Dungeon Pointcrawl PL ACES Generator - Places Dungeon Pointcrawl Generator 4) Additional aesthetic General 1) Size 1-12 13 14 15 16 17 18 19 20 Roll 1d20 or use this table as a guide to know how many nodes to generate: 1 2-5 6-12 13-17 18-19 20 Size Tiny Small Medium Big Huge Infinite # of nodes 4 8 12 20 50 ∞ 2) Dungeon type 1-3 4-5 6-7 8 9 10 11 12 Bastion Mine Temple/Monastery Crypt Wizard tower Castle/Palace Prison Vault/Archive This will give you a general idea of the dungeon aesthetic and will determine the type of the final room (see last step). 3) Architecture type 1-12 13-15 16-17 18 19 20 Human Luxurious Dwarven Elven Foreign Elder/Alien 3/16 None Burnt Crystalline Demonic Flooded Fortified Fungal Haunted Vegetal Burnt : floor and walls are covered in ash and there are some traces of explosion. Crystalline: crystals are growing everywhere, some walls are transparent and there is a lot of echo. Demonic: walls are covered with red glowing glyphs, cries of pain can be heard and chained prisoners can be found. Flooded: deeper levels of the dungeon are filled with water; others are damp. Fortified: first levels were once furnished by humanoids. Fungal: overgrown with fungi. Haunted: sounds of chains, torches often go out because of icy wind. Vegetal: floor and walls are covered with plants. Some vegetation hangs from the ceiling. Type Entrance and Links 1-6 7-10 11 12 1) Entrance Horizontal means that the link leads to a node on the same level. What protects the entrance? 1-5 6-8 10-11 12 Obstacle means that the PCs will lose time if they want to take this path. Nothing Guards Trap Magic 1-10 11-15 16-18 19 20 2) Links Number 1 2-4 5-6 Stuck door Locked wooden door Portcullis Magic door Locked metal door Vertical means that the link leads to a node on a lower level. One Two Three 1-5 6 Direction 1 2 3 4 5 6 7 8 Horizontal Obstacle Vertical Secret Goes both ways (stairs) Only goes down (hole) Secret means that the link, or the mean to reveal/open it, is hidden. North North-East East South-East South South-West West North-West 1-8 9-10 11 12 If the dice points to a node previously generated, this will only create another access to the same node. You then can roll another link. 4/16 Secret door Hidden door Secret stairs Hidden stairs Links going to a node on another level must always be Vertical. Links going to a node on the same level must always be Horizontal. 1) Traps Points of Interest 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 Points of Interest may be interesting by themselves or are places where something interesting may happen. There is only one Point of Interest per node of the pointcrawl. Type (optional) 1-10 11-18 19-20 Room Corridor Natural room (ex: cavern) Type of content and chance of treasure 1 2-3 4 5-6 Trap Empty Special Monsters 25% 15% var 50% Empty means that this place tells a bit about the story of the dungeon, lets the PCs plan their next action or makes them look for traps and lose time. Special means that there is a mystery to solve or that something strange is happening here. Monsters means that unpredictable creatures can be found living here or guarding treasure. 5/16 Acid pool Alarm Banana peel Blade Cage Caltrops Circular saw Crossbow Crushed glass Crushing ceiling Crushing wall Dart thrower Electric shock Electrified ground Elevator to another level Extreme temperature Fills with sand Fills with water Flamethrowers Flammable gas Flashing light Gas (death, sleep, confusion) Illusory floor Landslide Lasso Lava flow Lava pool Magic (triggers scroll effect) Mist diffuser Piston Pit Poisoned caltrops Portcullis closing Projectile wall (arrows, marbles) Quicksands Ram Rolling stone Slippery floor Spray (acid, sticky, smelly) Sticky ground Spike pit Stretched spiky branch Taut rope Trapdoor (pit) Trapdoor (spike pit) Trapdoor (to a lower level) Vacuum chamber Violent airstream Violent waterstream Wolf trap 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 2) Empty 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 Abandoned guard post Adventurer nailed to a wall Alchemy table Alcoves Aligned beds Aligned benches Altar Anatomical skeleton Aquarium Banquet table Barrels Barricade Bear skin Bed Bench Blood spots Broken trap Carpet Cells Chained skeletons Chains Charred remains Crates Cryogenic/formol tubes Cushions Dance parquet Dark area Desk Drums Dummy door Empty chest Excavation site Extinguished campfire Fireplace Flooded zone Floor covered with oil Fog Food reserve Forge Fountain Frames on the walls Fresco Furnished library Gargoyle Gears in the walls Gong Graffiti Guano covered ground Hammock Hieroglyphics 6/16 Idol Iron maiden Ivy Latrines Leaking water pipe Leftovers on a table Mushroom culture Organ Oubliette Pedestal Pentagram Piano Pile of ashes (smoking) Pile of bones Pile of bricks Pile of logs Pile of skulls Pillars Pool Puddle of vomit Puddles of blood Religious symbols Rotting corpse Rotting library Rotting tapestries Rubble Sarcophagus Shelf Showcases Signs of combat Sink Slime Smokehouse Stained glass Statues Summoning circle Table and chairs Telescope Throne Tools Torture easel Training dummies Trophies Urns Wardrobe Waste Weapons/Armor racks Wine cellar Wooden bathtub Workbench 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 3) Special 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 Advanced technology Animated furniture Amplified magic room Ancient memories sphere Antimagic room Armor disintegrating ray Aviary Body exchange Boss monster Bottomless pit Ceaseless wailing Cleaning receptacle Crying statues Cursed room Cursed treasure Demon trap Demonic portal Devouring coin Divination basin Divine altar Dungeon tavern Duplacting machine Emergency exit Ethereal voices Evil altar Fake gold items Fear room Flesh room Flood lever Floor is lava Food rot room Freshly walled corridor Gold statue Golden apple tree Greed room Hallucinogenic spores Healing lava pool Heart of the dungeon High up item Human outpost Hungry mouth Illusory treasure Interplanar portal Invisible bridge Key storage room Lava pit Maddening mural Magic berry bush Magic forge Magic fountain 7/16 Magic pool Magic stairs Medecine cabinet Merchant in a wall Minecart Mirror of opposites Mirror room Mislabelled potions Monster market Moving statues Musical slabs Mutation room Neutral altar No way back Orb of transformation Parasited monster Party room Peace room Petrified adventurers Powerful electromagnet Rabbit switch Reverse gravity Room out of time Rotating cylinders Rotating room Safe Shrinking pedestal Shrinking ray Sleep inducing room Slot machine Sphinx Strange egg(s) Switch in a hole Talking basin Talking skull Talking statue Tentacles room Trampoline floor Translating device Tresaure is structural True intention room Truth room Valuable monster (alive) Valuable monster (part) Vending machine Voices of the ancestors Vortex Water to wine room Wheel of fortune Wish fountain 4) Monsters Then use your favorite wandering monsters table to determine which kind of monsters the faction consists of. Generating monster nodes can be done in two different ways: 1. One after the other, using your favorite tables. 2. Using the factions method, once the pointcrawl is fully generated: Once you have enough factions, assign them a number and roll the appropriate dice (d2/d3/d4) to determine which one occupies each room. Each faction should occupy at least one room. Relations between factions Factions For each possible pair of factions, roll: On each level of the dungeon, generate the number of factions based on its number of inhabited rooms: 2 inhabited rooms 1 2-3 One Two One Two Three 4+ inhabited rooms 1 2-5 6-7 8 1d3 if at least one of the two factions consists of animals. 1d6 if both factions consists of intelligent creatures. 1 2-3 4-5 6 3 inhabited rooms 1-2 3-8 9-10 One Two Three Four 8/16 Hostility Distrust Trade Alliance 2) Mechanism Secret doors and stairs 1 2 3 4 1) Appearance 1-4 5-6 5 Camouflaged In plain sight 6 7 8 9 10 11 12 13 Camouflaged 1-6 7 8 9 10 11 12 As the wall Bottom of a cabinet Illusory wall Mirror Painting Part of a bas-relief Part of a bookshelf 14 15 16 17 18 Clue to find it: 1 2 3 4 5 6 7 8 9-12 19 Air flow Cleaner/dirtier floor or wall Different material or color Footprints Ground is worn out Interrupted trail of blood Own distinctive mark Ray of light None 20 In plain sight 1-5 6-7 8 Metal door with no handle Wooden door with no handle Fire/steam/energy wall 9/16 Align items Antlers of a deer head Book in a library Brick protruding from a wall Candle holder without a candle/with an unlit candle Detail of a statue in an unusual position Extinguish a specific candle Fireplace poker in a stand Halberd/Sword of an armor Hit a target Inserting a missing piece Inserting a sword into a hole Just going through it Magical detection of a specific monster Password Play a series of notes Pressure plate Reverse pressure plate (remove its load) Thirsty mouth Weapon hanging on the wall behind a shield 2) Magic doors Hidden and magic doors Type 1-5 6 1) Hidden doors Roll the following die to discover what it is hidden behind (or under): Demon doors want you to accomplish a task (roll on the table below) before they open once and for all. Doors sealed by magic must be unsealed with the use of a spell. 1d10 for a hidden door. 1d12 for hidden stairs. 1 2 3 4 5 6 7 8 9 10 11 12 Carpet Curtains Furniture Manhole Molds Painting Plant(s) Shadows Spiderwebs Statue Tapestry Ventilation grid Demon door Sealed by magic Demon doors tasks 1 2 3 4 5 6 7 8 9 10 10/16 Bring it a specific item Do a bad deed before it Find its “key” Find its password Kill a specific monster Listen to it (lie) Listen to it (monologue) Listen to it (simple warning) Solve a puzzle Take a leap of faith Final Room Bastion: contains an armory where a magic weapon or armor is possibly stored. The very last room of the dungeon is described differently. It should be located at its deepest level. Mine: contains something, whether it is a precious metal vein or the source of an ancient evil (1/d6). It is a major point of interest which should/could be the reason the PCs want to venture there at the risk of their lives. Temple/Monastery: contains a relic that has a 25% chance to be cursed. Each type of final room is potentially guarded by a boss and its minions. Crypt: contains a tomb whose owner has a 25% chance of being undead. They were buried with their riches of enormous value. Treasure should be generated with the help of your favorite treasure tables. Wizard tower: contains a supply of magical items that may not be empty yet. Castle/Palace: contains (or contained) a well-filled treasure room. Prison: contains a high-security cell whose prisoner has a 25% chance of being dead or escaped. Vault/Archive: contains a safe protecting a special item (or a valuable/forbidden book). There is a 25% chance this item has been stolen. 11/16 Annexe Vertical links These can be used to give a bit of color to Vertical Links so they're not just stairs or holes in the ground. Both ways 1-5 6-8 9-11 12-14 15-16 17-18 19 20 Stairs Broken stairs Spiral stairs Ladder Incline Rope Dumbwaiter Elevator Going down 1-5 6 Hole in the ground Chute 12/16 Example 2) Points of Interest 1) General Now that you have the structure of the pointcrawl, populate it with Points of Interest (PoI). The first step of the pointcrawl is generating the general information of the dungeon: Table Roll Size 5 Dungeon type 7 Architecture type 3 Add. aesthetic 8 Starting with the second node you generated (the one after the entrance), roll to determine the type of content and chance of treasure of the first room: Result Small (8) Monastery Human None Table Type of content Roll 3 Chance of treasure 94 Once it’s done, generate the entrance and the links leaving from it: Table Entrance Number Direction Type Roll 10 4 2 6 5 8 Now, roll on the empty room table: Table Empty Result Trap Two North-East South-West Horizontal Obstacle Roll 7 4 Roll 20 Result Chained skeleton Then generate the second room: Table Type of content Roll 4 Chance of treasure / Special 81 Since the entrance is trapped and one of the links is an obstacle, generate their type: Table Trap Obstacle Result Empty No treasure Result Special Variable Sphinx Since there is a special room, the treasure depends of what is inside. Here we have a sphinx, so it is easy to imagine that if the PCs answer correctly its riddle, they will have a reward (gold or items, at the discretion of the DM). Result Circular saw Stuck door Now repeat step 2 and 3 until you have 8 nodes as determined at step 1. And so on, until you have generated Points of Interest for the 8 nodes. 13/16 This is what your pointcrawl should look like with 8 populated nodes: Level 2 Level 1 7 6 D 3 E A 1 2 5 B C ⑥ Hills ① Entrance Trap: circular saw ⑦ Trap ② Empty Rolling stone Chained skeleton ⑧ Monsters ③ Special Treasure Sphinx 150 gp when solving riddle Ⓐ Stuck door Ⓑ Stairs Ⓒ Stuck door Ⓓ Stuck door Ⓔ Stairs ④ Monsters Treasure ⑤ Empty 4 8 Signs of combat 14/16 Credits Cover image Ink Splats designed by kjpargeter / Freepik. Scratch vector textures designed by Graphics Fuel. Fonts Edition (all caps version) designed by Mike Diehl & Paul Volk / Dafont. Highway Gothic Wide designed by Tom Oetken / Dafont. 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