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










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