SPELLS & SWORDS DUNGEON BUILDING
IMPORTANT LINKS
Spells and Swords Classes CLASSES
Spells and Swords Bestiary BESTIARY
Spells and Swords Stuff STUFF
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DISCUSSION
The GM can use these tables to create a dungeon while the in the middle of
play. This can be impressive but is less than ideal. More likely the GM will
use these tables to help quickly prepare a dungeon beforehand.
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Dungeon Room Encounter Table
1 Special(Roll on Table)
2 Trap (Roll on Table)
3 Stress (Roll on Table)
4 Secret Door
5 Find Captive (Roll on Table) and roll again
6 Treasure (Roll on Table) and roll again
7 Debris(Roll on Table)
8 Creature (Roll on Table) Wandering
9 Creature (Roll on Table) Lair
10 Trap (Roll on Table) and roll again
11 Creature (Roll on Table) and roll again
12 Intact Furniture (Roll on Table) and roll again
13 Secret Door and roll again
14 Intact Furniture (Roll on Table)
15 Debris (Roll on Table) and roll again
16 Thing (Roll on Table)
17 Nothing
18 Treasure (Roll on Table)
19 Thing (Roll on Table) and roll again
20 Roll Twice on this Table
Room Number of Exits Table
1 one
2 two
3 three
4 secret door and roll again
5 none
6 none
Room Exits Type Table
1-2 Adjacent Room
3-8 Passageway
Thing Table
1 Shrine, Altar
2 Statue, Idol
3 Paintings, Tapestries, Rugs, Curtains
4 Fireplace, Hearth, fire pit, oven
5 Fountain, Pools, Cistern, Well
6 Grinding Stone
7 Mechanical Clock
8 Barrels, Crates, Boxes, Baskets
9 Forge, Furnace
10 Large Relic
11 Large Mirror
12 Basin, Tub
13 Cauldron
14 Brazier, Incense Burner
15 Vent, Chimney, Treadwheel Fan
16 Spinning Wheel, Loom
17 Potters Wheel
18 Rack, Iron Maiden, Thumbscrew, Vise
19 Wheelbarrow
20 Operating Table
Furniture Table
1 Table and Chairs
2 Desk, podium, lectern, writing table
3 Work Tables
4 Bookshelves
5 Weapons Rack
6 Bed
7 Cupboard
8 Bench
9 Dresser
10 Stools
11 Couch
12 Chest (Coffer. Hutch, Trunk)
Captive Table
1 Fighter
2 Rogue
3 Mage
4 Priest
5 Noble
6 Townsfolk
7 Peasant
8 Merchant
9 Craftsman
10 Child
11 Villager
12 Servant
Special Table
1-3 Riddle
4-6 Puzzle
Puzzle Type Table
1 Musical
2 Math
3 Physics
4 Astrology
5 Relic Lore
6 Search
7 Alertness
8-12 Wits Skill
Chest Table
1-2 Trap and Treasure
3 Special and Treasure
4 Mimic
5 Empty
6-8 Treasure
Creature Type Table
1 animal
2 animated (Construct)
3 monster
4 undead
5 spirit
6 giant
7 dragon
8 demon
9 fey
10 elemental
11 abomination (Aberration)
12 beast
13 humanoids
14 humanoids (Demi-Human)
15 slime
16 swarm
17 plant
18 Fighter or Rogues
19 Mage or Priest
20 Fungus
Treasure Table
1 copper
2 silver
3 gold
4 gems
5 magic item Table
6 roll twice
7 Key or Map
8 Jewelry
Door Encounter Table
1 locked
2 locked
3 stuck, barred, or gate
4 stuck, barred, or gate
5 trapped
6 trapped
7 Magically Sealed
8 Guardian Creature
9 secret, hidden, concealed
10 secret, hidden, concealed
11 open door
12 open door
13 no door: passage opens into room
14 no door: passage opens into room
15 Magic Mouth or talking carving
16-20 closed door
Passageway Table
1 narrows
2 short ceiling
3 debris
4 trap
5 stairs
6 slope
7 Y-split
8 intersection
9 creature
10 shaft 1D6
11 sharp turn
12 becomes Maze
13 curved
14 side door
15 T-split
16 L then R
17 R then L
18 widens
19 Maze
20 nothing
Debris Table
1 Rubble
2 broken furniture
3 bones of dead creature
4 Dead Adventurer
5 Scrawl, Runes
6 pool of stagnant water
7 remains of a Fire
8 broken barrel or crates
9 blood stains
10 tattered tapestries
11 broken glass
12 evil presence
13 slime trail
14 broken weapon, item
15 chaos presence
16 burned out torches
17 mushroom growth
18 chains With skeleton
19 shredded clothing
20 roll twice
Stress Table
1 Exhaustion Marker - Move -1
2 Consume 1 days rations and drink 1 days worth of Water or Wine
3 use up torches - 1 days worth
4 fear marker - run away, paralyzed at 2 markers
5 anger marker- attack ally at 2 markers
6 disorientation marker - madness at 2 markers
7 get lost - separated
8 Lose item
Trap Table
1 Magical
2 Acid: Damage Burn
3 Fire: Damage Burn
4 Water: Drown
5 Crush: Walls close in
6 Crush: Rolling Boulder
7 Crush: Ceiling Lowers
8 Imprison: Gate or Wall Lowers
9 Imprison: Giant Net
10 Imprison: Metal Cage
11 Delay: Illusion: Infinite Stairs or Rooms: Stress
12 Explosion: Damage
13 Alarm: Guardians, Foes
14 Gas: Poison Table
15 Projectile: Arrows or Bolts: Damage, Poison
16 Projectile: Spear or Ballista: Damage
17 Projectile: Darts or Needles: Poison
18 Scythe: Blade: Cutting
19 Fall: Chasm
20 Fall: Pit
21 Projectile: Crossfire
22 Rotating Room
23 Separation: Teleport
24 Chamber of Darkness
25 Gas: Potion Effect
26 Crush: Cave Inn
27 Ice: Freezing Trap
28 Howling Wind: Strip Flesh from Bones
29 Crush: Giant Gears. Mechanical Contraption
Magical Traps Table
1 Curse
2 Death
3 Lightning
4 Fire
5 Petrification
6 Teleport
7 Polymorph
8 Shrink
9 Disintegrate
10 Time Rift
Pit Traps Table
1 bare floor
2 monster- snake, spider crab, swarm
3 spikes
4 poison spikes
5 door
6 secret door
7 passageway
8 slick walls
9 water or fills with water
10 bottomless pit
11 overgrowth (cushioned)
12 roll twice
Large Relic Table
1 Apparatus or Contraption
2 Engine
3 Portal
4 Throne
5 Battery
6 Crystal or Rock
7 Coils
8 Statue or Idol
9 Armillary Sphere
10 Monolith or Pyramid
11 Pipe Organ
12 Large Altar
Length of Passageway or Shaft
1-2 Short 1D6 x 10 Spaces
3-4 Medium 3D6 x 10 Spaces
5-6 Long 6D6 x 10 Spaces +
Width of Passageway or Shaft
1 Spaces = 1D4
1-2 Five spaces
3-6 Ten spaces
7 Fifteen spaces
8 Twenty + spaces
Direction of Shaft
1-2 Up
3-4 Down
5-6 Both
Shaft Ends in
1-3 Passageway
4-6 Room
ROOM SIZE
1-2 Small (5x5; 25 spaces)
3-4 Medium (10x10; 100 spaces)
5-6 Large (15x15; 225+ spaces)
ROOM SHAPE
1-2 Square
3-4 Rectangular
5-6 Irregular
IRREGULAR ROOM SHAPE
1-2 T - Shape
3-4 Cross Shape
5-6 L - Shape
7-8 Missing Corner
9 U - Shape
10 Z - Shape
11-12 Unusual Shape
UNUSUAL ROOM SHAPE
1 Circle
2 Oval
3 Trapezoidal
4 H - Shape
5-6 Curved Extension(s)
7 Triangular
8 Hexagon
9 Pentagon
10 Octagon
11-12 Angular Extension(s)
BASIC DUNGEON ENCOUNTER TABLE
1D100 Encounter:
1 Poison Arrow Trap. One takes 1D6 Damage +1 & Poison
2 Camouflaged Spiked Pit Trap. One takes Damage +2
3 Covered Pit Trap. One takes Damage -1. Impact
4 Spear Trap. One Takes Damage +2. Impale
5 Scouring the Hallways: Giant Centipede
6 In Round Room: Blood Bat Swarm
7 Webs Floor to Ceiling: 2D4 Giant Spiders
8 Smell of Guano: Bat Swarm
9 Long Corridor: Rat Swarm
10 Natural Chamber: Insects Swarm
11 Bickering Goblins Breaking Stuff: 2D6 Humanoids
12 3d6 Scavenging Rat Men
13 2D4 Hobgoblins Skulking About
14 Smells Blood: Very Hungry Ogre
15 Attracted to Noise: Troll
16 Rise up in Priestly Vestments: 2D6 Skeletons
17 2d6 Zombies in Armor Slumped against the Walls
18 Endless Staircase Trap: Wits Check or Delay
19 Bottomless Pit Trap. One must Save or Vanish
20 Hissing Gets Louder: Giant Snake
21 Bells and Chimes Puzzle: Music Skill Check or Delay
22 Chest: Moldy Clothing
23 Dusty Shelves: Search for Valuable Book
24 Broken Furniture: Search for Magic Ring
25 Pile of Broken Weapons: Search for Magic Weapon or Sword
26 Holes in Walls: Search for Scroll
27 Spilled Bottles: Search for Medicinal
28 Shattered Glassware: Search for Potion
29 Exploding Runes: Trap. All Save or Damage +2
30 Rust Eater Monster SL = 5 consuming Sword
31 Junk Draw: Search for 1D6 pieces of Jewelry
32 Target Puzzle: Check vs Wits and Archery or Delay
33 Skeletons Chained to Walls: Nothing
34 Stuck Wooden Door: Open or Delay
35 Locked Iron Door: Open or Delay
36 Clutter: Search for Key: Opens Next Locked Door
37 Locked Stone Door: Open or Delay
38 Metal Bars: Bend Bars or Delay
39 Iron Portcullis: Lift Gate or Delay
40 Illusion: Detect Magic to find Secret Door
41 Statue Puzzle: Wits Check to find Secret Door
42 Carefully Hidden: Search Check Secret Door
43 Small and up High: Search Check Secret Door
44 Storage Room: Find Old Tools
45 Behind Tapestry: Wits check for Secret Door
46 Scrawled Graffiti: +2 to next search for Secret Door
47 Pots emanating Foul Odor: Nothing
48 Lying in Wait: 2D6 Troglodytes with Nets
49 Poison Gas: Trap. All Weak Poison
50 Green Slime Covering Wall
51 Cistern: Water Logged Ghouls: Undead
52 Cursed Doll: Trap. One gets Minor Curse
53 Vaulted Ceiling: Wyvern
54 On Stone Dias: Living Statue
55 Dripping from Ceiling: Grey Ooze
56 Filling Corridor: Gelatinous Cube
57 Haunted Chamber: Spirit
58 Rune Carved Archway Trap: Polymorph
59 Torch lit Stairwell: Nothing
60 Perched on Upper Ledge: Alabaster Gargoyle
61 Dead End: Basilisk
62 Dank Pool: Giant Toad SL = 7 Swallow and Jump
63 Overgrowth: 2D6 Mushroom Men
64 Sub-Complex: 3D6 Snake Men
65 New Tunnel: Giant Horned Beetle SL = 8 Armor = 3
66 Snails Everywhere: Nothing
67 Search to find Small Chest: 1D6 x 100 Mixed Coins
68 Strange Noises: Nothing
69 Teleporter Trap: Separation for half of Party
70 Narrow Shaft: Separation for one party member
71 Toppled Statue: Nothing
72 Dark Corner: Search for Magic Shield
73 Great Hall: Search for Magic Armor
74 Game Board Puzzle: Gaming Skill Check or Separated
75 Scythe Blade. Trap One takes Damage +2. Chop
76 Ceiling Blocks Fall: 1D3 take Damage +1. Crush
77 Pile of Rubble: Nothing
78 Brazier and Pile of Charcoal: Nothing
79 In Mouth of Giant Carved Skull: Secret Door
80 Find Trapped Book in Pile of Books
81 Rolling Boulder: Trap. All must Save or Damage +2
82 Pivoting Bookcase: Perception Check for Secret Door
83 Clouds of Flying Insects: Nothing
84 Skeletons hanging from Chains: Nothing
85 Sarcophagus: Coffin Corpse: Undead
86 Flaming Oil. Trap. 1D3 take Damage +1 Burn
87 Hole in the Wall. 2D6 Giant Ants emerge
88 Heap of Trash: Search for Magic Relic
89 Pile of Rotting Wood: Search for Magic Wand or Staff
90 Lever Puzzle & Revolving Wall: Wits Check or Separated
91 Oubliette with Scratches on Walls. Nothing
92 Two Talking Doors: One is Safe. One is a Trap
93 Magic Mouth on Wall gives Clue: +2 to Detect Next Trap
94 Water Elemental in Fountain: Monster
95 Shrinking Trap: One Shrinks for rest of Adventure
96 Flooding Room: Trap. All Drown unless Trap Disarmed
97 Altar: Trap: One loses 1 Level of Experience
98 Pool of Blood: Nothing
99 Statue: Answer Riddle or it Attacks: Monster
00 Pedestal with Bowl of Magic Fruit
SECRET, LOCKED, AND STUCK DOORS
If you don't find the secret Door or you can't open the Stuck or
Locked Doors, you must backtrack and face 2 additional
encounters in the Dungeon.
DELAYS
If you are delayed use up a Ration and face 2 additional
encounters in the Dungeon.
SEPARATION
If unstated 1 party member is Separated. Both Groups
will find each other after 1D4 Encounters apart.
TRAPS
In most cases only the first Character to come across a trap
has a chance to detect it before it is sprung.
Often this is one of the Characters in the Front Rank.
TRAP TRIGGERS
Roll on the Trap Triggers list to see what sets off a Trap.
TRAP TRIGGER LIST
1D6 Trigger:
1 Opening a Door
2 Stepping on a Pressure Plate
3 Tripwire
4 Opening a Chest
5 Picking up an Object
6 Magical Proximity Detection
CURSED ITEMS
Make sure a few of the Magic Items are cursed ones.
These situations have good roleplaying potential.
GM AT WORK
The GM will determine the exact details of things like numbers of
Foes, Magic Items, Riddles, Puzzles, etc.
GENERAL USE
The Basic Dungeon can be used in conjunction with any of the more
specific Encounter Tables below. The GM might alternate roll on
two or more tables.
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RUINED CASTLE ENCOUNTER TABLE
1D40 Encounter:
1 Throne room with Skeletal Remains: Nothing
2 Armory: Find 1D4 x 1D20 Armor and Weapons
3 Watchtower: View of the Landscape
4 Lords Chambers: Possible Magic Item
5 Kennel: Zombie Dogs Whining: 2D6 Undead
6 Iron Gates: Lift Gates or Delay
7 Torch Puzzle: Need Fire. Check vs Wits
8 Great Hall in Disarray
9 Giant Rats: 2D6 Hungry Vermin Attack
10 White Skinned Ghoul Wearing Noble Robes Attacks
11 Kitchen: Recover Cooking Implements
12 Study: Search to Find Valuable Book
13 Courtyard: Overgrown Rose Bushes
14 Valuable Tapestry. 1000 Gold. Heavy. Bulky
15 Battlements: Attacked by Wight
16 Crumbling Staircase: Save or Fall Damage +1
17 Smithy: Recover Smiths Tools
18 Stable: Recover Riding Equipment
19 Tower with Rotting Catapult
20 Princes Chambers: Attacked by Werewolf
21 Princesses Chambers: Attacked by Banshee
22 Parapets: Hear Wolves Crying
23 Audience Chamber: Skeleton with Dagger in Back
24 Stairs: Spirit Painting on Wall
25 Courtroom: Attacked by Redcap in Jester Outfit
26 Servants Chambers: 1D100 Loose Copper Coins
27 Banquet Hall: Dancing Ghosts at one end
28 Chapel: Pray to receive Blessing
29 Dressing Room: Some Salvageable Clothing
30 Cellar: Find 1D100 Bottles of Wine
31 Torch Holder Mechanism: Find Secret Passage
32 Hollow Suit of Armor Attacks
33 Guest Bedroom: Possessed by Specter
34 Stained Glass Windows: All Get Luck +1
35 Drawbridge: Moat Monster Attacks
36 Dining Hall: Recover Silverware 400 gold
37 Chandelier Falls: Save or Damage +1
38 Courtyard: Granite Gargoyle Attacks
39 Vestibule: Recover Gold Plated Candlesticks 200 gold
40 Game Room: Recover Ornate Ivory Chess Set 300 gold
DEMONIC TEMPLE ENCOUNTER TABLE
1D20 Encounter:
1 Ceremony: 2D6 Cultists with Daggers
2 Bloody Shrine: Nothing
3 Guards with Spears: 2D4 Foes
4 Empty Holding Cells: Nothing
5 Cornered Evil Priest Spell Caster Level 1D6
6 Pile of Naked Fresh Dead Bodies
7 Captive tormented by 2D6 Imps
8 Pit of Fire: All take 1D2 Damage from Embers
9 Stepping through Rift: 1D6 Minor Demons
10 Torture Chamber: Cultist with Burning Brand
11 Running toward you 1D6 Demon Dogs
12 Prisoner Cells: Rescue 2D6 Captives
13 Pair of Lesser Demons tearing a body apart
14 Giant Cauldron full of Cannibal Soup
15 Major Demon eating a Live Captive
16 Library with Books on Demon Lore
17 Room full of Bones
18 Cistern with foul Murky Water
19 Demonic Carvings on Walls: Nothing
20 Giant Demon Idol with Gemstone Eyes
WIZARDS TOWER ENCOUNTER TABLE
1D20 Encounter:
1 Storage Pantry: Find Spell Ingredients
2 Wall Panel: Disintegration Trap
3 Portal to Unknown Location
4 Clockwork Beast Guard
5 Laboratory: Find 1D6 Potions
6 Chemical Jars: Poison Gas Cloud Trap
7 Observatory: Find Telescope & Star Charts
8 Trophy Room: Search for Lesser Fetish
9 Summoning Chamber: Major Abomination
10 Strange Chamber: Polymorph Trap
11 Menagerie: Giant Spider on ceiling
12 Aquarium: Electric Eels Attack
13 Aviary: Cockatrice lurking about
14 Apparatus: Electrical Trap: Damage +1
15 Library: Find 1D6 Valuable Books
16 Broken Vats: Slime Monster Attacks
17 Workshop: Recover Inventors Tools
18 Gravitic Anomaly Puzzle: Physics Skill Check or Delay
19 Storage Area: Search for Minor Technomancy Device
20 Experimentation Room: Flesh Golem Attacks