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

From The Authentic D&D Wiki
Jump to navigationJump to search
Line 15: Line 15:
 
| 55-60 || align="left"|Tunnels; passages or networks created by humanoids for habitation, transport or defense.
 
| 55-60 || align="left"|Tunnels; passages or networks created by humanoids for habitation, transport or defense.
 
|}
 
|}
 +
 +
'''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.
 +
 +
'''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.
 +
 +
'''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 monsters.  They are most often found through obscure annexes in relation to tunnels.
 +
 +
'''Tunnels''' are densely occupied areas built by humanoids as elaborate, extensive lairs.  These are usually in a state of continuous expansion, with the residents having a strong need to resist burrowing animals and other invaders.  Treasure 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.

Revision as of 19:10, 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 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.

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.

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, demons and other dark supernatural monsters. They are most often found through obscure annexes in relation to tunnels.

Tunnels are densely occupied areas built by humanoids as elaborate, extensive lairs. These are usually in a state of continuous expansion, with the residents having a strong need to resist burrowing animals and other invaders. Treasure 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.