TEXT: Random 
  Dungeon 
  Generator-lite 
  for 5th Edition
  Featuring 2 Unique Random 
  Encounter Tables and Descriptions
  by Midnight Hatter (Stephan Bayless)
  
  Why You Need This
  Your players just bested a hill giant after a long fought 
  battle. They’re halfway home from their journey and you 
  plant a bit of foreshadowing for a dungeon later in the 
  campaign.
  “As you walk along the barren road between Gorthras 
  and Telenno, you pass what appears to be a stone mauso-
  leum with the symbol of Lathander on the door. Further 
  along, you-”
  “Can we go inside the mausoleum?” asks the party 
  cleric.
  “Um, what?”
  “We’re all in pretty rough shape and it’s a long way 
  back. I worship Lathander. I want to camp here for the 
  night.” the cleric says.
  “Well you can’t, there’s a huge stone in front of the 
  door blocking your path.”
  “Well I push it out of the way.” says the party barbar-
  ian.
  “Um okay, give me a Strength check...” (DC 30 you 
  think to yourself.)
  “Nat 20.”
  Shit.
  So you need a dungeon on the fly. Maybe your 
  players went to a location you hadn’t prepared yet, or 
  they nerfed your preplanned session and you’ve only 
  played for an hour and need to fill the other three 
  hours of time you negotiated with you wife to let you 
  play D&D.
  Whatever the case may be, you need a quicky 
  dungeon and you don’t have time to jump online or 
  roll a complex random dungeon from the DMG. So I 
  have prepared a little dungeon generator that allows 
  you to make one roll, use a few select beasties from 
  the Monster Manual and viola! You have a dungeon 
  of any size on demand.
  How to Use this Guide
  Quite simply, you are going to grab a fistful of dice 
  and roll them in front of you (preferrably behind the 
  DM screen) and using the random layout of the dice 
  as well as the results of your roll you will have the 
  contents of your dungeon as well.
  The following section will explain how the 
  process works and once you’re ready to start creating, 
  there are 2 sample themed random dungeon 
  generation tables for you to use when reading your 
  results. You can create an entirely original dungeon 
  using this book in seconds.
  Supplies You’ll Need
  Sorry, but as much as I’d love to provide everything 
  you’re going to need, I have to omit things such as 
  monster stat blocks and other copyrighted material. 
  • Paper
  • Pencil
  • Dice (d4, d6, d8, d10, d12) with multiples
  • 5th Edtion Monster Manual
  • Dice Tray (not necessary, but helpful)
  • Decent Improv Skills (but I’ll help with that)
  Dungeon Layout Design
  There are a couple of questions you’ll need to 
  answer and decisions to make in order to create the 
  perfect random dungeon for your specific party.
  1.) How many rooms will this dungeon have? Are 
  you just trying to create a quick hour-long delve to 
  eat time? Are your friends on the way to your house 
  now and you don’t have an adventure planned? A 
  good estimate for time is that each room (depending 
  on its contents) will take your party 5-20 minutes to 
  traverse, I’ll explain more on that later. The safe bet 
  is to just start with 5 rooms, and add or remove as 
  needed. 
  This will determine how long and difficult your 
  dungeon will be.
  2.) What kind of dungeon is it? Is it a bandit 
  hideout? A giant spider lair? A wizard tower? This 
  will determine the flavor of your dungeon, what kind 
  of monsters/traps you’ll find inside. I’ll provide charts 
  of examples in the next section.
  This will determine the theme of you dungeon 
  and inform the contents of each room.
  3.) How mean do you want to be? (Or how strong 
  is your party?) There are two versions of this genera-
  tor; one with level scalability (which is vastly more 
  complex) and one without (which can be rolled and 
  built more quickly, but veers on the side of making 
  the dungeon easier) 
  Number of Rooms
  First you decide how many rooms your dungeon 
  will have. This determines how many dice you’ll roll. 
  Five rooms equals five dice. Easy right?
  
  Room Size
  Now that you know how many dice to grab, we 
  will decide what kind you’ll need. It’s a simple incre-
  mental scale; the more sides on the dice, the bigger 
  the room. Use the table below as a guide.
  Bear in mind as well, that the larger the room, the 
  more difficult the potential encounters youre party 
  will find inside.
  Room Placement
  There are two variations to this approach and they 
  both have their own strengths and weaknesses.
  Option 1: Design the layout yourself and simply 
  use the generator tables to stock the dungeon.
  The advantage to this method is that you main-
  tain control of the flow and pacing of your dungeon. 
  You can also use the layout to help tell the story (is it 
  a symmetrical keep? a tower?)
  The disadvantage is that this method takes time 
  and I wanted to design a dungeon generator you 
  could use at the table with no prep whatsoever. These 
  dungeons can also be predictable for seasoned role-
  players who know all the old tricks.
  Option 2: Let the dice determine your layout.
  The method I am about to outline generates some 
  wild and random results quickly. Borrowing from an 
  old analog town generator that uses a similar 
  approach, this dungeon layout designer simply uses 
  the natural pattern of the dice as the room place-
  ment. This enables you to design the dungeon with 
  one dice throw as opposed to a lengthy design 
  process.
  The disadvantage of this method is that you lose 
  control of all pacing and you may even find yourself 
  with a deadly encounter in the first room, and easy 
  encounters in the remaining rooms.
  I would advise trying it out anyway, if only 
  because this will throw your players for a loop since 
  most of them expect a dungeon that gets 
  incrementally more difficult as you progress, whereas 
  the natural chaos of villains and mon-sters may 
  result in a climactic battle early on, not only 
  subverting your players’ expectations, but also 
  keeping them on their toes even when you know 
  there is no greater danger ahead.
  If you see this happening, I highly advise 
  throwing a powerful magic item or significant 
  treasure at the end of the dungeon so your players 
  don’t feel like they’ve wasted their time.
  Step 1: Assemble your supplies (Fig. 1A)
  Die
  Dungeon Room 
  Contents
  d4
  20 sq. ft. Room, 
  Easy Encounters
  d6
  30 sq. ft. Room, 
  Minor Setbacks
  d8
  40 sq. ft. Room, 
  Major Setbacks
  d10
  50 sq. ft. Room, 
  Dangerous Encounters
  d12
  40 sq. ft. Room, 
  Deadly Encounters
  Dice
  Dice Tray
  Pencil
  Paper
  Fig 1A
  
  Step 2: Roll your dice (Fig. 2A)
  Step 3: Trace the shape of your dungeon, connect-
  ing the closest rooms to each other in a line. You can 
  create branching rooms if dice are surrounding each 
  other. (Fig. 2B)
  Step 4: Note the size and result of each room on 
  your new dungeon map. If you wish to have multiple 
  levels, an easy optional way to determine where stairs 
  are located is the even-odd rule. 
  If a hall goes from and even result room to an odd 
  result, then add stairs going down.
  If a hall goes from an odd result room to and even, 
  then add stairs going up.
  If a hall is between two even or two odd rooms, 
  then they are on the same level (Fig. 3)
  Stocking Your Dungeon
  Now for the fun stuff! There is a pretty simple 
  formula for the results on the room contents table 
  which I will outline on the next page. 
  Dice Results Table
  Again there are two versions of this table; the 
  Simple Dungeon Generator can be used for players of 
  any level and the dice reflect both room size and 
  encounter difficulty, and the Scaled Dungeon Gener-
  ator with varied results based on the party’s adventur-
  ing tier. The Simple version is faster, while the Scaled 
  version is more robust and specific to your needs.
  Fig 2A
  Fig 2B
  Fig 3
  Down
  Down
  Up
  
  Result
  Room Contents
  1
  Empty (See “Persistent Threat”)
  2
  Easy Puzzle
  3
  DC 10 Trap
  4
  CR 4 Monster
  5
  Medium Puzzle
  6
  CR 6 Monster
  7
  DC 15 Trap
  8
  CR 8 Monster
  9
  Hard Puzzle
  10
  CR 12 Monster
  11
  DC 20 Trap
  12
  CR 16 Monster
  Simple Dungeon Generator
  
  Result
  Greenhorn
  (Level 1-5)
  Journeyman
  (Level 6-10)
  Heroic Tier
  (Level 11-15)
  Epic Tier
  (Level 16-20)
  1
  Empty (See “Persistent 
  Threats”)
  Empty (See “Persistent 
  Threats”)
  Empty (See “Persistent 
  Threats”)
  Empty (See “Persistent 
  Threats”)
  2
  Easy Puzzle
  Easy Puzzle
  Easy Puzzle
  Easy Puzzle
  3
  DC 5 Trap
  DC 10 Trap
  DC 15 Trap
  DC 15 Trap
  4
  CR 1 Monster
  CR 6 Monster
  CR 10 Monster
  CR 14 Monster
  5
  Medium Puzzle
  Medium Puzzle
  Medium Puzzle
  Medium Puzzle
  6
  CR 2 Monster
  CR 8 Monster
  CR 12 Monster
  CR 18 Monster
  7
  DC 10 Trap
  DC 15 Trap
  DC 15 Trap
  DC 20 Trap
  8
  CR 4 Monster
  CR 10 Monster
  CR 14 Monster
  CR 20 Monster
  9
  Hard Puzzle
  Hard Puzzle
  Hard Puzzle
  Hard Puzzle
  10
  CR 6 Monster
  CR 12 Monster
  CR 16 Monster
  CR 22 Monster
  11
  DC 15 Trap
  DC 20 Trap
  DC 20 Trap
  DC 25 Trap
  12
  CR 8 Monster
  CR 14 Monster
  CR 18 Monster
  CR 24 Monster
  Scaled Dungeon Generator
  
  Simple Dungeon Generator
  The results of this table are easy to predict and can 
  be implemented into your game with great alacrity. 
  Put simply, a small dungeon with no rooms larger 
  than 30 square feet will never have anything more 
  difficult than a CR 6 Monster. In a low level party 
  this protects you as a DM from accidentally TPKing 
  them with randomness.
  At higher levels however, this simple generator 
  may fail to challenge your seasoned players. Even a 
  five room dungeon with only 60 square foot rooms 
  could potentially come up with nothing worse than a 
  puzzle and a DC 10 Trap.
  Like I said before, this simple table sacrifices 
  specificity and control in favor of speed.
  Puzzles and their solutions will be explained in the 
  puzzle index and referred to by the tables.
  Traps will be listed as the DC to detect, the saving 
  throw to halve the damage, and the total and damage 
  type if the party triggers the trap.
  Scaled Dungeon Generator
  The scaled table by contrast can be finely tuned to 
  your party’s level, and while it may take just a little 
  more work, it a lot more rewarding for high-level 
  parties.
  Puzzles and their solutions will be explained in the 
  puzzle index and referred to by the tables.
  Traps will be listed as the DC to detect, the saving 
  throw to halve the damage, and the total and damage 
  type if the party triggers the trap.
  Persistent Threats
  If your party is tougher than the Monster Manual 
  suggests, like mine is or if you’re just a particularly 
  mean DM, you may roll a dungeon that comes up 
  with more than 1 empty room and worry that the 
  dungeon will be too easy. Well, you could always just 
  re-roll any empty rooms, or you can use this option I 
  like to call the Persistent Threat.
  I like the pacing effect that an empty room can 
  have on a party, especially when they are an overly 
  cautious group, so having some kind of dangers that 
  aren’t just monsters or traps can be a unique way of 
  challenging the party.
  Persistent Threats are things like poisonous mold, 
  atomospheric effects, and lair effects caused by pow-
  erful monsters. The exist throughout the dungeon 
  and you can use them to challenge the party in lots of 
  ways.
  I will provide examples for each themed dungeon 
  in the next section. Use the additional description 
  included to warn the players of the Persistent Threat 
  so they’re not caught off guard when you force them 
  to make saving throws!
  In empty rooms, I automatically have the 
  Persistent Threat occur. For example, if a dungeon 
  has poisonous mold on the walls, I will have the party 
  make the Constitution saving throw in empty rooms.
  If you’re really mean, or your party is having too 
  easy of a time with a monster, you can have them 
  make saving throws on Initiative Count 10 every 
  round until they’ve dealt with the threat.
  I personally hate it when players try to take a long 
  rest inside a dungeon they haven’t cleared out. It 
  shows a lack of caution at best and disrespect for your 
  dungeon at worst. So if they do try to rest, I force 
  them to make saving throws with a much higher DC.
  Puzzles and Traps
  This guide intentionally reuses certain puzzle or 
  trap tropes in order to goad players into a false sense 
  of security. If you use this generator for your group 
  multiple times, they may come to expect the results 
  of a particular puzzle or trap to be the same as a 
  similar encounter they may have had before...
  ...but it won’t be! The solution to an easy puzzle 
  may actually trigger a trap on a harder version of the 
  same puzzle, use this to play with your players’ expec-
  tations. It’s fun to throw an easier version of a puzzle 
  at your players too and watch them agonize over 
  solutions when the right answer is in front of them!
  Puzzles will be referenced in the tables, but the 
  details of the puzzle are in the Puzzle Index.
  Traps will be listed as first the DC to find/disarm 
  (2 separate checks) them if a player wants to check 
  for traps. Then the type of trap, its trigger, its saving 
  throw, and damage. See the example below:
  DC 10 Acid Pit, Floor Panel 
  (Dex Save 12,  2d10 acid damage)
  Search/
  Disable
  DC
  Damage
  Saving Throw
  Damage &
  Type
  Trap
  Type
  Trap
  Trigger
  
  Aberration Dungeon Generator
  Read this aloud:
  The cavernous interior of this underground dwelling is 
  cold and damp. The smell of mildew hangs heavy. Aside 
  from the odd echo of a droplet hitting the cavern floor, a 
  calm silence persists throughout the dark corridors. 
  Visibility is limited to about 20-30 feet.  
  Whether created by some foul mage or carved out 
  of the stone by the creatures that inhabit the struc-
  ture now, this dungeon is filled with arcane horrors. 
  Bottom feeders like Chuuls and Grells prey on 
  unsuspecting spelunkers and the remains of would-be 
  adventurers left behind by Illithids and Beholders. 
  These monsters roam around in plain sight, with a 
  passive perception of 14. Any encounter with an 
  adventuring party quickly becomes combat.
  Beholders use their flying ability to keep out of 
  reach of most dangers amassing treasure from adven-
  turers they kill and growing ever more paranoid. Lost 
  Mind Flayers lurk in dark corners to hunt for brains.
  Tactically, both the Beholders and Mind Flayers 
  prefer to surprise attack adventurers who are already 
  engaged with lesser aberrations. Both the Mind 
  Flayers and the Beholders are less effective at close 
  range, and therefore stay hidden unless the party can 
  succeed on a DC 15 Perception Check in any room 
  containing  one of these monsters. If the party is 
  attempting to stealth, use the Passive Perception of 
  these monsters to determine whether they are 
  prepared to attack the adventurers.
  Persistent Threat
  Read this aloud:
  The walls of the stone structure are intermittemently 
  broken up by oily red fleshy masses. The eerie silence 
  throughout the structure is occassionally interrupted by 
  what sounds like conspiring whispers.
  The walls of this dungeon are filled with Gibber-
  ing Mouthers (MM 157). Every empty room has 2 
  mouther hidden in it. 
  Unless the players succeed on DC 15 Perception 
  Check, the mouthers will not engage the party 
  directly. Instead, the mouthers will use their gibbering 
  action on the unsuspecting party in an effort to 
  disrupt their progress. 
  If the party simply runs out of the room, the 
  encounter ends. If the party succesfully learns the 
  origin of the gibbering and attempts the engage the 
  mouthers, this will become a combat encounter.
  Result
  Room Contents
  1
  Empty (See “Persistent Threat”)
  2
  Simple Compass Puzzle
  3
  DC 10 Acid Pit, Floor Panel 
  (Dex Save 12,  2d10 acid damage)
  4
  1 Chuul (MM 40)
  5
  Medium Elemental Magic Puzzle
  6
  1 Mind Flayer (MM 222)
  7
  DC 15 Rotting Door, Knob 
  (Con Save 15,  
  4d10 necrotic dmg)
  8
  1 Beholder (MM 28)
  9
  Hard Two Knights Puzzle
  10
  1 Mind Flayer Arcanist (MM 222), 
  2 Intellect Devourers (MM 191)
  11
  DC 20 Flare, Pressure Plate
  (Wis Save (close eyes) 20,
  10d10 radiant dmg)
  12
  1 Beholder (MM 28), 2 Grells (MM 172)
  Simple Dungeon Generator
  
  Result
  Greenhorn
  (Level 1-5)
  Journeyman
  (Level 6-10)
  Heroic Tier
  (Level 11-15)
  Epic Tier
  (Level 16-20)
  1
  Empty (See “Persistent 
  Threats”)
  Empty (See “Persistent 
  Threats”)
  Empty (See “Persistent 
  Threats”)
  Empty (See “Persistent 
  Threats”)
  2
  Simple Compass Puzzle
  Simple Compass Puzzle
  Simple Compass Puzzle
  Simple Compass Puzzle
  3
  DC 5 Acid Pit, Floor Panel 
  (Dex Save 10,  
  1d10 acid dmg)
  DC 10 Acid Pit, Floor Panel 
  (Dex Save 12,  
  2d10 acid damage)
  DC 15 Acid Pit, Floor Panel 
  (Dex Save 15,  
  4d10 acid damage)
  DC 15 Acid Pit, Floor Panel 
  (Dex Save 15,  
  10d10 acid damage)
  4
  4 Grimlocks (MM 175)
  2 Spectators (MM 30)
  1 Mind Flayer (MM 222),
  4 Grimlocks (MM 175)
  2 Spectators (MM 30)
  2 Chuuls (MM 40)
  5
  Medium Elemental
  Magic Puzzle
  Medium Elemental
  Magic Puzzle
  Medium Elemental
  Magic Puzzle
  Medium Elemental
  Magic Puzzle
  6
  1 Grell (MM 172)
  1 Mind Flayer Arcanist
  (MM 222)
  1 Mind Flayer Arcanist
  (MM 222),
  2 Intellect Devourers
  (MM 191)
  1 Beholder (MM28),
  4 Nothics (MM 236)
  7
  DC 10 Rotting Door, Knob 
  (Con Save 15,  
  2d10 necrotic dmg)
  DC 15 Rotting Door, Knob 
  (Con Save 15,  
  4d10 necrotic dmg)
  DC 15 Rotting Door, Knob 
  (Con Save 17,  
  10d10 necrotic dmg)
  DC 20 Rotting Door, Knob 
  (Con Save 17,  
  18d10 necrotic dmg)
  8
  1 Chuul (MM 40)
  1 Aboleth (MM 13)
  2 Mind Flayers
  (MM 222)
  2 Spectators (MM 30),
  4 Nothics (MM 236),
  1 Cloaker (MM 41)
  9
  Hard Two Knights Puzzle Hard Two Knights Puzzle Hard Two Knights Puzzle Hard Two Knights Puzzle
  10
  2 Spectators (MM 30)
  2 Blue Slaads (MM 276)
  2 Mind Flayers
  (MM 222)
  4 Grimlocks (MM 175)
  1 Beholder (MM 28),
  2 Drow Elite Warrior
  (thralls) (MM 128)
  11
  DC 15 Flare, Pressure Plate
  (Wis Save (close eyes) 17,
  4d10 radiant dmg)
  DC 20 Flare, Pressure Plate
  (Wis Save (close eyes) 20,
  10d10 radiant dmg)
  DC 20 Flare, Pressure Plate
  (Wis Save (close eyes) 20,
  18d10 radiant dmg)
  DC 25 Flare, Pressure Plate
  (Wis Save (close eyes) 20,
  24d10 radiant dmg)
  12
  1 Aboleth (MM 13)
  2 Cloakers (MM 41) 
  2 Mind Flayer
  Arcanists (MM 222),
  2 Chuuls (MM 40)
  1 Beholder (MM 28),
  4 Grells (MM 172)
  Scaled Dungeon Generator
  
  Wizard Dungeon Generator
  Read this aloud:
  This ornate place of arcane study is well dressed and 
  lined with books.   
  Many arcane practices are considered taboo, but 
  the master of this dungeon won’t let the concerns of 
  fools thwart his ambition. 
  Persistent Threat
  No self-respecting evil mage would allow a 
  persistent threat to exist in his dungeon. His traps 
  however, are far more potent than an average dun-
  geon.
  In addition to a Saving Throw to resist damage, 
  the Saving Throw listed in the table is to prevent the 
  effects of the traps outlined below.
  Annihilation Trap - There is an extra doorway in 
  this room that leads into a magically dark corridor. 
  Any character that attempts to pass through this 
  corridor must make a Wisdom saving throw or suffer 
  18d10 force damage.  If this spell reduces hit points to 
  0, the character is instantly turned to dust. 
  Plane Shift Trap - The handles on the door(s) in 
  this room are marked with runes. The character who 
  attempts to open this door must make a Charisma 
  Saving Throw of the specified DC, or instantly be 
  teleported to a random location in the Shadowfell (or 
  alternate plane of the DM’s choice). They must find 
  their own way back to the Material Plane.
  Hideous Laughter Trap - All characters that 
  attempt to leave this room must make a Wisdom 
  Saving Throw of the specified DC or be knocked 
  prone with uncontrollable laughter for 1 minute. If 
  the target of this trap takes damage they may make 
  an additional Wisdom saving throw with advantage 
  to stop the spell’s effects.
  Feeblemind Trap - The first character to leave this 
  room must make an Intelligence Saving Throw of the 
  specified DC or have their Intelligence and Charisma 
  reduced to 1 point. This effect lasts until cured by 
  Greater Restoration or Wish. Each 30 days, the target 
  can attempt this saving throw to end the spell’s 
  effects again until it succeeds. 
  Polymorph Trap - The first character to enter this 
  room must immediately make a Wisdom saving throw 
  against the specified DC or be polymorphed into a 
  beaver for 1 hour (shapechangers automatically 
  succeed).
  These traps cannot be disabled by conventional 
  means, but a successful Dispel Magic against the trap 
  DC can dispel its effects.
  Result
  Room Contents
  1
  Empty (See “Persistent Threat”)
  2
  Easy Painted Room Puzzle
  3
  DC 10 Hideous Laughter Trap 
  (Wis Save 12, 2d10 psychic damage)
  4
  1 Mage (MM 347)
  5
  Medium Elemental Magic Puzzle
  6
  2 Displacer Beasts (MM 81)
  7
  DC 15 Plane Shift Trap 
  (Cha Save 15, 4d10 force damage)
  8
  1 Clay Golem (MM 168)
  9
  Hard Password Riddle Puzzle
  10
  1 Djinni (MM 144)
  11
  DC 20 Feeblemind Trap 
  (Int Save 17, 10d10 psychic damage)
  12
  1 Archmage (MM 342),
  2 Druids (MM 346)
  Simple Dungeon Generator
  
  Result
  Greenhorn
  (Level 1-5)
  Journeyman
  (Level 6-10)
  Heroic Tier
  (Level 11-15)
  Epic Tier
  (Level 16-20)
  1
  Empty (See “Persistent 
  Threats”)
  Empty (See “Persistent 
  Threats”)
  Empty (See “Persistent 
  Threats”)
  Empty (See “Persistent 
  Threats”)
  2
  Easy Painted 
  Room Puzzle
  Easy Painted 
  Room Puzzle
  Easy Painted 
  Room Puzzle
  Easy Painted 
  Room Puzzle
  3
  DC 5 Hideous Laughter
  Trap (Int Save 10, 
  1d10 psychic damage)
  DC 10 Polymorph Trap
  (Wis Save 12, 
  2d10 psychic damage)
  DC 15 Polymorph Trap
  (Wis Save 15, 
  4d10 psychic damage)
  DC 15 Plane Shift Trap
  (Cha Save 15, 
  10d10 force damage)
  4
  1 Fire Snake (MM 265)
  Invisible Stalker 
  (MM 192)
  1 Mage (MM 347),
  4 Dretches (MM 57)
  1 Mage (MM 347),
  1 Cloaker (MM 41)
  5
  Medium Elemental 
  Magic Puzzle
  Medium Elemental 
  Magic Puzzle
  Medium Elemental 
  Magic Puzzle
  Medium Elemental 
  Magic Puzzle
  6
  1 Displacer Beast
  (MM 81)
  1 Cloaker (MM 41)
  2 Invisble Stalkers
  (MM 192)
  1 Archmage (MM 342),
  2 Displacer Beasts
  (MM 81)
  7
  DC 10 Polymorph Trap
  (Wis Save 12, 
  2d10 psychic damage)
  DC 15 Plane Shift Trap
  (Cha Save 15, 
  4d10 force damage)
  DC 15 Feeblemind Trap
  (Int Save 15,
  10d10 psychic damage)
  DC 20 Feeblemind Trap
  (Int Save 17,
  18d10 psychic damage)
  8
  1 Spectator (MM 30)
  1 Stone Golem 
  (MM 170)
  1 Marilith (MM 61)
  2 Stone Golems
  (MM 170)
  9
  Hard Password 
  Riddle Puzzle
  Hard Password 
  Riddle Puzzle
  Hard Password 
  Riddle Puzzle
  Hard Password 
  Riddle Puzzle
  10
  1 Mage (MM 347)
  2 Mages (MM 347)
  1 Iron Golem (MM 170)
  2 Mages (MM 347),
  2 Earth Elementals
  (MM 124)
  11
  DC 15 Plane Shift Trap
  (Cha Save 14, 
  4d10, force damage)
  DC 20 Feeblemind Trap
  (Int Save 17,
  10d10 psychic damage)
  DC 20 Plane Shift Trap
  (Cha Save 17, 
  18d10, force damage)
  DC 25 Annihilation Trap
  (Wis Save 17)
  12
  1 Mage (MM 347),
  2 Faire Dragons 
  (MM 133)
  1 Archmage (MM 342),
  2 Quasits (MM 63)
  1 Archmage (MM 342),
  2 Spectators (MM 30)
  1 Archmage (MM 342),
  2 Fire Elementals
  (MM 125)
  Scaled Dungeon Generator
  
  Puzzle Index
  Here you will find the descriptions and solutions 
  for the puzzles referenced throughout the dungeon 
  generator tables from the previous section. You are 
  free of course to swap out one puzzle for another of 
  equal difficuty if you wish. The suggested puzzle is 
  only thematically relevant to the dungeon it is 
  referenced in.
  Easy Puzzles
  Compass Puzzle: There are no visible doors in the 
  room besides the one through which the party enters. 
  A four-pointed compass star is carved in the ground. 
  On each point, there is a round hole in the floor. 
  Four rods with “north, east, south, and west” etched 
  in them stand in a cistern by the entrance. When the 
  correct rods are inserted into their corresponding 
  hole, the door(s) will appear.
  Password Riddle Door: The door(s) in this room 
  are magically locked. Etched in the door is the 
  following phrase: “What can you hold in your right 
  hand, but not your left hand?” The door only opens if 
  the players use their left hand to grab the knob. 
  (Important! If they try to open the door and don’t 
  specify a hand, don’t ask them as that will give away 
  the riddle! Simply state that the door jiggles a little 
  but doesn’t open, you can even act out opening the 
  door right-handed in order to suggest that’s how they 
  did it.)  
  The Painted Room: This was once a dining area 
  but is now in disrepair. Furniture lies tossed about the 
  room and the communal table has been pushed to 
  one side. The door(s) in this room is sealed shut with 
  no doorknobs. Across the room from the door(s) in 
  this room, a painting depicting the room as it once 
  was, table and chairs set up for a meal. If the players 
  look closely at the painting, the door(s) in the paint-
  ing has its knob. If the players turn the knob in the 
  painting, the door opens.
  Two Knights: The door(s) in this room is locked. 
  There are two statues of famous knights in the 
  corners of the room with their names, Degarr and 
  Rodann respectively, are etched on the dais below 
  either statue. There are two debossed panels of floor 
  in the center of the room, identical to the size of the 
  dais. The statues can be pushed and rotated. A plaque 
  on the wall reads ”Only when Degarr stands behind 
  Rodann, may you proceed forward and...” The 
  remaining text is worn away. The solution is that the 
  statues must be placed in the line facing away from 
  each other, then they are both behind each other. 
  Once the players have positioned the statues thusly, 
  the door(s) unlocks with a loud clank.
  Elemental Magic Puzzle: The door(s) in the room 
  is sealed shut with no visible method to open. Three 
  rods extend from the floor of this room with gem-
  stones atop each one. One is red, one is blue, and one 
  is yellow (A DC10 Arcana check reveals these colors 
  are symbolic for Evocation, . The players must cast 
  spells at each one of the gemstones: an evocation 
  spell at the red stone, an abjuration spell at the blue 
  stone, and an enchantment spell at the yellow. (If 
  your party is light on magic-users, consider leaving a 
  Fire Bolt, Charm Person, and Dispel Magic scroll 
  lying around) and the door(s) opens.
  Medium Puzzles
  Compass Puzzle: There are no visible doors in the 
  room besides the one through which the party enters. 
  A four-pointed compass star with a circle around it is 
  carved in the ground. On each point, there is a round 
  hole in the floor. Four rods with “north, east, south, 
  and west” etched in them stand in a cistern by the 
  entrance. The solution is to not only place the rods 
  into their corresponding points, but then to use then 
  as handles in order to rotate the compass on the floor 
  to correspond to true north. This can be done with a 
  successful DC 15 Survival check. Once the compass 
  has been rotated, the door(s) appears.
  Password Riddle Door: The door(s) in this room 
  are magically locked. Etched in the door is the 
  following phrase: “I am always in front of you, but 
  you will never see me. What am I?” The door(s) 
  opens once someone speaks the answer: “The future.”  
  The Painted Room: This was once a dining area 
  but is now in disrepair. Furniture lies tossed about the 
  room and the communal table has been pushed to 
  one side. The door(s) in this room is sealed shut with 
  no doorknobs. Across the room from the door(s) in 
  this room, a painting depicting the room as it once 
  was, table and chairs set up for a meal. If the players 
  look closely at the painting, the door(s) in the paint-
  ing has its knob. If the players turn the knob in the 
  painting without readjusting the furniture, a fire bolt 
  trap triggers from the painting and the player who 
  attempted must make a DC 12 Dex Save or be dealt 
  2d10 fire damage. The table must be set and chairs 
  put up as if the there were about to be a meal 
  prepared as in the painting. Once the furniture is put 
  back, the doorknob(s) in the painting can be turned, 
  opening the door(s) in the room.
  Two Knights: The door(s) in this room is locked. 
  There are two statues of famous knights in the 
  corners of the room, but the names of the knights 
  have worn off thier dais. There are two debossed 
  panels of floor in the center of the room, identical to 
  the size of the dais. The statues can be pushed and 
  rotated. A plaque on the wall reads ”Only when 
  Degarr stands behind Rodann, may you proceed 
  forward.” The solution is that the statues must be 
  
  placed in the line facing away from each other, then 
  they are both behind each other. Once the players 
  have positioned the statues thusly, the door(s) 
  unlocks with a loud clank.
  Elemental Magic Puzzle: The door(s) in the room 
  is sealed shut with no visible method to open. Three 
  rods extend from the floor of this room with gem-
  stones atop each one. One is red, one is blue, and one 
  is yellow. The players must cast spells at each one of 
  the gemstones: an evocation spell at the red stone, an 
  abjuration spell at the blue stone, and an enchant-
  ment spell at the yellow, all at the same time. Each 
  time a spell is cast at a stone that is either the incor-
  rect spell school or cast individually instead of all at 
  once, a Lighting Bolt erupts from one of the gem-
  stones at whoever cast the spell (Dex Save DC 15 or 
  suffer 4d10 Lightning Damage). Make sure to indi-
  cate that there is a magical glow and mechanical 
  clanking on an unsuccessful attempt to cast a spell at 
  the gemstones in order to hint that the party is on 
  the right track.(If your party is light on magic-users, 
  consider leaving a Fire Bolt, Charm Person, and 
  Dispel Magic scroll lying around) and the door(s) 
  opens.
  Hard Puzzles
  Compass Puzzle: There are no visible doors in the 
  room besides the one through which the party enters. 
  A four-pointed compass star with a circle around it is 
  carved in the ground. On each point, there is a round 
  hole in the floor. Four rods with “north, east, south, 
  and west” etched in them stand in a cistern by the 
  entrance. The solution is to not only place the rods 
  into their corresponding points, but then to use then 
  as handles in order to rotate the compass on the floor. 
  The door(s) will only open when “true north” faces 
  the door you wish to open.
  Password Riddle Door: The door(s) in this room 
  are magically locked. Etched in the door is the 
  following phrase: “All try to beat me, they try in vain. 
  And when I win, I end the pain.” The answer to this 
  riddle is “Death.” In order to open this door the party 
  must make a sacrifice. It doesn’t matter what is killed, 
  but the door(s) demands a death. If the party is 
  having difficulty with this one, consider leaving an 
  old adventurer’s journal hidden somewhere in the 
  dungeon detailing how the door didn’t open until the 
  party turned on each other and one of them was 
  killed. 
  The Painted Room: This was once a dining area 
  but is now in disrepair. Furniture lies tossed about the 
  room and the communal table has been pushed to 
  one side. The door(s) in this room is sealed shut with 
  no doorknobs. Across the room from the door(s) in 
  this room, a painting depicting the room as it once 
  was, table and chairs set up for a meal, with a feast 
  layed out on the table. If the players look closely at 
  the painting, the door(s) in the painting has its knob. 
  If the players turn the knob in the painting without 
  readjusting the furniture, a fire bolt trap triggers from 
  the painting and the player who attempted must 
  make a DC 12 Dex Save or be dealt 2d10 fire 
  damage. The table must be set and chairs put up as if 
  the there were about to be a meal prepared as in the 
  painting. There must also be a food offering placed 
  on the table as in the painting. If no one has “set the 
  table,” the fire bolt trap fires. Once the furniture is 
  put back and an offering of food place on the table, 
  the doorknob(s) in the painting can be turned, 
  opening the door(s) in the room.
  Two Knights: The door(s) in this room is locked. 
  There are two statues of famous knights in the 
  corners of the room, but the names of the knights 
  have worn off thier dais. There are two debossed 
  panels of floor on either side of the room, identical to 
  the size of the dais. Above these floor panels are what 
  appear to be mirrors, however, they only reflect what 
  the other mirror is facing. The statues can be pushed 
  and rotated. A plaque on the wall reads ”Only when 
  Degarr stands behind Rodann, may you proceed 
  forward.” Once the players start moving the statues, 
  make it clear that the reflection of the statue isn’t 
  appearing in the mirror. The solution is that the 
  statues must be placed in front of the mirrors facing 
  away from each them, thus show their backs to each 
  other. Once the players have positioned the statues 
  thusly, the door(s) unlocks with a loud clank.
  Elemental Magic Puzzle: The door(s) in the room 
  is sealed shut with no visible method to open. Three 
  rods extend from the floor of this room with gem-
  stones atop each one. One is red, one is blue, and one 
  is yellow. The players must cast spells at each one of 
  the gemstones: an evocation spell at the red stone, an 
  abjuration spell at the blue stone, and an enchant-
  ment spell at the yellow, in alphabetical order. Each 
  time a spell is cast at a stone that is either the incor-
  rect spell school or cast out of order, a Lighting Bolt 
  erupts from one of the gemstones at whoever cast the 
  spell (Dex Save DC 15 or suffer 4d10 Lightning 
  Damage). Make sure to indicate that there is a magi-
  cal glow and mechanical clanking on an unsuccessful 
  attempt to cast a spell at the gemstones in order to 
  hint that the party is on the right track. (If your party 
  is light on magic-users, consider leaving a Fire Bolt, 
  Charm Person, and Dispel Magic scroll lying around) 
  and the door(s) opens.
  
  Afterward
  I hope this guide has helped you out! It’s just a 
  starting point and I hope you use my formula to 
  create your own random dungeons.
  The full version of this generator has 18 different 
  random tables complete with Monster Manual 
  references and themed descriptions and enemies.
  Please comment for suggestions for what I can do 
  to improve this generator. Eventually I would like to 
  create my own menagerie of monsters to fill this book 
  so I can include stat blocks and specifics!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Midnight Hatter - Random Dungeon Generator-Lite for 5th Edition v1.2.pdf