Dungeon Generation

Each session takes place in a new dungeon and the dungeon is randomly generated as the characters reveal new areas, using the tables on the following page. If characters go up or down some stairs the expected encounter level of monsters decreases or increases by one. Unless a special condition mandates otherwise there is assumed to be adequate lighting for human vision.

Although the word “monsters” is used throughout, not all encountered NPCs should be wholly hostile to the party.

Corridor Generation

Roll 1d3 for length (in sections). Then roll 1d20 for an ending. Next roll 1d6-2 for the number of turnings. For each of these determine which sort of turning it is by rolling 1d12 on the turnings table. Lastly roll 1d10 for features.

Room Generation
Rooms come in four flavours – normal rooms need no explanation, lairs are rooms that are the homes to monsters, funky rooms are something unusual and cool (and possibly deadly) of the GM-de-jours invention, and quest rooms are where missions are likely to advance.

Roll 1d20 for room type. There are 1d3 doors (excluding the one the room was entered by). For each roll 1d12 to determine its type. Lastly roll 1d10 for room contents, rolling twice if this is a quest room. A roll of stuff indicates loot above and beyond that which monsters normally carry and should be rolled on the treasure table (DMG p170) but with all values halved and half the items removed.

Wandering Monsters

Wandering monsters should be fairly common in HackQuest, although the details are left up to the GM-de-jour. One option is to have a fixed chance, say 10%, of encountering monsters every time period, say 10 minutes. Another is for the GM-de-jour to determine what the next wandering monster will be, and then use it’s listen or spot checks when the party performs some loud or obvious action to see if the monster observes them.

Dungeon Generation

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