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Random Dungeons with Dungeon Tiles

AnthonyRoberson

First Post
I whipped up some tables last night to generate random dungeons using the new Dungeon Tiles. The tables aren't complete yet, but let me know what you think!

BTW, can someone tell me how to format the tables so they display properly? I can't figure out the correct vBcode to do it...

[Edited to correct some errors in the tables]

RANDOM DUNGEON GENERATION USING DUNGEON TILES

These tables are intended to be used with Dungeon Tiles and the random monster, traps and treasure tables from the DMG to create random dungeon adventures.


A dungeon always starts by placing a 10' x 20' stairs tile. The stairs end in a Room (see TABLE V)

TABLE I: Periodic Check

Roll Result
1-5 Continue straight - place a 10' x 20' corridor tile and check again (this table)
6-9 Door (see TABLE II)
10-12 Side Passage (see TABLE III)
13-16 Passage Turns (see TABLE IV)
17 Stairs (see TABLE VI)
18 Dead End (may check for left, right and ahead for secret doors. Success indicates a secret door is found)
19 Corridor Feature (Table VII)
20 Wandering Monster (see DMG), check again immediately to see what lies ahead so that direction of monster's approach can be determined.


TABLE II: Doors

Location of Door:

Roll Location
1-6 Left
7-12 Right
13-30 Ahead

Space Beyond Door Is

Roll Result
1-3 Parallel passage (place 10' x 20' corridor tile) or small room (place 10' x 10' room tile) if door is straight ahead
4-9 Passage straight ahead (place 10' x 20' corridor tile)
10-20 Room


TABLE III: Side Passage

Roll Result
1-7 Passage to the left (place 10' x 20' corridor tile)
8-14 Passage to the right (place 10' x 20' corridor tile)
15-18 T-intersection (place two 10' x 20' corridor tiles)
19-20 Four-way intersection (place three 10' x 20' corridor tiles)

TABLE IV: Passage Turns

Roll Result

1-10 Left 90 degrees (place 10' x 20' corridor tile)
11-20 Right 90 degrees (place 10' x 20' corridor tile)


TABLE V: Rooms
(Roll for Room Size, Number of Exits and Room Contents)

Roll Room Size
1-2 10' x 10'
3-8 10' x 20'
9-15 20' x 20'
16-17 20' x 30' *
18-19 20' x 40'
20 40' x 50'

* Combine previous two tiles to create this size room


TABLE V. A.: Number of Exits

Roll Room Area Number of Exits **
1-6 up to 400 sq ft 1
over 400 sq ft 2
7-12 up to 400 sq ft 2
over 400 sq ft 3
13-16 up to 400 sq ft 3
over 400 sq ft 4
17-18 up to 800 sq ft 0 *
over 800 sq ft 1
19-20 any size 1-4

* May search once per wall for secret doors. Success indicates a secrete door on that wall.
** The exit from a room is always a door. It is (1-5) a single door and (6) a double door.


TABLE V. B.: Exit Location *

Roll Location **
1-7 opposite wall
8-12 left wall
13-17 right wall
18-20 same wall

* Refer to TABLE II: Doors for space beyond exit
** Use common sense when placing exits. It might be easier to just place them so that they fit best on the table.


TABLE V. C: Room Contents

Roll Result
1-12 Empty
13-14 Monster (see DMG) and (1-2) Room Feature (3-20) no Room Feature
15-17 Monster and treasure (see DMG) and (1-2) Room Feature (3-20) no Room Feature
18-19 Room Feature
20 Treasure (see DMG)




TABLE VI: Stairs

Roll Result
1-7 Regular stairs down (place 10' x 20' stairs tile)
8 Regular stairs up (place 10' x 20' stairs tile)
11-17 Spiral stairs down (place 10' x 10' spiral stairs tile)
18 Spiral stairs up (place 10' x 10' spiral stairs tile)
19-20 Trap door in floor with ladder down (place trap door tile)


Table VII: Corridor Feature

Roll Result
1-2 Gust of wind blows out any exposed flames
3-4 Portcullis falls (1-4) in front of (5-6) behind party. (place portcullis tile)
5-12 Open pit (place 10' x 10' pit tile)
13-20 Trap (see DMG)


TABLE VIII: Room Feature *

Roll Result
1-5 Open Pit (1-4) 10' x10' pit tile (5-6) 20' x 20' pit tile
6-7 Statue (place 5’ x 5’ statue tile)
8-12 Trap (see DMG)
13-14 Fountain (place 20' x 20' fountain tile)
15-17 Pool (place 20' x 20' pool tile)
18-19 Crevasse (place largest crevasse tile that will fit in room)
29 Magic Circle (1-4) 10’ x 10’ magic circle tile or (5-6) 20’ x 20’ magic circle tile

* Some features may be too large for some room tiles. Replace room tile with larger tile if necessary.
 
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genshou

First Post
Pretty interesting. I designed a random generation method like this once, and even had a friend whip up a Java script that would generate a map for me.

Quick question, is the random generation intended to happen right at the gaming table? I think it's exciting when even the DM doesn't necessarily know what's up ahead until the PCs get there. That's what I'm doing with the system I'm designing now, though it's a lot more freeform and doesn't involve grids or mapping.
 

AnthonyRoberson,

This is a pretty good start with this set of tables. Did you ever get further? I know I'm replying to an old thread but just happened to spot this today and have lately been thinking about random dungeons with Dungeon Tiles.
 

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