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The Dungeon Delver’s Guide Kickstarter is coming into its final week! With over £150,000 pledged, we’ve unlocked a number of stretch targets. Let’s discuss these.

Dungeon Delver’s Guide has an enormous, 40-page part that permits you to randomly create, tweak, and customise dungeons. But typically it’s 30 seconds earlier than the sport begins and also you don’t need to spend the time rolling all these cube: you want a dungeon now. We’re constructing an internet app that generates a dungeon for you, full with a completely keyed map and appropriately-leveled encounters and treasure, utilizing all the principles and charts within the guide.

So far, we’ve unlocked six dungeon themes: the bastion, cavern, laboratory, mine, destroy, and sewer. At £160,000, we’ll add a temple, and at £170,000, we’ll add the ultimate dungeon theme, the tomb.

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We’re engaged on the mapping software program proper now! I need to present you a snapshot of the place we’re in improvement by sharing an entire, randomly-created dungeon, which I name The Ghastly Ruins. Dungeon measurement, stage, and theme are configurable: it is a small stage 1 destroy.

In all of our randomly-created dungeons, we attempt to assemble parts that mix to create an interconnected story. Often an merchandise or creature from one room refers back to the contents of a distinct room. Other instances, there could also be no express connection, however one could happen to you as you learn or play by way of the dungeon. Both of those might be true within the Ghastly Ruins.

In the subsequent paragraph, I inform the dungeon’s story as I see it; after that, I’ll current the map and the important thing created by the online app. Skip the subsequent paragraph if you wish to let the dungeon converse for itself.

In the Ghastly Ruins, a ghast—a former noble—waits for its subsequent meal to ship itself within the type of an intrepid adventurer occasion. The ghast rests in a lined sarcophagus, surrounded by its ghoul courtiers and clutching a sinister gold idol. To discover the resting place of the ghasts and ghouls, you’ll should combat with their flying sword guardians and discover the hidden door within the shabby splendor of the dungeon’s false throne room. Along the best way you would possibly come throughout the eating room that’s the web site of the ghouls’ hideous feasts (I prefer to think about that the animated skeletons within the eating room are dressed like waiters). You would possibly discover a hidden cache of papers and deeds that inform the story of the ghast’s mortal life. You would possibly even run into one other adventuring occasion tricked into visiting the Ghastly Ruins, lured by rumors of a hidden gold idol. The dungeon’s best treasure, nevertheless, is the shattered magic mirror, the restore of which is much past the occasion’s current means.

The Ghastly Ruins​

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A1: 30×30 ft chamber. Exits south, east.
Novelty: A seemingly magnificent throne room: phantasm magic hides the truth that the throne is stripped of gold, the material hangings and carpet are rotted, and the statues are smashed. An illusion-cloaked object takes its true kind as soon as faraway from the room. The impact might be dispelled as a 4th-level spell. DC 13 Perception verify: a odor of rot from the east.


A2: 5 ft huge passage working west, east.
Obstacle: Behind a wine rack, a crumbling wall blocks passage. DC 10 Perception verify: Cracks within the wall define a secret door with no apparent option to open it. A DC 13 Investigation verify reveals the wine bottle that have to be pressed to open the door.
Nearby: Noise on this space could alert the ghasts in A3.


A3: 20×20 ft room. Exit west.
Set piece: Spirits of the Past. These undead have haunted the ruins for hundreds of years, because the days they dominated as mortals. Intruders are hungrily welcomed.
Encounter: ghast with 2 ghouls
Complications:
Unless alerted to intruders’ presence, the chief of the group rests in a sarcophagus. Once fight begins, it or one other creature should use an motion to lift the lid.
Treasure Hoard: 300 gp gold idol.


B1: 10 ft huge passage working north, south, east.


B2: 5 ft huge passage working south, west, east.
Scenery: Niches within the wall maintain inanimate skeletons and treasure.
Minor Treasure: Deed of land ownership–and presumably of the Aristocracy.


B3: 40×30 ft chamber. Exits south, west.
Escalation Encounter: Guardians following directions: 2 skeletons
Scenery:
A ruined banquet corridor: lengthy tables are damaged, chairs are overturned or smashed, and shards of dusty glass litter the ground.


C1: 10 ft huge passage working north, east.


C2: 5 ft huge passage working north, south, west, east.
Escalation Encounter: Guards patrolling on behalf of the ghast in A3: 4 flying swords
Scenery:
The cracks between the stones are inexperienced with mildew
Minor Treasure: Glowing, shattered mirror (if repaired for 25,000 gp, acts as a crystal ball).


C3: 40×30 ft chamber. Exits north, west.
Discovery: Adventurers (an acolyte, scout, and spy), looking for the treasure hoard in A3.


That’s the place we’re at with the generator! There are, after all, plenty of options we haven’t demoed but on this easy dungeon. What else would you prefer to see?
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