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 No N one 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
Corridor Check (10' - 60' distance) 2d6 Freq Long Halls 2d6 2 1 4-way 1/2 way (round up) 2 3 2 side passage left and right 1/2 way (round up) 3 4 3 side passage left 1/2 way (round up) 4 5 4 elbows right after 10' - 60' 5 6 5 Continue straight 10' - 60' 6 7 6 Continue straight 10' - 60' 7 8 5 Continue straight 10' - 60' 8 9 4 elbows left after 10' - 60' 9 10 3 side passage right 1/2 way (round up) 10 11 2 ends in t-intersection after 10' - 60' 11 12 1 dead end after 10' - 60' 12
Initial Width 5' 20' - 120' (d6 x 20') 5' - 30' (d6 x 5') 10' 30' 10' 20' 10' 50' 10' - 60' 5'
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
2d6 2 3 4
Freq 1 2 3
Hall Content ents Narrows 10' less, 5' if 10' Alcove Trap Arch way Trick Columns: along walls center Door Door (se (see e door door loc locat atiion & type types s tabl table) e) Loc Locat atio ion: n: lef left, t, righ right, t, ahe ahead ad Colu Column mns: s: dow down n cent center er Empty Crossed by chasm 2d6 x 10' deep Empty Crossed by stream/river/chasm Empty Wandering Monster Door (see (see door oor loc locat atiion & ty types pes tab tablle) Loc Locati ation: on: lef leftt, rig right ht,, ahe ahead ad Secret Door Stairs up/down Widens by 10' - 20'
Door Types Heavy iron door Secret Se 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
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
1 ion 6 is a Double door 2d6 2d6 2 3 4 5 6-8 9 10 11 12
2d6 2 3 4 5 6 7 8 9 10 11 12
2d6 2 3 4 5 6 7 8 9 10 11 12
Door Door (mos (mostt are are goo good, d, stu sturdy rdy woo wooden den door doors) s) Falls down when opened. Stuck tuck.. Must ust be be for force ced d op open (st (stuck uck fac facto torr of 1d6 x 3) 3). Squeaky. Sq Squeals lo loudly wh when op opened. Shut bu but flflimsy an and ea easily kn knocked in in. Common door. Locked and sturdy. Trapped. Locked and Trapped. Magi Magica cal. l. Onl Only y a spec specif ific ic spel spell, l, code code word word,, item item,, or som some e such such wil willl free freely ly ope open n it. it.
Freq 1 2 3 4 5 6 5 4 3 2 1
Chamb amber/Room Sh Shape an and Ar 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
Freq Number of Room Exit(s) 1 pl p lus 2-7 more 2 one came in through 3 plus 4 more 4 one came in through 5 plus 1 more 6 one came in through 5 plus 2 more 4 one came in through 3 plus 3 more 2 one came in through 1 plus 2-12 more
2d6 2 3 4
Room/Area Co Content Trap & Treasure Empty & Treasure Monster & Treasure
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)
5 6 7 8 9 10 11 12
Special Empty Monster Empty Trap Monster & Treasure Special & Treasure Trap & Treasure
Dungeon Level 1 2 3 4
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
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
Nature Evil Neutral Neutral Neutral Neutral Good
6 3 (1/3) 3 4 4
Race Dwarf Elf Halfling Human Human Human
2d6 2 3 4 5 6 7 8 9 10
Specials (See Room/Area Room/Area Content) Content) Moani oaning ng noi noises. ses. Moani oaning ng noi noises. ses. Dirt Dirt and and dust dust falls falls from from ceilin ceiling. g. Myste Mysteri rious ous lights lights dance dance and and flas flash. h. Creaki Creaking ng nois noises es ifif anyon anyone e enter enters. s. Wind Wind gust gusts s and and blo blow ws. Ghostl Ghostly y figur figures es or an illusi illusion. on. Drip Drippi ping ng wate waterr or or a pool pool.. Rocks, Rocks, furnitur furniture, e, etc. etc. move move and shift around on their own. 11 Roll Roll on Unusua Unusuall Featur Features es Table Table 12 Roll Roll on Unusua Unusuall Featur Features es Table Table 2d6 2d6 2-3 4 5 6 7 8 9 10 11 12
Unus Unusua uall Fea Featu ture res s Tab Table (Se (See e Spec Specia ials ls)) Door Door opens opens to vari various ous loca locatio tion n depen dependin ding g on keys keys,, key key word words, s, etc. etc. Teleport device in room. Healing fountain. Coin oper perate ated gambling machin hine. Prisoners waiting rescue Massive chasm. Myst Mystic ic run runes es and and sta statu tues es from from an anci ancien entt civ civil iliz izat atio ion. n. Opening to a river or stream eam. Talking paintings. Solve Solve a riddl riddle, e, perfo perform rm an an unusua unusuall action action,, receiv receive e a permane permanent nt boon boon (1 poin pointt to 1 abil ability ity,, 1-3 extra extra hit hit points, etc.)
2d6 2 3 4 -5 6-8 9-10 9-10
Treasure is In Invisible. Covered ho hole in in th the flfloor or or wa wall. Hidden co compart artment. Chest. Barr Barrel els, s, boxe boxes, s, bags bags.. etc. etc.
12 2d6 2d6 2-4
5-6 7 8-9 10-11 10-11 12 2d6 2 3 4
6 7
8 9 10 12
In the open. Door/Treasure Ch Chest Tr Traps. A rope rope net net fall falls s over over the the square square the the door door or treasu treasure re is is in. in. Anyone Anyone unde underne rneath ath must must beat beat it with with an 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 u sing sharp cutting tools). Poison Poison gas gas trap, trap, engu engulfs lfs a 20' 20' area. area. Ever Everyon yone e inside inside itit must must save save versus versus pois poison on or suff suffer er ill ill effect effects: s: death, damage, sleep, etc. Poison Poison needle needle in handl handle/l e/lock ock.. 1-2 1-2 on 1d6 chance chance each each time time it is opened opened a pers person on is jabbed jabbed and must save versus poison or be poisoned. Fire Fire trap trap engul engulfs fs a 20' 20' area. area. Vict Victims ims must must save save versu versus s drago dragon n breat breath h or take take 1-6 1-6 hit hit poin points ts per per leve levell of the adventure. Alarm Alarm rings rings loudly loudly.. Near Nearby by mons monster ters s will will come come runni running. ng. Roll on the Room/Area Traps Room/Area Traps An ala alarm rm rin rings gs in in a dist distan antt room room to to aler alertt guar guards ds the there re of of intr intrud uder ers; s; itit is unh unhea eard rd loc local ally ly.. Falli Falling ng rock rocks s engul engulff a 10' 10' x 10' area area and and every everyone one insid inside e is attack attacked ed with with a to-hi to-hitt bonus bonus equal equal to to the the adventure level and takes 1-5 (1d6-1; 0 = 1) damage if hit. Huge Huge stone stone block block slams slams down down over over a 10' x 10' 10' area; area; those those who who fail fail an init initiat iativ ive e roll roll (see (see the the pit pit trap trap)) are attacked with a to-hit roll twice the adventure level and take 2-12 (2d6) hit points per adventure level if stricken. Swing Swinging ing blade. blade. Attac Attacks ks one one pers person on who who tri trigge ggers rs itit with with a to-h to-hit it bonus bonus equa equall to to the the adven adventur ture e level level and does 2-7 (1d6+1) damage if it hits. Pit Pit trap, trap, 10 to to 30' 30' deep deep.. 1-2 1-2 on 1d6 1d6 chan chance ce eac each h time time som someo eone ne pas passe ses s over over itit open opens. s. Any Anyone one prepared for trouble who beats the trap with an initiative initiative roll (1d6 + their dexterity modifier versus 1d6 for the trap) leaps free; 2/3 encumbrance penalizes them -1; full encumbrance -2. Roll oll on the Door/ or/Treasure Chest Traps aps. An iron iron cage cage fall falls. s. See See the the pit pit trap trap for for an an init initiat iative ive roll roll for for anyo anyone ne wary wary.. The The cage cage is is very very stro strong ng and and getting free will likely take a long time. Will guards arrive first? The room room door( door(s) s) slam slam shut shut and then then bolt bolts s fall fall in plac place e insid inside e each each to secu secure re itit stro strongl ngly. y. A wall wall,, ceili ceiling, ng, or or floor floor panel panel open opens s rele releasi asing ng mons monster ters. s. Roll Roll on the the rand random om mons monster ter table table for for the the adventure level.