Dungeon Generation Procedures (Optional)

These procedures generate caves, dungeons, mines, and ruins on the fly for use with White Box FMAG. They rely on dice drops: roll or drop the indicated dice onto the table, then use the die positions as an abstract map and the rolled numbers as prompts for the room or scene.

Generating Dungeons and Caves

When the party discovers a dungeon, mine, cave, or ruin, they will probably want to explore it sooner or later. The site can be generated during play. Drop the indicated groups of dice, depending on whether the location is a natural cave or constructed dungeon, to determine the layout of a section or area. As the party explores each room, generate the room’s layout and contents in the same way.

When interpreting dice as scene features, take into account the die’s side count, its proximity to other features, and any idea that seems exciting in the moment. A 3 on a d20 in a cave might be an extremely deep chasm, while a 3 on a d4 might be only a small pit. Never be afraid to ignore the dice if a better idea occurs to you.

For best results, drop all dice at once, possibly into a rolling tray. Mini dice are useful because they are quiet and take less space, making it easier to generate scenes behind the Referee’s screen. All cave and dungeon maps should be given their own map on separate graph or hex paper.

Random Natural Caves

To generate a cave, drop two complete sets of dice, ignoring percentile dice: 2d4, 2d6, 2d8, 2d10, 2d12, and 2d20. The position of each die indicates the location of the feature; the die type suggests the size of that feature; and the rolled number indicates the feature.

If a rolled number is not listed, it may be used as a ceiling height.

Random Caves
RollFeature
1Another passage or hole leaving the current room
2Stalagmite or full pillar
3Chasm
4Raised area
5Water: pool, stream, or river
20Monster!
Any maximum die resultMonster! The maximum result on a d4 may instead indicate vegetation.

Any maximum die roll indicates a life form is present. On a d4, this may be vegetation; on a d6 through d20, it is a monster. There can be several monsters present. They may all be the same type or different types, as the Referee decides. Roll on the appropriate White Box FMAG dungeon encounter table for the current cavern level.

Movement in caves is the party’s combat movement × 3 in feet per turn. A torch lasts for 1d4+4 turns. The Referee should keep a map of cavern areas as they are created and explored, and the PCs should do the same.

Dungeon Rooms

Generating dungeons on the fly is a two-step process. First, drop dice to determine the overall room placement of a dungeon section or area. This also indicates room types and monster lairs. Then, as each room is explored, drop dice again to determine furniture and feature placement.

Dungeon Area

To generate a random dungeon area, drop 2d4, 2d6, 2d8, 2d10, 2d12, and 2d20, plus an additional d20 for the Area Features table. Each die represents a room. Any maximum die roll indicates a monster lair.

Dungeon Area
1d20Room Type
1Area change: a gateway or passage to another dungeon area on the same level. A 1 on d8, d12, or d20 indicates stairs down to the next level.
2Bedroom/Bunks
3Common/Sitting room
4Latrine/Garbage-pit
5Food-stores/Winery
6Kitchen/Mess Hall
7Cistern/Well
8Meeting Hall/Auditorium
9Tools/Equipment/Armory
10Kennel/Stable
11Laboratory
12Archive/Library
13Tomb/Crypt
14Prison/Torture chamber
15Statuary/Gallery/Throne room
16Mining/Smithy/Forge/Refinery/Power-Generation
17Shrine/Altar/Chapel/Temple
18Fountain/Pool/Stream/River/Lake
19Mechanical clock, portcullis, puzzle, or control for something elsewhere
20Vault/Treasure room; see the unguarded treasure rules used by the campaign

Area Features

To make each dungeon area more distinctive, roll 2d20 and combine the result from the Common Area Feature column with the result from the Feature Modifier column. For example, “Shrines/Monoliths” and “Strange Gas” might become black monoliths in every room that exude a foul odor.

Area Features
1d20Common Area FeatureFeature Modifier
1Doorways/Arches/StairsMist/Fog
2Hallways/PassagewaysBone
3WallsAcid (damaging?)
4Construction style (different builders?)Fur/Hide/Skin/Flesh (living?)
5Doorways/Arches/StairsEyes (moving/living?)
6Floor/TilesStone (granite, marble, limestone, odd coloration, gemstones)
7CeilingsCrawling/Shifting/Sliding/Spinning
8Vents/Shafts/Drains (large singular or scattered throughout)Cold/Frost/Ice (damaging?)
9Shrines/Monoliths (large singular or scattered throughout)Hot/Flaming/Burning/Electrical (damaging?)
10Statues/Busts (large singular or scattered throughout)Smell/Stench
11Tapestries/Murals/Paintings (large singular or scattered throughout)Bright light or well lit
12Bell (large singular or scattered throughout)Strange gas (methane, chlorine, hydrogen; damaging?)
13Hallways/PassagewaysSlime covered (slippery)
14Elevation changes (sunken/raised floor)Water (dripping, running, pouring)
15Furniture/FurnishingsCrumbling/Cracks/Chasms/Streams (bridges?)
16Monsters/InhabitantsCarvings (runes/hieroglyphs)
17PillarsMold/Moss/Fungus/Vegetation (poisonous, thorny, luminescent)
18WallsWooden (possibly odd coloration)
19Floor/TilesMetal (iron, bronze, copper, adamantine, mithril, gold, silver, etc.)
20CeilingsSounds/Noise (ominous, deafening, maddening)

Random Room Contents

Leave the dungeon area dice where they fall as the PCs explore room by room. When they enter a room, drop 1d4, 1d6, 1d8, 1d10, 1d12, and 1d20. Any maximum die roll indicates a monster in the room. The outer perimeter of the fallen dice suggests the room’s shape and size.

Random Room Contents
1d20Room Content
1Trash/Debris/Ruins (rough terrain)
2Lighting (cresset, brazier, sconce, chandelier)
3Pillar
4Small furnishing, according to room type
5Large furnishing, according to room type
6Small furnishing, according to room type
7Large furnishing, according to room type
8Small furnishing, according to room type
9Large furnishing, according to room type
10Small furnishing, according to room type
11Large furnishing, according to room type
12Small furnishing, according to room type
13Water/slime/vegetation (slippery terrain)
14Tapestry/Mat/Rug
15Body/Carcass/Vermin
16Partially collapsed (a crumbling still!)
17Trap; see the Traps table below
18Secret Passage
19Secret Compartment; see the unguarded treasure rules used by the campaign
20Box/Chest; see the unguarded treasure rules used by the campaign

Traps

When a trap is indicated, roll 3d6 on the table below. Adjust saving throw categories or details as needed to fit the White Box FMAG saving throw procedure used at your table.

Traps
3d6Trap Type
3Monster-Attracting Spray: double chance of wandering monsters for 1d6 hours
4Chute: save or be dropped into the next lower dungeon level
5Flashing Light: save or be blinded for 1d8 turns
6Oil Slick: save or fall prone
7Poison Dart: AB +1, 1d4 damage, save vs. poison or die
8Falling Stones/Bricks: save or take 1d10 damage
9Arrow: AB +1, 1d6+1 damage
10Pit Trap: save or fall in; roll twice on the Pit Trap Type table to determine depth and contents
11Blade
12Poison Needle: save vs. poison or die
13Poison Gas: all in area must save vs. poison or die
14Alarm: all within 30 ft. must save or be deafened for 1d8 turns; check for a wandering monster arriving in 2d10 turns
15Rolling Boulder: save or take 2d6 damage
16Portcullis: save or take 3d6 damage; the way is now blocked
17–18Spell: roll for a random spell; save as per spell

Pit Trap Type

Pit Trap Type
1d6Pit Depth (Damage)Pit Contents
110 ft. (1d6)Empty
210 ft. (1d6)Water, halfway down
315 ft. (1d6)Vermin, such as rats
420 ft. (2d6)Poisonous vermin, such as snakes or scorpions
530 ft. (3d6)Spiked: roll to hit with AB +1; on a hit, falling damage is doubled
650 ft. (5d6)Acid

Exploring the Dungeon

Dungeon movement is the party’s combat movement × 3 in feet per turn. A torch lasts for 1d4+4 turns. To search for secret doors or hidden compartments, use the normal White Box FMAG secret door procedure. If players declare they are searching a room and there is a secret passage or hidden compartment, roll normally, or let the players roll.

Most wooden doors can be assumed to be stuck. Doors leading to important room types, such as a throne room, vault, or prison, may be iron doors and locked. The Referee should check for wandering monsters every 3 turns, or at whatever frequency is standard for the campaign.

Dungeon Exploration Loop

  1. Enter a new dungeon area. Drop dice behind the Referee’s screen to generate its layout.
  2. Roll for Common Area Features and Feature Modifiers.
  3. When the PCs enter a room, drop dice again to generate Random Room Contents.
  4. If the room is a monster lair, roll to determine the random monster.
  5. If the room has an area change, determine whether it is a door or passage to another dungeon area on the same level, or stairs leading down to the next level.
  6. When the PCs move to the next room, repeat the room-content step. When they enter a new dungeon area, repeat the area-generation step.

Dungeoncrawl Log Fields

For each room or area, note the dungeon level, room number, XP, room type, whether the room has been searched, turns spent, and any notes.

Creative Commons Notice