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Welcome To The Dungeon Generator!!

And a Whole Lot Less Spooky Than This Picture...

Trust Me, It's As Easy As It Sounds...

What You Need...

  • 1d4, 1d6, 1d8, 1d10, 1d20
  • A fair amount of imagination
  • Graph paper and a pencil is an absolute must.
  • The ability to ignore normal architectural flaws...

    First We Begin With the Name of the Dungeon...Optional

  • Roll a d20 twice. Choose the name corresponding with the number from each column, smack 'em together with the word "the" in front, and "dungeon of" in the middle, and you've got yourself a dungeon name.
    Column One
    1.Terrible
    2.Horrific
    3.Bloody
    4.Ubiquitous
    5.Vampiric
    6.Illusionary
    7.Stinky
    8.Terrific
    9.Taunting
    10.Icky
    11.Gargantuan
    12.Poopy
    13.Unethical
    14.Unlikely
    15.Unlikeable
    16.Unpopular
    17.Legendary
    18.Infamous
    19.Sickening
    20.Disgusting

    Column Two
    1.Unlikely Villains
    2.Utter Destruction
    3.Severed Monkey-Heads
    4.Severe Foot-Rot
    5.Extremely Uncomfortable Couches
    6.Very Bloody Death
    7.Unforgivable Sin
    8.Smelly Fishheads
    9.Lovely Lamias
    10.Outrageous Orcs and Ogres
    11.Treacherous Trolls
    12.Killer Kobolds (isn't that an oxymoron?)
    13.Mildly Uncomfortable Bowels
    14.Fortitude
    15.Lecherous Liches
    16.Randomness
    17.Confusion
    18.Disgust
    19.Forbidden Treasure
    20.Mushy Watermelons

    Okay, Okay, so the names are a little silly, but you get the idea.

    Now On To The Dungeon... First we need to determine the shape of the entrance...so roll 1d8.
    1.Large stone arch, open
    2.Large stone arch with stone door
    3.2 huge wooden doors, arching up to a gothic point
    4.A drawbridge across a moat of (insert moat substance here)
    5.A cave entrance
    6.A glass door (hey, it could be done...)
    7.Small stone doorway, open
    8.Small stone doorway, closed
    Whether or not the entrance is a. trapped, or b.puzzled is up to you. If you want it to be see my Traps and Puzzles page for help.

    Now we get on to the inside of the dungeon. The next rules you will repeat until your PC's get to where you want them to be or until you decide the dungeon is plenty big enough.

    First we need to see what kind of room or hall the PCs have stepped into...Roll 1d20
    1-3.Hallway-Straight
    4-6.Hallway-Curves Left
    7-9.Hallway-Curves Right
    10-15.Room
    16-17.Dead End
    18.Stairway Up
    19.Stairway Down
    20.Exit to Outside
    Now, remember, these rolls may have to be played with to make things work...be creative but don't irritate your PC's too much. A little reality is always good.

    On the shape of a room...Roll 1d8
    1.Square
    2.Rectangular
    3.Circular
    4.Octagonal
    5.Trapezoidal
    6.Triangular
    7.No rhyme or reason to the shape of the room
    8.Arbitrary

    Suppose you do roll a room, or even just a hallway if you like...How many doors/exits does the room/hall have? Easy, roll 1d4.
    1. 1 exit
    2. 2 exits
    3. 3 exits
    4. 4 or more exits (boy, didn't see that one coming...: ))

    And suppose you want to get a little more creative and figure out what's in the room...Roll 1d20
    1-3. Trap(s)
    4-6. Treasure! (mundane)
    7. Treasure! (magical)
    8-15. Nothing at all.
    16-20. Monster(s)
    Of course, you can always use my random monster and treasure tables or my random traps tables. Enjoy!

    GamingIndigo Warrior's LairTips