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669927420-Atelier-Clandestin-Dungeon-Pointcrawl-Generator

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Dungeon Pointcrawl
PL ACES
Generator
- Places Dungeon Pointcrawl
Generator
4) Additional
aesthetic
General
1) Size
1-12
13
14
15
16
17
18
19
20
Roll 1d20 or use this table as a guide to
know how many nodes to generate:
1
2-5
6-12
13-17
18-19
20
Size
Tiny
Small
Medium
Big
Huge
Infinite
# of nodes
4
8
12
20
50
∞
2) Dungeon type
1-3
4-5
6-7
8
9
10
11
12
Bastion
Mine
Temple/Monastery
Crypt
Wizard tower
Castle/Palace
Prison
Vault/Archive
This will give you a general idea of the
dungeon aesthetic and will determine
the type of the final room (see last step).
3) Architecture type
1-12
13-15
16-17
18
19
20
Human
Luxurious
Dwarven
Elven
Foreign
Elder/Alien
3/16
None
Burnt
Crystalline
Demonic
Flooded
Fortified
Fungal
Haunted
Vegetal

Burnt : floor and walls are covered
in ash and there are some traces of
explosion.

Crystalline: crystals are growing
everywhere, some walls are
transparent and there is a lot of
echo.

Demonic: walls are covered with
red glowing glyphs, cries of pain
can be heard and chained
prisoners can be found.

Flooded: deeper levels of the
dungeon are filled with water;
others are damp.

Fortified: first levels were once
furnished by humanoids.

Fungal: overgrown with fungi.

Haunted: sounds of chains,
torches often go out because of icy
wind.

Vegetal: floor and walls are
covered with plants. Some
vegetation hangs from the ceiling.
Type
Entrance
and Links
1-6
7-10
11
12
1) Entrance
Horizontal means that the link leads to
a node on the same level.
What protects the entrance?
1-5
6-8
10-11
12
Obstacle means that the PCs will lose
time if they want to take this path.
Nothing
Guards
Trap
Magic
1-10
11-15
16-18
19
20
2) Links
Number
1
2-4
5-6
Stuck door
Locked wooden door
Portcullis
Magic door
Locked metal door
Vertical means that the link leads to a
node on a lower level.
One
Two
Three
1-5
6
Direction
1
2
3
4
5
6
7
8
Horizontal
Obstacle
Vertical
Secret
Goes both ways (stairs)
Only goes down (hole)
Secret means that the link, or the mean
to reveal/open it, is hidden.
North
North-East
East
South-East
South
South-West
West
North-West
1-8
9-10
11
12
If the dice points to a node previously
generated, this will only create another
access to the same node. You then can
roll another link.
4/16
Secret door
Hidden door
Secret stairs
Hidden stairs

Links going to a node on another
level must always be Vertical.

Links going to a node on the same
level must always be Horizontal.
1) Traps
Points of
Interest
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
Points of Interest may be interesting by
themselves or are places where
something interesting may happen.
There is only one Point of Interest per
node of the pointcrawl.
Type (optional)
1-10
11-18
19-20
Room
Corridor
Natural room (ex: cavern)
Type of content and
chance of treasure
1
2-3
4
5-6
Trap
Empty
Special
Monsters
25%
15%
var
50%
Empty means that this place tells a bit
about the story of the dungeon, lets the
PCs plan their next action or makes
them look for traps and lose time.
Special means that there is a mystery to
solve or that something strange is
happening here.
Monsters means that unpredictable
creatures can be found living here or
guarding treasure.
5/16
Acid pool
Alarm
Banana peel
Blade
Cage
Caltrops
Circular saw
Crossbow
Crushed glass
Crushing ceiling
Crushing wall
Dart thrower
Electric shock
Electrified ground
Elevator to another level
Extreme temperature
Fills with sand
Fills with water
Flamethrowers
Flammable gas
Flashing light
Gas (death, sleep, confusion)
Illusory floor
Landslide
Lasso
Lava flow
Lava pool
Magic (triggers scroll effect)
Mist diffuser
Piston
Pit
Poisoned caltrops
Portcullis closing
Projectile wall (arrows, marbles)
Quicksands
Ram
Rolling stone
Slippery floor
Spray (acid, sticky, smelly)
Sticky ground
Spike pit
Stretched spiky branch
Taut rope
Trapdoor (pit)
Trapdoor (spike pit)
Trapdoor (to a lower level)
Vacuum chamber
Violent airstream
Violent waterstream
Wolf trap
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
2) Empty
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
Abandoned guard post
Adventurer nailed to a wall
Alchemy table
Alcoves
Aligned beds
Aligned benches
Altar
Anatomical skeleton
Aquarium
Banquet table
Barrels
Barricade
Bear skin
Bed
Bench
Blood spots
Broken trap
Carpet
Cells
Chained skeletons
Chains
Charred remains
Crates
Cryogenic/formol tubes
Cushions
Dance parquet
Dark area
Desk
Drums
Dummy door
Empty chest
Excavation site
Extinguished campfire
Fireplace
Flooded zone
Floor covered with oil
Fog
Food reserve
Forge
Fountain
Frames on the walls
Fresco
Furnished library
Gargoyle
Gears in the walls
Gong
Graffiti
Guano covered ground
Hammock
Hieroglyphics
6/16
Idol
Iron maiden
Ivy
Latrines
Leaking water pipe
Leftovers on a table
Mushroom culture
Organ
Oubliette
Pedestal
Pentagram
Piano
Pile of ashes (smoking)
Pile of bones
Pile of bricks
Pile of logs
Pile of skulls
Pillars
Pool
Puddle of vomit
Puddles of blood
Religious symbols
Rotting corpse
Rotting library
Rotting tapestries
Rubble
Sarcophagus
Shelf
Showcases
Signs of combat
Sink
Slime
Smokehouse
Stained glass
Statues
Summoning circle
Table and chairs
Telescope
Throne
Tools
Torture easel
Training dummies
Trophies
Urns
Wardrobe
Waste
Weapons/Armor racks
Wine cellar
Wooden bathtub
Workbench
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
3) Special
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
Advanced technology
Animated furniture
Amplified magic room
Ancient memories sphere
Antimagic room
Armor disintegrating ray
Aviary
Body exchange
Boss monster
Bottomless pit
Ceaseless wailing
Cleaning receptacle
Crying statues
Cursed room
Cursed treasure
Demon trap
Demonic portal
Devouring coin
Divination basin
Divine altar
Dungeon tavern
Duplacting machine
Emergency exit
Ethereal voices
Evil altar
Fake gold items
Fear room
Flesh room
Flood lever
Floor is lava
Food rot room
Freshly walled corridor
Gold statue
Golden apple tree
Greed room
Hallucinogenic spores
Healing lava pool
Heart of the dungeon
High up item
Human outpost
Hungry mouth
Illusory treasure
Interplanar portal
Invisible bridge
Key storage room
Lava pit
Maddening mural
Magic berry bush
Magic forge
Magic fountain
7/16
Magic pool
Magic stairs
Medecine cabinet
Merchant in a wall
Minecart
Mirror of opposites
Mirror room
Mislabelled potions
Monster market
Moving statues
Musical slabs
Mutation room
Neutral altar
No way back
Orb of transformation
Parasited monster
Party room
Peace room
Petrified adventurers
Powerful electromagnet
Rabbit switch
Reverse gravity
Room out of time
Rotating cylinders
Rotating room
Safe
Shrinking pedestal
Shrinking ray
Sleep inducing room
Slot machine
Sphinx
Strange egg(s)
Switch in a hole
Talking basin
Talking skull
Talking statue
Tentacles room
Trampoline floor
Translating device
Tresaure is structural
True intention room
Truth room
Valuable monster (alive)
Valuable monster (part)
Vending machine
Voices of the ancestors
Vortex
Water to wine room
Wheel of fortune
Wish fountain
4) Monsters
Then use your favorite wandering
monsters table to determine which kind
of monsters the faction consists of.
Generating monster nodes can be done
in two different ways:
1.
One after the other, using your
favorite tables.
2.
Using the factions method, once
the pointcrawl is fully generated:
Once you have enough factions, assign
them a number and roll the appropriate
dice (d2/d3/d4) to determine which
one occupies each room. Each faction
should occupy at least one room.
Relations between factions
Factions
For each possible pair of factions, roll:
On each level of the dungeon, generate
the number of factions based on its
number of inhabited rooms:
2 inhabited rooms
1
2-3
One
Two
One
Two
Three
4+ inhabited rooms
1
2-5
6-7
8
1d3 if at least one of the two
factions consists of animals.

1d6 if both factions consists of
intelligent creatures.
1
2-3
4-5
6
3 inhabited rooms
1-2
3-8
9-10

One
Two
Three
Four
8/16
Hostility
Distrust
Trade
Alliance
2) Mechanism
Secret doors
and stairs
1
2
3
4
1) Appearance
1-4
5-6
5
Camouflaged
In plain sight
6
7
8
9
10
11
12
13
Camouflaged
1-6
7
8
9
10
11
12
As the wall
Bottom of a cabinet
Illusory wall
Mirror
Painting
Part of a bas-relief
Part of a bookshelf
14
15
16
17
18
Clue to find it:
1
2
3
4
5
6
7
8
9-12
19
Air flow
Cleaner/dirtier floor or wall
Different material or color
Footprints
Ground is worn out
Interrupted trail of blood
Own distinctive mark
Ray of light
None
20
In plain sight
1-5
6-7
8
Metal door with no handle
Wooden door with no
handle
Fire/steam/energy wall
9/16
Align items
Antlers of a deer head
Book in a library
Brick protruding from a wall
Candle holder without a
candle/with an unlit candle
Detail of a statue in an
unusual position
Extinguish a specific candle
Fireplace poker in a stand
Halberd/Sword of an armor
Hit a target
Inserting a missing piece
Inserting a sword into a hole
Just going through it
Magical detection of a
specific monster
Password
Play a series of notes
Pressure plate
Reverse pressure plate
(remove its load)
Thirsty mouth
Weapon hanging on the
wall behind a shield
2) Magic doors
Hidden and
magic doors
Type
1-5
6
1) Hidden doors
Roll the following die to discover what
it is hidden behind (or under):



Demon doors want you to
accomplish a task (roll on the
table below) before they open
once and for all.

Doors sealed by magic must be
unsealed with the use of a spell.
1d10 for a hidden door.
1d12 for hidden stairs.
1
2
3
4
5
6
7
8
9
10
11
12
Carpet
Curtains
Furniture
Manhole
Molds
Painting
Plant(s)
Shadows
Spiderwebs
Statue
Tapestry
Ventilation grid
Demon door
Sealed by magic
Demon doors tasks
1
2
3
4
5
6
7
8
9
10
10/16
Bring it a specific item
Do a bad deed before it
Find its “key”
Find its password
Kill a specific monster
Listen to it (lie)
Listen to it (monologue)
Listen to it (simple warning)
Solve a puzzle
Take a leap of faith
Final Room
Bastion: contains an armory where a
magic weapon or armor is possibly
stored.
The very last room of the dungeon is
described differently. It should be
located at its deepest level.
Mine: contains something, whether it is
a precious metal vein or the source of
an ancient evil (1/d6).
It is a major point of interest which
should/could be the reason the PCs
want to venture there at the risk of
their lives.
Temple/Monastery: contains a relic
that has a 25% chance to be cursed.

Each type of final room is
potentially guarded by a boss and
its minions.
Crypt: contains a tomb whose owner
has a 25% chance of being undead.
They were buried with their riches of
enormous value.

Treasure should be generated
with the help of your favorite
treasure tables.
Wizard tower: contains a supply of
magical items that may not be empty
yet.
Castle/Palace: contains (or contained) a
well-filled treasure room.
Prison: contains a high-security cell
whose prisoner has a 25% chance of
being dead or escaped.
Vault/Archive:
contains
a
safe
protecting a special item (or a
valuable/forbidden book). There is a
25% chance this item has been stolen.
11/16
Annexe
Vertical links
These can be used to give a bit of color
to Vertical Links so they're not just
stairs or holes in the ground.
Both ways
1-5
6-8
9-11
12-14
15-16
17-18
19
20
Stairs
Broken stairs
Spiral stairs
Ladder
Incline
Rope
Dumbwaiter
Elevator
Going down
1-5
6
Hole in the ground
Chute
12/16
Example
2) Points of Interest
1) General
Now that you have the structure of the
pointcrawl, populate it with Points of
Interest (PoI).
The first step of the pointcrawl is
generating the general information of
the dungeon:
Table
Roll
Size
5
Dungeon type
7
Architecture type
3
Add. aesthetic
8
Starting with the second node you
generated (the one after the entrance),
roll to determine the type of content
and chance of treasure of the first room:
Result
Small (8)
Monastery
Human
None
Table
Type of content
Roll
3
Chance of treasure 94
Once it’s done, generate the entrance
and the links leaving from it:
Table
Entrance
Number
Direction
Type
Roll
10
4
2
6
5
8
Now, roll on the empty room table:
Table
Empty
Result
Trap
Two
North-East
South-West
Horizontal
Obstacle
Roll
7
4
Roll
20
Result
Chained
skeleton
Then generate the second room:
Table
Type of content
Roll
4
Chance of treasure
/
Special
81
Since the entrance is trapped and one of
the links is an obstacle, generate their
type:
Table
Trap
Obstacle
Result
Empty
No treasure
Result
Special
Variable
Sphinx
Since there is a special room, the
treasure depends of what is inside. Here
we have a sphinx, so it is easy to
imagine that if the PCs answer
correctly its riddle, they will have a
reward (gold or items, at the discretion
of the DM).
Result
Circular saw
Stuck door
Now repeat step 2 and 3 until you have
8 nodes as determined at step 1.
And so on, until you have generated
Points of Interest for the 8 nodes.
13/16
This is what your pointcrawl should look like with 8 populated nodes:
Level 2
Level 1
7
6
D
3
E
A
1
2
5
B
C
⑥ Hills
① Entrance
 Trap: circular saw
⑦ Trap
② Empty
 Rolling stone
 Chained skeleton
⑧ Monsters
③ Special
 Treasure
 Sphinx
 150 gp when solving riddle
Ⓐ Stuck door
Ⓑ Stairs
Ⓒ Stuck door
Ⓓ Stuck door
Ⓔ Stairs
④ Monsters
 Treasure
⑤ Empty
4
8
 Signs of combat
14/16
Credits
Cover image
Ink Splats designed by kjpargeter / Freepik.
Scratch vector textures designed by Graphics Fuel.
Fonts
Edition (all caps version) designed by Mike Diehl & Paul Volk / Dafont.
Highway Gothic Wide designed by Tom Oetken / Dafont.
Links
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© 2022 Atelier Clandestin. All rights reserved.
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