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Random

Dungeon
Generator
for 5th Edition

Featuring 18 Unique Random


Encounter Tables and Descriptions

by Midnight Hatter (Stephan Bayless)


Why You Need This generation tables for you to use when reading your
results. You can create an entirely original dungeon
Your players just bested a hill giant after a long fought using this book in seconds.
battle. They’re halfway home from their journey and you
plant a bit of foreshadowing for a dungeon later in the Supplies You’ll Need
campaign.
Sorry, but as much as I’d love to provide everything
“As you walk along the barren road between Gorthras you’re going to need, I have to omit things such as
and Telenno, you pass what appears to be a stone mauso- monster stat blocks and other copyrighted material.
leum with the symbol of Lathander on the door. Further
along, you-” • Paper
• Pencil
“Can we go inside the mausoleum?” asks the party • Dice (d4, d6, d8, d10, d12) with multiples
cleric. • 5th Edtion Monster Manual
• Dice Tray (not necessary, but helpful)
“Um, what?” • Decent Improv Skills (but I’ll help with that)

“We’re all in pretty rough shape and it’s a long way


back. I worship Lathander. I want to camp here for the Dungeon Layout Design
night.” the cleric says.
There are a couple of questions you’ll need to
“Well you can’t, there’s a huge stone in front of the answer and decisions to make in order to create the
door blocking your path.” perfect random dungeon for your specific party.

“Well I push it out of the way.” says the party barbar- 1.) How many rooms will this dungeon have? Are
ian. you just trying to create a quick hour-long delve to
eat time? Are your friends on the way to your house
“Um okay, give me a Strength check...” (DC 30 you now and you don’t have an adventure planned? A
think to yourself.) good estimate for time is that each room (depending
on its contents) will take your party 5-20 minutes to
“Nat 20.” traverse, I’ll explain more on that later. The safe bet
is to just start with 5 rooms, and add or remove as
Shit. needed.

So you need a dungeon on the fly. Maybe your This will determine how long and difficult your
players went to a location you hadn’t prepared yet, or dungeon will be.
they nerfed your preplanned session and you’ve only
played for an hour and need to fill the other three 2.) What kind of dungeon is it? Is it a bandit
hours of time you negotiated with you wife to let you hideout? A giant spider lair? A wizard tower? This
play D&D. will determine the flavor of your dungeon, what kind
of monsters/traps you’ll find inside. I’ll provide charts
Whatever the case may be, you need a quicky of examples in the next section.
dungeon and you don’t have time to jump online or
roll a complex random dungeon from the DMG. So I This will determine the theme of you dungeon
have prepared a little dungeon generator that allows and inform the contents of each room.
you to make one roll, use a few select beasties from
the Monster Manual and viola! You have a dungeon 3.) How mean do you want to be? (Or how strong
of any size on demand. is your party?) There are two versions of this genera-
tor; one with level scalability (which is vastly more
How to Use this Guide complex) and one without (which can be rolled and
built more quickly, but veers on the side of making
Quite simply, you are going to grab a fistful of dice the dungeon easier)
and roll them in front of you (preferrably behind the
DM screen) and using the random layout of the dice Number of Rooms
as well as the results of your roll you will have the
contents of your dungeon as well. First you decide how many rooms your dungeon
will have. This determines how many dice you’ll roll.
The following section will explain how the Five rooms equals five dice. Easy right?
process works and once you’re ready to start creating,
there are 2 sample themed random dungeon
Room Size old analog town generator that uses a similar
approach, this dungeon layout designer simply uses
Now that you know how many dice to grab, we the natural pattern of the dice as the room place-
will decide what kind you’ll need. It’s a simple incre- ment. This enables you to design the dungeon with
mental scale; the more sides on the dice, the bigger one dice throw as opposed to a lengthy design
the room. Use the table below as a guide. process.
Bear in mind as well, that the larger the room, the The disadvantage of this method is that you lose
more difficult the potential encounters youre party control of all pacing and you may even find yourself
will find inside. with a deadly encounter in the first room, and easy
encounters in the remaining rooms.

I would advise trying it out anyway, if only


Dungeon Room because this will throw your players for a loop since
Die Contents most of them expect a dungeon that gets
incrementally more difficult as you progress, whereas
the natural chaos of villains and mon-sters may
20 sq. ft. Room, result in a climactic battle early on, not only
d4
Easy Encounters subverting your players’ expectations, but also
keeping them on their toes even when you know
30 sq. ft. Room, there is no greater danger ahead.
d6
Minor Setbacks
If you see this happening, I highly advise
40 sq. ft. Room, throwing a powerful magic item or significant
d8 treasure at the end of the dungeon so your players
Major Setbacks don’t feel like they’ve wasted their time.
50 sq. ft. Room, Step 1: Assemble your supplies (Fig. 1A)
d10
Dangerous Encounters

40 sq. ft. Room,


d12
Deadly Encounters

Room Placement Dice Dice Tray


There are two variations to this approach and they
both have their own strengths and weaknesses.

Option 1: Design the layout yourself and simply


use the generator tables to stock the dungeon.

The advantage to this method is that you main- Pencil


tain control of the flow and pacing of your dungeon.
You can also use the layout to help tell the story (is it
a symmetrical keep? a tower?)

The disadvantage is that this method takes time


and I wanted to design a dungeon generator you
could use at the table with no prep whatsoever. These
dungeons can also be predictable for seasoned role-
players who know all the old tricks.

Option 2: Let the dice determine your layout. Paper


The method I am about to outline generates some
wild and random results quickly. Borrowing from an Fig 1A
Step 2: Roll your dice (Fig. 2A) Step 4: Note the size and result of each room on
your new dungeon map. If you wish to have multiple
levels, an easy optional way to determine where stairs
are located is the even-odd rule.

If a hall goes from and even result room to an odd


result, then add stairs going down.

If a hall goes from an odd result room to and even,


then add stairs going up.

If a hall is between two even or two odd rooms,


then they are on the same level (Fig. 3)

Fig 2A

Step 3: Trace the shape of your dungeon, connect- Down


ing the closest rooms to each other in a line. You can
create branching rooms if dice are surrounding each
other. (Fig. 2B)
Up

Down

Fig 3
Stocking Your Dungeon
Now for the fun stuff! There is a pretty simple
formula for the results on the room contents table
which I will outline on the next page.

Dice Results Table


Again there are two versions of this table; the
Simple Dungeon Generator can be used for players of
any level and the dice reflect both room size and
encounter difficulty, and the Scaled Dungeon Gener-
ator with varied results based on the party’s adventur-
ing tier. The Simple version is faster, while the Scaled
version is more robust and specific to your needs.
Fig 2B
Simple Dungeon Generator

Result Room Contents

1 Empty (See “Persistent Threat”)

2 Easy Puzzle

3 DC 10 Trap

4 CR 4 Monster

5 Medium Puzzle

6 CR 6 Monster

7 DC 15 Trap

8 CR 8 Monster

9 Hard Puzzle

10 CR 12 Monster

11 DC 20 Trap

12 CR 16 Monster
Scaled Dungeon Generator

Greenhorn Journeyman Heroic Tier Epic Tier


Result
(Level 1-5) (Level 6-10) (Level 11-15) (Level 16-20)

Empty (See “Persistent Empty (See “Persistent Empty (See “Persistent Empty (See “Persistent
1
Threats”) Threats”) Threats”) Threats”)

2 Easy Puzzle Easy Puzzle Easy Puzzle Easy Puzzle

3 DC 5 Trap DC 10 Trap DC 15 Trap DC 15 Trap

4 CR 1 Monster CR 6 Monster CR 10 Monster CR 14 Monster

5 Medium Puzzle Medium Puzzle Medium Puzzle Medium Puzzle

6 CR 2 Monster CR 8 Monster CR 12 Monster CR 18 Monster

7 DC 10 Trap DC 15 Trap DC 15 Trap DC 20 Trap

8 CR 4 Monster CR 10 Monster CR 14 Monster CR 20 Monster

9 Hard Puzzle Hard Puzzle Hard Puzzle Hard Puzzle

10 CR 6 Monster CR 12 Monster CR 16 Monster CR 22 Monster

11 DC 15 Trap DC 20 Trap DC 20 Trap DC 25 Trap

12 CR 8 Monster CR 14 Monster CR 18 Monster CR 24 Monster


Simple Dungeon Generator ways.
The results of this table are easy to predict and can I will provide examples for each themed dungeon
be implemented into your game with great alacrity. in the next section. Use the additional description
Put simply, a small dungeon with no rooms larger included to warn the players of the Persistent Threat
than 30 square feet will never have anything more so they’re not caught off guard when you force them
difficult than a CR 6 Monster. In a low level party to make saving throws!
this protects you as a DM from accidentally TPKing
them with randomness. In empty rooms, I automatically have the
Persistent Threat occur. For example, if a dungeon
At higher levels however, this simple generator has poisonous mold on the walls, I will have the party
may fail to challenge your seasoned players. Even a make the Constitution saving throw in empty rooms.
five room dungeon with only 60 square foot rooms
could potentially come up with nothing worse than a
puzzle and a DC 10 Trap. If you’re really mean, or your party is having too
easy of a time with a monster, you can have them
Like I said before, this simple table sacrifices make saving throws on Initiative Count 10 every
specificity and control in favor of speed. round until they’ve dealt with the threat.
Puzzles and their solutions will be explained in the I personally hate it when players try to take a long
puzzle index and referred to by the tables. rest inside a dungeon they haven’t cleared out. It
shows a lack of caution at best and disrespect for your
Traps will be listed as the DC to detect, the saving dungeon at worst. So if they do try to rest, I force
throw to halve the damage, and the total and damage them to make saving throws with a much higher DC.
type if the party triggers the trap.
Scaled Dungeon Generator Puzzles and Traps
The scaled table by contrast can be finely tuned to This guide intentionally reuses certain puzzle or
your party’s level, and while it may take just a little trap tropes in order to goad players into a false sense
more work, it a lot more rewarding for high-level of security. If you use this generator for your group
parties. multiple times, they may come to expect the results
of a particular puzzle or trap to be the same as a
Puzzles and their solutions will be explained in the similar encounter they may have had before...
puzzle index and referred to by the tables.
...but it won’t be! The solution to an easy puzzle
Traps will be listed as the DC to detect, the saving may actually trigger a trap on a harder version of the
throw to halve the damage, and the total and damage same puzzle, use this to play with your players’ expec-
type if the party triggers the trap. tations. It’s fun to throw an easier version of a puzzle
at your players too and watch them agonize over
Persistent Threats solutions when the right answer is in front of them!
If your party is tougher than the Monster Manual Puzzles will be referenced in the tables, but the
suggests, like mine is or if you’re just a particularly details of the puzzle are in the Puzzle Index.
mean DM, you may roll a dungeon that comes up
with more than 1 empty room and worry that the Traps will be listed as first the DC to find/disarm
dungeon will be too easy. Well, you could always just (2 separate checks) them if a player wants to check
re-roll any empty rooms, or you can use this option I for traps. Then the type of trap, its trigger, its saving
like to call the Persistent Threat. throw, and damage. See the example below:
I like the pacing effect that an empty room can Search/
have on a party, especially when they are an overly Disable Trap Trap
DC Type Trigger
cautious group, so having some kind of dangers that
aren’t just monsters or traps can be a unique way of
challenging the party.
DC 10 Acid Pit, Floor Panel
Persistent Threats are things like poisonous mold, (Dex Save 12, 2d10 acid damage)
atomospheric effects, and lair effects caused by pow-
erful monsters. The exist throughout the dungeon
Damage Damage &
and you can use them to challenge the party in lots of Saving Throw Type
Aberration Dungeon Generator Simple Dungeon Generator
Read this aloud:
The cavernous interior of this underground dwelling is
cold and damp. The smell of mildew hangs heavy. Aside Result Room Contents
from the odd echo of a droplet hitting the cavern floor, a
calm silence persists throughout the dark corridors.
Visibility is limited to about 20-30 feet.
1 Empty (See “Persistent Threat”)
Whether created by some foul mage or carved out
of the stone by the creatures that inhabit the struc-
ture now, this dungeon is filled with arcane horrors.

Bottom feeders like Chuuls and Grells prey on 2 Simple Compass Puzzle
unsuspecting spelunkers and the remains of would-be
adventurers left behind by Illithids and Beholders.
These monsters roam around in plain sight, with a
passive perception of 14. Any encounter with an DC 10 Acid Pit, Floor Panel
adventuring party quickly becomes combat. 3
(Dex Save 12, 2d10 acid damage)
Beholders use their flying ability to keep out of
reach of most dangers amassing treasure from adven-
turers they kill and growing ever more paranoid. Lost 4 1 Chuul (MM 40)
Mind Flayers lurk in dark corners to hunt for brains.

Tactically, both the Beholders and Mind Flayers


prefer to surprise attack adventurers who are already
engaged with lesser aberrations. Both the Mind 5 Medium Elemental Magic Puzzle
Flayers and the Beholders are less effective at close
range, and therefore stay hidden unless the party can
succeed on a DC 15 Perception Check in any room
containing one of these monsters. If the party is 6 1 Mind Flayer (MM 222)
attempting to stealth, use the Passive Perception of
these monsters to determine whether they are
prepared to attack the adventurers.
DC 15 Rotting Door, Knob
Persistent Threat 7 (Con Save 15,
4d10 necrotic dmg)
Read this aloud:
The walls of the stone structure are intermittemently
broken up by oily red fleshy masses. The eerie silence
throughout the structure is occassionally interrupted by 8 1 Beholder (MM 28)
what sounds like conspiring whispers.

The walls of this dungeon are filled with Gibber-


ing Mouthers (MM 157). Every empty room has 2 9 Hard Two Knights Puzzle
mouther hidden in it.

Unless the players succeed on DC 15 Perception


Check, the mouthers will not engage the party 1 Mind Flayer Arcanist (MM 222),
directly. Instead, the mouthers will use their gibbering 10
2 Intellect Devourers (MM 191)
action on the unsuspecting party in an effort to
disrupt their progress.
DC 20 Flare, Pressure Plate
If the party simply runs out of the room, the 11 (Wis Save (close eyes) 20,
encounter ends. If the party succesfully learns the 10d10 radiant dmg)
origin of the gibbering and attempts the engage the
mouthers, this will become a combat encounter.

12 1 Beholder (MM 28), 2 Grells (MM 172)


Scaled Dungeon Generator

Greenhorn Journeyman Heroic Tier Epic Tier


Result
(Level 1-5) (Level 6-10) (Level 11-15) (Level 16-20)

Empty (See “Persistent Empty (See “Persistent Empty (See “Persistent Empty (See “Persistent
1
Threats”) Threats”) Threats”) Threats”)

2 Simple Compass Puzzle Simple Compass Puzzle Simple Compass Puzzle Simple Compass Puzzle

DC 5 Acid Pit, Floor Panel DC 10 Acid Pit, Floor Panel DC 15 Acid Pit, Floor Panel DC 15 Acid Pit, Floor Panel
3 (Dex Save 10, (Dex Save 12, (Dex Save 15, (Dex Save 15,
1d10 acid dmg) 2d10 acid damage) 4d10 acid damage) 10d10 acid damage)

1 Mind Flayer (MM 222), 2 Spectators (MM 30)


4 4 Grimlocks (MM 175) 2 Spectators (MM 30)
4 Grimlocks (MM 175) 2 Chuuls (MM 40)

Medium Elemental Medium Elemental Medium Elemental Medium Elemental


5
Magic Puzzle Magic Puzzle Magic Puzzle Magic Puzzle

1 Mind Flayer Arcanist


1 Mind Flayer Arcanist (MM 222), 1 Beholder (MM28),
6 1 Grell (MM 172) 2 Intellect Devourers
(MM 222) 4 Nothics (MM 236)
(MM 191)
DC 10 Rotting Door, Knob DC 15 Rotting Door, Knob DC 15 Rotting Door, Knob DC 20 Rotting Door, Knob
7 (Con Save 15, (Con Save 15, (Con Save 17, (Con Save 17,
2d10 necrotic dmg) 4d10 necrotic dmg) 10d10 necrotic dmg) 18d10 necrotic dmg)

2 Spectators (MM 30),


2 Mind Flayers
8 1 Chuul (MM 40) 1 Aboleth (MM 13) 4 Nothics (MM 236),
(MM 222)
1 Cloaker (MM 41)

9 Hard Two Knights Puzzle Hard Two Knights Puzzle Hard Two Knights Puzzle Hard Two Knights Puzzle

2 Mind Flayers 1 Beholder (MM 28),


10 2 Spectators (MM 30) 2 Blue Slaads (MM 276) (MM 222) 2 Drow Elite Warrior
4 Grimlocks (MM 175) (thralls) (MM 128)

DC 15 Flare, Pressure Plate DC 20 Flare, Pressure Plate DC 20 Flare, Pressure Plate DC 25 Flare, Pressure Plate
11 (Wis Save (close eyes) 17, (Wis Save (close eyes) 20, (Wis Save (close eyes) 20, (Wis Save (close eyes) 20,
4d10 radiant dmg) 10d10 radiant dmg) 18d10 radiant dmg) 24d10 radiant dmg)

2 Mind Flayer
1 Beholder (MM 28),
12 1 Aboleth (MM 13) 2 Cloakers (MM 41) Arcanists (MM 222),
4 Grells (MM 172)
2 Chuuls (MM 40)
Wizard Dungeon Generator Simple Dungeon Generator
Read this aloud:
This ornate place of arcane study is well dressed and
lined with books. Result Room Contents

Many arcane practices are considered taboo, but


the master of this dungeon won’t let the concerns of
fools thwart his ambition. 1 Empty (See “Persistent Threat”)
Persistent Threat
No self-respecting evil mage would allow a
persistent threat to exist in his dungeon. His traps 2 Easy Painted Room Puzzle
however, are far more potent than an average dun-
geon.
In addition to a Saving Throw to resist damage,
the Saving Throw listed in the table is to prevent the DC 10 Hideous Laughter Trap
3
effects of the traps outlined below. (Wis Save 12, 2d10 psychic damage)
Annihilation Trap - There is an extra doorway in
this room that leads into a magically dark corridor.
Any character that attempts to pass through this 4 1 Mage (MM 347)
corridor must make a Wisdom saving throw or suffer
18d10 force damage. If this spell reduces hit points to
0, the character is instantly turned to dust.

Plane Shift Trap - The handles on the door(s) in 5 Medium Elemental Magic Puzzle
this room are marked with runes. The character who
attempts to open this door must make a Charisma
Saving Throw of the specified DC, or instantly be
teleported to a random location in the Shadowfell (or 6 2 Displacer Beasts (MM 81)
alternate plane of the DM’s choice). They must find
their own way back to the Material Plane.

Hideous Laughter Trap - All characters that DC 15 Plane Shift Trap


attempt to leave this room must make a Wisdom 7
(Cha Save 15, 4d10 force damage)
Saving Throw of the specified DC or be knocked
prone with uncontrollable laughter for 1 minute. If
the target of this trap takes damage they may make
an additional Wisdom saving throw with advantage
to stop the spell’s effects. 8 1 Clay Golem (MM 168)

Feeblemind Trap - The first character to leave this


room must make an Intelligence Saving Throw of the
specified DC or have their Intelligence and Charisma 9 Hard Password Riddle Puzzle
reduced to 1 point. This effect lasts until cured by
Greater Restoration or Wish. Each 30 days, the target
can attempt this saving throw to end the spell’s
effects again until it succeeds.
10 1 Djinni (MM 144)
Polymorph Trap - The first character to enter this
room must immediately make a Wisdom saving throw
against the specified DC or be polymorphed into a
beaver for 1 hour (shapechangers automatically DC 20 Feeblemind Trap
11
succeed). (Int Save 17, 10d10 psychic damage)

These traps cannot be disabled by conventional


means, but a successful Dispel Magic against the trap 1 Archmage (MM 342),
DC can dispel its effects. 12
2 Druids (MM 346)
Scaled Dungeon Generator

Greenhorn Journeyman Heroic Tier Epic Tier


Result
(Level 1-5) (Level 6-10) (Level 11-15) (Level 16-20)

Empty (See “Persistent Empty (See “Persistent Empty (See “Persistent Empty (See “Persistent
1
Threats”) Threats”) Threats”) Threats”)

Easy Painted Easy Painted Easy Painted Easy Painted


2 Room Puzzle Room Puzzle Room Puzzle Room Puzzle

DC 5 Hideous Laughter DC 10 Polymorph Trap DC 15 Polymorph Trap DC 15 Plane Shift Trap


3 Trap (Int Save 10, (Wis Save 12, (Wis Save 15, (Cha Save 15,
1d10 psychic damage) 2d10 psychic damage) 4d10 psychic damage) 10d10 force damage)

Invisible Stalker 1 Mage (MM 347), 1 Mage (MM 347),


4 1 Fire Snake (MM 265)
(MM 192) 4 Dretches (MM 57) 1 Cloaker (MM 41)

Medium Elemental Medium Elemental Medium Elemental Medium Elemental


5
Magic Puzzle Magic Puzzle Magic Puzzle Magic Puzzle

1 Archmage (MM 342),


1 Displacer Beast 2 Invisble Stalkers
6 1 Cloaker (MM 41) 2 Displacer Beasts
(MM 81) (MM 192)
(MM 81)

DC 10 Polymorph Trap DC 15 Plane Shift Trap DC 15 Feeblemind Trap DC 20 Feeblemind Trap


7 (Wis Save 12, (Cha Save 15, (Int Save 15, (Int Save 17,
2d10 psychic damage) 4d10 force damage) 10d10 psychic damage) 18d10 psychic damage)

1 Stone Golem 2 Stone Golems


8 1 Spectator (MM 30) 1 Marilith (MM 61)
(MM 170) (MM 170)

Hard Password Hard Password Hard Password Hard Password


9 Riddle Puzzle Riddle Puzzle Riddle Puzzle Riddle Puzzle

2 Mages (MM 347),


10 1 Mage (MM 347) 2 Mages (MM 347) 1 Iron Golem (MM 170) 2 Earth Elementals
(MM 124)

DC 15 Plane Shift Trap DC 20 Feeblemind Trap DC 20 Plane Shift Trap


(Cha Save 14, (Int Save 17, (Cha Save 17, DC 25 Annihilation Trap
11
4d10, force damage) 10d10 psychic damage) 18d10, force damage) (Wis Save 17)

1 Mage (MM 347), 1 Archmage (MM 342),


1 Archmage (MM 342), 1 Archmage (MM 342),
12 2 Faire Dragons 2 Fire Elementals
2 Quasits (MM 63) 2 Spectators (MM 30)
(MM 133) (MM 125)
Puzzle Index is sealed shut with no visible method to open. Three
rods extend from the floor of this room with gem-
Here you will find the descriptions and solutions stones atop each one. One is red, one is blue, and one
for the puzzles referenced throughout the dungeon is yellow (A DC10 Arcana check reveals these colors
generator tables from the previous section. You are are symbolic for Evocation, . The players must cast
free of course to swap out one puzzle for another of spells at each one of the gemstones: an evocation
equal difficuty if you wish. The suggested puzzle is spell at the red stone, an abjuration spell at the blue
only thematically relevant to the dungeon it is stone, and an enchantment spell at the yellow. (If
referenced in. your party is light on magic-users, consider leaving a
Fire Bolt, Charm Person, and Dispel Magic scroll
Easy Puzzles lying around) and the door(s) opens.

Compass Puzzle: There are no visible doors in the Medium Puzzles


room besides the one through which the party enters.
A four-pointed compass star is carved in the ground. Compass Puzzle: There are no visible doors in the
On each point, there is a round hole in the floor. room besides the one through which the party enters.
Four rods with “north, east, south, and west” etched A four-pointed compass star with a circle around it is
in them stand in a cistern by the entrance. When the carved in the ground. On each point, there is a round
correct rods are inserted into their corresponding hole in the floor. Four rods with “north, east, south,
hole, the door(s) will appear. and west” etched in them stand in a cistern by the
entrance. The solution is to not only place the rods
Password Riddle Door: The door(s) in this room into their corresponding points, but then to use then
are magically locked. Etched in the door is the as handles in order to rotate the compass on the floor
following phrase: “What can you hold in your right to correspond to true north. This can be done with a
hand, but not your left hand?” The door only opens if successful DC 15 Survival check. Once the compass
the players use their left hand to grab the knob. has been rotated, the door(s) appears.
(Important! If they try to open the door and don’t
specify a hand, don’t ask them as that will give away Password Riddle Door: The door(s) in this room
the riddle! Simply state that the door jiggles a little are magically locked. Etched in the door is the
but doesn’t open, you can even act out opening the following phrase: “I am always in front of you, but
door right-handed in order to suggest that’s how they you will never see me. What am I?” The door(s)
did it.) opens once someone speaks the answer: “The future.”

The Painted Room: This was once a dining area The Painted Room: This was once a dining area
but is now in disrepair. Furniture lies tossed about the but is now in disrepair. Furniture lies tossed about the
room and the communal table has been pushed to room and the communal table has been pushed to
one side. The door(s) in this room is sealed shut with one side. The door(s) in this room is sealed shut with
no doorknobs. Across the room from the door(s) in no doorknobs. Across the room from the door(s) in
this room, a painting depicting the room as it once this room, a painting depicting the room as it once
was, table and chairs set up for a meal. If the players was, table and chairs set up for a meal. If the players
look closely at the painting, the door(s) in the paint- look closely at the painting, the door(s) in the paint-
ing has its knob. If the players turn the knob in the ing has its knob. If the players turn the knob in the
painting, the door opens. painting without readjusting the furniture, a fire bolt
trap triggers from the painting and the player who
Two Knights: The door(s) in this room is locked. attempted must make a DC 12 Dex Save or be dealt
There are two statues of famous knights in the 2d10 fire damage. The table must be set and chairs
corners of the room with their names, Degarr and put up as if the there were about to be a meal
Rodann respectively, are etched on the dais below prepared as in the painting. Once the furniture is put
either statue. There are two debossed panels of floor back, the doorknob(s) in the painting can be turned,
in the center of the room, identical to the size of the opening the door(s) in the room.
dais. The statues can be pushed and rotated. A plaque
on the wall reads ”Only when Degarr stands behind Two Knights: The door(s) in this room is locked.
Rodann, may you proceed forward and...” The There are two statues of famous knights in the
remaining text is worn away. The solution is that the corners of the room, but the names of the knights
statues must be placed in the line facing away from have worn off thier dais. There are two debossed
each other, then they are both behind each other. panels of floor in the center of the room, identical to
Once the players have positioned the statues thusly, the size of the dais. The statues can be pushed and
the door(s) unlocks with a loud clank. rotated. A plaque on the wall reads ”Only when
Degarr stands behind Rodann, may you proceed
Elemental Magic Puzzle: The door(s) in the room forward.” The solution is that the statues must be
placed in the line facing away from each other, then no doorknobs. Across the room from the door(s) in
they are both behind each other. Once the players this room, a painting depicting the room as it once
have positioned the statues thusly, the door(s) was, table and chairs set up for a meal, with a feast
unlocks with a loud clank. layed out on the table. If the players look closely at
the painting, the door(s) in the painting has its knob.
Elemental Magic Puzzle: The door(s) in the room If the players turn the knob in the painting without
is sealed shut with no visible method to open. Three readjusting the furniture, a fire bolt trap triggers from
rods extend from the floor of this room with gem- the painting and the player who attempted must
stones atop each one. One is red, one is blue, and one make a DC 12 Dex Save or be dealt 2d10 fire
is yellow. The players must cast spells at each one of damage. The table must be set and chairs put up as if
the gemstones: an evocation spell at the red stone, an the there were about to be a meal prepared as in the
abjuration spell at the blue stone, and an enchant- painting. There must also be a food offering placed
ment spell at the yellow, all at the same time. Each on the table as in the painting. If no one has “set the
time a spell is cast at a stone that is either the incor- table,” the fire bolt trap fires. Once the furniture is
rect spell school or cast individually instead of all at put back and an offering of food place on the table,
once, a Lighting Bolt erupts from one of the gem- the doorknob(s) in the painting can be turned,
stones at whoever cast the spell (Dex Save DC 15 or opening the door(s) in the room.
suffer 4d10 Lightning Damage). Make sure to indi-
cate that there is a magical glow and mechanical Two Knights: The door(s) in this room is locked.
clanking on an unsuccessful attempt to cast a spell at There are two statues of famous knights in the
the gemstones in order to hint that the party is on corners of the room, but the names of the knights
the right track.(If your party is light on magic-users, have worn off thier dais. There are two debossed
consider leaving a Fire Bolt, Charm Person, and panels of floor on either side of the room, identical to
Dispel Magic scroll lying around) and the door(s) the size of the dais. Above these floor panels are what
opens. appear to be mirrors, however, they only reflect what
the other mirror is facing. The statues can be pushed
and rotated. A plaque on the wall reads ”Only when
Degarr stands behind Rodann, may you proceed
Hard Puzzles forward.” Once the players start moving the statues,
make it clear that the reflection of the statue isn’t
appearing in the mirror. The solution is that the
Compass Puzzle: There are no visible doors in the statues must be placed in front of the mirrors facing
room besides the one through which the party enters. away from each them, thus show their backs to each
A four-pointed compass star with a circle around it is other. Once the players have positioned the statues
carved in the ground. On each point, there is a round thusly, the door(s) unlocks with a loud clank.
hole in the floor. Four rods with “north, east, south,
and west” etched in them stand in a cistern by the Elemental Magic Puzzle: The door(s) in the room
entrance. The solution is to not only place the rods is sealed shut with no visible method to open. Three
into their corresponding points, but then to use then rods extend from the floor of this room with gem-
as handles in order to rotate the compass on the floor. stones atop each one. One is red, one is blue, and one
The door(s) will only open when “true north” faces is yellow. The players must cast spells at each one of
the door you wish to open. the gemstones: an evocation spell at the red stone, an
abjuration spell at the blue stone, and an enchant-
Password Riddle Door: The door(s) in this room ment spell at the yellow, in alphabetical order. Each
are magically locked. Etched in the door is the time a spell is cast at a stone that is either the incor-
following phrase: “All try to beat me, they try in vain. rect spell school or cast out of order, a Lighting Bolt
And when I win, I end the pain.” The answer to this erupts from one of the gemstones at whoever cast the
riddle is “Death.” In order to open this door the party spell (Dex Save DC 15 or suffer 4d10 Lightning
must make a sacrifice. It doesn’t matter what is killed, Damage). Make sure to indicate that there is a magi-
but the door(s) demands a death. If the party is cal glow and mechanical clanking on an unsuccessful
having difficulty with this one, consider leaving an attempt to cast a spell at the gemstones in order to
old adventurer’s journal hidden somewhere in the hint that the party is on the right track. (If your party
dungeon detailing how the door didn’t open until the is light on magic-users, consider leaving a Fire Bolt,
party turned on each other and one of them was Charm Person, and Dispel Magic scroll lying around)
killed. and the door(s) opens.

The Painted Room: This was once a dining area


but is now in disrepair. Furniture lies tossed about the
room and the communal table has been pushed to
one side. The door(s) in this room is sealed shut with
Afterward
I hope this guide has helped you out! It’s just a
starting point and I hope you use my formula to
create your own random dungeons.

The full version of this generator has 18 different


random tables complete with Monster Manual
references and themed descriptions and enemies.

Please comment for suggestions for what I can do


to improve this generator. Eventually I would like to
create my own menagerie of monsters to fill this book
so I can include stat blocks and specifics!

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