I've created a set of geomorphic map tiles with full Line of Sight and paired them with a set of story templates and tables to generate the contents of the tile. The tiles and contents are meant to be generic so you can use the tiles and descriptions with your game system of choice. The tables contents were mostly created by LordEntrails and are used with his permission.
Random Dungeon Tiles and Descriptions contains 27 tiles, 14 story templates and 33 tables for $4 (400 Forge Coins). While the set is aimed towards solo play, the geomorphs and descriptions can be used in any game. Also included, is an Index of Tiles to allow you to quickly find and drag and drop the tiles onto your map. The index has a link to the story template paired with that type of tile. You can find everything here on the FG Forge.
The solo play exploration engine is driven by first placing the level's starting tile, then using an early or normal exploration table which output the tile number to place and it's paired story template to chat. You can see how this works in the Getting Started video here.
If you have any questions or see any typos or other problems, please let me know in this thread.
Edit: Added an alternative Early Exploration - No Rooms table bringing the total tables to 28. I also added an explanation about the table to the Book at the bottom of 1.3 Placing tiles, generating descriptions.
Edit: Added a new boss/treasure hoard tile and supporting templates and tables - bringing the number of tiles to 27, templates to 13 and tables to 33. Updated the book to explain how to use the new tables.
Edit: Added a new End Hall story template, bringing the total templates to 14.
August 5th, 2025, 20:40
Griogre
Reserved.
August 7th, 2025, 17:22
Griogre
This is now released on the Forge.
August 10th, 2025, 20:17
Griogre
Session 04 in this Let's Play: Solo demonstrates the use of these tiles and descriptions if you want to see them in action.
August 25th, 2025, 20:38
Griogre
I've added an alternative table for Early Exploration that excludes rooms. To see the new table if you currently have the RD1 Random Dungeon Tiles module open you may need to go to modules, click the Activation Button and right click on the RD1 Random Dungeon Tiles module and select "Revert Changes" The new table is called Early Exploration - No Rooms.
If you have been messing with the tables you should make a copy of any table you have changed before you "Revert Changes" because it will restore the original tables. Let me know if you see any typos or other problems.
August 31st, 2025, 20:50
Griogre
I tweaked the Early Exploration - No Room table to use a physical d20 instead of a random d18 and made the table slightly more likely to generate tiles that do not snake upon itself and "soft" dead end. The update should be live now.
September 5th, 2025, 00:18
Griogre
Now that I've been exploring with the set for a while, I felt it need a dedicated room tile where a monster (group) treasure hoard could be located. To make that happen I added a tile, a chest template to put the treasure in, an end room w/boss template and supporting tables. If you have changed your tables you should make a copy so they don't get over written.
There are likely to be some more changes to tables as I am talking with Tempered7 on how we can add some non monster "encounters". The best practice is to make a copy of a table first then change the name of the table and modify it that so any update doesn't overwrite it.
I will be making a video on the future on how to customize the tables for you game / system.
September 8th, 2025, 20:04
Griogre
Fixed a bug where the Hoard Tile in the List of All Tiles didn't have a link to appropriate story template. Added the link.
Edit: should be live now.
September 17th, 2025, 19:49
Griogre
I've adjusted the tile description tables. I used the tile descriptions in a side dungeon in one of my normal campaigns and found myself skipping some of them. I felt you need some more "normal" descriptions to let the "special" descriptions shine. Right now it takes somewhere between 40 to 50 tiles to create a level and I want a majority of them to have a "vanilla' floor, wall or ceiling. The floor, wall and ceiling descriptions are generated independently so having one tile with all vanilla descriptions should happen maybe 1 in 10 tiles. I'll make another pass though after I spend some time using the new tables.
September 26th, 2025, 20:23
Griogre
I've updated the story templates so you can't have a challenge on a dead end hall. Challenges as implemented in this tile system are: Pass this challenge and advance down the corridor. If the corridor doesn't continue this makes no sense. The changes should now be live.