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RANDOM DUNGEON GENERATION Copyright ©2013 Joe D. Neal All Rights Reserved START AREAS FOR RANDOM DUNGEON

Random Dungeon d6s

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Exploring random dungeons and d6s.

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RANDOM DUNGEON GENERATIONCopyright ©2013 Joe D. Neal All Rights Reserved

START AREAS FOR RANDOM DUNGEON

2d6 Freq Wandering Monsters Frequency 2d6 Freq Initial Width2 1 1 in 6 every 12 turns 2 1 5'3 2 None 3 2 20' - 120' (d6 x 20')4 3 3 in 6 every 6 turns 4 3 5' - 30' (d6 x 5')5 4 1 in 6 every 6 turns 5 4 10'6 5 2 in 6 every 3 turns 6 5 30'7 6 None 7 6 10'8 5 1 in 6 every 3 turns 8 5 20'9 4 2 in 6 every 6 turns 9 4 10'10 3 3 in 6 every 3 turns 10 3 50'11 2 None 11 2 10' - 60'12 1 Check frequency every 6 turns 12 1 5'

Corridor Check (10' - 60' distance)2d6 Freq Long Halls 2d6 Twisty

2 1 4-way 1/2 way (round up) 2 dead end after 10' - 60'3 2 side passage left and right 1/2 way (round up) 3 dead end after 10' - 60'4 3 side passage left 1/2 way (round up) 4 Ends in room5 4 elbows right after 10' - 60' 5 elbows right after 10' - 60'6 5 Continue straight 10' - 60' 6 side passage left 1/2 way (round up)7 6 Continue straight 10' - 60' 7 Continue straight 10' - 60'8 5 Continue straight 10' - 60' 8 side passage right 1/2 way (round up)9 4 elbows left after 10' - 60' 9 elbows left after 10' - 60'

10 3 side passage right 1/2 way (round up) 10 4-way 1/2 way (round up)11 2 ends in t-intersection after 10' - 60' 11 ends in t-intersection after 10' - 60'12 1 dead end after 10' - 60' 12 ends in t-intersection after 10' - 60'

Secret Door When Hall meets Room wall (d6): 1-2 = yes, 4-6 = no

Side Passage TypesLeft 45-degrees (as facing)StraightRight 45-degrees (as facing)X-oriented (if 4-way)

2d6 Freq Hall Contents2 1 Narrows 10' less, 5' if 10' Alcove3 2 Trap Arch way4 3 Trick Columns: along walls center5 4 Door (see door location & types table) Location: left, right, ahead Columns: down center6 5 Empty Crossed by chasm 2d6 x 10' deep7 6 Empty Crossed by stream/river/chasm8 5 Empty Wandering Monster9 4 Door (see door location & types table) Location: left, right, ahead

10 3 Secret Door11 2 Stairs up/down12 1 Widens by 10' - 20'

2d6 Freq Door Types 2d6 Freq Door opens into*2 1 Heavy iron door 2 1 Elevator up/down3 2 Secret 3 2 Stairs up/down4 3 Secret 4 3 False Door

5 4 Common locked 5 4 Corridor6 5 Common stuck 6 5 Room7 6 Common 7 6 Room8 5 Common, stout door 8 5 Room9 4 Bars 9 4 Corridor

10 3 No door 10 3 Chasm up/down.11 2 Flimsy door/rotten, poorly made/curtain. 11 2 Stairs up/down12 1 Ancient stone door 12 1 Stairs up/down

1 ion 6 is a Double door

2d6 Door (most are good, sturdy wooden doors)2 Falls down when opened.3 Stuck. Must be forced open (stuck factor of 1d6 x 3).4 Squeaky. Squeals loudly when opened.5 Shut but flimsy and easily knocked in.

6 - 8 Common door.9 Locked and sturdy.

10 Trapped.11 Locked and Trapped. 12 Magical. Only a specific spell, code word, item, or some such will freely open it.

2d6 Freq Chamber/Room Shape and Area

2 1 Triangle 20' - 120' base by 20' - 120' height3 2 Square 20' - 120' each side4 3 Square, 20' x 20'5 4 Rectangular, 30' x 40'6 5 Square, 30' x 30'7 6 Square, 20' x 20'8 5 Rectangular, 20' x 30'9 4 Square, 40' x 40'

10 3 Rectangular, 30' x 50'11 2 Rectangular 20' - 120' by 20' - 120'12 1 Round 20' - 120' diameter or hexagonal

2d6 Freq Number of Room Exit(s) 2d6 Room Exit(s) Location 2d6 Room Exit(s) Type2 1 plus 2-7 more 2 floor 2 elevator3 2 one came in through 3 right wall 3 curtains4 3 plus 4 more 4 right wall 4 secret door5 4 one came in through 5 same wall 5 bars6 5 plus 1 more 6 opposite wall 6 door7 6 one came in through 7 opposite wall 7 door8 5 plus 2 more 8 opposite wall 8 door9 4 one came in through 9 same wall 9 archway

10 3 plus 3 more 10 left wall 10 false door11 2 one came in through 11 left wall 11 ladder through hole(s)12 1 plus 2-12 more 12 ceiling 12 ladder through hole(s)

2d6 Room/Area Content2 Trap & Treasure3 Empty & Treasure4 Monster & Treasure

5 Special6 Empty7 Monster8 Empty9 Trap

10 Monster & Treasure11 Special & Treasure12 Trap & Treasure

Dungeon d6 & Random Encounter Table To CheckLevel 1 2 3 4 5 6

1 1 1 1 2 (1/2) 2 (1/2) 3 (1/3)2 1 (x2) 1 (x2) 2 2 2 33 1 (x3) 2 (x3) 3 3 3 44 1 (x4) 2 (x3) 3 (x2) 4 4 4

NPC Party Members (roll each column)d6 Class Level Nature Race1 Cleric Adventure -1 Evil Dwarf2 Fighter Adventure Neutral Elf3 Fighter Adventure Neutral Halfling4 Fighter Adventure Neutral Human5 Rogue Adventure Neutral Human6 Wizard Adventure +1 Good Human

2d6 Specials (See Room/Area Content)2 Moaning noises.3 Moaning noises.4 Dirt and dust falls from ceiling.5 Mysterious lights dance and flash.6 Creaking noises if anyone enters.7 Wind gusts and blows.8 Ghostly figures or an illusion.9 Dripping water or a pool.10 Rocks, furniture, etc. move and shift

around on their own.11 Roll on Unusual Features Table12 Roll on Unusual Features Table

2d6 Unusual Features Table (See Specials)2 - 3 Door opens to various location depending on keys, key words, etc.

4 Teleport device in room.5 Healing fountain.6 Coin operated gambling machine.7 Prisoners waiting rescue8 Massive chasm.9 Mystic runes and statues from an ancient civilization.

10 Opening to a river or stream.11 Talking paintings.12 Solve a riddle, perform an unusual action, receive a permanent boon (1 point to 1 ability, 1-3 extra hit

points, etc.)

2d6 Treasure is In2 Invisible.3 Covered hole in the floor or wall.

4 - 5 Hidden compartment.6 - 8 Chest.9-10 Barrels, boxes, bags. etc.

12 In the open.

2d6 Door/Treasure Chest Traps.2-4 A rope net falls over the square the door or treasure is in. Anyone underneath must beat it with an

initiative roll (penalized -1 for 2/3 encumbrance, -2 for full load) or be trapped. Victims can get out in 1-6 rounds (half if using sharp cutting tools).

5-6 Poison gas trap, engulfs a 20' area. Everyone inside it must save versus poison or suffer ill effects: death, damage, sleep, etc.

7 Poison needle in handle/lock. 1-2 on 1d6 chance each time it is opened a person is jabbed and must save versus poison or be poisoned.

8-9 Fire trap engulfs a 20' area. Victims must save versus dragon breath or take 1-6 hit points per level of the adventure.

10-11 Alarm rings loudly. Nearby monsters will come running.12 Roll on the Room/Area Traps

2d6 Room/Area Traps2 An alarm rings in a distant room to alert guards there of intruders; it is unheard locally.3 Falling rocks engulf a 10' x 10' area and everyone inside is attacked with a to-hit bonus equal to the

adventure level and takes 1-5 (1d6-1; 0 = 1) damage if hit.4 Huge stone block slams down over a 10' x 10' area; those who fail an initiative roll (see the pit trap)

are attacked with a to-hit roll twice the adventure level and take 2-12 (2d6) hit points per adventure level if stricken.

6 Swinging blade. Attacks one person who triggers it with a to-hit bonus equal to the adventure level and does 2-7 (1d6+1) damage if it hits.

7 Pit trap, 10 to 30' deep. 1-2 on 1d6 chance each time someone passes over it opens. Anyone prepared for trouble who beats the trap with an initiative roll (1d6 + their dexterity modifier versus 1d6 for the trap) leaps free; 2/3 encumbrance penalizes them -1; full encumbrance -2.

8 Roll on the Door/Treasure Chest Traps.9 An iron cage falls. See the pit trap for an initiative roll for anyone wary. The cage is very strong and

getting free will likely take a long time. Will guards arrive first?10 The room door(s) slam shut and then bolts fall in place inside each to secure it strongly.12 A wall, ceiling, or floor panel opens releasing monsters. Roll on the random monster table for the

adventure level.