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Dungeon Generation
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=== Chamber Doorways === Chambers are connected via large square, circle and irregular open doorways. In some dungeons, some chamber exits will not be connected to another chamber and this is represented by caved-in rocky debris that is impassable. Circular chamber exits will always be connected to circular entrances of other chambers. Square chamber exits to square chamber entrances, and irregular doors connected to like doors in the next chambers. <div class="card-deck"> <bootstrap_card header="Square Door" footer="Square exits seem to be more purposely built, about the correct size for teams of adventures to fit through in small groups"> [[File:square door.jpg]] </bootstrap_card> <bootstrap_card header="Circular Door" footer="Circular exits seem to connect through a massive sewer system."> [[File:circular door.jpg]] </bootstrap_card> <bootstrap_card header="Irregular Door" footer="Irregular exits seem to connect through ancient mines and possibly tens of thousands of year old ruins that long been built over by more modern structures."> [[File:irregular open door.jpg]] </bootstrap_card> </div> <div class="card-deck"> <bootstrap_card header="Impassible Square Door"> [[File: caved-in square door.jpg]] </bootstrap_card> <bootstrap_card header="Impassible Circular Door"> [[File: circular door caved-in.jpg]] </bootstrap_card> <bootstrap_card header="Impassible Irregular Door"> [[File:irregular caved in door.jpg]] </bootstrap_card> </div> There are also atmospheric doorways that are always caved in: <bootstrap_card class="center-card" header="Atmospheric Caved-In Door" footer="doors like this will always be caved-in and impassible"> [[File:atmospherical door.jpg]] </bootstrap_card>
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