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Random dungeon room contents
Random dungeon room contents








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.

random dungeon room contents

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.

random dungeon room contents

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,

random dungeon room contents

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)










Random dungeon room contents