Generic Random Dungeon Generation Guide

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 5

Random Dungeon Generation

Generic Random Dungeon Generation Guide

>> Page - 1

Materials
Theme appropriate paper mini doors. Paper mini for columns or barrels. Assorted paper minis for flora, fauna, fires or pogs. Generic flip mats and pens for the basic tiling (make sure you get the mats that can be cleaned regardless of the type of pen you useyou'll save yourself future headache). Colored pens for effects (like blue for water, etc). Six sided (d6) and ten sided (d10). Blip! markers.

Next Section Type Roll on the table for each connection point (entrance/exit). 1d10 1-3 4 5 6 7-10 Result Corridor Bend (3 squares); LEFT Bend (3 squares); RIGHT Junction Room (roll 2d10 and 2d6)

Special dice include: 1d2, roll any dice and odds are 1, evens are 2 1d3, roll 1d6 divide by 2; round fractions up 1d5, roll 1d10 divide by 2; round fractions up

Corridor Type 1d10 Result 1-2 1 square dead end (alcove, vent, etc); ignore 1st time 3-6 2 square length 7-10 3 square length Junction Type 1d10 Result 1-7 3 square T intersection; orient as you like 8-10 5-square + intersection Room T ype 1d10 Room Size 1-2 3 entrance x 3 3-4 3 entrance x 4 5-6 4 entrance x 3 7-8 4 entrance x 4 9-10 4 entrance x 5 Exits (Number) 1d3 - 1 1d3 - 1 1d3 - 1 1d3 1d3 Doors (Chance) 1-4 on d6 1-4 on d6 1-4 on d6 1-4 on d6 1-5 on d6

Planning
Determine dungeon's theme. Plan the dungeon layout on graph paper before hand. Determine entry points for players and monsters. Determine locations of doors. Determine entrance (see below).

Generation Tables
All entries in these tables are optional. If a particular piece doesn't fit or the result is a poor one or you just don't like it, change itor pick another or better option. Determine Mission Type (Optional) It's possible for destroy and retrieve missions there may be multiple objectives. Roll 1d3 for number. 1d10 1d10 Result 1-3 Get to room and hold objective (see special room) 4-10 Destroy (1-3) or retrieve (4-6) an objective: 1-2 Cryogenics chamber 3-4 Computer data cores holding important data 5-6 Artifacts (alien skull, eggs, weapons, bio samples) 6-7 Captives or hostages 8-9 Vital supplies (such as food, water, generators) 10 Dangerous materials (nuclear fuel rods) Determine Entry Type Futuristic Boarding Roll 1d5; result is the entry type Docking Craft Roll 1d3; result is the entry type Cave Entrance Roll 1d5; result is the entry type Temple Entrance Roll 1d5; result is the entry type

Room Contents 1d10 Room 1-2 Nothing 3-4 1d2 blips! 5-6 1d3+1 blips! 7-8 1blip! and mission objective related contents 9-10 Exit to another level (go to room type) Blips! A marker is not revealed until a player controlled character is in line of sight with a blip marker. Blips!. For futuristic settings the blips! could be actual markers where radar or motion sensors detect something. Otherwise they could be indistinguishable markers that let the dungeon maker know that something is there. 1d10 1-4 5-7 8-9 10 Blip! Description Enemies (aliens, demons, robots, whatever!) Things (crates, drums, barrels, columns) Hazards (traps, fires, dungeon damage) False reading

Barrels and drums could explode just like a Doom game (again, optional).

>> Page - 2

Futuristic Boarding Craft Entryways


Futuristic Boarding Craft, Entry 1

Futuristic Boarding Craft, Entry 5

Docking Craft
Futuristic Boarding Craft, Entry 2 Docking Craft, Entry 1

Futuristic Boarding Craft, Entry 3

Docking Craft, Entry 2

Futuristic Boarding Craft, Entry 4 Docking Craft, Entry 3

>> Page - 3

Cave Entrance
Cave Entrance, Entry 1

Cave Entrance, Entry 4

Cave Entrance, Entry 2

Cave Entrance, Entry 5

Cave Entrance, Entry 3

>> Page - 4

Temple Entrance
Temple Entrance, Entry 1 Temple Entrance, Entry 5

Temple Entrance, Entry 2

Temple Entrance, Entry 3

Temple Entrance, Entry 4

>> Page - 5

You might also like