Showing posts with label megadungeons. Show all posts
Showing posts with label megadungeons. Show all posts

Thursday, February 13, 2025

Rolling all saves to escape the megadungeon (DCC or any other three-saves D&D)

If you end the session still in the megadungeon, as opposed to civilization,  roll a single d20 + your Fort, Dex, and Will separately. For instance, if you roll an 11 and have  Fort+1, Dex-1, Will+3, you end up with 12, 10, and 14.

Of course you may burn Luck on this roll.

There will be a DC set by the game judge. An easy way for them to set it is to make the DC be 10+dungeon level*. Any of the three numbers you rolled that failed to meet this DC spell out your travails as you try to leave.

  • Failed Fort? d6 exploding damage; you may die on your way out.
  • Failed Ref? Lost an important item somewhere in the dungeon; 10% chance it is in a given area you visit next time.
  • Failed Will? You are lost in the dungeon! There is a 10% chance per area entered that another party finds your PC. If you aren't found in a number of sessions equal to your level you are lost forever!

Failures are cumulative, so if you failed Fort and Will and were found, you would be d6 or more damage down and maybe they find your moldering corpse. If you were a baddie, you definitely are an undead thing that needs to be put down.

Thursday, October 3, 2024

d66 Random Dungeon Generation

If, when rolling the dice, you need some shapes, take cues from the dice you rolled. 1s can be long, 2s can be symmetrical, 3s can be round, &c. You could even use the numeral shapes themselves. Doors can often be placed by feels alone. 

11 Corridor, ending in a door.
12  Corridor, doors on both sides.
13  Corridor, dead end.
14  Corridor, leads to cruciform intersection.
15  Shaft down. Corridor with secret door it that is too soon.
16  Shaft up.

21 Teleporter room, altar to the god of dungeons.
22 Teleporter room, trap (sigils lead to other sigils).
23 Teleporter room, magic mirrors.
24 Empty room, dead end.
25 Occupied room, dead end.
26 One-way path such as a drop, turn-style, crumbling Moria pillars, &c.

The threes may have to apply retroactively if they are rolled first.
31 Same as whatever the last roll was, but also with a small shrine.
32 Same as the last roll, but also trapped.
33 Same as the last roll, but there is a secret passage.
34 Same as the last roll, but occupied by a treasure-guardian.
35 Same as the last roll, but the floor or ceiling has given way.
36 Same as the last roll, doubled.

41 Cavern, small. Next four things are also cave system.
42 Series of small caves and grottoes.
43 Underground river, lake, or sea. 5 places to go around it.
44 Path carved by the god of the underworld.
45 Purple worm tunnels. Walk without rhythm. 
46 Bug tunnels. Some bugs are smart. Some are humanoid.

51 Stairs up.
52 Stairs down.
53 Ramp up.
54 Slope down.
55 Elevator.
56 Wind or pheumatics. 

61 Fortified area such as a fort or castle. 10 or more rooms.
62 Fane. At least 4 rooms.
63 Cluster of 5 rooms occupied by a faction.
64 Catacombs. Long and tall.
65 Under-jungle (usually fungal).
66 Dragon complex. Nice and roomy with 5 areas.
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