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 Size – d20 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
91-100 Masterwork shield
|
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)