 Sea cave
41 Mountain peak
42 Island
43 Underwater
44 Treetop
45 Behind waterfall
46 Archeological dig
site
19
e
fil
XXPath e
pl
A well-defined path to the dungeon. Roll on the Path Type table to determine the
path leading to the dungeon.
Path Type
m
f Path Type
1 Patrolled. Controlled by a faction, there is a chance of random encounters.
2 Hazard. Unstable or dangerous: rope bridge, precarious trail, crumbling stairs. (we’ll
roll for Hazards later).
Sa
4 Clue. A spot along the path provides a clue to the dungeon ahead. (we’ll roll for clues
later).
5 Key. A spot along the path provides a key to the dungeon ahead. (we’ll roll for keys
later).
6 Boon. A spot along the path provides treasure or a boon.
20
XXPatrolled
Patrol
Path Patrol
e
f
1 Powerful monster patrols its path as its hunting ground.
2 Local monsters/wildlife/bandits unrelated to dungeon factions patrol the path as
fil
their hunting ground. May exact toll, exploit party, or attack.
3-4 The dungeon faction patrols the path as their domain. Likely the dominant faction or
one subservient to them. Roll or choose who. May exact toll, exploit party, or attack.
5-6 Local civil authority patrolled to keep monsters contained or prevent looters from
raiding dungeons. May exact toll, exploit party, or try to avoid them from accessing
dungeon.
XXHazard
e
Add a Hazard here. Roll on the Hazard
XXKey
XXClear XXBoon
m
XXClue
21
XXSecondary Entrance
Secondary entrances provide alternate
access to the dungeon. Roll twice on the
Secondary Entrance table to determine
its nature and how far it goes.
e
Secondary Entrance
f Locating Destination
fil
1 Found via clue First floor
2 Opened via First floor
key
3 Only opens Second floor or deeper
from the
exterior
4 It only opens Second floor or deeper
XXLandmark e 5
from the
interior
Open and Secret sub-level
pl
A noticeable area off the main path is 6 obvious Directly to treasure
meant to entice players and provide
some options on the dungeon approach.
Roll on the Landmark table.
m
Landmark
f Sign
1 No landmarks
2 Natural feature
Sa
3 Ruined structure
4 Odd sound
5 Odd smell
6 Odd sight
e
the clue for this entrance at a later
step. Just note that we need a clue for
this secondary entrance.
fil
XXOpened via key
23
XXAntechamber
Antechambers are the hard delineation between the outside world and the mythic
underworld. They should be imposing, supernatural, or ominous.
Consider the dungeon type, modifier, and history and write a mythic Antechamber
for your dungeon. If you’re stuck, roll on the Antechamber table.
e
Antechamber
fil
f Mythic Entrance
1 Supernatural. What about the entrance that shows this dungeon is supernatural?
2 Omen. What omen shows danger inhabits this place?
3 Wealth. What about the entrance hints there is wealth to be had here?
4 Death. What sign indicates those that enter here will die?
5-6 Imposing Architecture. What fantastic piece of architecture shows this is no regular
dungeon?
e
pl
m
Sa
24
XXDungeon Interior
We’re now going to design the dungeon. This involves drawing a diagram,
generating loops, generating experiences and encounters, then filling in the
blanks. These steps will be explained in the coming sections.
e
XXDraw a Diagram
First, we’ll create a conceptual map of the dungeon. The diagram will show the
fil
number of rooms, the types of encounters in those rooms, and how the rooms
connect. They don’t represent room sizes or locations in real space. That comes
later.
1. Choose a variety of dice. Seven dice for a small level, or Eleven dice for a
regular level, or Sixteen dice for a large level.
e Include at least
one d6 and one
pl
d10. The other
dice choices are
at your discretion.
m
2. Take a piece of paper. Drop the dice half a hand’s height from the page. Or,
take a battle mat and drop the dice from a full hand’s height. Or, use a map
generator like watabou. Or, use a virtual dice roller like dm.tools. Re-throw dice
Sa
3. Draw circles (nodes) around each fallen die. Record the type of dice rolled
inside each node. Combine any nodes that touch into one, larger node.
25
XXLoops
e
XX Finally, draw a line from the d20
node back to the starting d6 node.
XX This is a loop.
fil
Each size of the dice represents a different kind of room.
XX d4: Small side rooms or larger corridors.
XX d6: Rectangular chambers.
XX d8: Irregular chambers (circles, polygons, caves)
XX d10: main objective or passage leading deeper.
e
XX d12: Special feature (rivers, chasms, tunnel, etc).
XX d20: Grand halls or important chambers
pl
Loops create interesting dungeon designs that provide structured challenges.
Each loop has a start and end. Starts can be any room, typically the d6. Ends to
the loop is typically d10s.
2. If you dropped 10+ dice, repeat step 1 by connecting more nodes into loops.
m
3. If you have nodes not part of a loop, draw a line from each free-floating node
to the closest node or line to make sure your dungeon is completely connected.
Sa
3. Review your diagram: any lines that bisect a node indicate a traversal. Any
lines that bisect other lines creates a junction.
26
Example
e
J1, J2: Junction
fil
e
pl
m
Sa
27
XXPopulate Loops1
XXDramatic Arc
Roll on Loop Challenges table to
determine each Loops challenge. The route between the d8
and d10 is not traversable
Loop Challenges but allows PCs to see the other room.
Draw an eye on the line.
e
ff Loop Challenge
11-14 Alternate Paths Roll on the Impassable Obstacle table
15-21 Hidden Shortcut to determine its nature. As fiction
fil
22-24 Dramatic Arc dictates, clever play or magic could
25-32 Dangerous Route overcome some impassable obstacles.
33-35 Lock & Key
36-43 Unknown Return Impassable Obstacle
44-46 Patrolled Cycle
51-56 Gambit f Obstacle
61-63
64-66
Hub & Spoke
Double Lock e 1
2
3
Scrying reflection
Bottomless chasm
Magma lake
pl
4 Hive/Cyclopean monster
XXAlternate Paths 5 Crystal window
6 Hall of deadly traps
Both paths through the
loop are valid. Roll a
m
28
XXLock & Key XXPatrolled Cycle
e
XXUnknown XXGambit
fil
Return
Move the d10 to the other
Swap the d10 and d8 side of the loop. The path
places. Record that the from d6 to d10 contains a powerful
vault/staircase/objective in d8 is monster or deadly trap. The other
locked. Record the key can be found in route is now longer but less intense.
e
d8. See Lock & Key Generator. Add
an arrow with a line to indicate the
path from d8 to d10 becomes blocked XXHub & Spoke
pl
after use. Roll on the Blocked Return
table to determine the nature of the Erase the loop
blockage. connections. Connect d6
room to each other room. This makes
Blocked Return
m
3 Teleportation
4 Dropping block Record on the d10 that the
5 Curtains of flame vault/staircase/objective
6 Caustic gas
has two locks. The keys can be found
in d12 and d8. See Lock and Key
generator.
29