Dungeons
Dungeons are the archetypal adventure location. They are dark, dangerous, and full of treasure. Dungeon implies it can be found underground but that's not always the case. They can be found in the wilderness, in the sky, or even in the ocean. They're a series of linked rooms with challenges and dangers that the party must navigate to reach the end or defeat the boss..
In Overhill & Underdale there a few different ways to adventure in a dungeon:
- Random Pointcrawl Dungeon
- Pre-made dungeons
Random Point Crawl Dungeon Generation
Random pointcrawl dungeons use a technique similiar to what is described on Merkmail to randomly generate a dungeon. It focuses on building up the 'network graph' of the dungeon rather then creating a 'concrete' map as described by Merkmail.
Every dungeon will have a set of tables that are used for that dungeon. While some are generic such as the exits table others are specific to the dungeon such as the room contents table. These should be organized thematically.
You can either hand draw these or use a tool like TlDraw,Excalidraw, DrawIo, or MermaidJS to create them. The examples below are created with MermaidJS.
Starting a dungeon
The initial room should be labeled with a 1 as it is the entrance to the dungeon. No events happen here so you'll next determine the number of exits from the room. Roll 2d6 and consult the table below:
| Roll | Exits |
|---|---|
| 2 | 1 |
| 3-5 | 2 |
| 6-8 | 3 |
| 9-11 | 4 |
| 12 | 0 |
Then draw a line out from the entrance for each like this:
graph LR
1[Entrance] --- 2[Room 2]:::hidden;
1 --- 3[Room 3]:::hidden;
1 --- 4[Room 4]:::hidden;
classDef hidden display: none;
TODO: Locked doors
Then the party should choose which door they're going through. Once you do draw another room at the end of the line and label it with the next number in the sequence. Roll on the exits table to determine how many exits the room has and repeat the process.
graph LR
1[Entrance] --- 2[Room 2];
1 --- 3[Room 3]:::hidden;
1 --- 4[Room 4]:::hidden;
2 --- 5[Room 5]:::hidden;
2 --- 6[Room 6]:::hidden;
classDef hidden display: none;
Room Contents
For this example we'll use a Gobbo themed dungeon. The rooms will be filled with goblins and goblin related things. In this dungeon you'll encounter Gobbos(wild goblins) as well as their pets and traps.
| Roll (2d6) | Contents |
|---|---|
| 2 | Empty |
| 3 | 1d6 Gobbos, 1 Gobbo Bone Shaman |
| 4 | 1d6 Gobbos, 1 Gobbo Bone Shaman, 1d4 Gobbo Dogs |
| 5 | 1d6 Gobbos, 1 Gobbo Bone Shaman, 1d4 Gobbo Dogs, 1 Gobbo Trap |
| 6 | 1d4 Gobbos, 1d4 Gobbo Archers |
| 7 | 1d4 Gobbos, 1d4 Gobbo Archers, 1d4 Gobbo Dogs |
| 8 | 1d6 Gobbos, 1 Gobbo Warchief |
| 9 | 1d8 Gobbos, 1 Gobbo Warchief, 1d4 Gobbo Archers |
| 10 | 1 Gobbo Warmonger, 1d6 Gobbos |
| 11 | 1 Gobbo Warmonger, 1d4 Gobbos, 1d4 Gobbo Archers |
| 12 | 1 Gobbo GrandGobbo, 2d4 Gobbos |