wolfpunk
First Post
Here is a little pen and paper random dungeon generator that I came up with one evening. Works well when you don't have a computer handy. If I roll a result that causes a conflict in the layout of the dungeon, I just reroll the result.
Dungeon Generator. Roll 1d20 on each Table.
1-10: Room: Go to Table 1.
11-20: Hallway: Go to Table 11.
Table 1: Width of Room
1-4: 10 feet. Go to Table 2.
5-8: 15 feet. Go to Table 2.
9-12: 20 feet. Go to Table 2.
13-16: 25 feet. Go to Table 2.
17-20: 30 feet. Go to Table 2.
Table 2: Length of Room
1-4: 10 feet. Go to Table 3.
5-8: 15 feet. Go to Table 3.
9-12: 20 feet. Go to Table 3.
13-16: 25 feet. Go to Table 3.
17-20: 30 feet. Go to Table 3.
Table 3: Height of Room
1-3: 10 feet. Go to Table 4.
4-16: 15 feet. Go to Table 4.
17-19: 20 feet. Go to Table 4.
20: 20+ feet. Go to Table 4.
Table 4: Condition of Room
1-5: Empty room. Go to Table 5.
6-10: Furnished room. Go to Table 6.
11-15: Empty room with Encounter. Go to Table 8.
16-20: Furnished room with Encounter.
Go to Table 6 then go to Table 8.
Table 5: Additional Entrances into Room
1-4: No additional Doors.
5-8: 1 Additional Door. Go to Table 11.
9: 1 Additional trapped Door.
Go to Table 10 then go to Table 11.
10-12: 2 Additional Doors. Go to Table 11.
13: 2 Additional Doors, 1 trapped.
Go to Table 10 then go to Table 11.
14: 2 Additional trapped Doors.
Go to Table 10 then go to Table 11.
15-17: 3 Additional Doors. Go to Table 11.
18: 3 Additional Doors, 1 trapped.
Go to Table 10 then go to Table 11.
19: 3 Additional Doors, 2 trapped.
Go to Table 10 then go to Table 11.
20: 3 Additional Doors, 3 trapped.
Go to Table 10 then go to Table 11.
Table 6: Furnishings in Room
1-5: Furnishings destroyed. Go to Table 5.
6-10: Furnishings still usable. Go to Table 5.
11-15: Item of treasure. Roll on Table 7.
16-20: Pick 1 and roll again. Go to Table 5.
Table 7: Treasure.
1-4: Coins. Go to Table 5.
4-8: Gems. Go to Table 5.
9-12: Normal weapon or armor. Go to Table 5.
13-16: Item of art. Go to Table 5.
17-19: Magical item. Go to Table 5.
20: Pick 1 and roll again.
Table 8: Encounters.
1-5: Animal. Go to Table 10.
6-10: Trap. Go to Table 10.
11-15: Monster. Go to Table 10.
16: NPC. Go to Table 9.
16-20: Pick 1 and roll again.
Table 9: NPC Encounter.
1-3: Ally.
4-9: Neutral NPC. Go to Table 10.
10-16: Minor NPC villain. Go to Table 10.
17-20: Major NPC villain. Go to Table 10.
Table 10: Difficulty of Encounter.
1-4: Very Easy. Go to Table 5.
5-9: Easy. Go to Table 5.
10-14: Average. Go to Table 5.
15-18: Difficult. Go to Table 5.
19-20: Very Difficult. Go to Table 5.
Table 11: Length of Hallway
1-4: 10 feet. Go to Table 12.
5-8: 15 feet. Go to Table 12.
9-12: 20 feet. Go to Table 12.
13-16: 25 feet. Go to Table 12.
17-20: 30 feet. Go to Table 12.
Table 12: Height of Hallway
1-3: 5 feet. Go to Table 13.
4-16: 10 feet. Go to Table 13.
17-19: 15 feet. Go to Table 13.
20: 16+ feet. Go to Table 13.
Table 13: Complications in Hallway
1-2: Requires a Jump Check. Go to Table 14.
3-4: Requires a Climb Check. Go to Table 14.
5-6: Requires an Acrobatics Check. Go to Table 14.
7-8: Requires a Swim Check. Go to Table 14.
9-10: Magical Effect. Go to Table 14.
11-12: Encounter. Go to Table 8.
13-19: Nothing. Go to Table 14.
20: Pick 1 and roll again.
Table 14: End of Hall
1-4: Hall turns left. Roll on Table 11.
4-8: Hall turns right. Roll on Table 11.
9-10: Hall dead-ends.
11-17: Doorway into a new room. Go to Table 1.
18-20: Trapped Doorway into New Room.
Go to Table 10 then go to Table 1.
Dungeon Generator. Roll 1d20 on each Table.
1-10: Room: Go to Table 1.
11-20: Hallway: Go to Table 11.
Table 1: Width of Room
1-4: 10 feet. Go to Table 2.
5-8: 15 feet. Go to Table 2.
9-12: 20 feet. Go to Table 2.
13-16: 25 feet. Go to Table 2.
17-20: 30 feet. Go to Table 2.
Table 2: Length of Room
1-4: 10 feet. Go to Table 3.
5-8: 15 feet. Go to Table 3.
9-12: 20 feet. Go to Table 3.
13-16: 25 feet. Go to Table 3.
17-20: 30 feet. Go to Table 3.
Table 3: Height of Room
1-3: 10 feet. Go to Table 4.
4-16: 15 feet. Go to Table 4.
17-19: 20 feet. Go to Table 4.
20: 20+ feet. Go to Table 4.
Table 4: Condition of Room
1-5: Empty room. Go to Table 5.
6-10: Furnished room. Go to Table 6.
11-15: Empty room with Encounter. Go to Table 8.
16-20: Furnished room with Encounter.
Go to Table 6 then go to Table 8.
Table 5: Additional Entrances into Room
1-4: No additional Doors.
5-8: 1 Additional Door. Go to Table 11.
9: 1 Additional trapped Door.
Go to Table 10 then go to Table 11.
10-12: 2 Additional Doors. Go to Table 11.
13: 2 Additional Doors, 1 trapped.
Go to Table 10 then go to Table 11.
14: 2 Additional trapped Doors.
Go to Table 10 then go to Table 11.
15-17: 3 Additional Doors. Go to Table 11.
18: 3 Additional Doors, 1 trapped.
Go to Table 10 then go to Table 11.
19: 3 Additional Doors, 2 trapped.
Go to Table 10 then go to Table 11.
20: 3 Additional Doors, 3 trapped.
Go to Table 10 then go to Table 11.
Table 6: Furnishings in Room
1-5: Furnishings destroyed. Go to Table 5.
6-10: Furnishings still usable. Go to Table 5.
11-15: Item of treasure. Roll on Table 7.
16-20: Pick 1 and roll again. Go to Table 5.
Table 7: Treasure.
1-4: Coins. Go to Table 5.
4-8: Gems. Go to Table 5.
9-12: Normal weapon or armor. Go to Table 5.
13-16: Item of art. Go to Table 5.
17-19: Magical item. Go to Table 5.
20: Pick 1 and roll again.
Table 8: Encounters.
1-5: Animal. Go to Table 10.
6-10: Trap. Go to Table 10.
11-15: Monster. Go to Table 10.
16: NPC. Go to Table 9.
16-20: Pick 1 and roll again.
Table 9: NPC Encounter.
1-3: Ally.
4-9: Neutral NPC. Go to Table 10.
10-16: Minor NPC villain. Go to Table 10.
17-20: Major NPC villain. Go to Table 10.
Table 10: Difficulty of Encounter.
1-4: Very Easy. Go to Table 5.
5-9: Easy. Go to Table 5.
10-14: Average. Go to Table 5.
15-18: Difficult. Go to Table 5.
19-20: Very Difficult. Go to Table 5.
Table 11: Length of Hallway
1-4: 10 feet. Go to Table 12.
5-8: 15 feet. Go to Table 12.
9-12: 20 feet. Go to Table 12.
13-16: 25 feet. Go to Table 12.
17-20: 30 feet. Go to Table 12.
Table 12: Height of Hallway
1-3: 5 feet. Go to Table 13.
4-16: 10 feet. Go to Table 13.
17-19: 15 feet. Go to Table 13.
20: 16+ feet. Go to Table 13.
Table 13: Complications in Hallway
1-2: Requires a Jump Check. Go to Table 14.
3-4: Requires a Climb Check. Go to Table 14.
5-6: Requires an Acrobatics Check. Go to Table 14.
7-8: Requires a Swim Check. Go to Table 14.
9-10: Magical Effect. Go to Table 14.
11-12: Encounter. Go to Table 8.
13-19: Nothing. Go to Table 14.
20: Pick 1 and roll again.
Table 14: End of Hall
1-4: Hall turns left. Roll on Table 11.
4-8: Hall turns right. Roll on Table 11.
9-10: Hall dead-ends.
11-17: Doorway into a new room. Go to Table 1.
18-20: Trapped Doorway into New Room.
Go to Table 10 then go to Table 1.