
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.
http://thedungeoneeringdad.blogspot.com/2011/04/ha...
Wizards of the Coast has one too...
http://www.wizards.com/dnd/mapper/launcher.htm
Here is a compilation of every kind of generator you can think of...
https://sites.google.com/a/jadetiger.org/randomtab...
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...
http://knights-n-knaves.com/downloads/
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
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.
http://thedungeoneeringdad.blogspot.com/2011/04/ha...
Wizards of the Coast has one too...
http://www.wizards.com/dnd/mapper/launcher.htm
Here is a compilation of every kind of generator you can think of...
https://sites.google.com/a/jadetiger.org/randomtab...
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...
http://knights-n-knaves.com/downloads/
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