1. The Folding Rooms, aka the Modular Dungeon
    Ideas for a Modular Dungeon


    Having always been obsessed with modular things and random tables it was only a matter of time that I wrote down some ideas for the creation of a Modular dungeon.

    The basic idea is simple and is based on the principle of recursion:
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    If you can make it work for one room and the next room without there being specific examples that constrain the construction in some way it should work for the whole dungeon.

    So let's start from the base case.

    It starts from a random room that can be accessed via artifact, one-way portal or mcguffin if you prefer.

    The entrance room usually does not have a direct exit from the dungeon.

    Each room in the dungeon has portals that lead to another room in the dungeon or outside.

    The portals only open when a certain condition of the room itself is met.

    To generate a room you roll:

    • 1d4: Number of portals in the room

    • 1d6: with 5 traces of a creature wandering around the dungeon (usually some very dangerous creature if you want to increase the tension). On a 6 the creature is already in the room and must be fought / avoided

    • 1d8: door opening conditions (e.g. puzzle, combat, object found in a previous room etc)

    • 1d10: room flavor details

    • 1d12: squared value of the treasures contained in the room. With 12 on the dice, inside the room there is a magical object somewhere.

    • 1d20: When a PC passes through a portal it rolls to see which room it ends up in (Can also be used to determine the starting room).
      If the room has already been explored, create a line between the two rooms, otherwise draw the new room. On a roll of 1 or 20, the portal leads out of the dungeon.


    It is advisable to prepare in advance the possible rooms to be extracted from the pool. Once a room has been generated you can decide whether to leave it in the pool (and thus make it have other connections and form a web with the others) or replace it with a new room, perhaps one that you want the players to be able to find after a certain number of rooms explored.

    An example of a little dungeon created this way can be:
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    This way you can create an ideally unlimited interconnected dungeon

    So let's summarize:
    1) You can add as many rooms as you want by removing and moving rooms in the pool
    2) The exploration is never linear if it starts from a random room, or sequential if it always starts from the same point.
    3) You can keep the entry and exit points obtained with 1/20 rolls to get a dungeon with different accesses and leave the choice to PCs to access from
    4) You can use tables of random encounters for the entire dungeon and trigger them according to the room, even in place of point 1d6 (with 5 they discover the trace of a possible random encounter, with 6 there is a random encounter.
    5) By preparing only the rooms it is possible to generate the entire dungeon in real time

    Also being modular you can add everything: rooms that influence each other if they are connected, monsters that roam the rooms, puzzle rooms ... the only limit is your imagination.

    (Thanks to Dan from telegram channel @rulingthegame for the idea)
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