Six Rooms Beneath
Horimiya · Katagiri High, after hours.
No group, no calendar. Say what your character does and the dungeon master calls the check, rolls it out loud and pays out what it costs.













Horimiya · Katagiri High, after hours.
Neta Studio is an AI world builder — the cast, the rooms and the art come out of the same place. Build the crawl in a world with characters in it and the dungeon master uses them: the priestess who patches you up is the same one who remembers it next week.
No. The sheet is four numbers and a short pack list, and the crawl tells you when a roll is needed. If you can describe what your character tries, you can play.
The crawl does, in the open. Every risky move shows the d20, the modifier, the DC and the total before it says what happened, so you can see why the door held or the rope snapped.
Six rooms, twenty to forty minutes if you keep moving. You can stop after any room; the sheet you are carrying is written into the scene.
The crawl ends on an ending card that names it — not out at all — and tells you what the dungeon kept. You can start the same crawl again with a fresh sheet and a different route.
Yes. Give it a class, HP, AC and three things in the pack, and the crawl uses exactly that. A homebrew class works as long as you say what it is good at.
A game. Every room ends on three choices and the crawl plays out the one you picked, including the damage, the noise and the light you spend doing it.
Inside one crawl, yes: HP, torch and pack carry from room to room, and the cast reacts to what you already did. A new crawl starts clean, with a new dungeon.
A place and a reason to be in it. “A flooded shrine under the harbour, one torch left” is enough — the crawl fills in the rooms, the creature and the way out.
Say the place and the class. The sheet, the dice and an ending come with it.