
AC 8 (-5 dex, +3 natural), touch 5, flat-footed 8 īase Atk +1 Grp -4 Atk - Full Atk - Space/Reach 5 ft./0 ft. Unlocked Good Wooden Door (hard 5, 15 hp) (slides down, +1 to break DC) Someone has scrawled "two, two, one, four" in draconic script on the west wall, A rusted chain shirt lies in the southwest corner of the room 1 x Shrieker (fungus) Shrieker: CR 1 Medium plant HD 2d8+2 hp 11 Init -5 Spd 0 ft. squares) Search DC 24 Disable Device DC 19 → Leads to room #3 deep (2d6, fall) multiple targets (first target in each of two adjacent 5 ft.

Trapped and Stuck Simple Wooden Door (break DC 13 hard 5, 10 hp) Ⓣ Camouflaged Pit Trap: CR 2 mechanical location trigger manual reset DC 20 Reflex save avoids 20 ft. Unlocked Strong Wooden Door (hard 5, 20 hp) Idol of Evil: CR 3 magic device touch trigger (detect good) automatic reset inflict wound (2d6 damage, DC 10 Will save for half damage) Search DC 20 Disable Device DC 22ġ x Homunculus, actively patrolling their territoryġ x Grimlock, consumed by disease and madnessġ x Large Monstrous Centipede (vermin), wandering senselesslyġ x Shrieker (fungus), bloodied and fleeing a more powerful enemyĤ x Human Commoner Zombie, returning to their lair with plunderġ x 1st Level Warrior Drow (elf), returning to their lair with plunder It may be possible to create a second loop in room_random_selection to attribute room for each exit of the room but kind of hard given you wont /Īccess obj's room to know how much exit there are x)Īnother idea : when entering room, run a script "give_room_to_exits" looping on each obj_exit and setupping obj_exit.Uneven Flagstone (Balance DC 10 to charge or run)Īverage Shadowy (phosphorescent fungus or candles every 20 ft.) 1/5 (for instance)įinally it's only a begin to end room generator but still i hope it will helps you. In the end you have in the editor, room_premade_001, 002, 003 ,004, 100Īnd in the end the player will encounter room 002 004 005 006.

When ending the first room, go to the second room of the ds_list, etc. Then when you start the game, go into the first room of the ds_list,

In this script it's possible to create a ds_list and loop on rooms name room_premade_xxx and randomly ad them to the ds_list, the ds_list must be global or in a simpleton object (= obj_system for instance, and you only got one) Then, create a script named "room_random_selection" I think you should, as you said, create your own room and name them something like room_premade_001, room_premade_002 an so on. ( i am using gm1.4 atm so i am not sure my answer will be 100% accurate)
