Manage A Dungeon That People Go Into And Die Pretend you're rolling, then take your favorite or make something up. Quest generator: part one (1d6) 1 - The tomb 2 - The haunted forest 3 - An ancient ruin full 4 - Volcanic caverns 5 - The alchemical factory 6 - The castle part two (1d6) 1 - of Gygaxian Horrors 2 - of dwarves you owe money 3 - of Count Bloodula (and skeletons) 4 - of demon-worshipping cultists 5 - of snooty, violent elves 6 - of clockwork golems Room Layouts (make square edges, squiggly edges, whatever by theme) 1 - Straight hallway 2 - 90 degree angle 3 - Curved hallway 4 - Spiral stairs 5 - 10' cube room with 1d4 exits 6 - T junction hallway 7 - + junction hallway 8 - 20' by 40' room with chasm and walkway in middle 9 - 30' by 30' room with stairs to upper balcony, 1+1d4 exits 10 - Regular stairs 11 - 20' by 40' room with chasms on edges 12 - 15' radius circle, 1d4 exits 13 - 30' radius circle, 1+1d4 exits 14 - U-shaped hallway 15 - Adjacent spiral staircases, like they meet up 16 - Circular hallway 17 - Labyrinth, the minotaur kind 18 - Labyrinth, the David Bowie kind 19 - Roll twice, one's a catwalk over the other 20 - Roll twice, different geometry on either side of weird statue Room junk 1 - Stalactites 2 - Stalacmites 3 - More pits 4 - More chasms 5 - Weird statues 6 - Suits of armor 7 - Soldier statues 8 - Tapestries 9 - Vines 10 - Tree 11 - Overhead rickety bridge 12 - Suspicious alcoves 13 - Mushrooms 14 - Glowing mushrooms 15 - Crystals 16 - Glowing crystals 17 - Singing mushrooms/crystals/statues 18 - Distant chanting 19 - Covered in eyes 20 - Excalibur (you're not the chosen one) Traps (about half of rooms have one) 1 - Visible, timed buzz saw track. 2 - Visible, timed spear pincushion. 3 - Visible, timed swinging axe. 4 - Visible, timed crushing wall section. 5 - Spikes everywhere. 6 - Trap door and spiked pit. 7 - Trap door and ooze monster. 8 - Trap door and crushing walls. 9 - Trap spring and spiked ceiling. 10 - Grab idol get boulder. 11 - Pressure plate to flaming oil. 12 - Pressure plate to poison darts. 13 - Pressure plate alarm. 14 - Pressure plate poison gas trap. 15 - Pressure plate ceiling net. 16 - Pressure plate and flooding room. Maybe add water monsters. 17 - Orb of annihilation in a hole. 18 - Thin catwalk, boulders on chains. At least two competency rolls the obvious way. 19 - Nothing, but grin like an idiot when you roll this. 20 - Roll 1d4 - that but pressure plate suddenly changes timing. Monsters (1dWhatever) 1 - Skeleton - 4 3 1 4. 2HP, 1d6 damage. 2 - Zombie - 3 3 1 4. 4HP, 1d4 damage. Nauseating cloud if its attack roll is 1. 3 - Wight - 4 3 1 4. 6HP, 1d4 damage. Paralysis on damage roll 1. 4 - Spook - 4 3 1 4. 4HP, 1d4 damage. Incorporeal, walks through walls. 5 - Giant Ant - 4 4 1 6. 4HP, 1d4 damage. Soon there will be more. 6 - Giant Spider - 4 5 1 4. 4HP, 1d4 damage, poisons (A16) on a 1 7 - Giant Centipede - 6 4 1 3. 8HP, 1d6 damage, rots (A17) on a 1 8 - Monkey - 3 6 1 5. 4HP, 1d4 damage. Lies roll to steal you shit, then run away 9 - Giant Rat - 4 3 1 4. 1HP, 1d4 damage. 2x numbers 10 - Giant Badger - 6 2 1 4. 6HP, 2d6 damage. 11 - Giant Frog - 5 3 1 3. 12HP, 1d4 damage, ranged tongue attack graples, 1d4/turn in mouth. 12 - Goblin - 4 3 1 4. 4HP, 1d4 damage. 13 - Orc - 5 2 1 4. 6HP, 1d6 damage. 14 - Kobold - 5 5 1 5. 2HP, 1d4 damage. Roll traps twice in this room. 15 - Gas Bag - 1 3 1 2. 1HP. Flies. Makes a 40' cloud of 1d4/ten seconds caustic gas for a minute. 16 - Mimic - 5 9 2 2. 4HP, 1d8 damage, looks like a treasure chest. 17 - Rust Monster - 5 2 5 8. 8HP, 1d6 damage and destroy a metal weapon. 18 - Ooze - 4 7 5 8. 8HP, 1d6 damage, half damage from weapons. 19 - Cultist - 4 5 7 3. 4HP, 1d4 damage, random spell off a random list 20 - Demon - 6 6 6 6. 6HP, 1d6 damage and 1d4 fire damage to something else Bigger Monsters (1, every 1d6 rooms or so) 1 - Bullshit Spider - 5 6 5 5. 10HP, 1d8 damage. Roll an awful ability. 2 - Bullshit Tiger - 7 6 5 5. 12HP, 2d6 damage. Roll an awful ability. 3 - Bullshit Undead - 5 5 8 4. 14HP, 1d8 damage. Roll an awful ability. 4 - Hydra - 10 1 1 4. 20HP, 5d4 damage. Violence is half HP, damage is quarter HP d4. 5 - Worse ooze - 5 8 5 9. 12HP, 1d8 damage, half damage from weapons, roll an awful ability. 6 - Nasty ooze - 6 9 5 9. 16HP, 1d10 damage, half damage from weapons, roll two awful abilities. 7 - Boring Beetle - 6 2 1 4. 12HP, 1d8 damage. Digs through rock. 8 - Cockatrice - 5 3 9 3. 8HP, 1d8 damage, paralysis attack. 9 - Fungal Mass - 4 6 6 3. 20HP, 1d4 damage. It's everywhere. Roll new abilities whenever you want. 10 - Ogre - 9 2 1 4. 12HP, 2d8 damage. 11 - Guardian Hieroglyph - 8 6 8 6. 12HP, 1d8 damage. Stuck to the wall. Knows a random spell. 12 - Stone Golem - 8 6 6 5. 99HP, 2d8 damage. Very slow. 13 - Necromancer - 5 6 10 5. 10HP, 1d8 damage. Random spell. Summon 1d4 undead of type 1d4. 14 - Worse Kobolds - 5 6 1 8. 2HP, 1d4 damage. Roll traps whenever this room has less than two. 15 - Living cloud - 4 6 8 7. 16HP, 1d8 damage. Half damage from weapons, flying, squeezes, roll awful. 16 - Floating eye - 2 7 9 4. 12HP, 1d6 damage. Roll twice on awful abilities 17 - Squid Face - 6 8 10 5. 10HP, 1d8 damage. Roll an awful ability. Knows all spells. 18 - Wraith - 8 6 6 7. 12HP, 1d8 damage. Incorporeal, walk through walls, roll an awful ability. 19 - Vampire - 7 7 7 7. 12HP, 1d6 damage, damage heals self. Knows two random spells. 20 - Mini Dragon - 9 7 6 5. 20HP, 1d8 damage. awful abilities 7, 8, 9 Awful monster abilities list 1 - Invisibility - Invisible. Competency roll or clever plan to hit it. 2 - Teleportation - Teleport self 10' within line of sight, twice per "turn" for free 3 - Acid blood - When it takes damage, something nearby takes 1d4 damage 4 - Walk through walls - Can fit up to 5' into a solid object 5 - Nauseating cloud - Living things must roll violence or spend turn vomitting 6 - Shoots sticky webs - Ranged, target needs a violence roll to act, a second to move. 7 - Fear aura - When it comes near or does something scary, roll something or run away. 8 - Improved Grab / claws - Plain attack also grapples, 1d4/turn damage until violence roll 9 - Fire breath - Up to 180 degree cone of fire does 1d4 damage 10 - Eats equipment / spells - Pick one or both. Plain attack removes something useful. 11 - Incorporeal - Half damage (round down) from anything more solid than fire 12 - Splits - After taking damage, there are two with the new HP total 13 - Death Beam - If target has less than 2d6 HP, it's dead now 14 - Paralytic gaze - roll violence or be unable to move for 1d6 hours (assume they're dead) 15 - Sleepy song - Everything else within 40' rolls lies or falls asleep until jostled 16 - Rot - 1 stat point of your choice per minute, kiss your ass goodbye 17 - Poison - 1 hp/minute, kiss your ass goodbye 18 - Enrage Person - Uncontrollably attacks nearest thing for (violence) minutes 19 - Charm Person - If target has less than 1d10 HP they're mind-controlled, roll a new character buddy 20 - Polymorph - Target becomes random regular monster Treasure (about half of rooms, if they search) 1 - 4d6 copper coins 2 - 3d6 silver coins 3 - 2d6 gold coins 4 - a silver dagger (1d4, being silver is not helpful) 5 - fine clothing with no blood stains 6 - a small pouch of assorted semiprecious stones 7 - a few rubies, gems, or saphires 8 - a moderately large diamond 9 - a really nice armoire 10 - most of a fancy silverware set 11 - culturally significant tapestries 12 - somebody in the party figures out the valueable part of that monster's corpse 13 - nice thieves tools (thief table) 14 - a weapon in decent shape (weapons table) 15 - a healing potion (2d6) competence or lies can identify 16 - a wizard's scroll (roll spells) magic/competence to use, max magic identifies 17 - potion of poison - take 1hp damage every minute, competence or lies can identify 18 - potion of polymorph - become a random common monster, competence or lies can identify 19 - ornate box - has a random friendly common monster inside, once 20 - magic hairclip - defends one magic effect then fizzles, hard to identify Good treasure (about every 1d6 rooms with treasure / about half of big monsters) 1 - flaming sword (1d8, 1d4 fire damage to something else, you if nothing is handy) 2 - vorpal sword - 1d8, triple damage if the attack roll was 1, behead self if 10 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 - 11 - bracers of butterfingers - constantly drop whatever you carry, can't be removed 12 - ten ton tongue stud - suddenly becomes very heavy when worn, and makes your tongue sturdy 13 - wizard-eater - looks like a pointy hat, but eats anyone who wears it and can cast spells 14 - stylin' jacket of incompetence - makes you look like a badass and fail competency rolls 15 - poorly written spellbook - reader gets sucked into another dimension (and eaten) 16 - bitchin' bracers - +1 violence for wearer 17 - tongue stud of deception - +1 lies for wearer 18 - magic pointy hat - +1 magic for wearer 19 - cool jacket of competence - +1 competence for wearer 20 - well-written spellbook - add its (random) spell to your list, if you know any spells