Thursday, 21 March 2013

Dungeon origins and traits

A series of tables to help establish a theme for a dungeon, if you are stuck and can't think of anything good. Alternatively, for DM's who prefer a little randomness to their campaign.

Dungeon origins:
1: Castle
2: Prison
3: Stronghold
4: Monster lair
5: Natural cave system
6: Underworld city
7: Divine creation
8: Dimensional rift
9: Mining tunnels
10: Spacecraft

Primary dungeon inhabitants:
1: Demihumans
2: Humanoids
3: Wild monsters
4: Powerful monster and minions
5: Undead
6: Magical experiments
7: Warlord and troops
8: Sorcerer and minions
9: Cult and followers
10: Constructs

Dungeon layout:
1: Maze like
2: Numerous small rooms
3: Few large rooms
4: Separated by teleporters
5: Numerous levels separated by ladders or stairs
6: Maze leading to central hall
7: Erratic layout
8: Shifting layout
9: Rooms and tunnels form pattern
10: Rooms within rooms

Additional dungeon hazards:
1: Lava, acid, chasms or similar
2: Unstable areas
3: Frequent wandering monsters
4: Large number of traps
5: Tricks and oddities
6: Underworld plant hostile, threatening
7: Unusually dark
8: Interference with infravision
9: Minor magic interference
10: Interference with divine powers

Pleasant surprises:
1: Friendly group to be encountered
2: Shortcut to surface
3: Large amount of treasure
4: Safe areas
5: Underworld trader or merchant
6: Useful herbs or fungus
7: Prisoners to liberate
8: Natural resources
9: Two monster factions at war with each other
10: Valuable magical item or minor artifact.