Alright, nice and simple. Let's make a dungeon! Step by step instructions can be found below.
Step 1: Determine the number of rooms. Roll 1d4+3 for the total number of rooms in the dungeon. Atmospheric rooms do not count towards the total.
Step 2: Determine what the entrance is like. This includes thematically (what it looks like, feels like, basically description) as well as mechanically. Roll on the table below, or pick one.
1d6
1: Trap
2: Puzzle
3: Riddle
4-6: None
Step 3: Determine the room size. Pick the room size or roll on the table below.
1d8
1: 90x30 feet
2: 30x30 feet
3: 60x60 feet
4: 140x90 feet
5: 70x30 feet
6: 120x120 feet
7: 100x30 feet
8: 80x80 feet
Step 4: Determine the room type. Roll 1d10 to pick a room type, or pick one.
1d10
1: Puzzle
2: Riddle
3-5: Trap
6-8: Combat
9-10: ✨️atmospheric room✨️
Step 5: Write a short description for the room. If it's an atmospheric room, it should be slightly longer and more detailed, with things you can interact with that aren't deadly in the room.
Step 6: Determine what happens thematically. For example, how the adventurers spring the trap, or if the bones in the corner spring to life, etc.
Step 7: Determine what happens mechanically. For example, save DC and damage of a trap or rolling initiative.
Step 8: See step 3.
Try to balance the dungeon for parties of levels 5-10, as that is usually the most common levels.
A basilisk that is in the middle of eating a broken stone statue. Dust in the room will cause difficult terrain but also block vision, which will help in the fight. The basilisk immedietely attacks, but will start to back off if none of the party is subjected to its gaze immediately.
This is where the basilisk placed the bones of its victims. Piles of them can be seen, stacked neatly for such a beast. The floor and walls are made of stone rocks, not chiseled, but stacked. Six pillars support the roof. A bit of dust from the previous room is tracked in thanks to the Basilisk, providing a pair of footprints. These footprints, if the party sees them, will guide the party around the trapped stones. If they do step on the stones, the pillars will suddenly heat up as it starts boiling the room.
Alright, nice and simple. Let's make a dungeon! Step by step instructions can be found below.
Step 1: Determine the number of rooms. Roll 1d4+3 for the total number of rooms in the dungeon. Atmospheric rooms do not count towards the total.
Step 2: Determine what the entrance is like. This includes thematically (what it looks like, feels like, basically description) as well as mechanically. Roll on the table below, or pick one.
1d6
1: Trap
2: Puzzle
3: Riddle
4-6: None
Step 3: Determine the room size. Pick the room size or roll on the table below.
1d8
1: 90x30 feet
2: 30x30 feet
3: 60x60 feet
4: 140x90 feet
5: 70x30 feet
6: 120x120 feet
7: 100x30 feet
8: 80x80 feet
Step 4: Determine the room type. Roll 1d10 to pick a room type, or pick one.
1d10
1: Puzzle
2: Riddle
3-5: Trap
6-8: Combat
9-10: ✨️atmospheric room✨️
Step 5: Write a short description for the room. If it's an atmospheric room, it should be slightly longer and more detailed, with things you can interact with that aren't deadly in the room.
Step 6: Determine what happens thematically. For example, how the adventurers spring the trap, or if the bones in the corner spring to life, etc.
Step 7: Determine what happens mechanically. For example, save DC and damage of a trap or rolling initiative.
Step 8: See step 3.
Try to balance the dungeon for parties of levels 5-10, as that is usually the most common levels.
Idk I'm just a guy ig
I like Warlocks
I like guitars (coming up on my fifth year of playing!)
I want to be a musician/stay-at-home dad when I grow up
Recently obsessing over Warhammer 40k, specifically the T’au empire
Number of rooms!
6
Just a question was this inspired by the dungeon thing that was being made in anything but the ogl
The entrance to the first room is large and grand, with a rectangle of stone acting as a door seeping through the floor to enter.
I think I roll for the nature of the room now? 4
Hello! I am a perfectly sane gibberer. Hi! :D I chill on both Adohand's Kitchen and PbP.
Come to the Messy Mammoth Tavern and Inn! A mysterious link of chain...
Don't join Bahamut's disco party! Praise potassium instead! And PRAISE JEFF THE EVIL ROOMBA!
Titles: The Eternal Muttering from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
Size!
5
Pronouns, They/Them/She/Her
Neither one of us can survive without the other. Forget host. Forget symbiote. There is only Carnage.
Once a winner, always a winner
I win... Most of the time...
Unbeatable
Petal in the Wind!
Room Type! I’ll just choose combat.
Uhh I guess no because idk what you're talking about lol
Idk I'm just a guy ig
I like Warlocks
I like guitars (coming up on my fifth year of playing!)
I want to be a musician/stay-at-home dad when I grow up
Recently obsessing over Warhammer 40k, specifically the T’au empire
Oh funny coincidence lol
Hello! I am a perfectly sane gibberer. Hi! :D I chill on both Adohand's Kitchen and PbP.
Come to the Messy Mammoth Tavern and Inn! A mysterious link of chain...
Don't join Bahamut's disco party! Praise potassium instead! And PRAISE JEFF THE EVIL ROOMBA!
Titles: The Eternal Muttering from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
As you enter the room, it's dusty. The light from the door illuminates the room slightly, revealing stone walls, and a monster!
The monster?
Hello! I am a perfectly sane gibberer. Hi! :D I chill on both Adohand's Kitchen and PbP.
Come to the Messy Mammoth Tavern and Inn! A mysterious link of chain...
Don't join Bahamut's disco party! Praise potassium instead! And PRAISE JEFF THE EVIL ROOMBA!
Titles: The Eternal Muttering from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
can we have a baby Tarrasque?
Pronouns, They/Them/She/Her
Neither one of us can survive without the other. Forget host. Forget symbiote. There is only Carnage.
Once a winner, always a winner
I win... Most of the time...
Unbeatable
Petal in the Wind!
A basilisk that is in the middle of eating a broken stone statue. Dust in the room will cause difficult terrain but also block vision, which will help in the fight. The basilisk immedietely attacks, but will start to back off if none of the party is subjected to its gaze immediately.
Room size!
3
Hello! I am a perfectly sane gibberer. Hi! :D I chill on both Adohand's Kitchen and PbP.
Come to the Messy Mammoth Tavern and Inn! A mysterious link of chain...
Don't join Bahamut's disco party! Praise potassium instead! And PRAISE JEFF THE EVIL ROOMBA!
Titles: The Eternal Muttering from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
As well as the room type
7
Hello! I am a perfectly sane gibberer. Hi! :D I chill on both Adohand's Kitchen and PbP.
Come to the Messy Mammoth Tavern and Inn! A mysterious link of chain...
Don't join Bahamut's disco party! Praise potassium instead! And PRAISE JEFF THE EVIL ROOMBA!
Titles: The Eternal Muttering from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
This is where the basilisk placed the bones of its victims. Piles of them can be seen, stacked neatly for such a beast. The floor and walls are made of stone rocks, not chiseled, but stacked. Six pillars support the roof. A bit of dust from the previous room is tracked in thanks to the Basilisk, providing a pair of footprints. These footprints, if the party sees them, will guide the party around the trapped stones. If they do step on the stones, the pillars will suddenly heat up as it starts boiling the room.
Hi, I’m DrakenBrine, here’s my Sig