Pick a starting arrangement |
Select a direction and hit the "Periodic Check" button. If you encounter treasure, at your discretion you may press the "Container Defense" button to see how it is defended. The third and fourth buttons are not from the original Appendix A in any way, but I thought it would be appropriate to supplement with the standard empty room list and some generic monsters, if you don't have an appropriate list at hand. You will have to come up with your own magic items if any are rolled.
Cheers! It does make it easier to use :)
ReplyDeleteWhere are the "room types" from?
I got it from Courtney Campbell's Empty Rooms resource, but if I recall right he got it from some particular place prior.
DeleteYeah, they seemed familiar!
DeleteGreat stuff. Did you ever see the flash/browser game that used Appendix A to generate a dungeon * Dungeon Robber * ? It's by the guy who writes Blog of Holding. Very addictive.
ReplyDeletehow come men can be flying but women are evil, beautiful? where's my evil beautiful man
ReplyDeleteIt's unjust!
DeleteBy the way, I'm fascinated by the starting areas in the DMG. From the get-go they tell you that THIS IS GOING TO BE A BIG DUNGEON. Lots of passages. Lots of doors.
ReplyDeleteAnd their shapes... Only number 4 is "regular", the rest are these weird spaceship corridors.
This is a great resource!
ReplyDelete