I’m looking at the Last-Minute d6 Dungeons series (links below) and wanting to simplify it some more… but also, wanting to make it more readable.
Here’s what I mean: I plan on creating customizable dungeon maps that use these techniques. It would help people a lot if I could put an instruction right on the map, so that the GM using it wouldn’t need to turn back to an instructions page. Instead, the introduction would give a couple simple icons and how to interpret them.
Example A: Side Passages
The glyph for this shows three boxes, each representing a d6. The position of each door or doorway along the main corridor is the position of each d6, in order.
Look for the lowest d6 roll first.
- If it is Odd, the exits start on the North or West side of the corridor.
- If it is Even, the exits start on the South or East side of the corridor.
If the second or third exits exist, it will be on the same side as the first exit if the d6 that represents it is odd, or the opposite side if the d6 is even.
(There would, of course, be another glyph for tunnels that run vertical on the map instead of horizontal, but I didn’t make one yet. It would look like the above glyph, but rotated 90 degrees.)
Example B: Tunnel Junctions
Same 3d6 roll as for Side Passages, but the position of each d6 is the order of branches or exits clockwise around the compass. (This is what the curved “triangle” represents.)
- If two of the dice match, the d6 that doesn’t match tells you which direction to skip (left, middle, right.) Branches or exits will be in the other two directions, in clockwise order.
- If all the dice match, roll another d6 and check the result: 1-2 = turn left, 3-4 = middle or straight, 5-6 = turn right.
In either Example A or Example B, the number of matches tells which table to use to look up the d6 result (loose, doubles, or triples,) as per the Drop Dice Exits post.
Links to Last-Minute d6 Dungeons series:
This work is licensed under a Creative Commons
(CC BY-NC-SA 4.0) license.