Difference between revisions of "Random Dungeon Generator (RDG)"

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'''Burrows''' are typically limited-sized lairs occupied by creatures such as badgers, giant rats, various insects (social or not), occupying an area near the surface and lacking in treasure. They may potentially be built upon other forms of dungeon, however, which is accounted for in the generator.
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'''Burrows''' typically serve as compact abodes for creatures like badgers, giant rats and various insects, whether solitary or social. Situated close to the surface, they rarely boast treasure. However, they may overlay other dungeon structures, a potential result that is accommodated by the generator.
  
'''Caves''' are naturally occurring rocky spaces with many dangerous features, requiring additional tools and equipment to safely navigate; they're far less occupied by residents than other forms of dungeon, but their passages have the potential to reach deep into the earth as well as great distances, providing plenty of opportunity for the presence of connected burrows and tunnels.
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'''Caves''' are natural rocky formations that present perilous terrains requiring specialized gear for safe navigation.  Though sparsely inhabited compared to other dungeons, their intricate passages often delve deep into the earth, potentially intersecting with burrows and tunnels.
  
'''Crypts''' are rare and usually modest in size, being self-contained without additional access to other sorts of dungeons.  They tend to be occupied by [[Undead|undead]], [[Demon|demons]] and other dark supernatural monstersThey are most often found through obscure annexes in relation to tunnels.
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'''Crypts''', seldom encountered and modestly sized and are usually without links to other dungeons.  They provide spaces for [[Undead|undead]], [[Demon|demons]] and other dark, sinister beingsA crypt may have been built as an annex to a tunnel-dungeon, to house the dead of the residents over several generations.
  
'''Tunnels''' are densely occupied areas built by humanoids as elaborate, extensive lairsThese are usually in a state of continuous expansion, with the residents having a strong need to resist burrowing animals and other invadersTreasure is more available, but there is a danger in rousing so many enemies at once that they cannot be managed by a low-level party.
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'''Tunnels''' represent densely occupied areas populated by humanoids dwelling within numerous densContinuously expanding, they're forced to defend their areas against surface and burrowing creatures, and other intruders; this allows for fortifications, trapped areas and various forms of constructionWhile treasures abound, stirring numerous enemies simultaneously can overwhelm even seasoned adventurers.

Revision as of 19:17, 30 May 2024

The Random Dungeon Generator is a tool designed for use during gameplay when the dungeon master needs a starting point for an unprepared setting or wants to introduce randomness into the game party's environment. It's intended to be a useful resource for solo play and for training oneself as a DM. When using this generator, the initial location of the player characters is always outside the dungeon, within 50 to 100 feet of the entrance. The nature of this entrance depends on the type of dungeon, as indicated on the first table provided.

Links to this page, and throughout this wiki to other dungeon generation pages, include the "RDG" designation and will be categorized under "Random Dungeon."

Dungeon Type
Roll Result
01-16 Burrow; tunnels or holes excavated by animals to create a protected living space.
17-47 Cave; natural underground space large enough for moving through, formed by geological processes.
48-54 Crypt; humanoid-made catacombs or vaults for sequestering the dead.
55-60 Tunnels; passages or networks created by humanoids for habitation, transport or defense.

Burrows typically serve as compact abodes for creatures like badgers, giant rats and various insects, whether solitary or social. Situated close to the surface, they rarely boast treasure. However, they may overlay other dungeon structures, a potential result that is accommodated by the generator.

Caves are natural rocky formations that present perilous terrains requiring specialized gear for safe navigation. Though sparsely inhabited compared to other dungeons, their intricate passages often delve deep into the earth, potentially intersecting with burrows and tunnels.

Crypts, seldom encountered and modestly sized and are usually without links to other dungeons. They provide spaces for undead, demons and other dark, sinister beings. A crypt may have been built as an annex to a tunnel-dungeon, to house the dead of the residents over several generations.

Tunnels represent densely occupied areas populated by humanoids dwelling within numerous dens. Continuously expanding, they're forced to defend their areas against surface and burrowing creatures, and other intruders; this allows for fortifications, trapped areas and various forms of construction. While treasures abound, stirring numerous enemies simultaneously can overwhelm even seasoned adventurers.