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==Dungeon Generation== For the theme of the dungeon, either pick one off the top of your head, or just roll a D6 and check the chart * on a 1 - Forest * on a 2 - Fire * on a 3 - Water * on a 4 - Ice * on a 5 - Wind * on a 6 - Shadow All players start in a room with 4 exits. This room should be marked in some way to signify that it is the starting room, eventually it will let players jump between dungeons they've discovered. Every time a player enters a new room the GM rolls some dice, listed below '''To Determine the Number of Exits the Room has''' - a D6 is rolled. * on a 1 - the room has one door, the entrance * on a 2 - the room has two doors, including the entrance * on a 3 - the room has three doors, including the entrance * on a 4 - the room has four doors on all sides * on a 5 - the room has three doors including the entrance, one is locked * on a 6 - the room has four doors, two are locked '''To Determine the Type of Room''' - a D6 is rolled * on a 1 or 2 - Combat Room - the doors are locked until players defeat a number of enemies. Defeating all the enemies may give a reward such rupees or a key. * on a 3 or 4 - Trap Puzzle Room - the doors are locked until players solve the puzzle. Solving the puzzle also gives some sort of reward, usually rupees or keys. * on a 5 - Obstacle Course Room - navigation throughout the room relies on jump and climb checks, a switch may be present near the end that disables the obstacles. If the room has 1 door, reroll. * on a 6 - Reward Puzzle Room - a puzzle or combat of the GM's choosing, should be optional to the party. Rewards for this room to be usable items or heart pieces. ''note1- locked doors SHOULD lead to a reward puzzle room of some sort'' ''note2- be stingy on giving out keys'' '''To Determine the Difficulty of the Room/How Good the Reward Is'''- Roll D6s equal to the total number of rooms currently in the dungeon. * <10 - Piss easy. A typical monster encounter may be a few Bokoblins, Keese, or Stalchilds. The typical reward is rupees, if any. * 11-20 - Standard fare. Monsters encountered include Moblins, Stalfos, Special keese, and wallmasters. rewards tend to be keys, rupees, or low tier items. * 21-30 - Challenging. Monsters encountered in include Re-deads, Darknuts, Gibido, Lizalfos, Like-Likes, and Poes. Rewards are either keys, a large amount of rupees, and mid tier items. * 31-40 - Difficult. Monsters encountered are usually mobs of challenging monsters, or a single mini-boss. Rewards are upper end items, such as upgrades. * 41+ Very Difficult. The first room with a rating of 41 or higher automatically gets four doors, one of them leading to a boss. this door is locked and requires a boss key to open. Rewards for these rooms is the boss key, subsequent rewards are either heart pieces or rupees. ''note1- should the first 41+ rating room be sandwiched between four other preexisting rooms, place the boss room somewhere else on the dungeon and place a teleport leading to it. the teleport requires the boss key to activate. ''note2 -after five 41+ checks, if players have the boss key but have not approached the boss, the boss comes to them. make it as dramatic as possible ''
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