Tworzenie losowych lochów.pdf

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Connecting Areas
When your map is done, consider adding doors between
chambers and passages that are next to each other but
otherwise not connected. Such doors create more paths
through the dungeon and expand players’ options.
If your dungeon consists of more than one level, be
sure that any stairs, pits, and other vertical passages
line up between levels. If you’re using graph paper,
lay a new page on top of your existing map, mark the
locations of stairs and other features shared by the two
levels, and begin mapping the new level.
Stocking a Dungeon
Creating a map for your dungeon is only half the fun.
Once you have the layout, you need to decide what
challenges and rewards are to be found in the dungeon’s
passages and chambers. Any reasonably large space
should be stocked with interesting sights, sounds,
objects, and creatures.
You don't need to have every last detail of your
dungeon plotted out. You can get by with nothing more
than a list of monsters, a list of treasures, and a list of
one or two key elements for each dungeon area.
section of chapter 5, “Adventure Environments,” has its
own table featuring chambers geared to the dungeon’s
purpose. For example, if you’re building a tomb, use the
Dungeon: Tomb table to help you determine the purpose
of each chamber. These dungeon-specific tables are
followed by the General Dungeon Chambers table,
which you can use if your dungeon isn’t an exact fit for
one of the standard types of dungeon or if you want to
mix things up.
Relying on random rolls to stock an entire dungeon
can lead to incongruous results. A tiny room might end
up being identified as a temple, while the huge chamber
next door serves as storage. It can be fun to try to make
sense of such strange design ideas, but make changes
as you see fit. You can set aside a few key rooms and
create specific contents for them.
Dungeon: Death Trap
d20
1
2–8
9–11
Purpose
Antechamber or waiting room for spectators
Guardroom fortified against intruders
Vault for holding important treasures, accessible
only by locked or secret door (75 percent chance
of being trapped)
Room containing a puzzle that must be solved to
bypass a trap or monster
Trap designed to kill or capture creatures
Observation room, allowing guards or spectators
to observe creatures moving through the dungeon
Chamber Purpose
A room’s purpose can help determine its furnishings
and other contents.
For each chamber on your dungeon map, establish its
purpose or use the tables below to generate ideas. Each
type of dungeon described in the “Dungeon Purpose”
12–14
15–19
20
292
APPENDIX A | RANDOM DUNGEONS
Dungeon: Lair
d20
1
2
3
4
5
6
7
8–9
10
11
12
13–14
15
16
17
18
19
20
Purpose
Armory stocked with weapons and armor
Audience chamber, used to receive guests
Banquet room for important celebrations
Barracks where the lair’s defenders are quartered
Bedroom, for use by leaders
Chapel where the lair’s inhabitants worship
Cistern or well for drinking water
Guardroom for the defense of the lair
Kennel for pets or guard beasts
Kitchen for food storage and preparation
Pen or prison where captives are held
Storage, mostly nonperishable goods
Throne room where the lair’s leaders hold court
Torture chamber
Training and exercise room
Trophy room or museum
Latrine or bath
Workshop for the construction of weapons, armor,
tools, and other goods
Dungeon: Planar Gate
d100
01–03
04–08
09–10
11–19
20–23
24–30
31–35
36–38
39
40–41
42–47
48–50
51–55
56–57
58–59
60–67
68–72
73–77
78–80
81–85
86–87
88–90
91
Purpose
Decorated foyer or antechamber
Armory used by the portal’s guardians
Audience chamber for receiving visitors
Barracks used by the portal’s guards
Bedroom for use by the high-ranking members of
the order that guards the portal
Chapel dedicated to a deity or deities related to
the portal and its defenders
Cistern providing fresh water
Classroom for use of initiates learning about the
portal’s secrets
Conjuring room for summoning creatures used to
investigate or defend the portal
Crypt where the remains of those that died
guarding the portal are kept
Dining room
Divination room used to investigate the portal and
events tied to it
Dormitory for visitors and guards
Entry room or vestibule
Gallery for displaying trophies and objects related
to the portal and those that guard it
Guardroom to protect or watch over the portal
Kitchen
Laboratory for conducting experiments relating to
the portal and creatures that emerge from it
Library holding books about the portal’s history
Pen or prison for holding captives or creatures
that emerge from the portal
Planar junction, where the gate to another plane
once stood (25 percent chance of being active)
Storage
Strong room or vault, for guarding valuable
treasures connected to the portal or funds used to
pay the planar gate’s guardians
Study
Torture chamber, for questioning creatures
that pass through the portal or that attempt to
clandestinely use it
Latrine or bath
Workshop for constructing tools and gear needed
to study the portal
Dungeon: Maze
d20
1
2–5
6–10
11
12
13–14
15–18
19
20
Purpose
Conjuring room, used to summon creatures that
guard the maze
Guardroom for sentinels that patrol the maze
Lair for guard beasts that patrol the maze
Pen or prison accessible only by secret door, used
to hold captives condemned to the maze
Shrine dedicated to a god or other entity
Storage for food, as well as tools used by the maze’s
guardians to keep the complex in working order
Trap to confound or kill those sent into the maze
Well that provides drinking water
Workshop where doors, torch sconces, and other
furnishings are repaired and maintained
Dungeon: Mine
d20
1–2
3
4
5
6–7
8
9
10–15
16
17
18–19
20
Purpose
Barracks for miners
Bedroom for a supervisor or manager
Chapel dedicated to a patron deity of miners,
earth, or protection
Cistern providing drinking water for miners
Guardroom
Kitchen used to feed workers
Laboratory used to conduct tests on strange
minerals extracted from the mine
Lode where metal ore is mined (75 percent chance
of being depleted)
Office used by the mine supervisor
Smithy for repairing damaged tools
Storage for tools and other equipment
Strong room or vault used to store ore for
transport to the surface
92–93
94
95–98
99–00
APPENDIX A | RANDOM DUNGEONS
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