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D 12 Dungeon Generator

This document provides instructions for a simple random dungeon generator that can be used with pencil and paper. It includes a table to roll on to determine what feature is added to the dungeon at each step, such as stairs, traps, rooms with monsters, or empty rooms. The generator is intended to quickly create unelaborate dungeons without resources beyond dice and paper.
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0% found this document useful (0 votes)
139 views1 page

D 12 Dungeon Generator

This document provides instructions for a simple random dungeon generator that can be used with pencil and paper. It includes a table to roll on to determine what feature is added to the dungeon at each step, such as stairs, traps, rooms with monsters, or empty rooms. The generator is intended to quickly create unelaborate dungeons without resources beyond dice and paper.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Unported License

NonCommercial-ShareAlike 3.0
Creative Commons Attribution- Excited yet?
By John Yorio, 2012 Actual result of using previous table.
EXIT
-john
Happy Dungeoneering!
tabletopdiversions.blogspot.com
line at:
know what you think. You can drop me a
Ver. 3.0 If you give the generator a try please let me
Dungeon Generator the sample.
with something suitable if you want to use
Pencil and Paper monsters (M). I am sure you can come up

EXIT
No Budget No Frills (T), empty rooms (E) and rooms with
unpopulated, beyond the indication of traps
I've intentionally left the dungeon
Roll “Dungeonmorph” Notes Roll “Dungeonmorph” Notes Roll “Dungeonmorph” Notes
You hold in your hands a simple random
1 Stairs up or Exit 4 9 Empty
dungeon generator. Does the world need Straight hallway
E
or ( player choice room.
another one? Probably not, but here it is *
or roll, roll 1D6 **
anyway!
1-3=Stairs,
You'll Need: d12, d10, d6, d4. Graph paper 4-6=Exit) 5 4- way 10 Trapped
and pen/pencil or electronic equivalents.
Instructions: Draw the starting point

2
or
Stairs down or
Exit (player
intersection*
T room**
choice or roll,
( room, hallway, whatever you like), roll 11 Monster
roll 1D6 6 Turn right*
d12. Check the table, add what's shown to
your map, repeat.
1-3 = Stairs
4-6=Exit)
M Room**
On Secret Doors: When corridors (or 3 Straight
or 7 Turn left* 12 Dead
rooms) abut without means of passing Hallway* end or
between them, check for secret door: Roll w/Covered pit or Re-roll.
1d6, 1=Secret door. Roll again:1 – One other trap (roll
way, direction you're going, 2-5 Both 1d6,
directions 6 – One way, against your 8 T-intersection* *On Hallways/Intersections/Turns
1-3 pit trap,
direction. length = 1d10 squares
4-6 other )
On Stairways/Exits: Don't resist multiple ** On Creating rooms:
stairways or exits! They give players Roll 1d4-1 additional exits.
choices! Dimensions: 1d10 by 1d10 squares

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