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 TrapTrap / 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.
26:  Large Hall. Three passages ahead in all other walls / directions. 33% Enc.

31:  Left Turn.
32:  Right Turn.
33:  Passage ahead.
34:  U - turn Left
35:  U - turn Right
36:  Passage with a Feature 

                ( 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.
62:  Right turn.
63:  Passage ahead.
64:  Passage with two niches. see niche below.
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.

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.
    6: A dead end with a ONE WAY teleport to a new level ( roll a Passage to arrive into )

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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