D8 Random Dungeon (5e Variant Rule)

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D8 Random Dungeon[edit]

I found myself wanting to use the DMG random dungeon generator, but only had a d8 and d10 to hand.

Passageways and Chambers[edit]

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This is a d88 table that combines the passageways, passage width and chambers tables. Passages on the table are drawn as though you are travelling in a bottom-to-top page direction. With a passage width of 15 ft. or less, the passage length is 30 ft. With a passage width of 20 ft. or greater, the passage length is 50 ft.

Passage Width

Some passages on the table increase or decrease the passageway width (for example, the T-junctions at 42 and 43) The progression is:

2 1/2 ft. ↔ 5 ft. ↔ 10 ft. ↔ 15 ft. ↔ 20 ft. ↔ 30 ft.

At your discretion you can skip the 15 ft. width, or have widths greater than 30 ft. depending on the style of the dungeon you want.

Passage Angles

Most passageway turns and junctions have 90-degree angles. Some, such as 23 and 24, have 45-degree angles, so two of such turns will set you back on an orthogonal path. If this does not suit the style of your dungeon (or your drawing capabilities), substitute these entries with their 90-degree equivalents.


A thin rectangle set in a wall (18, 28, 38, 48, 58) represents a door. A dead end with a perpendicular line (17, 45, 46, 47) represents a 1-in-8 chance of a secret door.

Special Areas
  • 47 – A 10 × 10 ft. chamber with a 1-in-8 chance of a secret door on each wall (apart from the entrance wall).
  • 51 – Passageway width becomes 30 ft., resumes to original width when passageway width changes again. A row of pillars runs down the centre
  • 52 – As 51, but with two rows of pillars
  • 53 – As 51; grand hallway with 20 ft. ceiling
  • 54 – As 53; gallery 10 ft. high runs around the edge, provides access to the level above
  • 56 – Crossroads with central block, creating a "round-a-bout"
  • 61 – Shaft going down to the next level
  • 62 – Shaft going up and down to the level above and below
  • 63 – Stairs down
  • 64 – Stairs up
  • 65 – Spiral staircase going up and down
  • 66 – Slide or chute going down
  • 67 – Trapdoor or grate to the level below
  • 68 – Bridge or balcony overlooking level below. Roll d88 to determine what is underneath.
  • 71–78 – Normal-sized chambers
  • 81–88 – Large-sized chambers

Chamber Exits[edit]

Roll 1d8 for normal chambers and 2d8 for large chambers to determine the table row; roll d8 to determine column. Chamber diagrams show the entrance as triangle, and the positions of the other exits.

For each exit, roll 1d8. On a 1–4 the exit is a door. On a 5–8 the exit is a 10 ft. long passageway.


d88 1–6 7–8
1–3 Weak Weak; barred or locked
4–5 Strong Strong; barred or locked
6 Gate Gate; locked or barred
7 Portcullis Portcullis; locked in place
8 Secret door Secret door; barred or locked

"Weak" and "Strong" doors are defined by your dungeon style. Examples might be:

  • Wooden / Stone
  • Stone / Iron
  • Paper / Brass
  • Mirror / Force

Gates and portcullises are made from strong wood reinforced with iron. You can draw a line of sight through them, although they grant cover.

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