Dungeons #
Steps to dungeon generation:
- Roll 2d6. This is your number of rooms, typically around 7 total. Increase or decrease the number or dize of the dice for larger or smaller dungeons.
- Draw a graph of “nodes”, arranging them in a grid. 1 node for each room.
- Pick a node with no connections to other nodes, at random.
- If the node is on the edge of the graph, roll 1d4.
- On a roll of 1-3, draw that many lines connecting that node to its neighbors.
- On a roll of 4, this is a secret room. Draw 1 line to a neighbor marked with an “S”.
- If the node is not on the edge of the graph, roll 1d6.
- On a roll of 1-4, draw that many lines connecting that node to its neighbors.
- On a roll of 5, this is a secret room. Draw 1 line to a neighbor marked with an “S”.
- On a roll of 6, this is a secret passage. Draw 2 lines to neighbors marked with an “S”.
- If there are still nodes with no connections to other nodes, go to Step 3.
- Jaquaying the dungeon:
- Manually tweak the connections so there are at least two loops.
- Designate 2-3 nodes as having entrances: give them a line to outside the grid. Nodes not on the edge should have the entrances be directly above or below.