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Random Dungeon Generation Guide

This document provides tables for randomly generating dungeons, including dungeon functions, themes, sizes, rooms, encounters, traps, treasures, and more. It allows a dungeon master to quickly flesh out a dungeon setting with random but interconnected details. Rolling on the tables provides concise but interconnected information to build out a dungeon experience.

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madcap01
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0% found this document useful (0 votes)
158 views9 pages

Random Dungeon Generation Guide

This document provides tables for randomly generating dungeons, including dungeon functions, themes, sizes, rooms, encounters, traps, treasures, and more. It allows a dungeon master to quickly flesh out a dungeon setting with random but interconnected details. Rolling on the tables provides concise but interconnected information to build out a dungeon experience.

Uploaded by

madcap01
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

DELVE

CRAFT

A random tables supplement for generating and exploring random dungeons.

v1.0 created by Thomas Maeton (CC BY 4.0)


TABLE OF CONTENTS
DUNGEON GENERATOR 2

DUNGEON EXPLORER 3

RANDOM DUNGEON TABLES 4


Dungeon (Generic) Function Table 4
Dungeon (City) Function Table 4
Dungeon Theme Table 4
Dungeon Size Table 4
Room Function Table 4
Room Size Table 4
Room Doors Table 5
Room Contents Table 5
Trap Effect Table 5
Encounter Table 5
Motivation Table 5
NPC Disposition Table 5
Treasure Table 6
Gem Table 6
Jewelry Table 6
Item Table 6
Curse Properties Table 6
Magic Properties Table 6

RANDOM MONSTER TABLES 7


Composition Table 7
Skin Table 7
Feature Table 7
Ability Table 7
Body Table 7

MODIFICATIONS 8

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DUNGEON GENERATOR

To generate a dungeon:
1. Generate a Dungeon Function: Roll 1d12 on the applicable Dungeon Function
Table to generate the Dungeon Function. This is (or was) the primary function
of the dungeon. You may roll again to generate a Dungeon Function
(Secondary), etc. to generate supplemental functions of the dungeon.
2. Generate a Dungeon Theme: Roll 1d12 on the Dungeon Theme Table to
generate the Dungeon Theme. This is the primary theme for the entire
dungeon. You may roll again to generate a Dungeon Theme (Secondary), etc. to
generate supplemental themes for the entire dungeon.
3. Generate a Dungeon Theme - Level 1: Roll 1d12 on the Dungeon Theme Table
to generate the Dungeon Theme - Level 1. This is the primary theme for the
first level of the dungeon. You may roll again to generate a Dungeon Theme -
Level 1 (Secondary), etc. to generate supplemental themes for the first level of
the dungeon.
4. Generate a Dungeon Size: Roll 2d6 on the Dungeon Size Table to generate the
Dungeon Size.
5. Build Encounter Lists: Write down a list of encounters for each of the following
encounter types: Common, Uncommon, Rare and Legendary. Use these lists
when rolling on the Encounter Table. Encounters can be generated randomly by
rolling 1d12 on the Random Monster Tables: Composition Table, Skin Table,
Feature Table, Ability Table and Body Table.

Example: Tomb of Maggots


Dungeon Function: Tomb
Dungeon Theme: Cult
Dungeon Theme (Secondary): Infestation
Dungeon Theme - Level 1: Insanity
Dungeon Size: Medium (50)
Common Encounters: 1d6 Cultists, 4d6 Giant Spiders
Uncommon Encounters: 1d6 Skeletons, 1d6 Zombies, Giant Centipede
Rare Encounters: [Bovine/Chitin/Shell/Plaugebearer/Scarred]
Legendary Encounters: [Amphibian/Mucus/Wings/Regenerating/Corpulent]

Delve Craft v1.0 created by Thomas Maeton (CC BY 4.0) 2 of 8


DUNGEON EXPLORER

To explore a dungeon, when entering a new room:


1. Generate a Room Function: Roll 1d12 on the Room Function Table to generate
the Room Function. This is (or was) the primary function of the room. You may
roll again to generate a Room Function (Secondary), etc. to generate
supplemental functions of the room.
2. Generate a Room Size: Roll 2d6 on the Room Size Table to generate the Room
Size.
3. Generate the Room Doors: Roll 2d6 on the Room Doors Table to generate the
number of Room Doors in the room. Once the total number of rooms (based on
the Dungeon Size) of the dungeon have been explored, all future rooms have
one door, leading back.
4. Generate the Room Contents: Roll 2d6 on the Room Contents Table to
generate the Room Contents. An empty room still contains clutter, furniture,
junk, debris, etc. Use the five senses (i.e. sight, sound, smell, taste, and touch) in
the description of the room.
5. Generate the Room Contents Specifics: Roll on the applicable table(s) for each
room content to generate the Room Contents Specifics (i.e. 1d12 on the Trap
Effect Table, 2d6 on the Encounter Table, 1d12 on the Motivation Table, 2d6 on
the Disposition Table and/or 2d6 on the Treasure Table.)

While exploring a dungeon:


1. Generate Wandering Monsters: Every set of (e.g. ten) minutes, roll 1d6. On a 1,
the player(s) encounter a wandering monster. On a 2, the player(s) are made
aware of a wandering monster (e.g. tracks, remains, sounds, smell, etc.) Roll 2d6
on the Encounter Table to generate the Wandering Monster.
2. Generate a Dungeon Theme - Level X: Roll 1d12 on the Dungeon Theme Table
for every new level of the dungeon to generate the Dungeon Theme - Level X.
This is the primary theme for that level of the dungeon. You may roll again to
generate a Dungeon Theme - Level X (Secondary), etc. to generate
supplemental themes for that level of the dungeon.

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RANDOM DUNGEON TABLES

Dungeon (Generic)
Function Table Dungeon Theme Table Room Function Table
1 Burrow 1 Addiction/ Lust 1 Hallway
2 Catacomb 2 Death/ Destruction 2 Defense
3 Cavern 3 Imprison/ Torture 3 Entertainment
4 Crypt 4 Industry/ Production 4 Equipment/ Junk
5 Fortress 5 Infestation/ Rot 5 Food
6 Labyrinth 6 Insanity/ Chaos 6 Hygiene/ Health
7 Mine 7 Knowledge/ Learning 7 Indulgence
8 Prison 8 Militant/ War 8 Stairway
9 Temple 9 Poverty/ Famine 9 Knowledge
10 Tomb 10 Religion/ Cult 10 Rest
11 Tower 11 Sloth/ Gluttony 11 Spiritual
12 Vault 12 Wealth/ Greed 12 Work

Dungeon (City) Dungeon Size Table Room Size Table


Function Table 2 Tiny: 10 Rooms 2 Tiny
1 Barracks 3 Small: 25 Rooms 3 Small
2 Factory 4 Small: 25 Rooms 4 Small
3 Fort 5 Small: 25 Rooms 5 Small
4 Manor 6 Medium: 50 Rooms 6 Small
5 Sewer 7 Medium: 50 Rooms 7 Medium
6 Ship 8 Medium: 50 Rooms 8 Medium
7 Store 9 Large: 75 Rooms 9 Medium
8 Tavern 10 Large: 75 Rooms 10 Large
9 Temple 11 Huge: 100 Rooms 11 Large
10 Tenement 12 Endless: Infinite Rooms 12 Huge
11 Warehouse
12 Workshop

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Room Doors Table Trap Effect Table Motivation Table
2 2 Doors 1 Alerting 1 Community
3 2 Doors & 1 Secret Door 2 Blinding 2 Domination
4 3 Doors & 1 Secret Door 3 Crushing 3 Food
5 3 Doors 4 Cursing 4 Knowledge
6 4 Doors 5 Deceiving 5 Offspring
7 4 Doors 6 Delaying 6 Safety
8 4 Doors 7 Immobilizing 7 Shelter
9 5 Doors 8 Immolating 8 Sleep
10 5 Doors 9 Piercing 9 Territory
11 4 Doors & 1 Secret Door 10 Relocating 10 Treasure
12 5 Doors & 1 Secret Door 11 Slashing 11 Understanding
12 Suffocating 12 Water
Room Contents Table
2 Encounter & Treasure Encounter Table NPC Disposition Table
3 Encounter & Treasure 2 Legendary 2 Hostile
4 Encounter 3 Rare 3 Hostile
5 Trap & Treasure 4 Uncommon 4 Hostile
6 Trap & Treasure 5 Uncommon 5 Neutral
7 Trap & Encounter 6 Common 6 Neutral
8 Encounter 7 Common 7 Neutral
9 Trap 8 Common 8 Neutral
10 Empty 9 Uncommon 9 Guarded
11 NPC 10 Uncommon 10 Guarded
12 Treasure 11 Rare 11 Friendly
12 Legendary 12 Friendly

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Treasure Table Jewelry Table Curse Properties Table
2 Cursed Item 1 Amulet 1 Beckoning
3 Cursed Item 2 Armlet 2 Binding
4 Jewelry 3 Bracelet 3 Decaying
5 Jewelry 4 Brooch 4 Deforming
6 Gold 5 Crown 5 Disconnecting
7 Gold 6 Earring 6 Distorting
8 Gold 7 Locket 7 Fumbling
9 Item 8 Medallion 8 Frightening
10 Item 9 Necklace 9 Maddening
11 Magic Item 10 Pendant 10 Encroaching
12 Magic Item 11 Pin 11 Tormenting
12 Ring 12 Withering
Gem Table
1 Amethyst Item Table Magic Properties Table
2 Diamond 1 Ammunition 1 Communicating
3 Emerald 2 Armor 2 Concealing
4 Jade 3 Crafting 3 Conjuring
5 Obsidian 4 Disarming 4 Enhancing
6 Opal 5 Drink 5 Enlightening
7 Pearl 6 Entertainment 6 Locating
8 Quartz 7 Food 7 Protecting
9 Ruby 8 Light 8 Regenerating
10 Sapphire 9 Navigating 9 Repairing
11 Topaz 10 Recording 10 Revealing
12 Turquoise 11 Traversing 11 Transforming
12 Weapon 12 Transporting

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RANDOM MONSTER TABLES

Composition Table Feature Table Body Table


1 Amphibian 1 Antenna 1 Ancient
2 Arachnid 2 Antlers 2 Bloated
3 Avian 3 Beak 3 Burned
4 Bovine 4 Fangs 4 Corpulent
5 Canine 5 Horn 5 Gaunt
6 Crustacean 6 Mandibles 6 Lanky
7 Feline 7 Pincers 7 Sallow
8 Humanoid 8 Shell 8 Scarred
9 Insectoid 9 Stinger 9 Serpentine
10 Piscine 10 Tentacles 10 Titanic
11 Reptilian 11 Tusk 11 Towering
12 Simian 12 Wings 12 Weathered

Skin Table Ability Table


1 Chitin 1 Blinding
2 Dry 2 Colossal
3 Feathers 3 Elemental
4 Long Hair 4 Flying
5 Mucus 5 Immortal
6 Plates 6 Nesting
7 Quills 7 Petrifying
8 Scales 8 Phantom
9 Short Fur 9 Plaguebearer
10 Smooth 10 Regenerating
11 Spikes 11 Undead
12 Wet 12 Venomous

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MODIFICATIONS

It is recommended to add, supplement and modify the tables in this document tailored
to the specific setting and system being used. Use a 1d12 table when there should be
an equal chance for any of the outcomes and a 2d6 when the roll should be weighted
towards certain outcomes with the greatest possibilities towards the center of the
table.

Delve Craft is published with a Creative Commons Attribution 4.0 International (CC BY
4.0) license. You are free to share, copy and redistribute the material in any medium or
format and adapt, remix, transform, and build upon the material for any purpose, even
commercially.

Delve Craft v1.0 created by Thomas Maeton (CC BY 4.0) 8 of 8

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