This is a stand-alone generator. You can save the HTML file locally and
it will continue to work. Feel free to use examine, change and distribute
it elsewhere. No strings attached. It is dedicated to the public domain.
You can replace all the tables in this file with your own and make your
own generators! Please do.
# Data
# As this data needs to be valid HTML, you need to replace < & > in
the tables with < & > (less than, ampersand, greater than).
# '#' begins a comment
# ';' begins a table, followed by a name, no space
# A number and a comma begin a weighted entry for the current table
# /re/to/ at the end replaces regular expression "re" with "to"
# '[2d6]' or '[1d6+3]' are replaced by dice rolls
# '[a]' gets replaced with a lookup of table 'a'
# '[a|b]' gets replaced with 'a' or 'b'
# '[x?a:b]' evaluates x as JavaScript and if "true" it is replaced with 'a' else with 'b'
# '[a@b]' stores 'a' as variable 'b' (usage example: [[table]@b])
# '[a@@b]' does a lookup of table 'a' and appends it to the list 'b'
# '[a++@b]' increments the key 'a' by one for the map 'b'
# '[@b]' uses the value of variable 'b'
# If b is a list, return a comma-separated list.
# If b is a map, return a sorted, comma-separated list of key-value pairs
# '[@++b]' gets replaced by the key with the highest value in map b
;start
1,[3 room dungeon]
;3 room dungeon
1,<img style="background:white; width:40%; float:right" src="https://campaignwiki.org/text-mapper/gridmapper/random?rooms=3">[3 room key]
;3 room key
1,<p>1. [entry]<p>2. [guarded room]<p>3. [treasure room]
;entry
1,A stair leads down into the darkness. [floor description]
;floor description
1,The floor is strewn with dead leaves and twigs.
1,Branches have been shoved into a corner to build a nest. There are giant feathers all over the place.
1,Skulls and bones, broken and cut up with sharp blades and hacked to pieces by machetes lie all around you.
;guarded room
1,[monster] [floor description]
;monster
1,The putrid smell of dead things warns you of the **[predator name]** ([predator stats]).
1,You hear [2d6] **[nightling name]s** [nightling activity] ([nightling stats]).
;predator name
1,[predator qualifier][predator relative]
;predator qualifier
1,Feather
1,Winter
1,Ice
1,Claw
1,Knife
;predator relative
1,bear
1,lion
1,hunter
1,wolf
;predator stats
1,Damage-[2d6] Endurance-[3d6] Life-[2d6] Attack-[1d6+5] Hit-[1d6+6] Escape-[1d6+2]
;nightling name
1,[nightling qualifier][nightling relative]
;nightling qualifier
1,Bone
1,Moon
1,Child
1,Blade
;nightling relative
1,taker
1,burglar
1,-eater
1,ling
;nightling activity
1,talking
1,fighting
1,singing
1,whimpering
1,bullying one of their own
1,whispering
1,rolling dice and snickering
;nightling stats
1,Damage-[2d6] Endurance-[1d6] Life-[1d6] Attack-[1d6+4] Hit-[1d6+5] Escape-[1d6+3]
;treasure room
1,There's a carpet on the floor, and on the carpet stands a *chest*. Beneath the chest ist a **pit trap** (2 in 6 chance: 1d6 falling damage).
1,There's a small altar here. On it, you see [silver treasure].
1,[floor description] The floor also has a *concealed trap door* (2 in 6 chance of discovery) containing [silver treasure].
;silver treasure
3,[three|four|five] silver cups worth [1d6]0 gold pieces
2,a silver plate worth 50 gold pieces
1,a silver chalice worth 100 gold pieces
1,a small figurine of [Pazuzu|Marduk|Ishtar|Nergal] worth 200 gold pieces