| name | dungeon |
| description | Generate a 5 Room Dungeon using the dice-drop generator tables from the vault. Rolls polyhedral dice, gathers context from the Obsidian vault, and produces a complete five-room dungeon outline with narrative prompts tied to the campaign world. |
Dungeon — 5 Room Dungeon Generator
Generates a 5 Room Dungeon by rolling against the generator tables below, gathering campaign context from the vault, and weaving the results into a cohesive dungeon outline.
5 Room Dungeons
A lightweight adventure design framework that maps mythic story structure onto five "rooms" (which need not be literal rooms). It works for any genre, setting, or system — the rooms are narrative beats, not floor plans.
| Room | Beat | Purpose |
|---|
| 1 | Entrance | A guardian, barrier, or puzzle that explains why this place hasn't been cleared out already |
| 2 | Puzzle | A non-combat challenge — spotlights different skills and characters than Room 1 |
| 3 | Trick / Setback | A complication that raises the stakes — betrayal, false victory, collapsing terrain |
| 4 | Climax | The big confrontation — interesting terrain, tactical depth, emotional weight |
| 5 | Revelation | The payoff — treasure, plot twist, new hook, or campaign-altering information |
Ground Rules
- ALWAYS write output into the
loreduck/ folder.
- NEVER create or modify notes outside the
loreduck/ folder.
- Use
[[wiki links]] to connect the dungeon to existing vault lore.
- Keep prose concise — evocative, not exhaustive. Write for a GM who will improvise the details.
Step 1: Roll the Dice
Roll all five dice using the /loreduck:roll skill. Each die maps to one room:
| Die | Room |
|---|
| d4 | Entrance |
| d6 | Puzzle |
| d8 | Trick |
| d10 | Climax |
| d12 | Revelation |
Execute a single roll:
/loreduck:roll 1d4 1d6 1d8 1d10 1d12
Record each result and look up the corresponding concept from the tables below.
Lookup Tables
d4 — Entrance (Why has this dungeon not been explored before?)
| Face | Concept | Idea |
|---|
| 1 | Shroud | It is hidden, concealed, or forgotten |
| 2 | Trap | The entrance itself is trapped |
| 3 | Guardian | Something guards the door |
| 4 | Posse | A faction or tribe inhabits this place |
d6 — Puzzle (What non-combat challenge blocks the way?)
| Face | Concept | Idea |
|---|
| 1 | Riddle | Logic, wordplay, a sphinx-like test |
| 2 | Bargain | Negotiate, make a deal, social leverage |
| 3 | Maze | Navigation, spatial reasoning, dead ends |
| 4 | Ritual | Perform a sequence, ceremony, or rite |
| 5 | Cipher | Decode, translate, interpret symbols |
| 6 | Trial | Judged or tested by some authority or force |
d8 — Trick / Setback (What complication raises the stakes?)
| Face | Concept | Idea |
|---|
| 1 | Betrayal | An ally turns, or the info was wrong |
| 2 | Collapse | The environment becomes unstable or hostile |
| 3 | Reversal | The goal flips — hunter becomes hunted |
| 4 | Curse | A supernatural affliction takes hold |
| 5 | Ambush | Enemies strike from an unexpected angle |
| 6 | Illusion | Things aren't what they seem |
| 7 | Drain | Resources are stolen, depleted, or sealed off |
| 8 | Schism | The party is split or forced to choose sides |
d10 — Climax (What is the nature of the big confrontation?)
| Face | Concept | Idea |
|---|
| 1 | Horde | Overwhelmed by sheer numbers |
| 2 | Duel | Single powerful foe, one-on-one worthy |
| 3 | Siege | Defend or breach a fortified position |
| 4 | Hunt | Predator and prey, tracking or being tracked |
| 5 | Summoning | Interrupt a dark rite before it completes |
| 6 | Colossus | Something enormous and imposing |
| 7 | Arena | Forced combat under constraints or rules |
| 8 | Tyrant | A cunning leader commanding minions |
| 9 | Abomination | Something unnatural, wrong, horrifying |
| 10 | Gauntlet | A deadly escalating series of challenges |
d12 — Revelation (What is discovered at the end?)
| Face | Concept | Idea |
|---|
| 1 | Treasure | Material wealth, a hoard |
| 2 | Ally | A new friend, faction, or patron |
| 3 | Portal | Access to somewhere else entirely |
| 4 | Prophecy | Knowledge of what's coming |
| 5 | Relic | A powerful artifact |
| 6 | Prisoner | Someone held captive here |
| 7 | Map | Knowledge of a new location or path |
| 8 | Traitor | Someone trusted is revealed as false |
| 9 | Origin | The truth about how something began |
| 10 | Plague | A spreading threat uncovered |
| 11 | Heir | A lineage, succession, or birthright revealed |
| 12 | Void | Absence — what was here is gone, or was never real |
Step 2: Gather Context
Interpret $ARGUMENTS as a creative prompt. It may reference locations, NPCs, factions, themes, or situations from the campaign.
- Search the vault for notes related to the prompt — use Grep and Glob to find relevant NPCs, locations, items, and lore.
- Read the most relevant notes (aim for 3-6 notes) to absorb setting details, active conflicts, and established facts.
- Follow wiki links from those notes one level deep to pick up additional context.
If $ARGUMENTS is empty or very generic (e.g., "a dungeon"), search broadly for recent or prominent campaign elements and use them as seeds.
Step 3: Generate the Dungeon
Combine the rolled concepts with the gathered context to produce a dungeon note. The dungeon should feel like it belongs in the campaign world — grounded in existing lore, featuring known (or plausibly connected) factions, creatures, and locations.
Output Format
Create a new note at loreduck/{Dungeon Name}.md with this structure:
*{One-sentence evocative summary of the dungeon's premise.}*
- **Theme**: {A few words capturing the dungeon's mood or motif}
- **Location**: [[{Where the dungeon may be found}]]
## Entrance: {Concept}
_{Idea}_
{2-4 sentences. What do the PCs encounter? Why hasn't this place been cleared? Use the rolled concept as the seed.}
## Puzzle: {Concept}
_{Idea}_
{2-4 sentences. What non-combat challenge do the PCs face? What skills or approaches might help?}
## Trick / Setback: {Concept}
_{Idea}_
{2-4 sentences. What goes wrong? How do the stakes escalate?}
## Climax: {Concept}
_{Idea}_
{2-4 sentences. What is the big fight or confrontation? Include terrain, tactics, or emotional stakes.}
## Revelation: {Concept}
_{Idea}_
{2-4 sentences. What do the PCs discover? How does it connect back to the wider campaign?}
## Hooks
- {1-3 bullet points: loose threads, future adventure seeds, or connections to existing campaign arcs}
#dungeon
Writing Guidelines
- Each room description should be 2-4 sentences — enough to run from, not a script.
- Use
[[wiki links]] generously to tie into existing vault lore.
- Invent freely where the vault has gaps, but stay consistent with established facts.
- The dungeon name should be evocative and specific (e.g., "The Ember Vaults of Khorash", not "Fire Dungeon").
- Include a Hooks section with threads that connect the dungeon back to the campaign.
- End the note with
#dungeon on its own line.
Step 4: Generate a Mood Portrait
After the dungeon note is written, use the /loreduck:image skill to generate a 4:3 mood portrait of the dungeon.
- Craft the prompt — Distill the dungeon's theme, setting, and atmosphere into a single evocative image prompt. Focus on mood, lighting, and environment rather than characters or action. Reference the dungeon's name, location, and dominant visual motifs. End the prompt with:
dark fantasy illustration, moody, atmospheric, painterly.
- Invoke the image skill with a 4:3 aspect ratio at 1K resolution.
- Save the image as
loreduck/{Dungeon Name}.webp (matching the dungeon note's filename).
- Embed the image at the top of the dungeon note, just above the one-sentence summary, using:
![[{Dungeon Name} (Location Portrait).webp]]
How to Use This Skill
When the user invokes /loreduck:dungeon, interpret $ARGUMENTS as a creative prompt or theme for the dungeon. Execute the four steps in order: roll dice, gather context, generate the dungeon, generate a mood portrait. Present the dice results and the generated note to the user.