RANDOM DUNGEON GENERATION

Copyright ©2013 Joe D. Neal All Rights Reserved

START AREAS FOR RANDOM DUNGEON

2d6 Freq Wandering Monsters Frequency 2 1 1 in 6 every 12 turns 3 2 None 4 3 3 in 6 every 6 turns 5 4 1 in 6 every 6 turns 6 5 2 in 6 every 3 turns 7 6 None 8 5 1 in 6 every 3 turns 9 4 2 in 6 every 6 turns 10 3 3 in 6 every 3 turns 11 2 None 12 1 Check frequency every 6 turns

2d6 2 3 4 5 6 7 8 9 10 11 12

Freq 1 2 3 4 5 6 5 4 3 2 1

Initial Width 5' 20' - 120' (d6 x 20') 5' - 30' (d6 x 5') 10' 30' 10' 20' 10' 50' 10' - 60' 5'

Corridor Check (10' - 60' distance) 2d6 Freq Long Halls 2 1 4-way 1/2 way (round up) 3 2 side passage left and right 1/2 way (round up) 4 3 side passage left 1/2 way (round up) 5 4 elbows right after 10' - 60' 6 5 Continue straight 10' - 60' 7 6 Continue straight 10' - 60' 8 5 Continue straight 10' - 60' 9 4 elbows left after 10' - 60' 10 3 side passage right 1/2 way (round up) 11 2 ends in t-intersection after 10' - 60' 12 1 dead end after 10' - 60'

2d6 2 3 4 5 6 7 8 9 10 11 12

Twisty dead end after 10' - 60' dead end after 10' - 60' Ends in room elbows right after 10' - 60' side passage left 1/2 way (round up) Continue straight 10' - 60' side passage right 1/2 way (round up) elbows left after 10' - 60' 4-way 1/2 way (round up) ends in t-intersection after 10' - 60' ends in t-intersection after 10' - 60'

Secret Door When Hall meets Room wall (d6): 1-2 = yes, 4-6 = no Side Passage Types Left 45-degrees (as facing) Straight Right 45-degrees (as facing) X-oriented (if 4-way) 2d6 2 3 4 5 6 7 8 9 10 11 12 Freq 1 2 3 4 5 6 5 4 3 2 1 Hall Contents Narrows 10' less, 5' if 10' Alcove Trap Arch way Trick Columns: along walls center Door (see door location & types table) Location: left, right, ahead Columns: down center Empty Crossed by chasm 2d6 x 10' deep Empty Crossed by stream/river/chasm Empty Wandering Monster Door (see door location & types table) Location: left, right, ahead Secret Door Stairs up/down Widens by 10' - 20'

2d6 2 3 4

Freq 1 2 3

Door Types Heavy iron door Secret Secret

2d6 2 3 4

Freq 1 2 3

Door opens into* Elevator up/down Stairs up/down False Door

5 6 7 8 9 10 11 12

4 5 6 5 4 3 2 1

Common locked Common stuck Common Common, stout door Bars No door Flimsy door/rotten, poorly made/curtain. Ancient stone door 1 ion 6 is a Double door

5 6 7 8 9 10 11 12

4 5 6 5 4 3 2 1

Corridor Room Room Room Corridor Chasm up/down. Stairs up/down Stairs up/down

2d6 2 3 4 5 6-8 9 10 11 12 2d6 2 3 4 5 6 7 8 9 10 11 12

Door (most are good, sturdy wooden doors) Falls down when opened. Stuck. Must be forced open (stuck factor of 1d6 x 3). Squeaky. Squeals loudly when opened. Shut but flimsy and easily knocked in. Common door. Locked and sturdy. Trapped. Locked and Trapped. Magical. Only a specific spell, code word, item, or some such will freely open it. Freq 1 2 3 4 5 6 5 4 3 2 1 Chamber/Room Shape and Area Triangle 20' - 120' base by 20' - 120' height Square 20' - 120' each side Square, 20' x 20' Rectangular, 30' x 40' Square, 30' x 30' Square, 20' x 20' Rectangular, 20' x 30' Square, 40' x 40' Rectangular, 30' x 50' Rectangular 20' - 120' by 20' - 120' Round 20' - 120' diameter or hexagonal 2d6 2 3 4 5 6 7 8 9 10 11 12 Room Exit(s) Location floor right wall right wall same wall opposite wall opposite wall opposite wall same wall left wall left wall ceiling 2d6 2 3 4 5 6 7 8 9 10 11 12 Room Exit(s) Type elevator curtains secret door bars door door door archway false door ladder through hole(s) ladder through hole(s)

2d6 Freq Number of Room Exit(s) 2 1 plus 2-7 more 3 2 one came in through 4 3 plus 4 more 5 4 one came in through 6 5 plus 1 more 7 6 one came in through 8 5 plus 2 more 9 4 one came in through 10 3 plus 3 more 11 2 one came in through 12 1 plus 2-12 more

2d6 2 3 4

Room/Area Content Trap & Treasure Empty & Treasure Monster & Treasure

5 6 7 8 9 10 11 12

Special Empty Monster Empty Trap Monster & Treasure Special & Treasure Trap & Treasure 1 1 1 (x2) 1 (x3) 1 (x4) d6 & Random Encounter Table To Check 2 3 4 5 1 1 2 (1/2) 2 (1/2) 1 (x2) 2 2 2 2 (x3) 3 3 3 2 (x3) 3 (x2) 4 4 6 3 (1/3) 3 4 4

Dungeon Level 1 2 3 4

NPC Party Members (roll each column) d6 Class Level 1 Cleric Adventure -1 2 Fighter Adventure 3 Fighter Adventure 4 Fighter Adventure 5 Rogue Adventure 6 Wizard Adventure +1 2d6 2 3 4 5 6 7 8 9 10 Specials (See Room/Area Content) Moaning noises. Moaning noises. Dirt and dust falls from ceiling. Mysterious lights dance and flash. Creaking noises if anyone enters. Wind gusts and blows. Ghostly figures or an illusion. Dripping water or a pool. Rocks, furniture, etc. move and shift around on their own. 11 Roll on Unusual Features Table 12 Roll on Unusual Features Table 2d6 2-3 4 5 6 7 8 9 10 11 12 2d6 2 3 4-5 6-8 9-10

Nature Evil Neutral Neutral Neutral Neutral Good

Race Dwarf Elf Halfling Human Human Human

Unusual Features Table (See Specials) Door opens to various location depending on keys, key words, etc. Teleport device in room. Healing fountain. Coin operated gambling machine. Prisoners waiting rescue Massive chasm. Mystic runes and statues from an ancient civilization. Opening to a river or stream. Talking paintings. Solve a riddle, perform an unusual action, receive a permanent boon (1 point to 1 ability, 1-3 extra hit points, etc.) Treasure is In Invisible. Covered hole in the floor or wall. Hidden compartment. Chest. Barrels, boxes, bags. etc.

12 2d6 2-4 5-6 7 8-9 10-11 12 2d6 2 3 4 6 7 8 9 10 12

In the open. Door/Treasure Chest Traps. A rope net falls over the square the door or treasure is in. Anyone underneath must beat it with an initiative roll (penalized -1 for 2/3 encumbrance, -2 for full load) or be trapped. Victims can get out in 1-6 rounds (half if using sharp cutting tools). Poison gas trap, engulfs a 20' area. Everyone inside it must save versus poison or suffer ill effects: death, damage, sleep, etc. Poison needle in handle/lock. 1-2 on 1d6 chance each time it is opened a person is jabbed and must save versus poison or be poisoned. Fire trap engulfs a 20' area. Victims must save versus dragon breath or take 1-6 hit points per level of the adventure. Alarm rings loudly. Nearby monsters will come running. Roll on the Room/Area Traps Room/Area Traps An alarm rings in a distant room to alert guards there of intruders; it is unheard locally. Falling rocks engulf a 10' x 10' area and everyone inside is attacked with a to-hit bonus equal to the adventure level and takes 1-5 (1d6-1; 0 = 1) damage if hit. Huge stone block slams down over a 10' x 10' area; those who fail an initiative roll (see the pit trap) are attacked with a to-hit roll twice the adventure level and take 2-12 (2d6) hit points per adventure level if stricken. Swinging blade. Attacks one person who triggers it with a to-hit bonus equal to the adventure level and does 2-7 (1d6+1) damage if it hits. Pit trap, 10 to 30' deep. 1-2 on 1d6 chance each time someone passes over it opens. Anyone prepared for trouble who beats the trap with an initiative roll (1d6 + their dexterity modifier versus 1d6 for the trap) leaps free; 2/3 encumbrance penalizes them -1; full encumbrance -2. Roll on the Door/Treasure Chest Traps. An iron cage falls. See the pit trap for an initiative roll for anyone wary. The cage is very strong and getting free will likely take a long time. Will guards arrive first? The room door(s) slam shut and then bolts fall in place inside each to secure it strongly. A wall, ceiling, or floor panel opens releasing monsters. Roll on the random monster table for the adventure level.

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