Wednesday, 18 March 2026

Post 2499: Random 6 room gothic tomb dungeons




































Dozen 6-room dungeon generator series
Past posts buried after blog event stuff at the links, partly revised here
If you use this let me know what it was like and if any dungeon features needed
They might be featured in specific sections
Redbrick
Goblin Mine
3 Gothic Tomb
4 Magic Mansion
5 Glacial Chasm 
6 Jungle Shrine
7 Underland Cavern 
8 Auldwood Grove 
9 Sunken City 
10 Desert Ruin
11 Eldritch Monolith
12 Hell Gate

Funhouse with puzzles and weird monsters and traps
Dungeon with faction goons to fight
Cult shrine with ritual occult paraphernalia and edgelord art
Tomb with old garbage and religious symbols
Underground cavern with monster lairs
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6-Room Dungeon Kit 1
Draw 6 boxes
-Draw line from one box away from all of the other boxes
-This is the passage to the surface and the entrance of the dungeon
-Pick one feature room the furthest from the entry and make it a dead end
-The other rooms are major rooms
-Connect the room boxes with lines for corridors
-Try to have loops in the layouts, but a dead end for the feature room
-Add sub rooms to rooms d4-2 or d8-2 if you want bigger
-Can add d4-2 sub rooms to each hallway or the feature room if you want bigger
-Roll for door types and tables for genre type to decorate rooms
-Add a d6 dead ends and collapsed rooms. Add a d6 secet rooms for extra fun
-Fudge any results to incorporate 6 rooms or what fits best your adventure
-What is behind the door for a more infinite random dungeon, good for solo

Room Sub Tables for each mini dungeon zone
-Decor (art, decor and scenery. Might have clues)
-Hazards (dangers like traps or other dangers)
-Wandering monsters
-Static monsters

-Entry way (front entry)
-Subrooms (one square mostly like cells, quarters or storage and dead ends)
-Major room (quarters or utility rooms) with d4 doors
-Feature room (dramatic room for climactic boss fight) with a d4 doors

d12 Doors
1 Light door no lock 1in6 sticks or creaky
2 Light door with trap hazard
3 Light door with lock
4 Heavy door 1in6 sticks or creaky
5 Heavy door with bar or bolt on the inside and a window or peephole
6 Heavy door open but will slam shut and lock with trigger
7 Barricaded or boarded up
8 Iron bar gate with lock
9 Portcullis gate
10 Wizard locked (requires a password) or hold portal
11 Secret door with lock or trap
12 Secret door into an escape passage outside or to another room

d12 Behind a Door Infinite Dungeon
1-2 Narrow passage - d3 doors
3-6 Hallway, a wide passage - d4 doors
7-9 Sub Room - dead end
10-11 Major Room - d4 doors
12 Feature Room - 1 door

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Gothic Tomb 
6-Room Dungeons

d12 Gothic Tomb Decor
1 Engraved names or holy text
2 Skull motif decorations
3 Angel statue
4 Stone urn of dead flowers
5 Sealed wall burial niches
6 Coffins or burial urns
7 Skulls or skeleton
8 Gargoyles
9 Ornate steps
10 Stone or metal bust
11 Mural of underworld scene
12 Stone sarcophagus

d12 Gothic Tomb Hazards
1 Choking spores or mummy rot dust
2 Nest of vermin, usually bats or rats
3 Poison needle lock trap
4 Scythe trap, possibly concealed by art
5 Deadfall or loose stones
6 Giant cobwebs maybe a spider 
7 Pop out wall spikes or spiked pit
8 Lesser spirit released like a poltergeist
9 Ward, curse or spell-based trap
10 Coffins with skeletons or zombies
11 Secret panel with guardian undead 
12 Living statue or construct

 
d12 Wandering Monsters
1 Giant Rats
2 Giant spider ready in ambush
3 Skeletons guards on patrol
4 Zombies are possibly doing repairs
5 Undead pets often cats or jackals
6 Flying skulls on patrol
7 Crawling petty undead d4 1=hands 2=heads 3=organs 4=digestive tracts
8 Ghouls here to feast in private
9 Shadows or spectral guards on patrol
10 Living intruder d4 1=cultist 2=tombrobber 3=necromancer 4=homeless
11 Grave fairy or imp
12 Tomb spirit guardian requires the tomb as a home and checks the condition

d12 Static Monsters
1 Gargoyle
2 Living statue
3 Water weird in a basin or fountain
4 Poltergeist
5 Spectral guard undead at a threshold
6 Nest with swarm of d4 1=rats 2=worms 3=beatles 4=flies 
7 Lesser undead on beirs or in niches awaiting intruders
8 Lesser bound demon or devil or elemental in a circle on the floor
9 Undead monster or beast, possibly stuffed
10 Lesser golems part of decor
11 Sarcophagi with sleeping guard undead inside
12 Sarcophagi with greater undead d4 1=mummy 2=banshee 3=spectre 4=vampire 

d12 Entry Content (roll d4 extra doors)
Damaged entries are likely to be strewn with garbage and even scattered remains
Roll a hazard for each entrance and/or a static monster
1 Carved cave mouth with a crude stone slab door, 3in6 chance open
2 Ornate carved stone entrance with a perfect stone slab door, 
 2in6 chance open
3 Earthern wall with crude carved boulder entrance,  4in6 chance open
4 Stone stairs under an ornate carved stone slab,  2in6 chance open
5 Wrought iron gate entrance, possibly locked,
 1in6 chance bent open
6 Stone slab entrance opened to the elements long ago

7 Sealed with bricks, 
 2in6 chance open
Carved stone wall with stone door, 3in6 chance open
9 Dirty hole with mounds of soil and loose bones, opened long ago
10 Statues guarding a stone door, 
 3in6 chance open
11 Relief carving statues carved in the wall around stone slab entry, 3in6 chance open
12 Shrine with religious idol and altar for offerings and a stone slab,  2in6 chance open   

d12 Subrooms
1
 Crypt with multiple niches in walls for bodies
2 Crypt with a stone sarcophagi
3 Funery shrine to underworld figure
4 Funeral urns or stacked coffins
5 Oubliette with bricked up remains of a chained skeleton with a spyhole to see prisoner. If undead will be a very unhappy sort
6 Ossuary of flensed bones covering walls
7 Storage of tomb repair goods and building materials for repairs
8 Skeletons of the dead sealed inside who couldn't escape
9 Several dead thieves' remains 
10 Stored furniture of ancient elites
11 Skeleton or zombie guards in reserve
12 Cell 
with undead trapped inside awaiting release, might have magic barrier

d12 Major Rooms
1 Mousoleum room - smashed open coffins and human remains with a clan of ghouls feasting
2 Mural room - doom divided by a spiked pit with skeletons or severed hands inside, the trap could already be set off with dead thieves
3 Statue room - depictions of dead or gods 1in6 living statues, an amulet or word lets you pass
4 Gargoyle room - several guardian gargoyles in this chamber, 1in6 
5 Embalming chamber - with slab, tools, vats of chemicals and bandages, smells spicy. Jars of organs and body parts might be stored in noxious chemicals. Its a buffet for ghouls or bad undead pets.  Possibly can form a swarm of animated carrion, a crawling, flopping mass of gore chunks
6 Vehicle room - boat, chariot, carriage, horse remains or some other impractical luxury transport. They may have an undead crew or an animal servant waiting to serve the master. Often, a tomb is built around this room. Spectral vehicles might roam from the tomb
7 Column room - ornate columns across the room in rows and a mural or tapestry on the walls. May have a trap hazard or spirits in pillars or artwork
8 Water Feature - fountain, stone basin, font or pool, likely with magical property you can use once a day per person d4 1=holy water 2=cure light wounds 3=bless 4=protection from evil
9 Guard Crypt - where guards are buried, possibly with one or two superior niches for special honoured champions. Could be lesser and medium undead or a shambles from ghouls eating here
10 Servants Crypt - with stacks of coffins and over-stuffed wall niches. Lesser undead or spirits here will be sad and wretched or possibly loyal to their ruler
11 Vestibule - a quiet room with some religious relief wall art and 
12 Stone sarcophagus - an ornate sarcophagi with a coffin inside,  often decorated, possibly depicting inhabitants or religious scenes. Might be trapped. May house stronger undead and/or guardian lesser undead with a quality treasure. Often, the kin of the main tomb inhabitant and shouldn't outshine your feature room

d12 Feature Rooms
1 Family crypt with a d4+4 sarcophogi with several generations of a family. Undead might be squabling and quite chatty with each other
2 Single crypt for the tomb primary resident. Likely an undead ruling the rest by force
3 Double crypt for a husband and wife. May be happy together or fueding beyond death. Tho dangerous undead likley here
4 Temple for burial and memorial services with rows of seats and an altar and a bier for displaying the dead during the internment ceremony. Sometimes spirits might appear for a ceremony, and visitors may see flashbacks of past events here and even speak to people long dead
5 Burial pit with stairs around it full of bodies covering a trapdoor with a final family sarcophagi and treasure. The dead are often servants or guarfs or slaves and may be a vast number of petty undead ready to pour out of the pit bi the stairs or climb over each other
6 Ghoul nest with a nest of broken coffins, shredded shrouds and bones. A family or gang of ghouls here sleep here together and have a substantial treasure. There are also burrows out of the tomb to perhaps other ghoul lairs or tombs
Giant insect colony may rival unead or have some strange symbiosis like ants that plant control fungi in undead. The bugs eat dead and have collected unwanted treasure here. Some bugs might be intelligent or humanoid or have a hive mind
8 Web infested spider colony with giant spiders and bundles of consumed bodies and egg sacks. They may have a secret tunnel out. They are ruled by a d4 1=queen spider 2=dark elf 3=spider spell caster 4=demon in spider form 
9 Portal to the underworld, possibly in mirror or painting or tapestry. Its easy to get lost. A daemon might be guarding the portal
10 Daemon lair for a planar visitor who likes ambience and to make some undead to play with. They also keep some treasure and possibly some living or undead cultists. It can teleport in and out and bring things here. Blasphemous graffiti, defiled dead and and broken stone ornaments may lay if more chaos is desired. Some daemons might like to keep cleaner or like the underworld ambience and play at living as a human lord with tomb residents. May use undead to menace some local people or spread influence 
11 Necromancers lair with oen private tunnel entrance. Part lab and living quarters with piles of books and racks of body parts. Often working on some monstrosity like a bone or flesh golem or undead monstrosity for research. May have undead and student assistants
12 Sinister garden mousoleum with ornate small crypts for dead within. d4 1=magic lights and living plants tended by undead or plants beings or faerie 2=fungus and slimes  with fungus tainted undead 3=dead plants tended by scarecrows and vegetal 4=magical plants like a plant undead symbiote or black roses with strange pollen. Larger ones may have an ecology with more monsters or giant bugs


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