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. 

Dungeon23 – 024 Ruby Base Level 13 Key 1

Level 12 is basically basalt to split the ship from what looks to be some giant sort of craft.

GM: At Key 1 is a fully charged and ready to fly dirigible. Some of the South wall of rock has been removed and is actually only a hologram with some light cover that can be quickly removed but is enough to help keep the weather out, lined with canvas etc.

Dungeon23 – 023 Ruby Base Level 13 Key 2

Level 12 is basically basalt to split the ship from what looks to be some giant sort of craft.

GM: At Key 2 is equipment and supplies to stock, fuel, repair and build the dirigible. There’s also crates of old reading material, newspapers and magazines in the end.

Ruby base dirigible flying over the island  - 1940s grey green
Ruby Base dirigible 1
Ruby base dirigible launching - 1940s grey green
Ruby Base dirigible 2
Ruby base dirigible moored on basalat - 1940s grey green
Ruby Base dirigible 3

Dungeon23 – 022 Ruby Base Level 13 Key 3

Level 12 is basically basalt to split the ship from what looks to be some giant sort of craft.

GM: At Key 3 is a charging station for what is actually a solar/battery powered dirigible type crap that is definitely well ahead of its time.

AD&D 1e Random Dungeon Generator Version 0.3

I just update to this and i just generated a short dungeon. For reference, this is ’10 rolls’

See the GitHub README for a bit more details.

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

DUNGEON
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BBCCCCCHlCBBBBBB
BBCCCCwmCBBBBBBB
BBBBBCBCBBBBBB
BBBBBCCCCBBBBB
BBBBBCCCwmBBBBB
BBBBCBBBBBBBBB
BBBCBBBBBBBBBB
BBCBBBBBBBBBBB
BBCBBBBBBBBBBB
BBCBBBBBBBBBBB
BBCBBBBBBBBBBB
BBCBBBBBBBBBBB
BBCBBBBBBBBBBB
BDsdCDBBBBBBBBBB
R2R2R1R1R1R1R1R1R1R1R1BBB
R2R2R1R1R1R1R1R1R1R1R1BBB
R2R2R1R1R1R1R1R1R1R1R1BBB
R2R2R1R1R1R1R1R1R1R1R1CCHlC
BBR1mR1R1R1R1R1R1R1R1CCHlC
BBR1R1R1R1R1R1R1R1R1BBB
BBR1R1R1R1R1R1R1R1R1BBB
BBR1R1R1R1R1R1R1R1R1BBB
BBR1R1R1R1R1R1R1R1R1BBB
BBR1R1R1R1gR1R1R1R1R1BBB
BBR1R1R1R1R1R1R1R1R1BBB
BBR1R1R1R1R1R1R1R1R1BBB
BBR1R1R1R1R1R1R1R1R1BBB
BBBBBBBBBBCBBB
BBBBBBBBBBCBBB
BBBBBBBBBBCBBB

Data: 1

{‘shape’: ‘R’, ‘size’: [9, 13], ‘water’: ‘N’, ‘fancy_shape’: ‘H’, ‘fromdoor’: ‘Y’, ‘contents’: {‘monster’: {‘level’: 1, ‘type’: ‘Orc’, ‘No’: 8, ‘XP’: 14, ‘lair’: ‘35%’, ‘treasure_individual’: [‘L’], ‘treasure_lair’: [‘C’, ‘O’, ‘Q’, ‘Q’, ‘Q’, ‘Q’, ‘Q’, ‘Q’, ‘Q’, ‘Q’, ‘Q’, ‘Q’, ‘S’]}, ‘treasure’: {‘type’: {‘copper’: 0, ‘silver’: 0, ‘electrum’: 0, ‘gold’: 275, ‘platinum’: 0, ‘gems’: 0, ‘jewellery’: 0, ‘magic’: 0}, ‘gems_list’: [], ‘jewellery_list’: [], ‘magic_list’: [], ‘magic_xp’: [], ‘magic_values’: [], ‘store’: ‘Loose’, ‘protection’: ‘hide’, ‘hide’: ‘Secret: Loose stone – in wall’}}, ‘exits’: 2, ‘exitlocations’: {1: ‘O’, 2: ‘R’}, ‘exitdirections’: {1: ‘A’, 2: ‘A’}}

Key: 1

monster:{‘level’: 1, ‘type’: ‘Orc’, ‘No’: 8, ‘XP’: 14, ‘lair’: ‘35%’, ‘treasure_individual’: [‘L’], ‘treasure_lair’: [‘C’, ‘O’, ‘Q’, ‘Q’, ‘Q’, ‘Q’, ‘Q’, ‘Q’, ‘Q’, ‘Q’, ‘Q’, ‘Q’, ‘S’]}
LairTry:32 from 35 is in lair: True
Monster Lair Treasure:
{‘copper’: 10000, ‘silver’: 0, ‘electrum’: 0, ‘gold’: 0, ‘platinum’: 0, ‘gems’: 6, ‘jewellery’: 0, ‘magic’: 0}
{‘gems’: [100, 1000, 60.0, 100, 200, 20], ‘jewellery’: [], ‘magic’: [], ‘magic_list’: [], ‘magic_xp’: [], ‘magic_values’: []}

treasure:{‘type’: {‘copper’: 0, ‘silver’: 0, ‘electrum’: 0, ‘gold’: 275, ‘platinum’: 0, ‘gems’: 0, ‘jewellery’: 0, ‘magic’: 0}, ‘gems_list’: [], ‘jewellery_list’: [], ‘magic_list’: [], ‘magic_xp’: [], ‘magic_values’: [], ‘store’: ‘Loose’, ‘protection’: ‘hide’, ‘hide’: ‘Secret: Loose stone – in wall’}

Data: 2

{‘shape’: ‘R’, ‘size’: [2, 4], ‘fromdoor’: ‘Y’, ‘contents’: {’empty’: ‘Y’}, ‘exits’: 2, ‘exitlocations’: {1: ‘R’, 2: ‘R’}, ‘exitdirections’: {1: ’45AB’, 2: ‘A’}}

Key: 2

Empty

Wandering Monster: 0

{(-3, 2, -1): {‘level’: 1, ‘type’: [‘Character’, {1: {‘class’: ‘FIGHTER’, ‘level’: 1, ‘race’: ‘Human’, ‘multi’: ‘N’, ‘magic_items’: []}, 2: {‘class’: ‘FIGHTER’, ‘level’: 1, ‘race’: ‘Human’, ‘multi’: ‘N’, ‘magic_items’: []}, 3: {‘class’: ‘FIGHTER’, ‘level’: 1, ‘race’: ‘Gnome’, ‘multi’: ‘Y’, ‘multi_no’: 2, ‘magic_items’: []}, 4: {‘class’: ‘FIGHTER’, ‘level’: 1, ‘race’: ‘Dwarf’, ‘multi’: ‘N’, ‘magic_items’: []}, 5: {‘class’: ‘MAGIC-USER’, ‘level’: 1, ‘race’: ‘Half-elf’, ‘multi’: ‘Y’, ‘multi_no’: 2, ‘magic_items’: []}, 6: {‘class’: ‘man-at-arms’}, 7: {‘class’: ‘woman-at-arms’}, 8: {‘class’: ‘woman-at-arms’}, 9: {‘class’: ‘woman-at-arms’}}], ‘No’: 9, ‘XP’: 0, ‘lair’: ‘0%’, ‘treasure_individual’: [], ‘treasure_lair’: []}}
XP:0

Wandering Monster: 1

{(0, 5, -1): {‘level’: 1, ‘type’: ‘Zombie’, ‘No’: 2, ‘XP’: 38, ‘lair’: ‘0%’, ‘treasure_individual’: [], ‘treasure_lair’: []}}
XP:76

Monster Total XP:112

Monster Total Treasure:{‘copper’: 10000, ‘silver’: 10000, ‘electrum’: 0, ‘gold’: 0, ‘platinum’: 0, ‘gems’: 6, ‘jewellery’: 0, ‘magic’: 0}

Monster Total Valuations:{‘gems’: [100, 1000, 60.0, 100, 200, 20, 100, 1000, 60.0, 100, 200, 20], ‘jewellery’: [], ‘magic’: [], ‘magic_xp’: [], ‘magic_values’: [], ‘magic_list’: []}

Wandering Monster Total XP:76

Wandering Monster Total Treasure:{‘copper’: 0, ‘silver’: 0, ‘electrum’: 0, ‘gold’: 0, ‘platinum’: 0, ‘gems’: 0, ‘jewellery’: 0, ‘magic’: 0}

Wandering Monster Subtable:[‘human-character’, ‘monster’]

Room Total Treasure:{‘copper’: 0, ‘silver’: 0, ‘electrum’: 0, ‘gold’: 275, ‘platinum’: 0, ‘gems’: 0, ‘jewellery’: 0, ‘magic’: 0}

Room Total Gems:0

Room Total Jewellery:0

Room Total Magic:0

Total Treasure: {‘copper’: 10000, ‘silver’: 10000, ‘electrum’: 0, ‘gold’: 275, ‘platinum’: 0, ‘gems’: 6, ‘jewellery’: 0, ‘magic’: 0}

Coins: 1375.0
Gems: 2960.0
Jewellery: 0
Magic: 0
Total Gold Equivalent: 4335.0
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