PASSAGES
PASSAGES
Generates the dungeon randomly. Use for dungeon building this list until you pass through a door.Leaving a room or hall there is a 50% chance the passage beyond is one square wide (5ft) otherwise it is 2 square (10 ft) wide.
Passages leadinf on from passages remain the same width.
ROLL 2d6. Generating numbers 11 to 66:
11: Passage with Trap. Trap / Hazard.
12: Passage with Encounter .
13: Dead End.
14: Stairs Down to next level.
15: Stairs up to either surface or a secret door on the level above.
16: Y - Junction. The path splits ahead
21: Y - Junction. U bend to Left and one path ahead.
22: Y - Junction. U bend to Right and one path ahead.
23: Crossroads. Three passages ahead in all other directions.
24: Small Hall. 33% chance of Encounter. One exit passage opposite
25: Medium Hall. Two other exits - one to the left and one to the right. 33% Enc.
24: Small Hall. 33% chance of Encounter. One exit passage opposite
25: Medium Hall. Two other exits - one to the left and one to the right. 33% Enc.
26: Large Hall. Three passages ahead in all other walls / directions. 33% Enc.
31: Left Turn.
31: Left Turn.
32: Right Turn.
33: Passage ahead.
34: U - turn Left
35: U - turn Right
( note here that 41-46 have an alternate option to follow if you are leaving a room.)
41: Door ahead. Alternately if coming from a room its a passage ahead.
42: Door to the left. Alternately its a passage going left to right from the room door
43: Door to the right. Alternately its a passage going left from the room door.
44: Door. Barred on other side. (d6 1-2 ahead/3-4 to left/ 5-6 to right) Alt passage right. see DOORS below.
45: Door locked. (d6 1-2 ahead/3-4 to left/ 5-6 to right) Alt passage ahead. see DOORS below.
46: Door reinforced and locked. (d6 1-2 ahead/3-4 to left/ 5-6 to right) All rooms beyond these doors will have one extra LOOT. Alt another room. see DOORS below.
51: T - junction ahead. Passages branch to left and right.
52: T - junction. A new passage breaks off on the left.
53: T - junction. A new passage breaks off on the right.
54: Locked gate or portcullis blocks passage - pick locks, magic, key or two can attempt to force at -1
55: Lucky Find
56: Two doors one each side of small hall.
61: Left turn.
61: Left turn.
62: Right turn.
63: Passage ahead.
64: Passage with two niches. see niche below.
65: Passage ahead.
65: Passage ahead.
66: Passage that ends with two doors - one each side.
NICHE
Dice d6 for contents: 1. skel/zombie/wight 2. empty 3. statues 4. living statues 5. Trap 6. Treasure/Finds
DOORS
A barred door can be broken in by STR test. Alternately its a passage going right from the room door.A locked door can be picked or broken in by STR test with -1. Can be unlocked if you have found the key. Alternately if coming from a room its a passage ahead.
Reinforced and locked door. Cannot be broken can only be picked or unlocked if you have found the key. Alternately there is another room - dice Room Content.
note all doors can be opened with requisite magic spells.
1: A dead end with a TRAP
Reinforced and locked door. Cannot be broken can only be picked or unlocked if you have found the key. Alternately there is another room - dice Room Content.
note all doors can be opened with requisite magic spells.
PASSAGEWAY
A straight passage corridor 5-8 squares in length. If it is a new passage leading from a room or stairs there is a 25% ( 1 in 4 ) chance it is only one square wide otherwise it is two squares wide or the same as the preceding corridor.PASSAGE DOES NOT FIT
A passage rolled may be impossible because you have reached the edge of your map or because it meets an existing feature already on the map. In such a case roll 1d6 to see what occurs:1: A dead end with a TRAP
2: Stairwell. ( 1-2 ladder to secret exit on the surface, 3-6 stairs down to next level )
3: A narrow passage to a secret door into the nearest possibly reached other passage or room on the map.
4: A dead end
5: Dead end with a door if there is room for a chamber on any side otherwise it is a trapdoor into a room on the next level down.
3: A narrow passage to a secret door into the nearest possibly reached other passage or room on the map.
4: A dead end
5: Dead end with a door if there is room for a chamber on any side otherwise it is a trapdoor into a room on the next level down.
6: A dead end with a ONE WAY teleport to a new level ( roll a Passage to arrive into )
Searching a passage or hall will reveal a secret door on roll of 10 on d10. If the same roll brings a 1 then there is a wandering monster - roll an Encounter ( but half the numbers ). Each zone can only be searched once. Choose the most sensible side to find the secret door. Passages behind secret doors are narrow - a single squares width. Roll on passages as normal but if the narrow passage meets another room or passage there should be another secret door which you find automatically - leading into the previously discovered area. Any door result will also be a secret door into a new room.
If only one individual is encountered they should make a morale check to see if they fight or run rather than being outnumbered. The exception is for undead or if they are cornered in a room or passage with no exit. NPC reactions can be rolled when encountering adventurers who are not chaotic ( see adventurers listing in monster manual below ).
SEARCHING AREAS FOR SECRET DOORS
Searching a passage or hall will reveal a secret door on roll of 10 on d10. If the same roll brings a 1 then there is a wandering monster - roll an Encounter ( but half the numbers ). Each zone can only be searched once. Choose the most sensible side to find the secret door. Passages behind secret doors are narrow - a single squares width. Roll on passages as normal but if the narrow passage meets another room or passage there should be another secret door which you find automatically - leading into the previously discovered area. Any door result will also be a secret door into a new room.
Wandering Monsters.
( on a roll of 1 on d10 when searching for secret doors, treasure or having a rest etc - any action which takes a turn or more ). Also roll for wandering monsters if you return to a previously explored room or junction. When encountered as wandering monsters there will be half the numbers listed and they come from a random direction.
Initiative. Each side rolls d6 (roll 2d6 one colour for party one for monsters) The difference between numbers indicates amount of surprise. ie. a roll 6/1 is total surprise ambush but 3/3 is simultaneous. Monsters who gain significant initiative will come from behind.If only one individual is encountered they should make a morale check to see if they fight or run rather than being outnumbered. The exception is for undead or if they are cornered in a room or passage with no exit. NPC reactions can be rolled when encountering adventurers who are not chaotic ( see adventurers listing in monster manual below ).
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