Here are some interesting links to programs that will automatically generate dungeons for you. Should you have a night where not everyone can make it to your session, then this can make for an interesting evening activity, by using them in real-time. In other words, the game unfold right before everyone's eyes...including the dungeon master! To flesh out this type of experience, I've included some of my own secret sauce files that might be nice to have on hand, should you need some quick inspiration! If you don't mind a little set up time in advance, to get the whole thing at once, then here is a good compilation of those types of programs. <a href="http://thedungeoneeringdad.blogspot.com/2011/04/ha" rel="nofollow">http://thedungeoneeringdad.blogspot.com/2011/04/ha</a>... Wizards of the Coast has one too... <a href="http://www.wizards.com/dnd/mapper/launcher.htm" rel="nofollow">http://www.wizards.com/dnd/mapper/launcher.htm</a> Here is a compilation of every kind of generator you can think of... <a href="https://sites.google.com/a/jadetiger.org/randomtab" rel="nofollow">https://sites.google.com/a/jadetiger.org/randomtab</a>... I use the program created from the 1E DM Guide called DNDROOMS. This creates the dungeon for you as you go , which is quick, doesn't require any real prep work. You can get it here... <a href="http://knights-n-knaves.com/downloads/" rel="nofollow">http://knights-n-knaves.com/downloads/</a> Here are some random fillers... STORYLINE 1Dwellers planning massive raid on players home town. 2Evil mage creating artifact of destruction. 3Dungeon is a gauntlet to trap and destroy players (boss periodically taunts players verbally and visually, via magic). 4Well known individual being held captive. 5Ore being mined for destructive purposes. 6Pieces of unknown artifact being assembled for evil intentions. 7Long dead entity being resurrected for leadership/domination purposes. 8Gem enchanting for subversive plans. 9Surrounding villages being charmed and controlled. 10Boss being energized by natural forces with the intent to build forces for conquering. 11Players beguiled (working for the wrong side) - Political Intrigue 12Gateway to another plane being constructed for supernatural, subversive activities. MATERIAL CONSISTENCY 1-3Wood 4-6Stone/Rock/Dungeon Flooring 7-8Iron/Steel DOOR LOCK STATUS 1-4Open 5-7Unlocked 8Locked 9Sealed Shut (1-6 Bolted, 7-8 Welded Air Tight) (Total strength required to open bolted doors by two players must equal or exceed 1-4 24, 5-6 29, 7-32, 8-36) 10Wizard Lock SCENTS 1-4Clean 5Sweet 6Sour SOUND HEARD 1Splash 2Clank 3Crash 4Thud 5Zap with Flash of Light 6Poof with a cloud of smoke 7Gutteral Vocalization (1-3 NPC, 4-6 Encounter) (roll for surprise and initiative) 8Richochet 9Bam 10Sizzle with random spattering effect (1-Hot, 2-Acidic,3-4-Non-Lethal) VISIBILITY CONDITIONS 1Dark 0% Visibility 2Ambient Light 25% Visibility 3Fair Visibility 50% 4 Brightly Lit 100% Visibility ATMOSPHERIC CONDITIONS 1Dusty 2Smokey (1-Noxious,2-8 Non-Lethal) 3Gasious (1-Noxious, 2-Intoxicating, 3-Mind-Altering, 4-6 Non-Lethal) 4-6Clear DURATION and EFFECTS (Duration 1d4 Turns) 1Vision Impairment (-4 to To Hit Roll, Movement 1/2) 2Hearing Impairment (-2 to To Hit Roll) 3Vomiting (Unable to move or attack) 4Speech Unintelligable (Cannot Communicate) 5Loss of Balance (Unable to move or attack) 6Bad Trip - Loss of Concentration (Acts Strangely, Wanders Aimlessly) SURFACE CONDITION 1Slimy 2Smooth and Slippery 3Rough 4Prickly 5Fragile and Desintigratory to the touch 6Metallic 7Soft 8Fuzzy 9Sharp 10Impossible to pick up or examine ROOM SPECIFICS (Interior Space) 1Closet 2Crypt 3Guard Room 4Armory 5Kitchen 6Guard Barracks 7Sentry Station 8Dining Area 9Guest Room 10Blacksmith 11Prison 12Water Collection Chamber of Pools 13Magical Research Laboratory 14Combat Training Facility 15Boss Room (0-1 every level) 16Torture Chamber 17Throne Room 18Bath 19Sacrifical Chambers 20Meeting Hall 21Museum 22Painting Gallery 23Storage 24Stable 25Woodshop 26Foundry 27Prayer Chapel 28Astrological Observation Room 29Ceremonial Ritual Chamber 30 ROOM SPECIFICS (Exterior Space) 1Prison 2Animal Retention 3Waste Collection Reservoir 4Drinking Water Pool 5New Excavation 6Natural Formation ROOM FURNISHINGS (Dungeon Space) (d4 Quantity of items) 1Table and Chairs 2Bed 3Tapestry Hanging(s) (1-4 One Wall, 5-Two Walls, 6-All Walls) 4Dresser 5Armoire 6Desk 7Bookshelves 8Footlocker 9Rug 10Opening (1-Ceiling, 2-5 Wall, 6-Floor) (Roll for Opening Destination) 11Painting 12Mirror 13Cabinet 14Water and Waste Bucket 15Crystal Ball 16Insense burner 17Candles in stands 18Altar (brazier and goblet) 19Spice/Mineral bins 20Storage Supplies (barrels/crates) 21Illusion (1-Encounter, 2-Trap, 3-Treasure, 4-6 Passage/Chamber Misdirection) 22Fire Pit 23Fire Place 24Kitchen Utensils 25Impassable Boulder Blocked Collapse 26Chest 27Dead occupant 28Kennels 29Tub 30Toilet 31Conference Table 32Ottoman 33Floor Pentagram 34Bloody Mattress 35Floor Hay 36Chalk Board 37Woodshop Tools 38Blacksmith Tools 39Mineral Ore 40Floating, Glowing Orbs 41Blackhole 42Floating, Talking Head 43Cloth Reams 44Bones 45Trash 46Food/Wine Containers 47Scheduled Encounter 48Storyline Clue (One per level) 49-50Roll Again CHAMBER ITEMS (Subterranean Space) (d4 Number and Quantity of Items) 1Chains 2Cages 3Nests (1-2 Ground, 3-4 Wall, 5-6 Ceiling) 4Liquid Pools (d10 Quantity) (1-4 Water, 5-Wine, 6-Potion, 7-Acid, 8-Encounter) 5Fire Pit 6Lava Rivers 7Rivers 8Plateau 9Rock Pile 10Stalagtites/Stalagmites 11Mineral Ore 12 OPENING DESTINATION 1Sewer 2Outside Air (vent) 3Basin (via Plumbing) 4Adjoining Room 5Another Level (roll again) 6Another known location within the Dungeon (via Teleport) 7Nowhere 8Another Dimension 9-10Exit Outside SCHEDULED EVENTS (One per level) 1Magic Mouth. 2Talking Painting (Speaks when addressed as "Painting" or a voice is heard saying "Don't touch that painting" if touched) 3Book of 3 Questions (read only by human clerics) 4Tome of Scrying (viewable only by mage) 5Room of levers (when set correctly open door) 6Encounter Museum (all activated when one touched) 7Spinning Room/Passage (all exits change) 8Gem Stone Key (Socket/Pedestal) Room (proper gem placement activates another event) 9Scroll of Summoning (reading of scroll activates another event) 10Mirror Wall (only exit to continue) 11Tapestry Exit (Secret Door) 12Floor Sensor Plate Activation Room (Plate triggers another event) (1-4 Single Trigger, 5-6 Multiple Triggers (2d4)) 13NPC Storyline Piece 14Imp Visitation 15Genie Bottle (1-3 Lethal, 4-5 Non-Lethal, 6-Storyline Piece) 16Flying Carpet/Floating Disc (cavern/pit transport) 17Potion Drinking Key Room (1-2 Proper Order, 3-Shrink, 4-Invisibility, 5-Gaseous Form, 6-Transportation) 18Pull Chain Room (d8) (1-Trap, 2-6 Event Activation) 19Moving Walls Maze 20Random Riddle for survival escape or high level monster battle to the death. Survival may require an additional riddle to either escape or battle another monster, ad infinitum. 21"Frozen in Time" room. Room of figures frozen in unusual positions. Some embrace, running, others pointing. One figure is seated at an unharmed harp in the center of the room with one of his fingers positioned near the "E" string. (Strings intact include C-D-E-F-G-A-B) (Playing the "E" string freezes all in the room (Saving throw versus paralyization). Playing the "G" string unfreezes all persons. Playing the "B" string shatters all frozen figures. Playing the "C" string causes the harp to turn invisible until the exit door(s) are closed and then reopened. 22Stream room. A fast/wide stream of running water separates the exits. Crossing possible by teleportation, flying, bridge construction, wall climbing by thieves and potions. Anyone attempting to wade across the river will be swept downstream and pinned against the iron grate. Removal of such persons requires a rope and all party members strength combined to pull the vicitim to safety. 23Babies in Jars room. The room is covered with shelves and jars from floor to ceiling. These "vessels" are to be infused with the evil entities brought into the realm by other means. To keep them from a fate worse than death, the players must either kill them all or resurrect them all by magical means. If the bodies are not destroyed/saved, the players will fight them, at a later date, as demons. RIDDLES (see the Net Book of Riddles) TAPESTRY PAINTING DESCRIPTIONS 1Warlord overlooking a field of battle full of dark unrecognizable figures slaying peasants. 2 3 4 5 6 7 8 SEARCH RESULTS 1-4Nothing of interest or value. 5-7Room Specific. 8Storyline Piece (one per level) (1-Scroll, 2-Map, 3-Letter, 4-Item from well known person, 5-Fragment, 6-Footprints, 7-Residue, 8-Remains, 9-Secret Markings, 10-NPC Last Gasping Breath Revelation) STORYLINE PROGRESSION (No roll neccessary) (O-1 per level unless found in treasure as maps/documents) (Multiple maps/documents found complete only one storyline piece) 150% Fragment (Not Understandable) - Players find something recognizable, something they've seen before, like a medallion that belonged to "so and so", etc. 250% Fragment (Not Understandable) - 3Hint - 4Hint - 5Clue - Players find the remains of "so and so" whose personal item they found previously, along with the possibility of other townsfolk from back home. 6Clue - 7Revelation (Partial Storyline) - 8Storyline Exposed - via magic mouth, NPC, found document