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Saturday, November 7, 2020

Ten Strike Mine

      Needed an abandoned mine for an adventure, so thought I'd give the cavern generation rules from Wilderlands a spin.  Going to say I'm not impressed, with a 10% of the tunnel ending each roll the mines are quite small, especially as there is only a 5% chance of a branch or cross tunnel to generate alternate paths.  Caverns are encountered, but there are no rules for generating multiple exits from them.  As short as it is, it will work for the adventure I'm working on, but the Random Dungeon rules from the AD&D DMG are better.

Ten Strike Mine

 

  


1 comment:

  1. I was just looking at the cave generation rules in wilderlands / Ready Ref the other week and yeah, the branching factor looked low. I did like the attention to different types of caves, pits, and squeezes, but yeah they need work as a generating system.

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