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Editing and filling a dungeon

Dungeons · guide 2 of 3

A generated dungeon is a starting point, not the final word. You can reshape the map and fill every room your way, so the dungeon fits your story rather than the dice.

Open your dungeon

Open Dungeons from your Build page, and choose a dungeon.

Start with the map. Press Grid to lay a reference grid over it, and use the minus and plus buttons to zoom out or in.

The map, with the grid on

Add a room against a wall

The map is clickable. Click a room's wall to add a new room beside it. Choose a Room size, tick Rotate 90 degrees if you want it turned, and press Add room. If there's no space right against that wall, Critsmith offers a short corridor to reach a clear spot, and adds both.

Add a room, offering a short corridor to a clear spot

Place a room in an empty space

Or click an empty square, and a new room is placed over it. Nudge it with the arrows, and press Place room. It joins itself to the nearest room it can reach.

Place a room, with the arrows to nudge it

Join two rooms

To connect two rooms, press Join two rooms under the map, and pick them. The corridor is drawn on the map before anything is saved, so you see exactly what you're getting. If the two rooms already share a wall, you simply get a door.

Join two rooms, with the corridor it will add

Edit a door

Click a door to edit it. Choose its Door type: a door, a secret door, an archway, stairs, or a one way passage. Then its State: open, closed, locked or hidden. You can even tie it to one of your puzzles, so it opens when that puzzle is solved. Press Save.

A locked door that opens when a puzzle is solved

Edit a room

Click a room to change its type, its name and its description.

A room's type, name and description

Fill a room

Now for what's inside. Every room and corridor is listed under Rooms. Open one to work on it.

Under add to this room, there are four choices.

An open room, with its four ways to add something

A fight

Add combat puts a fight in the room. Pick one you've already made, or, in a fight room, roll a new one sized for the characters at the table.

A fight rolled for the characters at the table

An NPC or a puzzle

Add NPC puts someone in the room: one of your own NPCs, a brand new one, or someone from the DM-atabase. Add puzzle does the same for a puzzle.

Add NPC: choose one of your own, create one or browse the DM-atabase

Treasure

And Add treasure lets you write a treasure by hand. Choose how big it is, set the coins, and add items from the library. In a treasure room, you can roll one instead.

Add treasure: its size, its coins and an item from the library

Rolls and removing

Every roll is shown to you first. Press Use this fight or Use this treasure, or Roll again until it looks right. And Remove from room takes something out again, without losing it from your lists.

When the party finds the treasure

When the party gets their hands on the treasure, press The party found this, and confirm. The coins and items go straight into the party's gold and inventory, with no sums for you to do.

The party found this, waiting to be confirmed

Retune the whole dungeon

Has the party grown, or levelled up? Press Retune the whole dungeon, at the top of Rooms. Tick who's at the table, choose a difficulty, and press Roll it. Critsmith rerolls every fight the party hasn't started, and every treasure they haven't been paid from. Look over the new rolls, and press Retune the dungeon to keep them.

Retune: the new rolls, with a treasure already taken left alone

Fights already under way, and treasure already taken, are never touched, so nothing the party has done is undone.

That's editing and filling a dungeon. Your map, your rooms, your story, ready for the table.

‹ PreviousGenerating a dungeonNext ›Showing the map to your players
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