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For each quest, you will want to create room and corridor pages. These pages will guide the heroes as they explore your dungeon. Each room or corridor page displays the area that a hero can "see". "See"ing is defined as a straight, unobstructed line from the hero to an object, monster or other hero.

You will want to create at least one set plus additional sets for special cases such as when a search reveals new objects.


Room and corridor pages Edit

A quest room or corridor page consists of four things: a visual display of the layout of the room or corridor, room actions, links to adjacent rooms and corridors, and game board coordinates for the objects in the room or corridor (including doors). You can also include links to the players quest page, the code for the page they are on and any message or description to give the players an understanding of their surroundings (without giving away the locations of any traps, treasure or secret doors, of course).

{{Quest room}} can be used to format the page.

Each room and corridor has been numbered on these two images. You can use these numbers when creating your quest. Template names correspond to the room and corridor numbering, as well.

Room templates Edit

Use the following templates to display a single room or corridor in your dungeon. See the documentation of a specific template to know where to place doors. To place content: each square of a room or corridor is numbered from 1 to n from the top left to the bottom right, use that number as a parameter for the content you want to place in that square.

Corridors are created using {{Map square}}. Templates for each corridor have not been made but you can look at The Trial for examples. On each corridor page, you should include everything visible to the Heroes from their position, and not just what is in that group of squares.

Room one
{{Room 1}} or {{Room 3x4}}
Room two
{{Room 2}} or {{Room 3x4}}
Room three
{{Room 3}} or {{Room 5x3}}
Room four
{{Room 4}} or {{Room 5x3}}
Room five
{{Room 5}} or {{Room 4x4}}
Room six
{{Room 6}} or {{Room 4x4}}
Room seven
{{Room 7}} or {{Room 5x4}}
Room eight
{{Room 8}} or {{Room 5x4}}
Room nine
{{Room 9}} or {{Room 4x4}}
Room ten
{{Room 10}} or {{Room 4x4}}
Room eleven
{{Room 11}} or {{Room 5x6}}
Room twelve
{{Room 12}} or {{Room 4x4}}
Room thirteen
{{Room 13}} or {{Room 3x2}}
Room fourteen
{{Room 14}} or {{Room 3x2}}
Room fifteen
{{Room 15}}
Room sixteen
{{Room 16}} or {{Room 4x4}}
Room seventeen
{{Room 17}} or {{Room 5x4}}
Room eighteen
{{Room 18}} or {{Room 5x3}}
Room nineteen
{{Room 19}} or {{Room 5x4}}
Room twenty
{{Room 20}} or {{Room 4x4}}
Room twenty-one
{{Room 21}} or {{Room 4x3}}
Room twenty two
{{Room 22}} or {{Room 4x4}}

Special cases Edit

Most room and corridor pages will display information as the heroes first explore it. Sometimes you may need to create additional sets of rooms or corridors to display a new state of the room after an action that either a hero or a monster takes, such as finding a secret door or casting the "Escape" spell.

Room actions
Searching for treasure will not usually require the entire room to be reconstructed. (See Guide:Treasure.) Most traps, once they are disarmed, need not be displayed on the map either. However there are exceptions, such as falling block and pit traps. (See Guide:Traps.) Secret doors will also need to be displayed on the map once they are found.
Escape spell
This spell allows the spellcaster to disappear and instantly teleport to a secret destination known only to Zargon (GM). Therefore, an entirely new set of rooms and corridors must be create to guide the heroes thorough the dungeon to keep the whereabouts of the spellcaster hidden.

Other special cases may present themselves as you develop your quest.

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