Tom_Kalbfus |
Fortunately I saved my 1st edition AD&D Dungeon Masters Guide. On page 169 Appendix A: Random Dungeon Generation there is a set of tables that could easily be adapted to the Pathfinder game. You start with a room or chamber with a staircase leading down from the surface the room typically is assumed to be empty and your character(s) are assumed to have just descended the stairs from the surface. The stairs are at the southern end of the room and the room is a square room 30 feet by 30 feet with a 20 foot high ceiling, all walls are made of stone blocks and the dungeon is underground. A side from the staircase descending through the southern wall equidistant from west and east walls, there are 10 foot wide passages with 10 foot high ceilings leading out of the middle of the west, north, and east walls. These corridors continue on into the darkness beyond the range of your torchlight, latern light, or low light vision, whatever the range of your method of seeing in this unlit dungeon, the corridors extend beyond that. We'll call this distance the "seeing distance" if you like.
I'm going to paraphrase the tables presented in that book, so I don't get into copyright troubles, they are fairly simple anyway.
If you choose to go down any of these three corridors, and traveling the "seeing distance" down that corridor, you consult table 1 after rolling a 20-sided die.
Table 1: Periodic check
d20 Result
1-2 The corridor contiues straight for another "seeing distance" from your current location.
3-5 There is a door, roll d20 and consult Table 2.
6-10 There is a side passage a "seeing distance" ahead from your current position, roll d20 and consult table 3 to determine wall(s) and direction(s) of the side passage, and check width on table 3.a, the corridor continues off in the distance past the side passage(s) into the darkness.
11-13 The passage turns at the "seeing distance", roll d20 and consult table 4, and check width of passage on table 3a.
14-16 The passage leads to a chamber at "seeing distance", roll d20 and consult table 5.
17 There are stairs ahead at "seeing distance", roll d20 and consult table 6.
18 The passage ends at a dead end at "seeing distance" from your current position.
19 You may have sprung a trap at your current position, roll d20 and consult table 7 to determine type of trap, the passage continues past the trap into the darkness at seeing distance.
20 You have a wandering monster encounter, roll a d20 and consult the appropriate wantering monster encounters table(s).
Tom_Kalbfus |
Table 2: Doors
Location of the door (all doors are assumed to be closed)
Die Result
1-6 door on left wall at "seeing distance".
7-12 door on right at "seeing distance".
13-20 passage ends at door directly ahead at "seeing distance".
after consulting above table roll a d20 and consult table 2a.
Table 2a: The space on the other side of door if opened.
"You open the door to find ..."
Die Result
1-4 a parallel passage to the doorway, roll d20 and consult table 3a to determine width.
5-8 a passage straight ahead, roll d20 consulting table 3a to determine width.
9 a passage 45 degrees ahead, roll d20 consulting table 3a to determine width.
10 a passage 45 degrees behind, roll d20 consulting table 3a to determine width.
11-18 a room, roll d20 and consult table 5.
19-20 a chamber, roll d20 and consult table 5.
Tom_Kalbfus |
Table 3: Side passages
Die Result
1-2 left 90 degrees,
3-4 right 90 degrees,
5 left 45 degrees ahead,
6 left 45 degrees behind,
7 right 45 degrees ahead,
8 right 45 degrees behind,
9 left curve to an eventual 45 degrees ahead at "seeing distance",
10 right curve to an eventual 45 degrees ahead at "seeing distance",
11-13 passage ends at "seeing distance" forming a 'T' with another passage at a right angle to the passage your currently in.
14-15 passage splits in two at "seeing distance", forming a 'Y', with left fork going 45 degrees ahead and the right fork going 45 degrees ahead from the passage your currently in.
16-19 The passage bisects another passage at right angles a "seeing distance" ahead, forming a 4-way intersection.
20 passage ends at an 'X' formed by two other passages a "seeing distance" ahead, the passage your currently in forms a fifth passage at the bottom of the 'X'.
After consulting the above table roll a d20 and consult table 3a.
Table 3a: Passage width
d20 Result
1-12 passage two 5-foot squares wide.
13 passage three 5-foot squares wide.
14 passage four 5-foot squares wide.
15 passage five 5-foot squares wide.
16 passage six 5-foot squares wide.
17-18 passage one 5-foot square wide.
19-20 roll d20 and consult Table 3b Special Passages.
CrackedOzy |
Dungeon Bash did the job in 3.5, though it requires some small retooling for Pathfinder. I've done some work in that regard, but they are of little good without the core DB stuff.
Tom_Kalbfus |
Table 3b: Special Passage
d20 Result
1-4 Passage is eight 5-foot squares wide with 5-foot wide columns down center one column every third 5-foot square with two empty 5-foot squares inbetween columns. The passage continues into darkness.
5-7 Passage is eight 5-foot squares wide with a double row of 5-foot wide columns. Each column is two 5-foot squares from the nearest wall, with a central space of two 5-foot columns between the rows down the center, each column in a row fills every third square in that row, and is thus seperated by two 5-foot squares from each other in each row. The columns are lined up to form squares down the center of the passage.
8-10 Passage is ten 5-foot squares wide with a double row of 5-foot wide columns. Each column is two 5-foot squares from the nearest wall, with a central space of four 5-foot columns between the rows down the center, Each column in the row fills every fifth square in that row and is thus seperated by four 5-foot squares from each other in each row.
The columns arew lined uo to form squares down the center of the passage.
11-12 Passage is ten 5-foot squares wide, with a double row of columns, two 5-foot squares to the right and two 5-foot squares to the left, each row of columns supports upper galleries 2 squares wide 10 feet above the floor.
13-15 Passage is two 5-foot squares wide and flooded with water flowing down the passage forming a stream.
16 Passage is three 5-foot squares wide and flooded with water flowing down the passage forming an underground river.
17 Passage is four 5-foot squares wide and flooded with water flowing down the passage forming an underground river.
18 Passage is eight 5-foot squares wide and flooded with water flowing down the passage forming an underground river.
19 Passage is twelve 5-foot squares wide and flooded with water flowing down the passage forming an underground river.
20 Passage has a floor 200 feet below the entrance forming a chasm four 5-foot squares wide.
Tom_Kalbfus |
It's 3.5 but THIS random dungeon creator should be easy to convert for Pathfinder use.
But creating a while dungeon level at a time is not what one wants if one intends to be a solo player without a GM. What you want then is a series of tables that reveals information at the same time as the player character and hence the player would get it. That way as a solo dungeon player, you don't know what's behind that door until you open it, or listen or whatever.
Table 4. Turns
d20 Result
1-8 Passage turns left, 90 degrees.
9 Passage turns left, 45 degrees ahead.
10 Passage turns left, 45 degrees behind.
11-18 Passage turns right, 90 degrees.
19 Passage turns right, 45 degrees ahead.
20 Passage turns right, 45 degrees behind.
(remember roll a d20 afterwards and recheck on table 3a to determine the new width of the passage after it turns.)
Mortagon |
Mortagon wrote:It's 3.5 but THIS random dungeon creator should be easy to convert for Pathfinder use.But creating a while dungeon level at a time is not what one wants if one intends to be a solo player without a GM. What you want then is a series of tables that reveals information at the same time as the player character and hence the player would get it. That way as a solo dungeon player, you don't know what's behind that door until you open it, or listen or whatever.
Table 4. Turns
d20 Result
1-8 Passage turns left, 90 degrees.
9 Passage turns left, 45 degrees ahead.
10 Passage turns left, 45 degrees behind.
11-18 Passage turns right, 90 degrees.
19 Passage turns right, 45 degrees ahead.
20 Passage turns right, 45 degrees behind.
(remember roll a d20 afterwards and recheck on table 3a to determine the new width of the passage after it turns.)
Ok, sorry, just thought it might be helpful.
Tom_Kalbfus |
Tom_Kalbfus wrote:Ok, sorry, just thought it might be helpful.Mortagon wrote:It's 3.5 but THIS random dungeon creator should be easy to convert for Pathfinder use.But creating a while dungeon level at a time is not what one wants if one intends to be a solo player without a GM. What you want then is a series of tables that reveals information at the same time as the player character and hence the player would get it. That way as a solo dungeon player, you don't know what's behind that door until you open it, or listen or whatever.
Table 4. Turns
d20 Result
1-8 Passage turns left, 90 degrees.
9 Passage turns left, 45 degrees ahead.
10 Passage turns left, 45 degrees behind.
11-18 Passage turns right, 90 degrees.
19 Passage turns right, 45 degrees ahead.
20 Passage turns right, 45 degrees behind.
(remember roll a d20 afterwards and recheck on table 3a to determine the new width of the passage after it turns.)
No problem, that is a fantastic site, and it creates a dungeon, a good GM tool, and I like the random planet generators too, but to have a solo adventurer play it, you'd need to breakdown each room description into a bunch of number index cards.
I did this once. Someone other than the player prepares the deck of dungeon cards with all the descriptions and secrets. On one side of each card is a small map of the room or encounter area in question, and at every exit is a number which refers to a numbered card, if there are containers, they have numbers too, if one opens a container, the player pulls the container card and finds out what's in it, whether trap or treasure, if he opens a door, then he pulls another card to find out what's on the other side. Some cards have combat encounters on it, and the player himself runs the encounter rolling dice for both his character and his opponents, all monsters are automatically assumed to attack, not much opportunity for roll playing here.
The deck of dungeon cards does the same thing as the random tables do, though perhaps with some more intelligently thought out encounters.
Tom_Kalbfus |
Table 5 Chambers/Rooms
d20 Result
1 Square 4 five-foot squares north-south, 4 five-foot squares east-west.
2 Square, diagonal is 5.66 five-foot squares north-south, 5.66 five-foot squares east-west.
3 Square 5 five-foot squares north-south, 5 five-foot squares east-west.
4 Square, diagonal 7.07 five-foot squares north-south, 7.07 fove-foot squares east-west.
5 Square 6 five-foot squares north-south, 6 five-foot squares east west.
6 Square, diagonal 8.5 five-foot squares north-south, 8.5 five-foot squares east-west.
7 Square 8 five-foot squares north-south, 8 five-foot squares east-west.
8 Square, diagonal 11.3 five-foot squares north-south, 11.3 five-foot squares east-west.
9 Rectangular 4 five-foot squares north-south, 6 five-foot squares east west.
10 Rectangular, draw first wall from origin point up 2.82 five-foot squares (north-south), and over 2.82 five-foot squares (east-west). From previous end point draw second wall down 4.24 five-foot squares(north-south) and over 4.24 five-foot squares(east-west). Then draw a line equal in length from the second end point parallel to the first line, then connect the third endpoint to the point of origin to draw a rectangle.
11 Rectangular 6 five-foot squares north-south, 4 five-foot squares east-west.
12 Rectangular, draw first wall from origin point up 4.24 five-foot squares (north-south), and over 4.24 five-foot squares (east-west). From previous end point draw second wall down 2.82 five-foot squares(north-south) and over 2.82 five-foot squares(east-west). Then draw a line equal in length to the first from the second end point parallel to the first line, then connect the third endpoint to the point of origin to draw a rectangle.
13 Rectangular 6 five-foot squares north-south, 10 five-foot squares east-west
14 Rectangular, draw first wall from origin point up 4.24 five-foot squares (north-south), and over 4.24 five-foot squares (east-west). From previous end point draw second wall down 7.07 five-foot squares(north-south) and over 7.07 five-foot squares(east-west). Then draw a line equal in length to the first from the second end point parallel to the first line, then connect the third endpoint to the point of origin to draw a rectangle.
15 Rectangular 10 five-foot squares north-south, 6 five-foot squares east-west.
16 Rectangular, draw first wall from origin point up 7.07 five-foot squares (north-south), and over 7.07 five-foot squares (east-west). From previous end point draw second wall down 4.24 five-foot squares(north-south) and over 4.24 five-foot squares(east-west). Then draw a line equal in length to the first from the second end point parallel to the first line, then connect the third endpoint to the point of origin to draw a rectangle.
17 Rectangular 8 five-foot squares north-south, 12 five-foot squares east-west(01-50 on d%) or Rectangular 12 five-foot squares north-south, 8 five-foot squares east-west(51-00 on d%).
18 Rectangular, draw first wall from origin point up 5.66 five-foot squares (north-south), and over 5.66 five-foot squares (east-west). From previous end point draw second wall down 8.5 five-foot squares(north-south) and over 8.5 five-foot squares(east-west). Then draw a line equal in length to the first from the second end point parallel to the first line, then connect the third endpoint to the point of origin to draw a rectangle.
19-20 roll d20 for table 5a Unusual shape and roll d20 for table 5b Unusual size.
Table 5a Unusual Shape
d20 Result
1-5 Circular
6-8 Triangular
9-11 Trapezoidal
12-13 Odd-shaped
14-15 Oval
16-17 Hexagonal
18-19 Octagonal
20 Cave
Table 5b Unusual Size
d20 Result
1-3 about 500 square feet
4-6 about 900 square feet
7-8 about 1300 square feet
9-10 about 2000 square feet
11-12 about 2700 square feet
13-14 about 3400 square feet
15-20 roll again and add the result to 2000 square feet (if aqnother 15-20 repeat the process doubling 4000 square feet and so on)
18
Thanael |
The Mythic Game Master Emulator is a product that has received high praises. It is not a dungeon generator per se, but a system-neutral campaign/adventure generator!
Tom_Kalbfus |
The Mythic Game Master Emulator is a product that has received high praises. It is not a dungeon generator per se, but a system-neutral campaign/adventure generator!
It might be a good product. I don't have much money right now, so I just use RPGs that are on my shelf, for other cheapskates out there I'm going to continue throwing out these random dungeon generating tables. It takes time to type out this stuff, so I'm doing a little here at a time. I hope to eliminate some ambiguities that the original tables have about how to draw the rooms and corridors on the grid. It is primarily for this reason that I keep the old first edition DM's guide, as the later editions don't have these tables in them. They have random monsters and treasures, but no tables for generating dungeons on the fly. Perhaps this mythic game engine does the same thing these tables do, I don't know cause I don't have it. One of the problems with buying stuff over the Internet is you don't get to browse, you buy it and then find out what's in it. Its kind of a pity that Borders Bookstores are going out of business, as I like browsing in their stores and if something really catches my eye I buy it.
The next table is of course that for the number of exits and their location. Instead of doing it the way the ist edition DMs guide does it I have my own idea, Tables 5c-g are the result. The main difference between rooms and chambers is that with rooms the exits have doors, which chambers they do not.
Tables 5c-h Number and Exit locations for Rooms and Chambers
These tables assume straight walls each is categorized by length, and one rolls the chance of an exit for each five-foot square in the length of the wall, thus for a 2 square long wall, one rolls a 1d4 and a result of 1 indicates the presence of an exit for each square rolled for the possibilities are 0 exits, 1 exit or 2 exits for this 10 foot long (2 five-foot squares) wall.
Table 5c walls up to 1-2 '5-foot' squares long (roll for each square)
d4 Result
1 An exit (if room it is a door, if chamber roll for exit direction)
2-4 No exit
Table 5d walls that are 3-4 '5-foot' squares long (roll for each square)
d6 Result
1 An exit (if room it is a door, if chamber roll for exit direction)
2-6 No exit
Table 5e walls that are 5-6 '5-foot' squares long (roll for each square)
d8 Result
1 An exit (if room it is a door, if chamber roll for exit direction)
2-8 No exit
Table 5d walls that are 7-8 '5-foot' squares long (roll for each square)
d10 Result
1 An exit (if room it is a door, if chamber roll for exit direction)
2-10 No exit
Table 5e walls that are 9-10 '5-foot' squares long (roll for each square)
d12 Result
1 An exit (if room it is a door, if chamber roll for exit direction)
2-12 No exit
Table 5f walls that are 11-14 '5-foot' squares long (roll for each square)
2d4 Result (equivant to rolling a 1d16 die)
2 An exit (if room it is a door, if chamber roll for exit direction)
3-8 No exit
Table 5g walls that are 15-18 '5-foot' squares long (roll for each square)
1d20 Result
1 An exit (if room it is a door, if chamber roll for exit direction)
2-19 No exit
Table 5h walls that are 19+ '5-foot' squares long (roll for each square)
2d6 Result (1d36 equivalent)
2 An exit (if room it is a door, if chamber roll for exit direction)
3-12 No exit
Tom_Kalbfus |
Table 5i-m exit width and direction
Table 5i For walls 1-2 '5-foot' squares in length
d20 Result
1-12 straight ahead into darkness, one 5-foot square wide.
13-16 45 degrees left into darkness, one 5-foot square wide. (1.41 squares wide at opening from chamber to get a corridor that is 1 square wide.)
17-20 45 degrees right into darkness, one 5-foot square wide. (1.41 squares wide at opening from chamber to get a corridor that is 1 square wide.)
Table 5j For walls 3-4 '5-foot' squares in length
(for passages greater than 1 square wide, use the squares following the checked square, and if there are none following, use preceding squares along wall.)
d20 Result
1-4 straight ahead into darkness, one 5-foot square wide.
5-12 straight ahead into darkness, two 5-foot squares wide.
13 45 degrees left into darkness, one 5-foot square wide. (1.41 squares wide at opening from chamber to get a corridor that is 1 square wide.)
14-16 45 degrees left into darkness, two 5-foot suares wide. (2.83 squares wide at opening from chamber.)
17 45 degrees right into darkness, one 5-foot square wide. (1.41 squares wide at opening from chamber to get a corridor that is 1 square wide.)
18-20 45 degrees right into darkness, two 5-foot squares wide. (2.83 squares wide at opening from chamber.)
Table 5k for walls 5-6 '5-foot' squares long.
(for passages greater than 1 square wide, use the squares following the checked square, and if there are none following, use preceding squares along wall.)
d20 Result
1-4 straight ahead into darkness, one 5-foot square wide.
5-11 straight ahead into darkness, two 5-foot squares wide.
12 straight ahead into darkness, three 5-foot squares wide.
13 45 degrees left into darkness, one 5-foot square wide. (1.41 squares wide at opening from chamber to get a corridor that is 1 square wide.)
14-15 45 degrees left into darkness, two 5-foot squares wide. (2.83 squares wide at opening from chamber.)
16 45 degrees left into darkness, three 5-foot squares wide. (4.24 squares wide at base.)
17 45 degrees right into darkness, one 5-foot square wide. (1.41 squares wide at opening from chamber to get a corridor that is 1 square wide.)
18-19 45 degrees right into darkness, two 5-foot squares wide. (2.83 squares wide at opening from chamber.)
20 45 degrees right into darkness, three 5-foot squares wide. (4.24 squares wide at base.)
Table 5L for walls 7-11 '5-foot' squares long.
(for passages greater than 1 square wide, use the squares following the checked square, and if there are none following, use preceding squares along wall.)
d20 Result
1-3 straight ahead into darkness, one 5-foot square wide.
4-9 straight ahead into darkness, two 5-foot squares wide.
10-11 straight ahead into darkness, three 5-foot squares wide.
12 straight ahead into darkness, four 5-foot squares wide.
13 45 degrees left into darkness, one 5-foot square wide. (1.41 squares wide at opening from chamber to get a corridor that is 1 square wide.)
14-15 45 degrees left into darkness, two 5-foot squares wide. (2.83 squares wide at opening from chamber.)
16 45 degrees left into darkness, three 5-foot squares wide. (4.24 squares wide at base.)
17 45 degrees right into darkness, one 5-foot square wide. (1.41 squares wide at opening from chamber to get a corridor that is 1 square wide.)
18-19 45 degrees right into darkness, two 5-foot squares wide. (2.83 squares wide at opening from chamber.)
20 45 degrees right into darkness, three 5-foot squares wide. (4.24 squares wide at base.)
Table 5m for walls 12-15 '5-foot' squares long
(for passages greater than 1 square wide, use the squares following the checked square, and if there are none following, use preceding squares along wall.)
d20 Result
1-2 straight ahead into darkness, one 5-foot square wide.
3-8 straight ahead into darkness, two 5-foot squares wide.
9-10 straight ahead into darkness, three 5-foot squares wide.
11 straight ahead into darkness, four 5-foot squares wide.
12 straight ahead into darkness, six 5-foot squares wide.
13 45 degrees left into darkness, one 5-foot square wide. (1.41 squares wide at opening from chamber to get a corridor that is 1 square wide.)
14 45 degrees left into darkness, two 5-foot squares wide. (2.83 squares wide at opening from chamber.)
15 45 degrees left into darkness, three 5-foot squares wide. (4.24 squares wide at base.)
16 45 degrees left into darkness, four 5-foot squares wide. (5.65 squares wide at base.)
17 45 degrees right into darkness, one 5-foot square wide. (1.41 squares wide at opening from chamber to get a corridor that is 1 square wide.)
18 45 degrees right into darkness, two 5-foot squares wide. (2.83 squares wide at opening from chamber.)
19 45 degrees right into darkness, three 5-foot squares wide. (4.24 squares wide at base.)
20 45 degrees right into darkness, four 5-foot squares wide. (5.65 squares wide at base.)
Table 5n for walls 12-19 '5-foot' squares long
(for passages greater than 1 square wide, use the squares following the checked square, and if there are none following, use preceding squares along wall.)
d20 Result
1-2 straight ahead into darkness, one 5-foot square wide.
3-8 straight ahead into darkness, two 5-foot squares wide.
9 straight ahead into darkness, three 5-foot squares wide.
10 straight ahead into darkness, four 5-foot squares wide.
11 straight ahead into darkness, six 5-foot squares wide.
12 straight ahead into darkness, eight 5-foot squares wide.
(roll 1d6, on 1-2 columns down the center, 3-4 double row of columns as in table 3b, 5-6 passage is flooded forming an underground river)
13 45 degrees left into darkness, one 5-foot square wide. (1.41 squares wide at opening from chamber to get a corridor that is 1 square wide.)
14 45 degrees left into darkness, two 5-foot squares wide. (2.83 squares wide at opening from chamber.)
15 45 degrees left into darkness, three 5-foot squares wide. (4.24 squares wide at base.)
16 45 degrees left into darkness, four 5-foot squares wide. (5.65 squares wide at base.)
17 45 degrees right into darkness, one 5-foot square wide. (1.41 squares wide at opening from chamber to get a corridor that is 1 square wide.)
18 45 degrees right into darkness, two 5-foot squares wide. (2.83 squares wide at opening from chamber.)
19 45 degrees right into darkness, three 5-foot squares wide. (4.24 squares wide at base.)
20 45 degrees right into darkness, four 5-foot squares wide. (5.65 squares wide at base.)
Table 5o for walls 20-23 '5-foot' squares long
(for passages greater than 1 square wide, use the squares following the checked square, and if there are none following, use preceding squares along wall.)
d20 Result
1-2 straight ahead into darkness, one 5-foot square wide.
3-4 straight ahead into darkness, two 5-foot squares wide.
5-6 straight ahead into darkness, three 5-foot squares wide.
7 straight ahead into darkness, four 5-foot squares wide.
8 straight ahead into darkness, six 5-foot squares wide.
9 straight ahead into darkness, eight 5-foot squares wide.
(roll 1d6, on 1-2 columns down the center, 3-4 double row of columns as in table 3b, 5-6 passage is flooded forming an underground river)
10 straight ahead into darkness, ten 5-foot squares wide.
(roll 1d6, on 1-3 double row of columns as in table 3b, 4-6 columns right and left support upper galleries 20 feet above as in table 3b)
11 45 degrees left into darkness, one 5-foot square wide. (1.41 squares wide at opening from chamber to get a corridor that is 1 square wide.)
12 45 degrees left into darkness, two 5-foot squares wide. (2.83 squares wide at opening from chamber.)
13 45 degrees left into darkness, three 5-foot squares wide. (4.24 squares wide at base.)
14 45 degrees left into darkness, four 5-foot squares wide. (5.65 squares wide at base.)
15 45 degrees left into darkness, six 5-foot squares wide. (8.49 squares wide at base.)
16 45 degrees right into darkness, one 5-foot square wide. (1.41 squares wide at opening from chamber to get a corridor that is 1 square wide.)
17 45 degrees right into darkness, two 5-foot squares wide. (2.83 squares wide at opening from chamber.)
18 45 degrees right into darkness, three 5-foot squares wide. (4.24 squares wide at base.)
19 45 degrees right into darkness, four 5-foot squares wide. (5.65 squares wide at base.)
20 45 degrees right into darkness, six 5-foot squares wide. (8.49 squares wide at base.)
Rzach |
Dungeon Bash did the job in 3.5, though it requires some small retooling for Pathfinder. I've done some work in that regard, but they are of little good without the core DB stuff.
I've looked at that and it seems very interesting. Would you be willing to share the pathfinder stuff you have made for it?
Tom_Kalbfus |
Here's the fun part.
Table 5p Chamber or Room Contents
d20 Result
1-5 Empty
6-10 Monster and individual treasure only (carried on monster)
11-15 Monster and lair treasure (Room is monsters lair, treasure in chest etc.)
16-18 Lair treasure only. (May be guarded by traps etc)
19 Special* or contains stairway up one level (1-5), up 2 levels (7-8), down 1 level (9-14) down 2 levels (15-19), or down 3 levels (20).
20 Trick Trap
* A special preprepared room may be substituted for a set of stairs. If there is a number of special rooms use those first before going to stairs.
Monster encounters from the GM's guide or core rule book may be substituted for the following tables where appropriate. These tables are taken from the 1st edition DMs Guide, it includes only creatures that are found in the Bestiary or GMs guide NPCs with other creatures substituted for those found in the original tables if the entry in not found in the Pathfinder books.
Table 5p Dungeon Random Monster Level Determination Matrix 1st level
d20 Result
1-16 Monster Level 1
17-19 Monster Level 2
20 Monster Level 3
Monster Level 1
d100 Result
01-02 1-4 Giant Ants, pg 16 Bestiary
03-04 1-4 Giant centipedes, pg 43 Bestiary
05-14 1-4 Fire beetles, pg 33 Bestiary
15 1 spider swarm, pg 258 Bestiary
16-17 4-14 Dwarf warriors, pg 286 GameMastery Guide "Foot Soldier" (modify for race)
18 1 choker, pg 45 Bestiary
19 3-11 Elf warriors, pg 286 GameMastery Guide "Foot Soldier" (modify for race)
20-21 5-15 Gnome warriors, pg 286 GameMastery Guide "Foot Soldier" (modify for race)
22-26 6-15 Goblins, pg 156 Beastiary
27-28 9-16 Halfling warriors, pg 286 GameMastery Guide "Foot Soldier" (modify for race)
29-33 2-8 Hobgoblins, pg 175 Beastiary
34-48 Human - see subtable below
49-54 6-18 Kobolds, pg 183 Beastiary
55-66 1-3 Orcs, pg 222 Beastiary
67-70 1 skeletal champion, pg 252 Beastiary
71-83 5-20 Dire rats, pg 232 Beastiary
84-96 1-4 ghouls, pg 146 Beastiary
97-98 1-4 Skeletons (Human), pg 250 Beastiary
99-100 1-3 Zombies (Human), pg 288 Beastiary
Monster Level 1: Human Subtable
d100 Result
01-25 5-15 Bandits, pg 258 GameMastery Guide
26-30 3-9 Vikings, pg 281 GameMastery Guide
31-45 5-15 Cannibals, pg 306 GameMastery Guide
46-100 2-5 Characters (A chance to replace fallen player characters) See Character Subtable
Character Subtable
d100 Result
01-17 level 1 Cleric, pg 38 Core Rulebook
18-20 level 1 Druid, pg 48 Core Rulebook
21-50 level 1 Fighter, pg 55 Core Rulebook
51-60 level 1 Barbarian, pg 31 Core Rulebook
61-62 level 1 Paladin, pg 60 Core Rulebook
63-65 level 1 Ranger, pg 64 Core Rulebook
66-86 level 1 Wizard, pg 77 Core Rulebook
87-88 level 1 Sorcerer, pg 70 Core Rulebook
89-98 level 1 Rogue, pg 67 Core Rulebook
99 level 1 Monk, pg 56 Core Rulebook
100 level 1 Bard, pg 34 Core Rulebook
Tom_Kalbfus |
on a roll of 1-8(d20) go to Table 5r otherwise got to Table 5s.
Table 5r "The Treasure is Hidden By/In
(Check each of the following possibilities on this table below and then roll a d20 to see if the result matches the possibility your checking for, roll again for each possibility you check until you have a match.)
d20 Result
1-3 Invisibility
4-5 Illusion (to change or hide appearance)
6 Secret space under container
7-8 Secret compartment in container
9 Inside ordinary item in plain view
10 Disguised to appear as something else
11 Under a heap of trash/dung
12-13 Under a loose stone in the floor
14-15 Behind a loose stone in the wall
16-20 In a secret room nearby
Table 5s "The Treasure is contained in ..." Lair Treasure*
d20 Result
1-2 Bags
3-4 Sacks
5-6 Small Coffers
7-8 Chests
9-10 Huge Chests
11-12 Pottery Jars
13-14 Metal Urns
15-16 Stone Containers
17-18 Iron Trunks
19-20 Loose
* Check for traps if desired and then roll a d20, go to Table 5t on a roll of 1-8(d20) otherwise go directly to Table 5u.
Table 5t "Treasure is guarded by ...
d20 Result
1-2 Contact poison on container
3-4 Contact poison on treasure
5-6 Poisoned needles in lock
7 Poisoned needles in handles
8 Spring darts firing from front of container
9 Spring darts firing from top of container
10 Spring darts firing from inside bottom of container
11-12 Blade scything across inside
13 Poisonous insects (scorpions) or reptiles (snakes) living inside container
14 Gas released by opening container (1-10 sleep, 11-20 poison)
15 Trapdoor opening in front of container (fall 10 feet unless reflex save)
16 Trapdoor opening 6 feet in front of container (fall 10 feet unless reflex save)
17 Stone block dropping in front of container (fall 10 feet unless reflex save)
18 Spears released from walls when container opened (+1 to hit)
19 Explosive Ruins
20 Symbol
Tom_Kalbfus |
Table 5u Treasure
d100 Result without Monster
01-25 3d6*100 copper pieces/level
26-50 3d6*100 silver pieces/level
51-65 3d4*100 silver pieces/level + 1d4*100 gold pieces/level (mixed)
66-80 2d4*100 gold pieces/level
81-90 3d6*10 platinum pieces/level
91-94 1d4 gems/level
95-97 1 art object/level
98-00 Magic (roll once on the Magic Items Table)*
*Pick your favorite Treasure Table from the Core Rulebook or whatever resource you prefer and roll up an appropriate magic item.
If the treasure is in a room/chamber with a monster encounter roll on Table 5u one more time and add to the previous result.
Table 6 Stairs
d20 Result
1-5 Down 1 level
6 Down 2 levels
7 Down 3 levels
8 Up 1 level
9 Up dead end
10 Down dead end
11 Chimney up 1 level, passage continues into darkness
12 Chimney up 2 levels, passage continues into darkness
13 Chimney down 2 level, passage continues into darkness
14-16 Trap door, drop 1 level, (10 feet) unless reflex save DC 16. Perception DC 15
17 Trap door, drop 2 levels, (20 feet) unless reflex save DC 16.
Perception DC 15
18-20 Up 1 then down 2, chamber at end, roll Table 5.
Tom_Kalbfus |
Table 7 Trick/Trap
d20 Result
1-5 Secret Door unless unlocated, make a perception check to locate DC 17,
6-7 Pit, 10 feet deep, DC 17 to located, Make Reflex save DC 16 to avoid falling in
8 Pit, 10 feet deep with spikes pointed upward at the bottom, see previous entry to detect and avoid.
9 A section of floor the party has stepped on, up to 20 feet by 20 feet square descends slowly one level (10 feet) revealing a door roll a d20 to determine location of door. 1-5 ahead, 6-10 left, 11-15 right, 16-20 behind, then roll a d20 and check table 2 "Space beyond Door is: if the door is opened.
10 As 9 above, but the elevator floor descends 2 levels. (20 feet)
11 As 9 above, but room descends 2-5 levels - 1 upon entering the elevator and 1 additional level each time an unsuccessful attempt at opening the door is made, or until it descends as far as it can. This will not ascend for 10 hours.
12 Wall 10 feet behind party slides across passage blocking it for 7 to 10 hours.
13 Oil (equal to 1 flask) pours on a random person from a hole in the ceiling, followed by a flaming cinder, (2d6 points of damage unless successful reflex save is made, which indicates only 1d3 points of damage.
14 Pit, 10 feet deep see entry 6-7 for how to avoid, if someone falls in, the pressure plate he lands on triggers a mechanism causing the walls of the pit to move together crushing victim(s) in 2-5 rounds.
15 Arrow trap, 1-3 arrows, +1 to hit, 1 in 20 is poisoned, fortitude check to negate. (DC 16)
16 Spear trap, 1-3 spears, +1 to hit, 1 in 20 is poisoned, fortitude check to negate. (DC 16)
17 Gas; party has detected it, fortitude check to negate (DC 16), but must breathe it to continue down the corridor, as it covers 60 feet ahead. Mark map accordingly regardless of turning back or not. (see table 7a)
18 Door falls outward, (Reflex save DC 16 to avoid) causes 1d10 points of damage to those it hits, or a stone falls from the ceiling (Reflex save DC 16 to avoid) causing 2d10 points of damage to each person failing his saving throw.
19 Illusionary wall conceiling a pit 10 feet deep with spikes on the bottom (Perception check DC 19 to detect, Reflex check DC 16 to avoid)
20 As 19 with illusionary wall conceiling it, but is a chute down 1 level (10 feet) instead of a pit, as the chute is slanted towards the bottom no damage is inflicted.
Table 7a Gas Subtable
d20 result
1-7 Only effect is to obscure vision when passing through
8-9 Blinds for 1-6 turns after passing through.
10-12 Fear: run back 120 feet
13 Sleep for 20 to 120 minutes
14-18 Strength: adds 1-6 points of strength to all fighters, warriors, paladins, Rangers, and Barbarians in the party for 1 to 10 hours
19 Sickness: Lose 1-6 points of strength until return to surface
20 Poison, death in 10 to 100 minutes.
That should do it. You can invent your own tables for monsters and treasure or use exiting ones if you like.