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

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[[File:Random Dungeon Generator.jpg|right|490px|thumb]]
 
[[File:Random Dungeon Generator.jpg|right|490px|thumb]]
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.
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The '''Random Dungeon Generator''' is a structured system designed primarily for solo play, allowing players to experience unpredictable dungeon environments without the need for a dungeon master. It provides a reliable framework for generating dungeons on the fly, offering a blend of randomness and structured design to ensure a balanced, immersive experience. While it can be used by DM to create spontaneous settings during gameplay, its primary function is to serve as a tool for players who wish to challenge themselves in self-guided exploration or refine their understanding of dungeon structure and encounter pacing.
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When using this system, the adventuring party always begins outside the dungeon, positioned within 50 to 100 feet of its entrance. The type of entrance is determined by the first table in the generator, varying from concealed cave mouths and ancient ruin doorways to imposing gates or forgotten sinkholes leading underground. This entry point sets the initial tone of the adventure, defining the dungeon’s nature before exploration begins.
  
Links to this page, and throughout this wiki to other dungeon generation pages, include the "RDG" designation and will be categorized under "Random Dungeon."
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The Random Dungeon Generator ensures a dynamic and self-sustaining experience, offering a means of progressing through encounters, hazards, and rewards without requiring pre-planning or external guidance. It is designed to facilitate both quick, casual play and extended dungeon-crawling sessions, making it a valuable resource for those seeking independent play. Links to this page, as well as related dungeon generation tools, are designated with the "RDG" identifier and categorized under "Random Dungeon" for ease of access.
  
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== Dungeon Form ==
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Revision as of 19:04, 18 February 2025

Random Dungeon Generator.jpg

The Random Dungeon Generator is a structured system designed primarily for solo play, allowing players to experience unpredictable dungeon environments without the need for a dungeon master. It provides a reliable framework for generating dungeons on the fly, offering a blend of randomness and structured design to ensure a balanced, immersive experience. While it can be used by DM to create spontaneous settings during gameplay, its primary function is to serve as a tool for players who wish to challenge themselves in self-guided exploration or refine their understanding of dungeon structure and encounter pacing.

Contents

When using this system, the adventuring party always begins outside the dungeon, positioned within 50 to 100 feet of its entrance. The type of entrance is determined by the first table in the generator, varying from concealed cave mouths and ancient ruin doorways to imposing gates or forgotten sinkholes leading underground. This entry point sets the initial tone of the adventure, defining the dungeon’s nature before exploration begins.

The Random Dungeon Generator ensures a dynamic and self-sustaining experience, offering a means of progressing through encounters, hazards, and rewards without requiring pre-planning or external guidance. It is designed to facilitate both quick, casual play and extended dungeon-crawling sessions, making it a valuable resource for those seeking independent play. Links to this page, as well as related dungeon generation tools, are designated with the "RDG" identifier and categorized under "Random Dungeon" for ease of access.

Dungeon Form

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.
55-00 Tunnels; passages or networks created by humanoids for habitation, transport or defense.

To continue after obtaining the table's result, open the links below that give access to each dungeon type.

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.