Fixes for the 1e DMG random dungeon generation

Post date: Jul 3, 2015 6:13:11 PM

1.) Roll 2x on Table V.F for each chamber or room. (less empty rooms, possibility of 2 monsters) After trying this out awhile I've decided you need to do this only on larger rooms or chambers only. I've gone with 900' area or more (30'x30') which seems to work well.

2.) Table V.F. if a Chamber on a roll of 12 check for Pools on Table VIII.A.

3.) Add +3% to the roll on the Treasure Table V.G. for each level of the dungeon. (less copper more magic the deeper you are)

4.) When getting the result 'Magic Item' for treasure on Table V.G., use table I. Map or Magic pg 120 or Magic II.B (results in a lot more consumables)

5.) When getting result Trick/Trap on V.F Chamber or Room contents roll d3, 1 = use table VII as normal, 2 = use Appendix G Traps instead, 3 = use Appendix H Tricks instead.

My DMG I hand numbered appendix H for randomness and I got some pretty cool & weird things from that.

You might also want to do something with random monster encounters to make them occasionally something different from the standard tables. Like you might find a room with a whale in it. This would probably require a lot more work though. Perhaps just a list of all listed creatures in the MM with #'s 1-100, with a 1 in 10 chance it'll be from that table instead of the DMG table. The advanced version would be to put all creatures on the dungeon tables based on their XP value, and perhaps give it a 1 in 2 or less chance to use that table instead so all the encounters aren't weird.

I also recommend ignoring the part about NPC parties being of 7th to 12th level on dungeon level 6 as I wiped a party that way with 12th level evil NPCs on the 6th level. Just use the normal determination of party level.