ChatGPT uses – random tables

Things along these lines:

please continue as above, starting at 22
22: {
'6th Level': 'Spiritwrack',
'7th Level': None,
'8th Level': None,
'9th Level': None
},
23: {
'6th Level': 'Stone To Flesh',
'7th Level': None,
'8th Level': None,
'9th Level': None
},
24: {
'6th Level': 'Tenser's Transformation',
'7th Level': None,
'8th Level': None,
'9th Level': None
}
}




please continue as above, starting at 17
Sure, here is the python dictionary for the table starting at level 17:

python
Copy code
spells = {
    6: {
        '17': 'Otiluke\'s Freezing Sphere',
        '18': 'Part Water',
        '19': 'Project Image',
        '20': 'Reincarnation',
        '21': 'Repulsion',
        '22': 'Spiritwrack',
        '23': 'Stone To Flesh',
        '24': 'Tenser\'s Transformation'
    },
    7: {
    },
    8: {
    },
    9: {
    },
}
Please note that the numbers in the outermost dictionary are the spell level and the numbers in the innermost dictionaries are the spell numbers.





can you give me the full 7th 8th and 9th levels as above?
Sure, here is the full python dictionary for the 7th, 8th, and 9th levels:

python
Copy code
{
    7th Level: {
    '1': 'Anti-Magic Shell',
    '2': 'Bigby's Grasping Hand',
    '3': 'Bigby's Forceful Hand',
    '4': 'Control Weather',
    '5': 'Death Spell',
    '6': 'Disintegrate',
    '7': 'Enchant An Item',
    '8': 'Extension III',
    '9': 'Geas',
    '10': 'Glassee',
    '11': 'Globe Of Invulnerability',
    '12': 'Guards And Wards',
    '13': 'Invisible Stalker',
    '14': 'Legend Lore',
    '15': 'Lower Water',
    '16': 'Monster Summoning IV',
    '17': 'Move Earth',
    '18': 'Otiluke's Freezing Sphere',
    '19': 'Part Water',
    '20': 'Project Image',
    '21': 'Reincarnation',
    '22': 'Repulsion',
    '23': 'Spiritwrack',
    '24': 'Stone To Flesh',
    '25': 'Tenser's Transformation'
    },
    8th Level: {
    '1': 'Antipathy/Sympathy',
    '2': 'Cacodemon',
    '3': 'Bigby's Clenched Fist',
    '4': 'Bigby's Crushing Hand',
    '5': 'Charm Plants',
    '6': 'Clone',
    '7': '



please finish the table from 3 responses ago that ended at 21: {
'Move Earth': '',
'Vanish': '',
'Trap The Soul': '',
},
22: {
'Otiluke's Freezing Sphere': '',
'Part Water': '',
'Project Image': '',
'Reincarnation': '',
'Repulsion': '',
'Spiritwrack': '',
'Stone To Flesh': '',
'Tenser's Transformation': '',
},
23: {
'Anti-Magic Shell': 'Bigby's Grasping Hand',
'Bigby's Forceful Hand': 'Cacodemon',
'Control Weather': 'Charm Plants',
'Death Spell': 'Delayed Blast Fireball',
'Disintegrate': "Drawmij's Instant Summons",
'Enchant An Item': 'Duo-Dimension',
'Extension III': 'Limited Wish',
'Geas': 'Mass Invisibility',
'Glassee': 'Monster Summoning V',
'Globe Of Invulnerability': "Mordenkainen's Sword",
},




The below, for if I want to rewrite to lazily add to my generic shared host here.

convert this python function to perl     def random_check():
        pc_dict = {}
        pc = roll_dice(1,20)
        
        if pc <= 2:
            pc_dict['direction'] = 'ahead'
            pc_dict['check'] = 6
        elif pc >= 3 and pc <= 5:
            pc_dict['direction'] = 'exit'
            pc_dict['check'] = 6
        elif pc >= 6 and pc <= 10:
            pc_dict['direction'] = 'side'
            pc_dict['check'] = 3
        elif pc >= 11 and pc <= 13:
            pc_dict['direction'] = 'turn'
            pc_dict['check'] = 3
        elif pc >= 14 and pc <= 16:
            pc_dict['direction'] = 'room'
            pc_dict['check'] = 3
        elif pc == 17:
            pc_dict['direction'] = 'level'
            pc_dict['check'] = 'up_down'
            if LEVEL == "N": #make this what you like or could be config
                pc_dict['direction'] = 'room'
                pc_dict['check'] = 3
        elif pc == 18:
            pc_dict['direction'] = 'stop'
            pc_dict['check'] = 'spy_things'
        elif pc == 19:
            pc_dict['direction'] = 'bad_things'
            pc_dict['check'] = 3
        elif pc == 20:
            pc_dict['direction'] = 'random_encounter'
            pc_dict['check'] = 'roll_again'
            

        if VERBOSITY:
            print("RANDOM_CHECK",pc, pc_dict['direction'])

        #test purposes
        #pc_dict['direction'] = 'ahead'

        return pc_dict
sub random_check {
my $pc_hash = {};
my $pc = roll_dice(1,20);

if ($pc <= 2) {
$pc_hash->{'direction'} = 'ahead';
$pc_hash->{'check'} = 6;
} elsif ($pc >= 3 && $pc <= 5) {
$pc_hash->{'direction'} = 'exit';
$pc_hash->{'check'} = 6;
} elsif ($pc >= 6 && $pc <= 10) {
$pc_hash->{'direction'} = 'side';
$pc_hash->{'check'} = 3;
} elsif ($pc >= 11 && $pc <= 13) {
$pc_hash->{'direction'} = 'turn';
$pc_hash->{'check'} = 3;
} elsif ($pc >= 14 && $pc <= 16) {
$pc_hash->{'direction'} = 'room';
$pc_hash->{'check'} = 3;
} elsif ($pc == 17) {
$pc_hash->{'direction'} = 'level';
$pc_hash->{'check'} = 'up_down';
if ($LEVEL eq "N") {
$pc_hash->{'direction'} = 'room';
$pc_hash->{'check'} = 3;
}
} elsif ($pc == 18) {
$pc_hash->{'direction'} = 'stop';
$pc_hash->{'check'} = 'spy_things';
} elsif ($pc == 19) {
$pc_hash->{'direction'} = 'bad_things';
$pc_hash->{'check'} = 3;
} elsif ($pc == 20) {
$pc_hash->{'direction'} = 'random_encounter';
$pc_hash->{'check'} = 'roll_again';
}

if ($VERBOSITY) {
print "RANDOM_CHECK $pc $pc_hash->{'direction'}\n";
}

return $pc_hash;
}




I had already done monsters before I thought of this - and they were standard mostly, so a parser did all 10 levels reasonbly well.
Did magic items and spells with ChatGPT assistance.  Possibly not lots and lots quicker - but easier on the fingers and wrists.

The 1000 Dungeon Project

Thanks to the AD&D Random Dungeon Generator I wrote https://github.com/bluetyson/ADnD1e-Random-Dungeon-Generator, I can parallelise, so doing this only takes less than a minute.

The basic random walk theory these talk is ‘Ahead’ is the y positive direction and always follow exits – e.g. stairs down (and can go up sometimes too).

The first 1000 dungeons I have done with 10 Periodic Checks as the DMG table calls them. e.g. a roll on the main table.

Here’s a summary :-

https://docs.google.com/spreadsheets/d/1kpZhtAO4cLtyLnh6bCCRVdigOL8jbjAFJ6CFyEZ2cX8/edit?usp=sharing

Wandering Monster Totals
Wandering Monster XP histogram
Monster numbers
Monster XP histogram
Rooms

Here you can have the situation if you find an empy room it can have secret doors – beyond which are more rooms, which can have secret doors if empty – I have it so it follows that stack down, then goes back – e.g. Rooms are the interesting thing.

So with 10 checks, a couple of rooms is likely.

In fact, here are the medians for this batch of 1000:

monster_xp                            0.0
wm_xp                                 0.0
monster_total                         0.0
wm_total                              0.0
traps                                 1.0
rooms                                 2.0
total_treasure_copper                 0.0
total_treasure_silver                 0.0
total_treasure_electrum               0.0
total_treasure_gold                   0.0
total_treasure_platinum               0.0
total_treasure_gems                   0.0
total_treasure_jewellery              0.0
total_treasure_magic                  0.0
total_treasure_monster_copper         0.0
total_treasure_monster_silver         0.0
total_treasure_monster_electrum       0.0
total_treasure_monster_gold           0.0
total_treasure_monster_platinum       0.0
total_treasure_monster_gems           0.0
total_treasure_monster_jewellery      0.0
total_treasure_monster_magic          0.0
wm_total_treasure_copper              0.0
wm_total_treasure_silver              0.0
wm_total_treasure_electrum            0.0
wm_total_treasure_gold                0.0
wm_total_treasure_platinum            0.0
wm_total_treasure_gems                0.0
wm_total_treasure_jewellery           0.0
wm_total_treasure_magic               0.0
Coins                                11.0
Gems                                  0.0
Jewellery                             0.0
Magic                                 0.0
Total Gold Equivalent                21.5
x                                    13.0
y                                    16.0
z                                     1.0

Median room size is 13 by 16 – y dimensions are likely to be bigger.

So if we call a median room an exemplar, let’s have a look:

Selecting all the 13 by 16 the medians:
monster_xp                            0.0
wm_xp                                19.0
monster_total                         0.0
wm_total                              0.5
traps                                 0.0
rooms                                 3.5
total_treasure_copper                 0.0
total_treasure_silver                 0.0
total_treasure_electrum               0.0
total_treasure_gold                   0.0
total_treasure_platinum               0.0
total_treasure_gems                   0.0
total_treasure_jewellery              0.0
total_treasure_magic                  0.0
total_treasure_monster_copper         0.0
total_treasure_monster_silver         0.0
total_treasure_monster_electrum       0.0
total_treasure_monster_gold           0.0
total_treasure_monster_platinum       0.0
total_treasure_monster_gems           0.0
total_treasure_monster_jewellery      0.0
total_treasure_monster_magic          0.0
wm_total_treasure_copper              0.0
wm_total_treasure_silver              0.0
wm_total_treasure_electrum            0.0
wm_total_treasure_gold                0.0
wm_total_treasure_platinum            0.0
wm_total_treasure_gems                0.0
wm_total_treasure_jewellery           0.0
wm_total_treasure_magic               0.0
Coins                                60.0
Gems                                  0.0
Jewellery                             0.0
Magic                                 0.0
Total Gold Equivalent                60.0
x                                    13.0
y                                    16.0
z                                     2.0
Periodic Checks                      10.0

So these are therefore likely to have an exit to level 2 – [z = 2]

The distribution of area of the Dungeons:

Dungeon area, x by y by z

Here are the individual stats for the Dungeons:

https://docs.google.com/spreadsheets/d/1rbTE5-d4ju9nuQC57Dt8rCNPvuNbW3VR-JA7iAMqyvc/edit?usp=sharing

Textmapper with Gridmapper

Making SVG maps from icons based on coordinates

Example data file: https://campaignwiki.org/contrib/gridmapper-example.txt

https://campaignwiki.org/text-mapper

GitHub

https://github.com/kensanata/hex-mapping

There’s a git repository for the perl library version at the campaignwiki link,too. I should see if my generic shared hosting here can handle that sometime.

AD&D 1e Random Dungeon Generator Binder

So you can run this in a browser:

https://mybinder.org/v2/gh/bluetyson/ADnD1e-Random-Dungeon-Generator/HEAD

  • click the above to fire up a web container environment that lets you run this in your browser
  • you get jupyterlab, just click on the terminal link at the lower left and then type ‘python dungeon.py 1’ [or however many rolls as you like] and the files created will also be in the main directory, one for each dungeon level. 

Random rivers

Some more additions to basic dungeons, should be able to get rivers and chasms in corridors:- e.g. if blue Cri = river, Cbr = river with bridge across. https://github.com/bluetyson/ADnD1e-Random-Dungeon-Generator

DUNGEON
BBCOCBB
BCriCCCCbrB
CCriCCbrCCbrC
CCriCCCCbrC
CCriCBCCbrC
CCriCBCCbrC
CCriBBBCbrC
CBBBBBC

Advanced Dungeons and Dragons 1st Edition Random Dungeon Generator

I have started on this and only now and again for a few days, given ran out of holidays and had to go back to work a week or so ago.

However, it is doing the basics.

https://github.com/bluetyson/ADnD1e-Random-Dungeon-Generator

What it is not is something that generates a box image and fills it in a la donjon or others. It is a translation of the procedural tables. The TLDR version is it can do X number of rolls. If a stair/elevator or whatever goes down, it follows that and keeps going. If empty rooms have secret doors, it will fill this in recursively, but not follow any of those randomly in particular. The key output is being used for debugging, but will be turned into room descriptions. Rooms can ‘not fit’ and be chopped off, so the default size might not reflect the plot.

Definitely bugs here or there as just started, and some events are pretty rare so there will be plenty of oddball edge cases. Things I am aware on and working on eventually are here https://github.com/bluetyson/ADnD1e-Random-Dungeon-Generator/issues

e.g. no actual rolled monsters/treasure from DMG tables as yet. No Pools, that sort of thing.

Basic legend code is at the bottom

Here’s a level 1 and level 7 from a 200 ‘Rolls’ test. Level 7 being the one the players would want to get to.

DUNGEON
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBCBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBCstBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBCBBCBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBDCDBBCBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBDDCBBCBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBR1R1CBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBR1R1R1OR1R1R1R1R1R1BBBBBBBBBBBBBBBBBBBBBBBBBB
BBBR1R1R1R1R1R1R1R1R1R1BBBBBBBBBBBBBBBBBBBBBBBBBB
BBBR1R1R1R1R1R1R1R1R1R1BBBBBBBBBBBBBBBBBBBBBBBBBB
BBCR1R1R1R1R1R1R1R1R1R1BBBBBBBBBBBBBBBBBBBBBBBBBB
BCBR1R1R1R1R1R1R1R1R1R1BBBBBBBBBBBBBBBBBBBBBBBBBB
CBBR1R1R1R1R1R1R1R1R1R1BBBBBBBBBBBBBBBBBBBBBBBBBB
BBBR1R1R1R1R1R1R1R1R1R1BBBBBBBBBBBBBBBBBBBBBBBBBB
BBBR1R1R1R1R1R1R1R1R1R1CCCBBBBBBBBBBBBBBBBBBBBBBB
BBBR1R1R1R1R1R1R1R1R1R1BBBBBBBBBBBBBBBBBBBBBBBBBB
BBBR1R1R1R1R1R1R1R1R1R1BBBBBBBBBBBBBBBBBBBBBBBBBB
BBBR1R1R1R1R1R1R1R1R1R1BBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBCBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBCBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBCBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB

Key: 1

{‘shape’: ‘R’, ‘size’: [10, 13], ‘water’: ‘S’, ‘fancy_shape’: ‘H’, ‘contents’: {’empty’: ‘Y’}, ‘exits’: 4, ‘exitlocations’: {1: ‘R’, 2: ‘L’, 3: ‘O’, 4: ‘S’}, ‘exitdirections’: {1: ‘A’, 2: ’45BA’, 3: ‘A’, 4: ‘A’}}

Key: 2

{‘shape’: ‘R’, ‘size’: [3, 4], ‘fromdoor’: ‘Y’, ‘contents’: {‘monster’: {}, ‘treasure’: {‘type’: {‘copper’: 0, ‘silver’: 4400, ‘electrum’: 0, ‘gold’: 0, ‘platinum’: 0, ‘gems’: 0, ‘jewellery’: 0, ‘magic’: 0}, ‘store’: ‘Bloody Great Chests’, ‘protection’: ‘hide’, ‘hide’: ‘Secret room nearby’}}, ‘exits’: 1, ‘exitstype’: ‘door’, ‘exitlocations’: {1: ‘R’}, ‘exitdirections’: {1: ‘A’}}

Key: 3

{‘shape’: ‘R’, ‘size’: [9, 12], ‘water’: ‘S’, ‘fancy_shape’: ‘H’, ‘contents’: {’empty’: ‘Y’, ‘secret_door_dict’: {1: {(3, 6, -4): ‘xmin’, (2, 6, -4): {‘beyond’: ‘Room’, ‘loc’: ‘xminloc’}}, 2: {(3, 9, -4): ‘xmin’, (2, 9, -4): {‘beyond’: ‘Room’, ‘loc’: ‘xminloc’}}, 3: {(11, 0, -4): ‘xmax’, (12, 0, -4): {‘beyond’: ’45BA’, ‘loc’: ‘xmaxloc’}}, 4: {(11, 6, -4): ‘xmax’, (12, 6, -4): {‘beyond’: ‘A’, ‘loc’: ‘xmaxloc’}}, 5: {(11, 10, -4): ‘xmax’, (12, 10, -4): {‘beyond’: ’45BA’, ‘loc’: ‘xmaxloc’}}, 6: {(4, 0, -4): ‘ymin’, (4, -1, -4): {‘beyond’: ‘Room’, ‘loc’: ‘yminloc’}}, 7: {(6, 0, -4): ‘ymin’, (6, -1, -4): {‘beyond’: ‘Room’, ‘loc’: ‘yminloc’}}, 8: {(9, 0, -4): ‘ymin’, (9, -1, -4): {‘beyond’: ‘P’, ‘loc’: ‘yminloc’}}, 9: {(4, 10, -4): ‘ymax’, (4, 11, -4): {‘beyond’: ‘Room’, ‘loc’: ‘ymaxloc’}}, 10: {(8, 10, -4): ‘ymax’, (8, 11, -4): {‘beyond’: ‘P’, ‘loc’: ‘ymaxloc’}}, 11: {(9, 10, -4): ‘ymax’, (9, 11, -4): {‘beyond’: ‘A’, ‘loc’: ‘ymaxloc’}}}, ‘secret_door_count’: 11}, ‘exits’: 0, ‘secretdoors’: ‘check’, ‘exitlocations’: {}, ‘exitdirections’: {}}

Key: 4

{‘shape’: ‘R’, ‘size’: [1, 2], ‘contents’: {’empty’: ‘Y’, ‘secret_door_dict’: {1: {(2, 7, -4): ‘xmin’, (1, 7, -4): {‘beyond’: ‘Room’, ‘loc’: ‘xminloc’}}, 2: {(2, 7, -4): ‘ymax’, (2, 8, -4): {‘beyond’: ‘Room’, ‘loc’: ‘ymaxloc’}}}, ‘secret_door_count’: 2}, ‘exits’: 0, ‘secretdoors’: ‘check’, ‘exitlocations’: {}, ‘exitdirections’: {}}

Key: 5

{‘shape’: ‘R’, ‘size’: [2, 3], ‘contents’: {’empty’: ‘Y’}, ‘exits’: 3, ‘exitlocations’: {1: ‘L’, 2: ‘R’, 3: ‘O’}, ‘exitdirections’: {1: ’45AB’, 2: ‘A’, 3: ‘A’}}

Key: 6

{‘shape’: ‘R’, ‘size’: [2, 3], ‘contents’: {’empty’: ‘Y’}, ‘exits’: 2, ‘exitlocations’: {1: ‘O’, 2: ‘S’}, ‘exitdirections’: {1: ’45AB’, 2: ‘A’}}

Key: 7

{‘shape’: ‘R’, ‘size’: [1, 1], ‘fromdoor’: ‘Y’, ‘contents’: {’empty’: ‘Y’}, ‘exits’: 3, ‘exitlocations’: {1: ‘O’, 2: ‘O’, 3: ‘S’}, ‘exitdirections’: {1: ‘A’, 2: ’45AB’, 3: ‘A’}}

Key: 8

{‘shape’: ‘R’, ‘size’: [3, 3], ‘contents’: {’empty’: ‘Y’}, ‘exits’: 4, ‘exitlocations’: {1: ‘O’, 2: ‘L’, 3: ‘O’, 4: ‘O’}, ‘exitdirections’: {1: ’45BA’, 2: ‘A’, 3: ‘A’, 4: ‘A’}}

Key: 9

{‘shape’: ‘R’, ‘size’: [4, 4], ‘contents’: {‘trap’: {}}, ‘exits’: 2, ‘exitlocations’: {1: ‘O’, 2: ‘O’}, ‘exitdirections’: {1: ‘A’, 2: ‘A’}}

Key: 10

{‘shape’: ‘R’, ‘size’: [2, 2], ‘contents’: {‘monster’: {}, ‘treasure’: {‘type’: {‘copper’: 0, ‘silver’: 0, ‘electrum’: 0, ‘gold’: 0, ‘platinum’: 0, ‘gems’: 0, ‘jewellery’: 7, ‘magic’: 0}, ‘store’: ‘Stone Jars’, ‘protection’: ‘hide’, ‘hide’: ‘Magic: Invisibility’}}, ‘exits’: 1, ‘exitstype’: ‘door’, ‘exitlocations’: {1: ‘R’}, ‘exitdirections’: {1: ‘A’}}

Key: 11

{‘shape’: ‘R’, ‘size’: [3, 5], ‘contents’: {’empty’: ‘Y’}, ‘exits’: 1, ‘exitlocations’: {1: ‘O’}, ‘exitdirections’: {1: ‘A’}}

Key: 12

{‘shape’: ‘R’, ‘size’: [3, 5], ‘contents’: {’empty’: ‘Y’}, ‘exits’: 2, ‘exitlocations’: {1: ‘R’, 2: ‘S’}, ‘exitdirections’: {1: ’45BA’, 2: ‘A’}}

Key: 13

{‘shape’: ‘R’, ‘size’: [2, 3], ‘contents’: {‘treasure’: {‘type’: {‘copper’: 0, ‘silver’: 0, ‘electrum’: 0, ‘gold’: 0, ‘platinum’: 700, ‘gems’: 0, ‘jewellery’: 0, ‘magic’: 0}, ‘store’: ‘Coffers’, ‘protection’: ‘hide’, ‘hide’: ‘Secret: Loose stone – in wall’}, ‘secret_door_dict’: {1: {(13, 3, -7): ‘xmin’, (12, 3, -7): {‘beyond’: ‘Room’, ‘loc’: ‘xminloc’}}, 2: {(14, 4, -7): ‘xmax’, (15, 4, -7): {‘beyond’: ‘Room’, ‘loc’: ‘xmaxloc’}}}, ‘secret_door_count’: 2}, ‘exits’: 0, ‘secretdoors’: ‘check’, ‘exitlocations’: {}, ‘exitdirections’: {}}

Key: 14

{‘shape’: ‘R’, ‘size’: [2, 3], ‘contents’: {’empty’: ‘Y’}, ‘exits’: 1, ‘exitlocations’: {1: ‘R’}, ‘exitdirections’: {1: ‘A’}}

Key: 15

{‘shape’: ‘R’, ‘size’: [2, 2], ‘contents’: {‘treasure’: {‘type’: {‘copper’: 8000, ‘silver’: 0, ‘electrum’: 0, ‘gold’: 0, ‘platinum’: 0, ‘gems’: 0, ‘jewellery’: 0, ‘magic’: 0}, ‘store’: ‘Loose’, ‘protection’: ‘guard’, ‘guard’: ‘Poison needles: handle’}}, ‘exits’: 3, ‘exitlocations’: {1: ‘R’, 2: ‘R’, 3: ‘O’}, ‘exitdirections’: {1: ‘A’, 2: ‘A’, 3: ‘A’}}

Key: 16

{‘shape’: ‘R’, ‘size’: [4, 6], ‘contents’: {’empty’: ‘Y’, ‘secret_door_dict’: {1: {(14, 8, -7): ‘xmin’, (13, 8, -7): {‘beyond’: ’45BA’, ‘loc’: ‘xminloc’}}, 2: {(14, 6, -7): ‘ymin’, (14, 5, -7): {‘beyond’: ’45AB’, ‘loc’: ‘yminloc’}}}, ‘secret_door_count’: 2}, ‘exits’: 0, ‘secretdoors’: ‘check’, ‘exitlocations’: {}, ‘exitdirections’: {}}

Key: 17

{‘shape’: ‘R’, ‘size’: [4, 6], ‘contents’: {’empty’: ‘Y’}, ‘exits’: 3, ‘exitlocations’: {1: ‘O’, 2: ‘L’, 3: ‘O’}, ‘exitdirections’: {1: ‘A’, 2: ‘A’, 3: ‘A’}}

Key: 18

{‘shape’: ‘R’, ‘size’: [9, 13], ‘water’: ‘W’, ‘fancy_shape’: ‘H’, ‘contents’: {’empty’: ‘Y’}, ‘exits’: 1, ‘exitlocations’: {1: ‘S’}, ‘exitdirections’: {1: ‘A’}}

Key: 19

{‘shape’: ‘R’, ‘size’: [4, 6], ‘contents’: {’empty’: ‘Y’}, ‘exits’: 4, ‘exitlocations’: {1: ‘O’, 2: ‘O’, 3: ‘L’, 4: ‘O’}, ‘exitdirections’: {1: ‘A’, 2: ’45BA’, 3: ‘A’, 4: ’45AB’}}

Key: 20

{‘shape’: ‘R’, ‘size’: [2, 3], ‘contents’: {’empty’: ‘Y’, ‘secret_door_dict’: {}, ‘secret_door_count’: 0}, ‘exits’: 0, ‘secretdoors’: ‘check’, ‘exitlocations’: {}, ‘exitdirections’: {}}

Key: 21

{‘shape’: ‘R’, ‘size’: [3, 4], ‘fromdoor’: ‘Y’, ‘contents’: {‘monster’: {}, ‘treasure’: {‘type’: {‘copper’: 0, ‘silver’: 0, ‘electrum’: 0, ‘gold’: 1925, ‘platinum’: 0, ‘gems’: 0, ‘jewellery’: 0, ‘magic’: 0}, ‘store’: ‘Stone Jars’, ‘protection’: ‘hide’, ‘hide’: ‘Magic: Invisibility’}, ‘secret_door_dict’: {1: {(0, 8, -7): ‘xmin’, (-1, 8, -7): {‘beyond’: ‘Room’, ‘loc’: ‘xminloc’}}, 2: {(2, 8, -7): ‘xmax’, (3, 8, -7): {‘beyond’: ‘Room’, ‘loc’: ‘xmaxloc’}}, 3: {(0, 8, -7): ‘ymin’, (0, 7, -7): {‘beyond’: ‘A’, ‘loc’: ‘yminloc’}}, 4: {(0, 11, -7): ‘ymax’, (0, 12, -7): {‘beyond’: ’45AB’, ‘loc’: ‘ymaxloc’}}}, ‘secret_door_count’: 4}, ‘exits’: 0, ‘secretdoors’: ‘check’, ‘exitlocations’: {}, ‘exitdirections’: {}}

Key: 22

{‘shape’: ‘R’, ‘size’: [1, 2], ‘contents’: {’empty’: ‘Y’}, ‘exits’: 4, ‘exitlocations’: {1: ‘R’, 2: ‘L’, 3: ‘L’, 4: ‘S’}, ‘exitdirections’: {1: ’45BA’, 2: ‘A’, 3: ‘A’, 4: ’45BA’}}

Key: 23

{‘shape’: ‘R’, ‘size’: [2, 3], ‘contents’: {’empty’: ‘Y’}, ‘exits’: 1, ‘exitlocations’: {1: ‘R’}, ‘exitdirections’: {1: ’45AB’}}

Key: 24

{‘shape’: ‘R’, ‘size’: [1, 2], ‘fromdoor’: ‘Y’, ‘contents’: {’empty’: ‘Y’}, ‘exits’: 3, ‘exitlocations’: {1: ‘S’, 2: ‘O’, 3: ‘S’}, ‘exitdirections’: {1: ’45AB’, 2: ‘A’, 3: ‘A’}}

Key: 25

{‘shape’: ‘R’, ‘size’: [2, 3], ‘contents’: {’empty’: ‘Y’}, ‘exits’: 3, ‘exitlocations’: {1: ‘R’, 2: ‘L’, 3: ‘R’}, ‘exitdirections’: {1: ‘A’, 2: ’45AB’, 3: ‘A’}}

Key: 26

{‘shape’: ‘R’, ‘size’: [28, 39], ‘water’: ‘N’, ‘fancy_shape’: ‘H’, ‘contents’: {‘monster’: {}}, ‘exits’: 2, ‘exitlocations’: {1: ‘S’, 2: ‘L’}, ‘exitdirections’: {1: ’45BA’, 2: ‘A’}}

Key: 27

{‘shape’: ‘R’, ‘size’: [2, 2], ‘contents’: {‘treasure’: {‘type’: {‘copper’: 0, ‘silver’: 8000, ‘electrum’: 0, ‘gold’: 0, ‘platinum’: 0, ‘gems’: 0, ‘jewellery’: 0, ‘magic’: 0}, ‘store’: ‘Metal Urns’, ‘protection’: ‘hide’, ‘hide’: ‘Secret: Inside non-storage item’}}, ‘exits’: 1, ‘exitlocations’: {1: ‘O’}, ‘exitdirections’: {1: ’45BA’}}

Key: 28

{‘shape’: ‘R’, ‘size’: [4, 4], ‘contents’: {‘level’: {}}, ‘exits’: 4, ‘exitlocations’: {1: ‘O’, 2: ‘O’, 3: ‘L’, 4: ‘S’}, ‘exitdirections’: {1: ‘A’, 2: ’45BA’, 3: ‘A’, 4: ‘A’}}

Key: 29

{‘shape’: ‘R’, ‘size’: [4, 4], ‘contents’: {’empty’: ‘Y’}, ‘exits’: 2, ‘exitlocations’: {1: ‘O’, 2: ‘O’}, ‘exitdirections’: {1: ‘A’, 2: ’45BA’}}
DUNGEON
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBstCCCBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBR9R8R8R8pdBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBCCCR8R8R8CBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBR9R8R8R8CBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBR9R9CCCCCCBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBCBCR10mCBCBCBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBCCCR10R10jCBCBCBBBBBBBBBBB
BBBBBBBBBBBBBCCCpdBCwmCBCBBBCBCBBBBBBBBBB
BBBBBBBCBBCCCCR19R19wmBR14R13R13sdCCBCCCCCCCBBBBBBBB
BBCBBBCCCCBCBtdR19R19R19R19R14R13pR13R12CCdBBBR11R11R11BBBBBBBBB
BBBCBBCCCCCCCR20R19R19R19R19R17R17R16sdR12CCBBBR11R11R11BBBBBBBBB
BBBBCBCCCCCwmR24R20R19CCCR17R17R16CCCCCCR11R11R11BBBBBBBBB
BBCCCR22R21sdsdR21R21gsdR23wmtdR24BR19R19R19R19R17CR16sdR12R12R12CBCR11R11R11BBBBBBBBB
BBCCCR22R21R21R21mR23R23R25CBR19R19R19R19CR18R18R12R12R12CBBR11R11R11BBBBBBBBB
BBBBBBR21R21R21R23R23BCBBBCCBR18R18R18R18R18CBBBCBBBBBBBBBB
BBBBBBR21sdR21R21BBBCBBBBCBR18R18R18R18R18R18R18R18R18CBBBBBBBBBB
BBBBBBCBBBBBBBBBBBCR18R18R18R18R18R18R18R18R18CBBBBBBBBBB
BBBBBCBBBBBBBBBBBBBR18R18R18R18R18R18R18R18R18BBBBBBBBBBB
BBBBCBBBBBBBBBBBBBBR18R18R18R18R18R18R18R18R18BBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBR18R18R18R18R18R18R18R18R18BBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB

Key: 1

{‘shape’: ‘R’, ‘size’: [10, 13], ‘water’: ‘S’, ‘fancy_shape’: ‘H’, ‘contents’: {’empty’: ‘Y’}, ‘exits’: 4, ‘exitlocations’: {1: ‘R’, 2: ‘L’, 3: ‘O’, 4: ‘S’}, ‘exitdirections’: {1: ‘A’, 2: ’45BA’, 3: ‘A’, 4: ‘A’}}

Key: 2

{‘shape’: ‘R’, ‘size’: [3, 4], ‘fromdoor’: ‘Y’, ‘contents’: {‘monster’: {}, ‘treasure’: {‘type’: {‘copper’: 0, ‘silver’: 4400, ‘electrum’: 0, ‘gold’: 0, ‘platinum’: 0, ‘gems’: 0, ‘jewellery’: 0, ‘magic’: 0}, ‘store’: ‘Bloody Great Chests’, ‘protection’: ‘hide’, ‘hide’: ‘Secret room nearby’}}, ‘exits’: 1, ‘exitstype’: ‘door’, ‘exitlocations’: {1: ‘R’}, ‘exitdirections’: {1: ‘A’}}

Key: 3

{‘shape’: ‘R’, ‘size’: [9, 12], ‘water’: ‘S’, ‘fancy_shape’: ‘H’, ‘contents’: {’empty’: ‘Y’, ‘secret_door_dict’: {1: {(3, 6, -4): ‘xmin’, (2, 6, -4): {‘beyond’: ‘Room’, ‘loc’: ‘xminloc’}}, 2: {(3, 9, -4): ‘xmin’, (2, 9, -4): {‘beyond’: ‘Room’, ‘loc’: ‘xminloc’}}, 3: {(11, 0, -4): ‘xmax’, (12, 0, -4): {‘beyond’: ’45BA’, ‘loc’: ‘xmaxloc’}}, 4: {(11, 6, -4): ‘xmax’, (12, 6, -4): {‘beyond’: ‘A’, ‘loc’: ‘xmaxloc’}}, 5: {(11, 10, -4): ‘xmax’, (12, 10, -4): {‘beyond’: ’45BA’, ‘loc’: ‘xmaxloc’}}, 6: {(4, 0, -4): ‘ymin’, (4, -1, -4): {‘beyond’: ‘Room’, ‘loc’: ‘yminloc’}}, 7: {(6, 0, -4): ‘ymin’, (6, -1, -4): {‘beyond’: ‘Room’, ‘loc’: ‘yminloc’}}, 8: {(9, 0, -4): ‘ymin’, (9, -1, -4): {‘beyond’: ‘P’, ‘loc’: ‘yminloc’}}, 9: {(4, 10, -4): ‘ymax’, (4, 11, -4): {‘beyond’: ‘Room’, ‘loc’: ‘ymaxloc’}}, 10: {(8, 10, -4): ‘ymax’, (8, 11, -4): {‘beyond’: ‘P’, ‘loc’: ‘ymaxloc’}}, 11: {(9, 10, -4): ‘ymax’, (9, 11, -4): {‘beyond’: ‘A’, ‘loc’: ‘ymaxloc’}}}, ‘secret_door_count’: 11}, ‘exits’: 0, ‘secretdoors’: ‘check’, ‘exitlocations’: {}, ‘exitdirections’: {}}

Key: 4

{‘shape’: ‘R’, ‘size’: [1, 2], ‘contents’: {’empty’: ‘Y’, ‘secret_door_dict’: {1: {(2, 7, -4): ‘xmin’, (1, 7, -4): {‘beyond’: ‘Room’, ‘loc’: ‘xminloc’}}, 2: {(2, 7, -4): ‘ymax’, (2, 8, -4): {‘beyond’: ‘Room’, ‘loc’: ‘ymaxloc’}}}, ‘secret_door_count’: 2}, ‘exits’: 0, ‘secretdoors’: ‘check’, ‘exitlocations’: {}, ‘exitdirections’: {}}

Key: 5

{‘shape’: ‘R’, ‘size’: [2, 3], ‘contents’: {’empty’: ‘Y’}, ‘exits’: 3, ‘exitlocations’: {1: ‘L’, 2: ‘R’, 3: ‘O’}, ‘exitdirections’: {1: ’45AB’, 2: ‘A’, 3: ‘A’}}

Key: 6

{‘shape’: ‘R’, ‘size’: [2, 3], ‘contents’: {’empty’: ‘Y’}, ‘exits’: 2, ‘exitlocations’: {1: ‘O’, 2: ‘S’}, ‘exitdirections’: {1: ’45AB’, 2: ‘A’}}

Key: 7

{‘shape’: ‘R’, ‘size’: [1, 1], ‘fromdoor’: ‘Y’, ‘contents’: {’empty’: ‘Y’}, ‘exits’: 3, ‘exitlocations’: {1: ‘O’, 2: ‘O’, 3: ‘S’}, ‘exitdirections’: {1: ‘A’, 2: ’45AB’, 3: ‘A’}}

Key: 8

{‘shape’: ‘R’, ‘size’: [3, 3], ‘contents’: {’empty’: ‘Y’}, ‘exits’: 4, ‘exitlocations’: {1: ‘O’, 2: ‘L’, 3: ‘O’, 4: ‘O’}, ‘exitdirections’: {1: ’45BA’, 2: ‘A’, 3: ‘A’, 4: ‘A’}}

Key: 9

{‘shape’: ‘R’, ‘size’: [4, 4], ‘contents’: {‘trap’: {}}, ‘exits’: 2, ‘exitlocations’: {1: ‘O’, 2: ‘O’}, ‘exitdirections’: {1: ‘A’, 2: ‘A’}}

Key: 10

{‘shape’: ‘R’, ‘size’: [2, 2], ‘contents’: {‘monster’: {}, ‘treasure’: {‘type’: {‘copper’: 0, ‘silver’: 0, ‘electrum’: 0, ‘gold’: 0, ‘platinum’: 0, ‘gems’: 0, ‘jewellery’: 7, ‘magic’: 0}, ‘store’: ‘Stone Jars’, ‘protection’: ‘hide’, ‘hide’: ‘Magic: Invisibility’}}, ‘exits’: 1, ‘exitstype’: ‘door’, ‘exitlocations’: {1: ‘R’}, ‘exitdirections’: {1: ‘A’}}

Key: 11

{‘shape’: ‘R’, ‘size’: [3, 5], ‘contents’: {’empty’: ‘Y’}, ‘exits’: 1, ‘exitlocations’: {1: ‘O’}, ‘exitdirections’: {1: ‘A’}}

Key: 12

{‘shape’: ‘R’, ‘size’: [3, 5], ‘contents’: {’empty’: ‘Y’}, ‘exits’: 2, ‘exitlocations’: {1: ‘R’, 2: ‘S’}, ‘exitdirections’: {1: ’45BA’, 2: ‘A’}}

Key: 13

{‘shape’: ‘R’, ‘size’: [2, 3], ‘contents’: {‘treasure’: {‘type’: {‘copper’: 0, ‘silver’: 0, ‘electrum’: 0, ‘gold’: 0, ‘platinum’: 700, ‘gems’: 0, ‘jewellery’: 0, ‘magic’: 0}, ‘store’: ‘Coffers’, ‘protection’: ‘hide’, ‘hide’: ‘Secret: Loose stone – in wall’}, ‘secret_door_dict’: {1: {(13, 3, -7): ‘xmin’, (12, 3, -7): {‘beyond’: ‘Room’, ‘loc’: ‘xminloc’}}, 2: {(14, 4, -7): ‘xmax’, (15, 4, -7): {‘beyond’: ‘Room’, ‘loc’: ‘xmaxloc’}}}, ‘secret_door_count’: 2}, ‘exits’: 0, ‘secretdoors’: ‘check’, ‘exitlocations’: {}, ‘exitdirections’: {}}

Key: 14

{‘shape’: ‘R’, ‘size’: [2, 3], ‘contents’: {’empty’: ‘Y’}, ‘exits’: 1, ‘exitlocations’: {1: ‘R’}, ‘exitdirections’: {1: ‘A’}}

Key: 15

{‘shape’: ‘R’, ‘size’: [2, 2], ‘contents’: {‘treasure’: {‘type’: {‘copper’: 8000, ‘silver’: 0, ‘electrum’: 0, ‘gold’: 0, ‘platinum’: 0, ‘gems’: 0, ‘jewellery’: 0, ‘magic’: 0}, ‘store’: ‘Loose’, ‘protection’: ‘guard’, ‘guard’: ‘Poison needles: handle’}}, ‘exits’: 3, ‘exitlocations’: {1: ‘R’, 2: ‘R’, 3: ‘O’}, ‘exitdirections’: {1: ‘A’, 2: ‘A’, 3: ‘A’}}

Key: 16

{‘shape’: ‘R’, ‘size’: [4, 6], ‘contents’: {’empty’: ‘Y’, ‘secret_door_dict’: {1: {(14, 8, -7): ‘xmin’, (13, 8, -7): {‘beyond’: ’45BA’, ‘loc’: ‘xminloc’}}, 2: {(14, 6, -7): ‘ymin’, (14, 5, -7): {‘beyond’: ’45AB’, ‘loc’: ‘yminloc’}}}, ‘secret_door_count’: 2}, ‘exits’: 0, ‘secretdoors’: ‘check’, ‘exitlocations’: {}, ‘exitdirections’: {}}

Key: 17

{‘shape’: ‘R’, ‘size’: [4, 6], ‘contents’: {’empty’: ‘Y’}, ‘exits’: 3, ‘exitlocations’: {1: ‘O’, 2: ‘L’, 3: ‘O’}, ‘exitdirections’: {1: ‘A’, 2: ‘A’, 3: ‘A’}}

Key: 18

{‘shape’: ‘R’, ‘size’: [9, 13], ‘water’: ‘W’, ‘fancy_shape’: ‘H’, ‘contents’: {’empty’: ‘Y’}, ‘exits’: 1, ‘exitlocations’: {1: ‘S’}, ‘exitdirections’: {1: ‘A’}}

Key: 19

{‘shape’: ‘R’, ‘size’: [4, 6], ‘contents’: {’empty’: ‘Y’}, ‘exits’: 4, ‘exitlocations’: {1: ‘O’, 2: ‘O’, 3: ‘L’, 4: ‘O’}, ‘exitdirections’: {1: ‘A’, 2: ’45BA’, 3: ‘A’, 4: ’45AB’}}

Key: 20

{‘shape’: ‘R’, ‘size’: [2, 3], ‘contents’: {’empty’: ‘Y’, ‘secret_door_dict’: {}, ‘secret_door_count’: 0}, ‘exits’: 0, ‘secretdoors’: ‘check’, ‘exitlocations’: {}, ‘exitdirections’: {}}

Key: 21

{‘shape’: ‘R’, ‘size’: [3, 4], ‘fromdoor’: ‘Y’, ‘contents’: {‘monster’: {}, ‘treasure’: {‘type’: {‘copper’: 0, ‘silver’: 0, ‘electrum’: 0, ‘gold’: 1925, ‘platinum’: 0, ‘gems’: 0, ‘jewellery’: 0, ‘magic’: 0}, ‘store’: ‘Stone Jars’, ‘protection’: ‘hide’, ‘hide’: ‘Magic: Invisibility’}, ‘secret_door_dict’: {1: {(0, 8, -7): ‘xmin’, (-1, 8, -7): {‘beyond’: ‘Room’, ‘loc’: ‘xminloc’}}, 2: {(2, 8, -7): ‘xmax’, (3, 8, -7): {‘beyond’: ‘Room’, ‘loc’: ‘xmaxloc’}}, 3: {(0, 8, -7): ‘ymin’, (0, 7, -7): {‘beyond’: ‘A’, ‘loc’: ‘yminloc’}}, 4: {(0, 11, -7): ‘ymax’, (0, 12, -7): {‘beyond’: ’45AB’, ‘loc’: ‘ymaxloc’}}}, ‘secret_door_count’: 4}, ‘exits’: 0, ‘secretdoors’: ‘check’, ‘exitlocations’: {}, ‘exitdirections’: {}}

Key: 22

{‘shape’: ‘R’, ‘size’: [1, 2], ‘contents’: {’empty’: ‘Y’}, ‘exits’: 4, ‘exitlocations’: {1: ‘R’, 2: ‘L’, 3: ‘L’, 4: ‘S’}, ‘exitdirections’: {1: ’45BA’, 2: ‘A’, 3: ‘A’, 4: ’45BA’}}

Key: 23

{‘shape’: ‘R’, ‘size’: [2, 3], ‘contents’: {’empty’: ‘Y’}, ‘exits’: 1, ‘exitlocations’: {1: ‘R’}, ‘exitdirections’: {1: ’45AB’}}

Key: 24

{‘shape’: ‘R’, ‘size’: [1, 2], ‘fromdoor’: ‘Y’, ‘contents’: {’empty’: ‘Y’}, ‘exits’: 3, ‘exitlocations’: {1: ‘S’, 2: ‘O’, 3: ‘S’}, ‘exitdirections’: {1: ’45AB’, 2: ‘A’, 3: ‘A’}}

Key: 25

{‘shape’: ‘R’, ‘size’: [2, 3], ‘contents’: {’empty’: ‘Y’}, ‘exits’: 3, ‘exitlocations’: {1: ‘R’, 2: ‘L’, 3: ‘R’}, ‘exitdirections’: {1: ‘A’, 2: ’45AB’, 3: ‘A’}}

Key: 26

{‘shape’: ‘R’, ‘size’: [28, 39], ‘water’: ‘N’, ‘fancy_shape’: ‘H’, ‘contents’: {‘monster’: {}}, ‘exits’: 2, ‘exitlocations’: {1: ‘S’, 2: ‘L’}, ‘exitdirections’: {1: ’45BA’, 2: ‘A’}}

Key: 27

{‘shape’: ‘R’, ‘size’: [2, 2], ‘contents’: {‘treasure’: {‘type’: {‘copper’: 0, ‘silver’: 8000, ‘electrum’: 0, ‘gold’: 0, ‘platinum’: 0, ‘gems’: 0, ‘jewellery’: 0, ‘magic’: 0}, ‘store’: ‘Metal Urns’, ‘protection’: ‘hide’, ‘hide’: ‘Secret: Inside non-storage item’}}, ‘exits’: 1, ‘exitlocations’: {1: ‘O’}, ‘exitdirections’: {1: ’45BA’}}

Key: 28

{‘shape’: ‘R’, ‘size’: [4, 4], ‘contents’: {‘level’: {}}, ‘exits’: 4, ‘exitlocations’: {1: ‘O’, 2: ‘O’, 3: ‘L’, 4: ‘S’}, ‘exitdirections’: {1: ‘A’, 2: ’45BA’, 3: ‘A’, 4: ‘A’}}

Key: 29

{‘shape’: ‘R’, ‘size’: [4, 4], ‘contents’: {’empty’: ‘Y’}, ‘exits’: 2, ‘exitlocations’: {1: ‘O’, 2: ‘O’}, ‘exitdirections’: {1: ‘A’, 2: ’45BA’}}
legend_dict =  {}
    legend_dict['O'] = "Outside Entrance"
    legend_dict['C'] = "Corridor/Passage"
    legend_dict['R'] = "Chamber/Room"
    legend_dict['D'] = "Dead End"
    legend_dict['d'] = "door"
    legend_dict[':'] = "direction of Door"
    legend_dict['wm'] = "Wandering Monster"
    legend_dict['sd'] = "Secret Door"
    legend_dict['st'] = "Stairs"
    legend_dict['ch'] = "Chute"
    legend_dict['cm'] = "Chimney"
    legend_dict['td'] = "Trapdoor"
    legend_dict['pi'] = "Pit Trap"
    legend_dict['pd'] = "Pit Trap: Secret Door"
    legend_dict['ps'] = "Pit Trap: Spikes"
    legend_dict['pc'] = "Pit Trap: Crushing Walls"
    legend_dict['el'] = "Elevator Trap"
    legend_dict['ar'] = "Arrow Trap"
    legend_dict['sp'] = "Spear Trap"
    legend_dict['df'] = "Door Falls Trap"
    legend_dict['sf'] = "Stone Falls Trap"
    legend_dict['gs'] = "Gas Trap"
    legend_dict['bw'] = "Blocked Wall Trap"
    legend_dict['ol'] = "Oil Trap"
    legend_dict['m'] = "Monster"
    legend_dict['t'] = "Treasure"
    legend_dict['p'] = "Pool"
    legend_dict['c'] = "Treasure: Copper"  
    legend_dict['s'] = "Treasure: Silver"
    legend_dict['e'] = "Treasure: Electrum"
    legend_dict['g'] = "Treasure: Gold"
    legend_dict['p'] = "Treasure: Platinum"
    legend_dict['G'] = "Treasure: Gems"
    legend_dict['j'] = "Treasure: Jewellery"
    legend_dict['M'] = "Treasure: Magic"
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