Worldbuilding Wednesday: Building a Weird Starter Dungeon with DELVE! (The Hollow Saint)

05/06/2026

Happy Wednesday, and welcome back to Tabletop Thoughts!

One of the best parts of using random dungeon generators is discovering ideas you never would have come up with on your own.

That’s exactly what happened when I used the DELVE dungeon generator to create this starter dungeon for Shadowdark.

I wanted:

  • a Level 1–2 dungeon
  • something easy to place on a hex map
  • a memorable theme
  • a small footprint for quick play
  • and a little weirdness

So I rolled everything using the DELVE Dungeon Generator tables from pages 27–30.

The result was:

a haunted chapel fractured by time magic.

And honestly?
That’s an incredible dungeon premise.


Step 1: Dungeon Purpose

The DELVE generator starts by determining:

  • what the dungeon originally was
  • and what it has become

These two rolls immediately create tension and story.


Original Purpose Roll

Roll

d6 = 6

RollPurpose
6Worship

Originally, this place was:

  • a temple
  • chapel
  • monastery
  • sacred site

Immediately atmospheric.


Current Purpose Roll

Roll

d6 = 2

RollPurpose
2Knowledge

Now we have:

  • abandoned holy place
  • forbidden research
  • hidden secrets
  • scholars or occultists studying something dangerous

That combination immediately suggested:

A ruined chapel where priests experimented with forbidden magic.

Excellent starter dungeon material.


Step 2: Theme and Flavor

Now we determine the dungeon’s theme and atmosphere.

This is where things became weird.


Theme Roll

Roll

d20 = 17

RollTheme
17Temporal (Arcane)

Perfect.

Now the dungeon includes:

  • distorted time
  • repeating events
  • magical anomalies
  • reality glitches

Already memorable.


Flavor Rolls

Roll 1

d8 = 2

RollFlavor
2Haunted

Roll 2

d8 = 7

RollFlavor
7Strange

So now the dungeon is:

  • haunted
  • eerie
  • reality-bending
  • temporally unstable

At this point, the core idea practically built itself.


Final Dungeon Concept

The Hollow Saint

Long ago, priests attempted to preserve their dying saint using forbidden temporal magic.

The ritual failed catastrophically.

Now the ruined chapel exists partially unstuck in time:

  • ghostly priests endlessly repeat old rituals
  • doors open into different moments
  • voices echo before they are spoken
  • and the saint beneath the crypt still “lives” between seconds

Locals avoid the ruins because:

  • chapel bells ring at impossible hours
  • travelers lose time
  • some return older
  • others never return at all

Perfect Shadowdark energy.


Step 3: Dungeon Size

Size Roll

Roll

d6 = 1

RollSize
1Tiny

Perfect for:

  • a starter dungeon
  • a first session
  • a quick adventure site

Area Roll

Tiny dungeons use:

1d4 + 1 rooms

Rolls

  • d4 = 4

Total:

5 rooms

Compact.
Focused.
Easy to run.


Entrance Roll

Tiny dungeons use:

1d2 entrances

Roll

  • d2 = 2

So we get:

  • one main entrance
  • one hidden entrance

Always a great addition for exploration.


Step 4: Rolling the Rooms

Now we determine the actual dungeon areas.


Area Rolls

Room 1

Roll

d20 = 15

RollArea
15Chapel

Naturally this became:

The Broken Chapel

Perfect entrance room.


Room 2

Roll

d20 = 18

RollArea
18Library

This became:

The Frozen Archive


Room 3

Roll

d20 = 11

RollArea
11Parlor

This evolved into:

The Waiting Room

Which became one of the creepiest rooms in the dungeon.


Room 4

Roll

d20 = 17

RollArea
17Crypt

Obviously:

The Saint’s Crypt


Room 5

For the final chamber, I manually chose:

The Fractured Reliquary

I wanted:

  • a memorable climax
  • strong visual identity
  • a weird boss arena

Step 5: Connections

Connection Rolls

RoomRollConnections
12Rooms 2 & 3
21Room 4
31Room 4
41Room 5

Then I added:

  • a secret staircase
  • a hidden route
  • an alternate entrance

Even tiny dungeons benefit enormously from:

  • loops
  • shortcuts
  • alternate paths

They make the dungeon feel real instead of linear.


Final Dungeon Layout

         [5] Fractured Reliquary
                    |
             [4] Saint's Crypt
               /           \
              /             \
 [2] Frozen Archive     [3] Waiting Room
              \\         //
               \\       //
            [1] Broken Chapel

Secret Features

  • Hidden staircase from Room 2 to Room 5
  • Collapsed grave shaft entrance into Room 3

Step 6: Stocking the Dungeon

Now the dungeon gets:

  • hazards
  • encounters
  • discoveries
  • treasure

This is where the dungeon becomes playable.


Room 1: The Broken Chapel

Challenge Roll

Trap/Hazard

Using the Arcane/Temporal theme:

Aeon Surge

Time skips unpredictably in the room.

Effects include:

  • torch flames jumping forward
  • sounds cutting strangely
  • players briefly disappearing from view

An excellent introductory weirdness moment.


Discovery Roll

Information

I rolled:

mural

So the chapel walls depict:

  • priests performing temporal rituals
  • a saint suspended in chains of light

This immediately delivers:

  • lore
  • atmosphere
  • foreshadowing

without exposition dumps.


Room 2: The Frozen Archive

Challenge Roll

Encounter

For a Level 1–2 dungeon:

2 Magic Mephits

But flavored as:

  • animated parchment spirits
  • fragments of magical time
  • whispering scraps of living memory

The reflavoring matters more than the stat block.


Discovery Roll

Treasure

Treasure found:

  • silver candleholders worth 18 gp
  • journal entry reading:“The saint still breathes between moments.”

That single line carries the entire dungeon tone.


Room 3: The Waiting Room

This became my favorite room.

Concept

Ghostly priests endlessly repeat:

  • serving tea
  • arranging chairs
  • waiting for someone who never arrives

The loop resets every few minutes.

Players can:

  • interact peacefully
  • interrupt the cycle
  • accidentally become trapped in the repeating moment

No combat required.

Just atmosphere and tension.


Room 4: The Saint’s Crypt

Challenge Roll

Big Encounter

I used:

  • 3 animated skeletons
  • unstable magical pulses

The room itself becomes dangerous because:

  • candles relight themselves
  • doors reopen after being shut
  • time fractures during combat

This creates dynamic encounters without needing complicated mechanics.


Room 5: The Fractured Reliquary

Boss Encounter

The dungeon boss became:

The Hollow Saint

A partially preserved undead priest trapped between moments in time.

For a Level 1–2 party:

  • dangerous
  • weird
  • survivable

Possible abilities:

  • briefly disappears
  • repeats attacks
  • rewinds movement
  • speaks in overlapping voices

This feels memorable without overwhelming new players.


Treasure Rolls

I kept treasure restrained for low levels.

Final Treasure

  • Potion of Mirrors
  • 65 gp in ceremonial silver
  • relic necklace
  • map fragment leading to another monastery ruin

Enough reward to feel meaningful without breaking progression.


Why This Dungeon Works

This dungeon works because it is:

  • compact
  • strongly themed
  • easy to understand
  • weird in memorable ways

It teaches players:

  • careful exploration
  • interacting with the environment
  • observation
  • experimentation
  • caution

without becoming overwhelming.

Most importantly:

Every room reinforces the same core idea.

That cohesion makes the dungeon memorable.


Final Thoughts

What I love most about the DELVE generator is that it creates:

  • structure
  • inspiration
  • thematic cohesion
  • and relationships between ideas

instead of simply producing disconnected random rooms.

With just a handful of rolls, this dungeon became:

  • a haunted temporal chapel
  • a mystery wrapped around forbidden magic
  • a weird low-level exploration site
  • and a memorable boss encounter for new players

That’s an incredible amount of value from a lightweight procedural system.

This dungeon could absolutely benefit from being mapped out in a tool like Dungeon Scrawl for online play. A proper digital map with layered lighting, hidden passages, and atmospheric details would make the strange temporal effects shine during a virtual session.

At the same time, the simple connection sketch included here is more than enough for my DM notebook during in-person games. Honestly, some of my favorite sessions have started with nothing more than a rough room graph and a few evocative notes.

If I were developing this dungeon further, I would also spend time:

  • adding more mundane details to each room
  • expanding environmental storytelling
  • and layering in additional lore

For example:

  • Who exactly was The Hollow Saint?
  • What was their real name before the failed ritual?
  • Which god did they serve?
  • Was this an ancient forgotten deity of time, memory, prophecy, or fate?
  • Did the priests knowingly doom themselves, or were they deceived by something outside reality?

Even a few small answers to questions like these can make the dungeon feel dramatically more alive to players.

I’d also likely expand:

  • journals
  • carvings
  • repeating ghost conversations
  • religious iconography
  • strange relics
  • and evidence of temporal instability

Those little details are what transform a dungeon from:

“a place with monsters”

into:

“a place with history.”

And honestly, that’s where Shadowdark shines.

The combination of fast procedural generation and improvisational worldbuilding makes it incredibly easy to create locations that feel dangerous, mysterious, and worth exploring.

I would happily drop The Hollow Saint into nearly any Shadowdark campaign.

Keep on gaming!

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