All the Central Dungeon Tables On A Single Page

The Dungeon Tables

What’s Up Ahead?
Roll 3d6.   (Need a die roller?)  Research re-rolls may be used.

3-5 The route you’re following leads somewhere interesting… Roll on the Area Type Table, but subtract an additional 3.
6-8 The route you’re following splits, and you have a choice of 1d3+1 ways.  (Need a die roller?)  Roll on the Area Type Table for each.
9-11 The route you’re following splits, and you have a choice of two ways. Roll on the Area Type Table for each.
12 The route you’re following splits, and you have a choice of two ways. Roll 1d.  (Need a die roller?)

1 – One way seems to lead to a treasure-rich area; the other seems to be a more promising route towards your Goal (when calculating the distance between a new area and the entrance, this area counts as two areas rather than one).

2 – One way seems to lead to an information-rich area; the other seems to be a more promising route towards your Goal (when calculating the distance between a new area and the entrance, this area counts as two areas rather than one).

3 – Roll on the Area Type table for the first way; the other seems to be a more promising route towards your Goal (when calculating the distance between a new area and the entrance, this area counts as two areas rather than one).

4 – One way seems to lead to a safe area; the other seems to lead to a treasure-rich area, but takes you further from your Goal (when calculating the distance between a new area and the entrance, this area counts as negative one rather than one).

5 – One way seems to lead to the lair of standard opponents; the other seems to lead to an area with Obstacles, Hazards, Wards, or Traps.

6 – One way seems to lead to the lair of standard opponents; the other seems to lead further away from your Goal (when calculating the distance between a new area and the entrance, this area counts as negative one rather than one).

13 The route you’re following continues into another area. Roll on the Area Type Table.
14-15 The route you’re following doubles back into an area you’ve discovered before.  If possible, connect it up with a previously discovered route that you haven’t yet explored, or with a dungeon entrance that you have discovered but not yet explored. If not, choose one of the areas you’ve already explored, and declare that you’ve found a way back into it via a previously undiscovered passage. If this is the first area you’ve discovered, this entrance is obviously useless – you’ll have to find another entrance to the Dungeon!
15-18 The route you’re following concludes with a dead end. You’ll have to backtrack through the area you just came through, and then find another way. If this is the first area you’ve discovered, this entrance is obviously useless – you’ll have to find another entrance to the Dungeon!
Area Type Table (a.k.a “What Kind of Area Does This Seem To Be?”)
Roll 3d6 and subtract 1 for every area between the new area and the nearest level entrance.  (Need a die roller?)  Research re-rolls may be used.

3- Your Goal!
4 A treasure-rich area.
5 The lair of deadly opponents – but also a promising route towards your Goal! (when calculating the distance between a new area and the entrance, this area counts as three areas rather than one).
6 A dead end.
7 An area full of Obstacles, Hazards, Wards, or Traps.
8 The lair of standard opponents.
9 A safe area: perhaps deserted?
10 A Level Change.
11 An information-rich area, with opportunities to learn more about the Dungeon and its inhabitants.
12 The lair of standard opponents – but also a promising route towards your Goal! (When calculating the distance between a new area and the entrance, this area counts as two areas rather than one).
13 A route that leads further away from your Goal (when calculating the distance between a new area and the entrance, this area counts as negative one rather than one).
14 The lair of trivial opponents.
15 A treasure-rich area, but one that leads you further away from your Goal (when calculating the distance between a new area and the entrance, this area counts as negative one rather than one).
16+ The lair of trivial opponents.
But Are Things Really What They Seem?

Roll 3d6.  (Need a die roller?)  If the Dungeon Type is Labyrinth, add 2. Research re-rolls may be used.

3-13 Yes, things are what they seem.
14-18 No, things are other than they seem – roll on the What is This Area Really? Table to determine a new area type.
What is This Area Really?

Roll 3d6.  (Need a die roller?)  Research re-rolls may be used.

3 Your Goal
4 A treasure-rich area
5 An area that seems like a promising route towards your Goal (When calculating the distance between a new area and the entrance, this area counts as two areas rather than one).
6 An information-rich area, with opportunities to learn more about the Dungeon and its inhabitants.
7 A safe area: perhaps deserted?
8 A dead end
9 The lair of trivial opponents. Ambush!
10 An area full of Obstacles, Hazards, Wards, or Traps.
11 The lair of standard opponents. Ambush!
12 A route that seems to lead further away from your Goal (when calculating the distance between a new area and the entrance, this area counts as negative one rather than one).
13 The lair of standard opponents. Ambush!
14 A Level Change, 1d2 levels down.
15 The lair of standard opponents. Ambush!
16+ The lair of deadly opponents. Ambush!
Level Changes

Roll 3d6.  (Need a die roller?)  Research re-rolls may be used.

3-4 …this route leads off into an area of an entirely different type – effectively, another Dungeon, though your Goal may still be found here. Start up a new, blank Dungeon Record Sheet, and roll for a new Dungeon Type and Dungeon Theme. The Monster Ecology will likely be different, too!
5-6 1d6+1 levels down.
7-8 …two levels down.
9-11 …one level down.
12-13 …one level up.   If you reach level 0, roll for a Dungeon Entrance.
14-15 … two levels up. If you reach level 0, roll for a Dungeon Entrance.
16 …1d6+1 levels up. If you reach level 0, roll for a Dungeon Entrance.
17-18 …this route leads off into an area of an entirely different type – effectively, another Dungeon, though your Goal may still be found here. Start up a new, blank Dungeon Record Sheet, and roll for a new Dungeon Type and Dungeon Theme. The Monster Ecology will likely be different, too!

Mishaps and Opportunities

Every time the party traverses an area, roll for a Mishap and an Opportunity. The results apply to the whole party. Roll for Mishaps first – only if you pass through or survive the Mishap can you roll for Opportunities.

Mishaps
Roll 3d6 and cross-reference with area type.  (Need a die roller?)   Roll an extra d6 if required.  (Need a die roller?)  Research re-rolls may be used.

Standard Safe Treasure Traps etc Info Lair
3-4 3-4 3-4 3-4 3-4 3 Things take a turn for the better! Roll for an extra Opportunity.
5-10 5-13 5-10 5-7 5-10 4-5 You’re safe – for now!
11, 1 14, 1 11 8-10 11, 1 6-7 You meet with a trivial Obstacle, Hazard, Ward, or Trap.
11, 2-5 14, 2-6 12, 1-5 11-13 11, 2-5 8, 1-5 You meet with a standard Obstacle, Hazard, Ward, or Trap.
11, 6 12, 6 14 11, 6 8, 6 You meet with a deadly Obstacle, Hazard, Ward, or Trap.
12, 1-4 15 13 15, 1-4 12, 1-4 9, 1-5 A trivial encounter
12, 5-6 16 14 15, 1-6 12, 5-6 9, 6 You’re ambushed by a trivial encounter!
10-13 A trivial, standard, or deadly encounter, as per the Lair.
13-15 17 15-16 16 13-15 A standard encounter
16-17 18 17 17 16-17 You’re ambushed by a standard encounter!
14-16 You’re ambushed by a Trvl, Std, or Ddly encounter, as per the Lair!
18 18 18 18 17 A deadly encounter!
18 You’re ambushed by a deadly encounter!
Opportunities
Roll 3d6 and cross-reference with area type.  (Need a die roller?)   Roll an extra d6 if required.  (Need a die roller?)  Research re-rolls may be used.

Standard Safe Treasure Traps etc Info Lair
3 3 3-6 3 3 3-4 Treasure!       A Large Hoard!
4-5 4 7-8 4-5 4-5 5-7 Treasure! A Medium Hoard!
6 5 9-10 6 6 8-9 Treasure!       A Small Hoard!
7 6 11, 1-3 7 7 10 You discover a secret passage or door. Roll on the Area Type table to see where it leads – but it’s bound to be interesting, so subtract an extra 3 from your roll.
8 7 8 8-10 11 A particularly informative Lore Point – counts as two.
9 8 11, 4-6 9 11-14 12 A Lore Point.
10-15 9-17 12-15 10-15 15 13-15 Nothing special, but you continue to explore the Dungeon. Describe it!
16 18 16 16 16 16 An opportunity, but at the cost of another mishap! Roll for both. You can get the opportunity only by first encountering thee mishap.
17-18 17-18 17-18 17-18 17-18 Something goes badly wrong! Roll for another mishap.
Lore Points

A Lore Point is a place within the Dungeon where a wise adventurer might be able to learn something about the Dungeon as a whole. Some examples:

  • Worn inscriptions in an ancient tongue, from which those with Occultism or Theology might infer the Dungeon Theme.
  • The bloody remains of a monster’s last meal, from which those with Tracking or Zoology can infer what the monsters are…
  • Distinctively Dwarven stonework, from which those with Masonry might be able to infer their position in the Dungeon…

…and so on.

To take advantage of a Lore Point, follow the usual rules for Research, except that each attempt only takes 10 minutes.

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