Difference between revisions of "Random Dungeon Generator (RDG)"
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− | [[File:Random Dungeon Generator.jpg|right| | + | [[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. | 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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{| class="wikitable" style="float:left; margin-right: 25px; text-align: center; background-color:#d4f2f2;" | {| class="wikitable" style="float:left; margin-right: 25px; text-align: center; background-color:#d4f2f2;" | ||
|+ Dungeon Type | |+ Dungeon Type | ||
− | ! style="width: 50px"|Roll !! style="width: | + | ! style="width: 50px"|Roll !! style="width: 240px"|Result |
|- | |- | ||
| 01-16 || align="left"|'''Burrow'''; tunnels or holes excavated by animals to create a protected living space. | | 01-16 || align="left"|'''Burrow'''; tunnels or holes excavated by animals to create a protected living space. | ||
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| 48-54 || align="left"|'''Crypt'''; humanoid-made catacombs or vaults for sequestering the dead. | | 48-54 || align="left"|'''Crypt'''; humanoid-made catacombs or vaults for sequestering the dead. | ||
|- | |- | ||
− | | 55- | + | | 55-00 || align="left"|'''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. | To continue after obtaining the table's result, open the links below that give access to each dungeon type. | ||
− | '''[[Burrow Dungeon (RDG)|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. | + | '''[[Burrow Dungeon (RDG)|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 (RDG)|treasure]]. However, they may overlay other dungeon structures, a potential result that is accommodated by the generator. |
'''[[Cave Dungeon (RDG)|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. | '''[[Cave Dungeon (RDG)|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. | ||
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'''[[Tunnel Dungeon (RDG)|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. | '''[[Tunnel Dungeon (RDG)|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. | ||
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+ | [[Category: Random Dungeon]] |
Latest revision as of 20:30, 7 June 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."
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.