2D6 Dungeon Documentation

New Room Generation Wizard ๐ŸŽฒ

The New Room Wizard ("Let's see what room you are getting in!") walks you step-by-step through Toby Lancaster's official room generation rules.


Step 1: Dimensions (Determine Room Size)

  • Click Roll 2D6 to roll for dimensions.
  • Special Rules:
    • Double Sized Rooms: Rolling doubles can trigger a massive double-sized room generation.
    • Corridors: If your roll generates a corridor, the wizard automatically identifies it, pre-fills the description as "You found a corridor", sets the corridor flags, and automatically disables and skips the Room Description step!
    • Doubles Celebration: Rolling any double on your room dimensions triggers an animated celebration on the dice!

Step 2: Exits (Determine Room Doors)

  • Click Roll 1D6 to roll for exits.
  • This determines how many exits (doors) are in the new room, excluding the entrance door you just came through.

Step 3: Description (Determine Room Contents)

  • Click Roll 2 Dice (2D6) to determine what is inside the room (e.g., shrines, storage crates, tombs, or fountains).
  • Note: This step is skipped automatically if the room is a Corridor.
  • Just like Step 1, rolling doubles here triggers a visual celebration on your active dice!

Step 4: Summary

  • Displays a neat final summary of your generated room (e.g., dimensions, exit counts, and room description) before you finalize.
  • Click Finish to close the wizard and render the room.

Once the room exists, learn how to Position & Customize it before adding it to your map.

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