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| Krampus by Tony Jaguar |
When not prowling the night streets looking for children to eat, Krampus makes his home in caves deep in the most haunted, mist-shrouded wood, terrorizing the local wildlife. Forest creatures fight back and enact justice on him and his little helpers. Other powerful creatures are drawn here, it is not just Krampus' world. Snow dragons and blizzard elementals dwell here, ambivalent to his pretensions to greatness.
Empty 1-2
1 Boom box playing a tape of Christmas songs
2 Enchanted garden with ice sculptures
3 Fake snow machine
4 Snowman built from giant skulls
5 Penguins
6 Stolen Christmas lawn ornaments
Monster 3-4
1 Krampus' reindeer construct stable, one with elemental lava nose
2 Krampus' little helpers
3 Blizzard elemental
4 Squad of small forest creatures
5 Snow dragon
6 Krampus
Trap 5
1 Cursed mannequins in Christmas sweaters
2 Thinly frozen pond
3 Falling icicles
4 Springboard into mouth of a giant nutcracker
5 Sharpened candy cane trap
6 Salvation Corps bell ringer with viper in his kettle
Special 6
1 Time elemental ghost
2 Fey court
3 Human children prisoners
4 Forest creature skating rink
5 Satanic altar
6 Ginger bread cabin
Treasure
1 Crusaders cuirass
2 Christmas tree with golden star mace
3 Hockey stick with ribbon and puck
4 Dreidel warhammer
5 Giant golden hare with an emerald in its forehead
6 Snow control mittens
* * *
Start with a blank dungeon worksheet, pencil, eraser, and at least 1, but ideally 36 six-sided dice.
For the most efficient approach, get a block of 36 six-sided dice, roll them all at once, and arrange them into a six-by-six square. Copy the numbers over to the worksheet to generate the dungeon, each row of dice creating one room.
- The first and second dice are the Location. Count across (first die) and then down (second die).
- The third die is the room’s Size. Write its Size down in its block. Can determine Treasure type.
- The fourth die is its Stocking. 1-2 Empty, 3-4 Monster, 5 Trap or 6 Special.
- The fifth die is the type of Stocking. Listed in the above tables, write them down.
- The sixth die determines if there is Treasure. A 1 means the room has treasure. Use the Size (the third die) number to select from the Treasure table.
Next, draw room walls using Size. Enclose a number a blocks equal to the rooms Size. Interpret a room’s Stocking when drawing the room so that its form matches its function. Erase the Size numbers you wrote on the grid previously, and write room Stockings directly on the map. Finally, add doors and passages as you see fit.
If you roll the same location for more than one room, combine their Sizes, Stocking and Treasures.


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