(Dungeon Crawl): A Get Ready, Get Set, Go! (Pathfinder) adventure set in (A Random Dungeon)
- The players have been lured into a dungeon of mass destruction. You should use whatever key plot you need to get them there. Here are a few examples which may help:
Table of Getting them There
· They are paid by the local town magistrate to weed out the dungeon.
· They are prisoners and must escape.
· They have come for fame and fortune.
· They woke up there in the dungeon.
· The players took a wrong turn in another dungeon.
· The players want to get home and must make it through the dungeon.
· An artifact of great power is hidden in the dungeon and the fate of the known world rests on them finding it!
- The players are dropped in the middle of a random dungeon.
- The DM should use the charts below to randomly create the dungeon as the players explore the rooms and corridors.
Random Dungeon Creator™ (Roll 2d6 and consult below)
· 2 – Passage going straight
· 3 - Passage going left
· 4 – Passage going right
· 5 – Small 20x20 room
· 6 – Medium 40x40 room
· 7 – Large 50x50 room
· 8 – Fixture (roll 1d6)
o 1 – Table
o 2 – Desk
o 3 – Bookcase
o 4 – Fountain
o 5 – Rubble/Debris
o 6 – DM Choice
· 9 – Monster or Encounter (Roll on Monster Table)
· 10 – Lake or Pool
· 11- Blocked Passage
· 12 – DM Choice
Random Monster Generator™ (Roll 1d6 and consult below)
· 1 – 1d4 monsters of CR equal to the party
· 2 – 1d6 monsters of CR equal to the party
· 3 – 1d4 monsters of CR +1 higher than the party
· 4 – 1d2 monsters of CR +2 or higher than the party (this can be big bad)
· 5 – 1d6 monsters of CR -1 than the party
· 6 – 2d6 monsters of CR -1 or -2 than the party
- Use the above table to run the dungeon. You will want to fill the monsters with CRs appropriate to those listed above. This should be a fun exercise in randomness.
- None it’s all random!