Behind the Helm

Building Micro-Dungeons, in 60 minutes or less.

Step 0: The Spark Table

Prepare a Spark Table. Ideally, you should use one you already have for the general setting, but if you don’t have one, making one isn’t at all hard (I have a quick’n’easy procedure for that); it doesn’t have to be big, a d6 table will suffice.

Step 1: The Dice Drop

Grab as many d6s as you want to have rooms in your micro-dungeon (I usually go for 6, to keep the adventure tight and focused) and drop them onto an appropriately sized piece of paper. Draw a room or a small-sized circle around each die, but connect them to form hallways just yet.

Step 2: The Room Type

The roll of each room’s die designates it’s Room Type.

1: Empty

2: Secret

3: Oddity

4: Trick

5: Lair

6: Treasure

Step 3: The Content

For each room, roll on the Spark Table from Step 0, and combine with the Room Type to find out the room’s contents. Here's where you get creative

Step 4: Hallways

Draw the hallways connecting the rooms in a way that feels satisfying. (Don’t connect treasure rooms straight to the entrance, make looping and forking paths, etc.) *How to make a good dungeon layout is beyond the scope of this article; an excellent resource on the topic is Chapter 4 of the Designing Dungeons course.

Step 5: Encounter Table

Make a Wandering Encounter table. By this point, you probably have already added a few monsters and NPCs to your dungeon’s rooms: grab the ones you have already made and put them into a table of your preferred size - a d4 or d6 table will be more than enough for six rooms. Don’t be afraid to reuse a monster or NPC in multiple entries, as long as the situation is different.

Note: this procedure works best with a random encounter chance of 1-in-6 every time the players move rooms or loiter around.

Afterthoughts

Like anything involving Spark Tables (or any procedure meant to offer prompts and inspiration for content-writing) the raw results of the tables and the dice-drop are meant to be manipulated and twisted into something cohesive - at least, that's how I write adventures. In the sample dungeon written with this system, The Basement of Old Man Hamsy, you can see how the framework, with some authorial intent applied to it, can produce a story.

#procedures #prompts