16 April 2026

How to Host a Dungeon: MadZab Style

 I liked the original, I made my own take on it. It's work in progress but Patrick Stuart asked for options in randomizing subterranean worlds. Here's mine, you create this by rolling dice on a sheet of paper and then drawing on it:

Age of Formation

Roll 8 Dice:

1: Cave

2: Flooded Cave

3: Magma Chamber

4: Titan Bones

5: Gold

6: Rift between nearest 2


Water Flows.

Magma Flows.

Magma may erupt.


Roll 3 Dice:

1-2: Subterran River

3-5: Chasm

6: Subterran Lake


01------------------------------------------------------------------

Age of Great Ancients

D2+1 Great Ancients appear. They usually have 5 HP.

1: Shrub Yuggoth. Starts in water, if possible connected to the edge of the map.

Followers are anemone-like creatures that will appear as apex predators in every watery cavern.

Water-cavern closest to Shrub Yuggoth becomes smoothed into a temple. +1 to their power there.

2: Cthulhu. Starts in water, expands home cavern to edge of map.

Followers are the fishmen. They appear in any water-area connected to map edge.

Fishmen will dig tunnel to map-edge if no connection is there naturally.

3: Mag'mon. Starts in Magma, as deep as possible. Needs Magma to survive.

Followers are Firesprites. They appear in the closest magma cavern.

Firesprites will also appear in any active volcano.

4: Nurugal. Starts in topmost deposit of Titan Bones.

Followers are the Splinterspores. They start in every other instance of Titan Bones.

Splinterspores will spread through connected tunnels into empty caverns if unoccupied.

5: The Scarlet King. Starts in the largest empty cavern by area.

Has no followers but 10 HP instead.

6: The Original Adversary. Starts in the deepest empty cavern.

Followers are the Spoken Entities. They take over any follower of other Great Ancients in a three thumb radius.

Spoken Entities will change sides to the Original Adversary.


Combat:

When two opposing forces meet, they fight:

Roll 2D6. Side with more HP gets the lower one, side with less gets the higher roll.

Add the difference up to a maximum of 3 points + or -.

Opposing side loses that many HP.


The Great Ancients war

The Great Ancients themselves will never move or relocate.

Followers dig towards nearest instance of an enemy at 1 thumb per turn.

They will use tunnels to skip distances.

A cavern will generate 1 Follower at the end of a turn if their habitat is right. They start at 3.

Winner side immedeatly regains 1 HP. Great Ancients have 5 HP.

War ends when all followers are dead or if there is only one side left alive.

Battle sites gain 1 point of Magic per turn of fighting.

Death sites of Great Ancients gain 1 point of Doomstuff.


Water flows.

Magma connected to volcanoes cools off. This may kill Mag'mon and/or Firesprites.

Surviving Great Ancients grow back to full (5/10) HP if still in correct biome.

3 Treasure tokens go into every cavern with gold.


02------------------------------------------------------------------

Age of Beasts

D3+1 Beasts get rolled onto the map. The beasts are formed in the neareds cavern (not tunnel!).

Gold: Dragon. 3 HP. Drops D3 treasure-tokens upon creation.

Titan Bones: Carrion Beast. 4 HP. Drops 1 Doomstuff.

Empty: Wyrm. 3 HP. Digs towards nearest living thing.

Water: Hellwhale. 5 HP. Drops 1 Doomstuff upon death. Can only move in water.

Magma: Balrog. 3 HP. Raises pressure in its magma chamber, causing it to go upwards. Stops at tunnel/cavern or surface as volcano.

Half-Water: Cray God. 4 HP. Moves only in water.


If the beasts are connected with Great Ancients and/or their followers, they will fight on their turf.

If the beasts are connected with each other, they will fight in an intermediate cavern, if applicable.

Beasts fighting in a tunnel will create a new cavern there.

After defeating D3 enemies, a beast will cease exploring and settle in its original cave.

If a beast kills something, it regains all its HP and adds 1.

Dead beasts will drop D3 extra Magic.


Once again: Magma connected to the surface cools off. Water flows.

Ancients and Beasts still alive regenerate HP.

Battle sites gain 1 point of treasure per lost HP.

Death sites of Great Ancients gain 1 point of Doomstuff.


03------------------------------------------------------------------

Age of the first Civilization

Roll a D6 for the type of the first Civilization:

1: Dwarven. Start on the surface with 1 HP, entering any possible entrance or digging down next to closest gold deposit.

Change gold deposit to Dwarf Fortress. Here they get +1 to fighting.

For every 2 treasure they find, they gain 1 HP. Leftwall along tunnels and caverns as they explore.

2: Shadow Elves. Start in cavern closest to the center of the map with 1 HP. Make this their temple-city.

Explore leftwalling. For each Magic they find, they gain 1 HP.

If in unconnected cavern, will dig towards nearest concentration of Magic.

3: Olmen. Start with 2 HP in topmost water-filled cavern.

Explore leftwalling, dig towards closest other cavern of water if unconnected.

Gain 1 HP per connected water-filled cavern they find/control.

4: Rotgrubs. Start with 1 HP on the topmost Titan Bones. Gain D3 HP per Titan bones connected to their domain.

Explore through tunnels leftwalling. Dig towards closest Titan Bones.

Upon defeating an enemy, gain D3 HP.

5: Demons. Start in bottom-most Magma cavern at 3 HP.

Dig towards closest Doomstuff counter. If unavailable, towards living things.

Gain D6 HP for Doomstuff. Gain 1 HP for defeating an enemy force.

6: Surviving Ancients. Resurrect a Follower-race of the great ancients in a random location.

Starts with 1 HP, exploring leftwalling. Meeting their master gains them D6 HP.

Any connected biome of their liking gains them 1 HP.


The new civilization gets 5 turns of exploration and growth:

Digging, exploring one cavern connected to a tunnel, fighting a battle cost one turn.

Growth happens at the end of a turn.


Once again: Magma connected to the surface cools off. Water flows.

Where the last pocket of a civilization died, add a Doomstuff.

Ancients and Beasts still alive regenerate HP.

Civilizations remain at their ending HP.

Battle sites gain 1 point of treasure per lost HP.

Death sites of Great Ancients gain 1 point of Doomstuff.


04------------------------------------------------------------------

Age of the second Civilization

Roll a D6 for the type of the second Civilization:

1: Dwarven. Start on the surface with 1 HP, possible entrance or digging down next to closest gold deposit. Non-Evil. 

Change gold deposit to Dwarf Fortress. Here they get +1 to fighting.

For every 2 treasure they find, they gain 1 HP. Leftwall along tunnels and caverns.

2: Shadow Elves. Start in cavern closest to the center of the map with 1 HP.

Explore leftwalling. For each Magic they find, they gain 1 HP.

If in unconnected cavern, will dig towards nearest concentration of Magic.

3: Olmen. Start with 2 HP in topmost water-filled cavern. Non-Evil. 

Explore leftwalling, dig towards closest other cavern of water if unconnected.

Gain 1 HP per connected water-filled cavern they find/control.

4: Rotgrubs. Start with 1 HP on the topmost Titan Bones. Gain D3 HP per Titan bones connected to their domain.

Explore through tunnels leftwalling. Dig towards closest Titan Bones.

Upon defeating an enemy, gain D3 HP.

5: Demons. Start in bottom-most Magma cavern at 3 HP.

Dig towards closest Doomstuff counter. If unavailable, towards living things.

Gain D6 HP for Doomstuff. Gain 1 HP for defeating an enemy force.

6: Surviving Ancients. Resurrect a Follower-race of the great ancients in a random location.

Starts with 1 HP, exploring leftwalling. Meeting their master gains them D6 HP.

Any connected biome of their liking gains them 1 HP.


The new civilization gets 5 turns of exploration and growth:

Digging, exploring one cavern connected to a tunnel, fighting a battle cost one turn.

Growth happens at the end of a turn.


Once again: Magma connected to the surface cools off. Water flows.

Where the last pocket of a civilization died, add a Doomstuff.

Ancients and Beasts still alive regenerate HP.

Civilizations remain at their ending HP.

Battle sites gain 1 point of treasure per lost HP.

Death sites of Great Ancients gain 1 point of Doomstuff.


05------------------------------------------------------------------

Age of the Under Kingdoms

In this phase, the surviving subterranean civilizations consolidate their power.

They will carve out rooms around their home base equal in number to their current HP.

If they breach into a connection with a Beast, another civilization or a hostile Great Ancient, they fight.

They will also do some more digging:

Dwarves will dig towards the easiest-to-reach unconnected gold cavern.

Shadow Elves will dig towards the easiest-to-reach unconnected Magic deposit.

Olmen will Connect up to the surface in the way possible with the least digging.

Rotgrubs will dig towards the easiest-to-reach unconnected Titan Bones. 

Demons will dig towards the easiest-to-reach unconnected magma cavern.

Followers of Great Ancients try to make a connection to their Lord or their death site.

If there are unconnected caverns near the now expaned home base less than a thumb away, they get connected.

If there is a Follower civilization of 6 or more, they will sacrifice 5 HP and resurrect their master if that Ancient is dead.


Once again: Magma connected to the surface cools off. Water flows.

Ancients and Beasts still alive regenerate HP.

Civilizations remain at their ending HP.

Battle sites gain 1 point of treasure per lost HP.

Death sites of Great Ancients gain 1 point of Doomstuff.


06------------------------------------------------------------------

Age of Wandering Monsters

At each subterran connection to the map edge, one wandering monster enters.

It will move towards the nearest cavern connected to its entrance.

Should it meet adversaries, it will fight them.

Roll a D6 for each:

1: Minotaur. 2 HP. +1HP for every 3 treasure in its cavern.

2: Hydra. 3 HP. Regenerates 1 HP after a turn of combat.

3: Degenerated Wyrm. 2 HP. Gains 1 HP if in water.

4: Crawler Swarm. 3 HP.

5: Kerberos. 2 HP. Gains 1 HP if in Magma.

6: Animated Fossil. 2 HP. Gains 1 HP for every 2 Magic in its cavern.


Ancients and Beasts still alive regenerate HP.

Civilizations remain at their ending HP.

Battle sites gain 1 point of treasure per lost HP.

Death sites of Great Ancients gain 1 point of Doomstuff.

Death sites of wandering monsters gain their HP in Magic.


07------------------------------------------------------------------

Age of the Surface Kingdoms

Place a small castle above the topmost cavern of gold or pile of treasure.

If there is a possible connection to the undersurface, villagers will explore until they hit adversaries.

They will first leftwall, then rightwall.

If there is no entrance: The castle digs down into the earth until they hit gold or other treasure.

For each treasure obtained by the castle, build out the surface kingdoms:

House, larger castle, house, church, house, wizard tower, house, windmill, house, academy, house, forge, house, library, houses

For each Doomstuff encountered, mark one house as that of cult members.

If there is more Doomstuff than houses, add houses.


The surface kingdoms have (defensive) HP equal to the number of buildings. If it loses HP, destroy buildings.


In the next step, have connections on the shortest way towards any unconnected caverns in the upper third of the map.


Now any evil faction in the upper third of the map may attempt to raid the surface kingdoms once.

If their way leads them to another force, they will fight.

After one turn of combat on the surface, if still alive, they will reatreat.


Cultists' houses will be burned down last.

Cultists' houses will be rebuilt if there are no non-cultist buildings left.


Ancients and Beasts still alive regenerate HP.

Civilizations remain at their ending HP.

Battle sites gain 1 point of treasure per lost HP.

Death sites of Great Ancients gain 1 point of Doomstuff.

Death sites of wandering monsters gain their HP in Magic.


08------------------------------------------------------------------

Age of Cultists

Whilst the rest of the surface kingdoms doesn't dare into the depth in this age, cultists venture down in secret.

The cultists have HP equal to cultist houses plus non-house-buildings still standing in the kingdom.


They explore down for three turns by leftwalling and carve out the second chamber they find into their secret temple.

Should they find more Doomstuff, convert more houses to cultists.

Every time they manage to gather 1 Magic and 1 Treasure, they gain one HP.

If cultists encounter beasts, civilizations or wandering monsters, they fight.

Cultists and Followers of a Great Ancient won't kill each other but coexists and possibly interbreed.

If the cultists encounter a Great Ancient, they move their temple to that location.

If cultists find a dead Great Ancient and have 8+ HP (including Followers), they sacrifice 5HP and resurrect that Great Ancient.


Should the houses of cultists outnumber the regular houses in the surface kingdom, it becomes an Evil Kingdom now.

At the end of the age of cultists, half their HP is in their temple, half in the houses on the surface.


Surviving Great Ancients will regenerate all their HP.


09------------------------------------------------------------------

Age of Adventures

From Foreign Parts comes a party of Heroes to brave the dungeons underneath the Surface Kingdom for wealth and glory.

Heroes start with 3 HP, a small party with the capabilities of a small army.

If the Surface Kingdom is evil, there is no support for the heroes here.

If the Surface Kingdom is good, the party gains 1 HP for every non-cultist house present.

This sets the maximum HP of the Heroes.


The Heroes will enter the underworld via the rightmost entrance.

The Heroes rightwall into the depths. They will fight any non-good entities they encounter.

If they see valuables in the next room, they will interrupt their rightwalling.


If the Heroes find Magic, they regain 1 HP up to their maximum.

If the Heroes find Treasure, every three treasure tokens they find mean an additional HP maximum.

If the Heroes find Doomstuff, they gain +1 to their attacks when fighting Great Ancients and their servants.


Surviving Great Ancients will regenerate all their HP.


10------------------------------------------------------------------

The Fate of the World

In this phase you get to see what happens to the future of the world.

Do each of these actor's actions in sequence.


The Great Ancients:

Have the topmost one act first, then go down, if applicable.

Double their base HP.

Absorb any HP from their Followers if still there.

Seek the shortest path to the surface, digging if there is no other exit.

Wreak havoc among anything in their path and then the Surface Kingdom.

Should the Great Ancient make it to the surface and survive there, it's the end of the world.


Evil Civilizations not led by a Great Ancient:

Gather in their capital.

Seek the shortest path to the surface, digging if there is no other exit.

Wreak havoc among anything in their path and then the Surface Kingdom.

Should they win, it's the end of civilization on the surface.


Possible surviving cultists will attempt to turn on the Surface Kingdom.

There is a civil war going on, cultists vs. anyone else.

Should the cultists win, this is the end of civilization on the surface.


Should none of this actually succeed, the Surface Kingdom has won.

A golden age starts, where the forces of good recuperate and then prosper.

No comments:

Post a Comment