This table came about when I got fed up of using cards to generate a dungeon. This document not only should provide some variance to the shape of the dungeons you explore, but also some interesting role-playing characteristics to each room. It is primarily for use by GMs who cannot be bothered to create a dungeon beforehand or want to put as little effort as possible into creating each dungeon, but it could also be used by players with no GM, who simply wish for a more interesting game. It is up to you what you make of this table. For example, if you roll up a small lair with straw, which is empty, it could be just that… or is there more to it? Is there anything hidden under the straw? If this is a lair, where is its owner? Is he waiting in ambush for the warriors? If you find a guardroom with monsters in it, ask yourself what they were guarding. Maybe there is some kind of treasure near-by! Anyway, I’ve waffled on enough now, so farewell, and if you feel like sending me any feedback, please do not hesitate. I will attempt to answer any questions as best I can.
Source : http://wquest.free.fr/rules/rul_060.htm
MASTER TABLE (2D6)
This is the table you roll on to start off with. Follow the instructions, rolling on each of the sub-tables as required. When a full description of the room has been created, return here to start the next room. Each room will have at least one door (the door the warriors came in by) and other doors as indicated. Place the other doors wherever you wish.
2
|
Small Room (2 by 2) with 0 other doors
|
Go to ‘Sub Table One’
|
3
|
T-Junction with 2 other doors
|
Go to ‘Contents Table’
|
4
|
Right Turning Corridor with 1 other door –
|
Go to ‘Contents Table’
|
5-7
|
Ordinary Room (4 by 4) with 1D3 other doors
|
Go to ‘Sub Table Two’
|
8-9
|
Corridor (6 by 2) with 1D3 other doors
|
Go to ‘Contents Table’
|
10
|
Left Turning Corridor with 1 other door
|
Go to ‘Contents Table’
|
11
|
Rare Room
|
Go to ‘Sub Table Three’
|
12
|
Objective Room (4 by 8) with 0 other doors
|
Go to ‘Sub Table Four’
|
SUB TABLE ONE (2D6)
In this table, the description of the small room you have generated is discovered. If a prisoner or dead body is discovered, roll on the random monster table in the Role-play Book. Once this table has been rolled on, advance to ‘Contents Table’.
2 | Treasury | One treasure card within this room |
3 | Crypt | One dead body within this room |
4 | Cell | With (1-4) a dead body; (5-6) a prisoner |
5 | Latrine | With (1-3) a grate; (4-6) a hole in the floor (eww!) |
6-7 | No notable use | |
8 | Lair | With straw |
9 | Store | With one cupboard |
10 | Garbage Pit | With (1-2) lots of rubbish; (4-6) a hole or chute |
11 | Well | On a roll of 6, the room is flooded (trap opportunity?) |
12 | Shrine | With candles |
SUB TABLE TWO (3D6)
In this table, like the last one, the description of the room you have generated is discovered. This table is for larger rooms than ‘Sub Table One’, so the uses are going to be more varied and probably also easier to manipulate to the GM’s own devices (e.g. a library could have trapped bookcases, magic books, a secret passage triggered by removing a book, etc.). Again, if a prisoner, dead body or group of guards is discovered, roll on the random monster table in the Role-play Book. Once this table has been rolled on, advance to ‘Contents Table’.
3 | Crypt | With (1-3) 1D6 dead monsters; (4-6) a stone tomb |
4 | Kitchen | With 1D3 cupboards |
5 | Chapel | With candles and (3+) an alter |
6 | Prison | With 1D3 prisoners (and all other doors are locked) |
7 | Gambling Den | With 1D2 tables and (3+) one item of treasure |
8 | Drinking Den | With 1D3 barrels of ale and various mugs; (5+) Table |
9-10 | Lair | With straw and blankets |
11-12 | No notable use | |
13-14 | Guard Room | With guards |
15 | Study | With one table and one chair; (5+) Bookshelf |
16 | Library | With 1D3 bookshelves |
17 | Dining Room | With 1D3 tables and 1D6 chairs |
18 | Forge | With tables and one fireplace; (6+) Lava pit |
SUB TABLE THREE (1D6)
This table determines the rare room you have come across. The moment a warrior enters a chute, he falls and slides down the corridor to a room below. Once this table has been rolled on, advance to ‘Contents Table’.
1 | Chute going down (2 by 6), with 1 other door |
2 | Stairs going down (2 by 6), with 1 other door |
3-4 | Dead End (2 by 3), with 0 other doors |
5 | Collapsed Passage (2 by 6), with 1 other door |
6 | Stairs going up (2 by 6), with 1 other door |
SUB TABLE FOUR (3D3)
This table determines the objective room. Once this table has been rolled on, roll three times on the ‘Contents Table’.
3 | Fighting Pit | With one large pit |
4 | Temple | With one item of treasure; (4+) Alter; (5+) Font; (6+) Statue |
5 | Treasury | With 1D3 items of treasure |
6 | Master Lair | With Straw, Blankets and Feathers |
7 | Crypt | With one tomb and one item of treasure |
8 | Jail | With 1D6 prisoners (all worth 100xDL gold each) |
9 | Forge | With one fireplace, 1D3 tables and 1D2 items of treasure; (3+) lava pit |
CONTENTS TABLE (1D6)
This table determines what the warriors will find in each room… or what will find them! >:) Unless a trap is found, there is no need to roll on any more tables in this document for this particular room.
1 | Trap | Go to ‘Trap Table’ |
2-4 | Monsters | Roll once on the random monster table |
5 | Empty | Nothing in this room |
6 | Treasure | Take one random item of treasure |
TRAP TABLE (2D6)
I’m sure any experienced GM could come up with his/her own traps, but just in case, here are a few basic ones.
2 | Crushing Trap | (1-2) Roof; (3-4) Walls; (5-6) Floor |
3 | Filling Trap | (1-2) Sand; (3-4) Water; (5-6) Slime |
4 | Block Trap | (1-3) Rolling; (4-6) Sliding |
5 | Portcullis Trap | (6+) Magical |
6 | Blade Trap | (1-3) Spear; (4-6) Scythe |
7 | Dart Trap | (5+) Poison |
8 | Pit Trap | With spikes, stakes, snakes, water, slide or none |
9 | Trapdoor | As pit but more concealed; (6+) Closes after triggered |
10 | Bomb Trap | (1-3) Fire; (4-6) Gas |
11 | Gas Trap | (1-2) Sleeping; (3-4) Poison; (5-6) Hallucinogenic |
12 | Magical Trap | Any random spell |
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