Environs
The location of the dungeon will affect what sorts of architecture and setting the dungeon has, and will flavor the inhabitants.
Roll d8:
1- Treetop Forest
2- Murky Forest/Swamp
3- Cold Tundra/Glacier
4- Cool Water
5- Sandy
6- Lava
7- Dusty/Crystal Caves
8- Roll twice/pick
Mechanisms
These are the gimmicky methods of solving puzzles or unlocking more of the temple dungeon.
Roll d10:
1- Wind
2- Cogs
3- Fluid
4- Light
5- Sound
6- Heat
7- Energy Circuits
8- Magnets
9- Weights
10- Roll twice
Enemy type (d12):
1- Shambling Dead
2- Imps
3- Cats
4- Lizards
5- Elementals/Golems
6- Slime Balls
7- Birds/Bats
8- Summoners (roll again for their conjurations)
9- Armored Knights
10- Roll again; 1-2 humanoid 3-4 mutant 5-6 skeletal versions
11- Roll on ally table; dark version
12- Roll twice, two groups combined
Ally type (d12):
1- Stereotypically Gay Pirates
2- Ghosts
3- Local NPC (Farmer etc)
4- Bats
5- An old enemy NPC
6- Useless Fairy
7- Single Mysterious Denizen
8- Monkeys
9- Benign Flora
10- Gentle Giant
11- Roll on enemy table; they are good here
12- Roll twice
Boss (d12):
1- Octopus
1- Octopus
2- Flying Serpent Dragon
3- Master Swordsman
4- One-Eyed Moth/Flower
5- Siege Roc
6- Giant Centipede
7- Floaty Skull/Hands
8- Conglomerated Spirits/Possessed Lantern
9- Shai Hulud
10- Monstrous Marionette
11- Warboar-riding King
12- Giant version of 1-4 enemies 5-6 allies
Tactics (roll d6):
1- Hit and run melee
2- Projectile strafing
3- Stationary with area effect attacks
4- Unconventional dodging (fly, dematerialize, teleport)
5- No attacks, just patterned movement through environmental hazards
6- Fill in the blank
Gimmick to defeat (roll d6)
1- Dead man’s volley (i.e. fireballs, rocks)
1- Dead man’s volley (i.e. fireballs, rocks)
2- Hit specific spot (large eye, exposed heart, etc)
3- Dodge specific attack (charges into wall, smacks self)
4- Use appropriate damage type when opportune (cut strings, burn fur)
5- Destroy other thing to weaken (smash eggs/machinery/phylactery; kill young)
6- Make up something else, ya nerd
Unfortunately there isn’t a quick and dirty way to make Zeldesque traps and puzzles, which are the real reason you would want a dungeon like this. One could go through every temple and strip mine their puzzles, removing specifics - but I’m a doctor Jim, not a miracle worker.
Check G+ for an example roll
Check G+ for an example roll
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