RandomDungeonGenerator - v1.2 Lite PrintFriendly
RandomDungeonGenerator - v1.2 Lite PrintFriendly
RandomDungeonGenerator - v1.2 Lite PrintFriendly
Dungeon
Generator
for 5th Edition
“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.
Fig 2A
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.
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
Empty (See “Persistent Empty (See “Persistent Empty (See “Persistent Empty (See “Persistent
1
Threats”) Threats”) Threats”) Threats”)
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.
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)
9 Hard Two Knights Puzzle Hard Two Knights Puzzle Hard Two Knights Puzzle Hard Two Knights Puzzle
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
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.
Empty (See “Persistent Empty (See “Persistent Empty (See “Persistent Empty (See “Persistent
1
Threats”) Threats”) Threats”) Threats”)
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.