Random Dungeon Generator


Table 1.1: Room Type - d20 Room Type Instructions

1-12 Normal Room. Roll size (1.2), exits (1.3), monsters (2.1).

11-12 Monster Lair. Roll room size and double it (to a maximum of 16x16). Double normal monsters (2.1)

13-16 Empty Room Roll size (1.2) and additional exits (1.3)

17-19 Trapped Room Roll size (1.2), additional exits (1.3), and traps (3.1).

20 Stairs Down Stairway down, new level


Table 1.2: Room Sized20 Room Size

1 15’x15’ 3x3

2 15’x20’ 3x4

3 15’x25’ 3x5

4 20’x20’ 4x4

5 20’x25’ 4x5

6 20’x30’ 4x6

7 20’x40’ 4x8

8 25’x25’ 5x5

9 25’x30’ 5x6

10 25’x40’ 5x8

11 30’x30’ 6x6

12 30’x35’ 6x7

13 30’x40’ 6x8

14 35’x40’ 7x8

15 40’x40’ 8x8

16 Tall room. Roll again (same below)

17 Short room. Only 1d6+1d4 high

18 Cliff room. 1d6x5 high

19 Sloped room. (1d2 up or down)

20 Water room. 1d20 ft deep

Table 1.3: Room Exits

d20 Additional Exits

(1d4 to determine side)

1 Dead End

2-5 One

6-10 Two

11-15 Three

16-20 Four

Table 1.4: Corridors

d12 Type

1-5 Room

6-7 Left

8-9 Right

10-11 Hallway (Left/Right)

12 Dead End





Table 1.5: Door Type

1-5 Rotting wood

6-10 Heavy wood

11-15 Stone

16-20 Metal

Table 1.6: Door Locks

1-5 Unlocked

6-10 Barred from the other side

11-15 Locked, DC 10+dungeon Level

16-20 Locked, DC 20+dungeon Level


Table 2.1: Random Monster Tables

First Level

d20 Monster Number

1-3 Kobold 1d6+3

4-6 Goblin 1d6+1

7-9 Dire rat 1d6

10-11 Skeleton, medium 1d6

12-13 Zombie, medium 1d6

14-15 Orc 1d6

16-17 Hobgoblin 1d6

18-19 Monsters are asleep, roll again

20 Roll on the Second Level list


Second Level

d20 Monster Number

1-3 Goblin 2d6

4-6 Skeleton, medium 1d6+1

7-9 Zombie, medium 1d6

10-11 Hobgoblin 1d6

12-13 Gnoll 1d6

14-15 Ghoul 1d6

16-17 Monstrous spider, med. 1d6

18-19 Monsters are asleep, roll again

20 Roll on the Third Level list



Third Level

d20 Monster Number

1-3 Zombie, med. 2d6

4-6 Hobgoblin 2d6

7-9 Gnoll 1d6+2

10-11 Ghoul 1d6+1

12-13 Bugbear 1d6

14-15 Wererat 1d6

16-17 Monstrous spider, med. 1d6

18-19 Monsters are asleep, roll again

20 Wyvern ( Dragon )


Table 3.1: Traps

d20 Trap type Damage Save

1-4 Pit trap (5' deep per level) 1d6/10' of fall Reflex neg.

5-7 Rocks from above 1d6+dungeon level Reflex neg.

8-9 Sawblade from wall 2d6+dungeon level Reflex

10-11 Scything blade 1d8+dungeon level no save

12-13 Explosion (fire) 1d6/dungeon level Reflex

14-15 Cold burst (cold) 1d6/dungeon level Reflex

16-17 Acid splash (acid) 1d6/dungeon level Reflex

18-19 ZAP! (electricity) 1d6/dungeon level Reflex

20 Sound burst (sonic) 1d6/dungeon level Reflex


Treasure Tables:


1st Level

d% Coins

01-14 —

15-29 1d6×1k cp

30-52 1d8×100 sp

53-95 2d8 × 10 gp

96-100 1d4 × 10 pp

d% Goods

01-90 —

91-95 1 gem

96-100 1 art

d% Items

01-71 —

72-95 1 mundane

96-100 1d4 Potions


2nd Level

d% Coins

01-13 —

14-23 1d10 ×1k cp

24-43 2d10 ×100 sp

44-95 4d10 × 10 gp

96-100 2d8 × 10 pp

d% Goods

01-81 —

82-95 1d3 gems

96-100 1d3 art

d% Items

01-49 —

50-85 1 mundane

86-100 1d6 Potions

3rd Level

d% Coins

01-11 —

12-21 2d10 × 1k cp

22-41 4d8 × 100 sp

42-95 1d4 × 100 gp

96-100 1d10×10 pp

d% Goods

01-77 —

78-95 1d3 gems

96-100 1d3 art

d% Items

01-49 —

50-79 1d3 mund

80-100 1d8 Potions


Gems

d% Value – Average: Examples

01-25 - 4d4 gp - 10 gp: Banded, eye, or moss agate; azurite; blue quartz; hematite; lapis lazuli; malachite; obsidian; rhodochrosite; tiger eye turquoise; freshwater (irregular) pearl

26-50 - 2d4 × 10 gp - 50 gp: Bloodstone; carnelian; chalcedony; chrysoprase; citrine; iolite, jasper; moonstone; onyx; peridot; rock crystal (clear quartz); sard; sardonyx; rose, smoky, or star rose quartz; zircon

51-70 - 4d4 × 10 gp - 100 gp: Amber; amethyst; chrysoberyl; coral; red or brown-green garnet; jade; jet; white, golden, pink, or silver pearl; red spinel, red-brown or deep green spinel; tourmaline

71-90 - 2d4 × 100 gp - 500 gp: Alexandrite; aquamarine; violet garnet; black pearl; deep blue spinel; golden yellow topaz

91-99 - 4d4 × 100 gp - 1,000 gp: Emerald; white, black, or fire opal; blue sapphire; fiery yellow or rich purple corundum; blue or black star sapphire; star ruby

100 - 2d4 × 1,000 gp - 5,000 gp: Clearest bright green emerald; blue-white, canary, pink, brown, or blue diamond; jacinth



Art Objects

d% - Value – Average: Examples

01-10 - 1d10 × 10 gp - 55 gp: Silver ewer; carved bone or ivory statuette; finely wrought small gold bracelet

11-25 - 3d6 × 10 gp - 105 gp: Cloth of gold vestments; black velvet mask with numerous citrines; silver chalice with lapis lazuli gems

26-40 - 1d6 × 100 gp - 350 gp: Large well-done wool tapestry; brass mug with jade inlays

41-50 - 1d10 × 100 gp - 550 gp: Silver comb with moonstones; silver-plated steel longsword with jet jewel in hilt

51-60 - 2d6 × 100 gp - 700 gp: Carved harp of exotic wood with ivory inlay and zircon gems; solid gold idol (10 lb.)

61-70 - 3d6 × 100 gp - 1,050 gp: Gold dragon comb with red garnet eye; gold and topaz bottle stopper cork; ceremonial electrum dagger with a star ruby in the pommel

71-80 - 4d6 × 100 gp - 1,400 gp: Eyepatch with mock eye of sapphire and moonstone; fire opal pendant on a fine gold chain; old masterpiece painting

81-85 - 5d6 × 100 gp - 1,750 gp: Embroidered silk and velvet mantle with numerous moonstones; sapphire pendant on gold chain

86-90 - 1d4 × 1,000 gp - 2,500 gp: Embroidered and bejeweled glove; jeweled anklet; gold music box

91-95 - 1d6 × 1,000 gp - 3,500 gp: Golden circlet with four aquamarines; a string of small pink pearls (necklace)

96-99 - 2d4 × 1,000 gp - 5,000 gp: Jeweled gold crown; jeweled electrum ring 100 2d6 × 1,000 gp 7,000 gp Gold and ruby ring; gold cup set with emeralds



Mundane Items

d% - Mundane Item

01-17 Alchemical item

01-12 Alchemist’s fire (1d4 flasks, 20 gp each)

13-24 Acid (2d4 flasks, 10 gp each)

25-36 Smokesticks (1d4 sticks, 20 gp each)

37-48 Holy water (1d4 flasks, 25 gp each)

49-62 Antitoxin (1d4 doses, 50 gp each)

63-74 Everburning torch

75-88 Tanglefoot bags (1d4 bags, 50 gp each)

89-100 Thunderstones (1d4 stones, 30 gp each)


18-50 Armor (roll d%: 01-10 = Small, 11-100 = Medium)

01-12 Chain shirt (100 gp)

13-18 Masterwork studded leather (175 gp)

19-26 Breastplate (200 gp)

27-34 Banded mail (250 gp)

35-54 Half-plate (600 gp)

55-80 Full plate (1,500 gp)

81-90 Darkwood

01-50 Buckler (205 gp)

51-100 Shield (257 gp)

91-100 Masterwork shield

01-17 Buckler (165 gp)

18-40 Light wooden shield (153 gp)

41-60 Light steel shield (159 gp)

61-83 Heavy wooden shield (157 gp)

84-100 Heavy steel shield (170 gp)


51-83 Weapons

01-50 Masterwork common melee weapon

51-70 Masterwork uncommon weapon

71-100 Masterwork common ranged weapon


84-100 Tools and gear

01-03 Backpack, empty (2 gp)

04-06 Crowbar (2 gp)

07-11 Lantern, bullseye (12 gp)

12-16 Lock, simple (20 gp)

17-21 Lock, average (40 gp)

22-28 Lock, good (80 gp)

29-35 Lock, superior (150 gp)

36-40 Manacles, masterwork (50 gp)

41-43 Mirror, small steel (10 gp)

44-46 Rope, silk (50 ft.) (10 gp)

47-53 Spyglass (1,000 gp)

54-58 Artisan’s tools, masterwork (55 gp)

59-63 Climber’s kit (80 gp)

64-68 Disguise kit (50 gp)

69-73 Healer’s kit (50 gp)

74-77 Holy symbol, silver (25 gp)

78-81 Hourglass (25 gp)

82-88 Magnifying glass (100 gp)

89-95 Musical instrument, masterwork (100 gp)

96-100 Thieves’ tools, masterwork (50 gp)


Potions – d8

1-4 - Cure Light Wounds (1d8+5)

5-6 - Mage Armor (+4 AC for 4 hours)

7 - Invisibility (30 rounds)

8 - Cure Moderate Wounds (2d8+5)