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Dungeon Encounter Tables for RPGs

This document provides tables for generating random encounters, rooms, treasures, and traps when exploring a dungeon. The Wandering Monster and Monster Lair tables determine what monsters may be encountered, with more dangerous monsters appearing at higher rolls. The Room Feature table determines features found in rooms like chests, coffins, or statues that may contain treasure or animate monsters. The Quest Room table ensures quest rooms contain additional features. Traps are determined by the Trap table and can include poison gas or pitfalls. Treasures are generated by the Treasure table, ranging from junk to magic items. Notes provide details on using the tokens to trigger encounters and the inclusion of an altar holding the quest item in quest rooms.
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0% found this document useful (0 votes)
120 views1 page

Dungeon Encounter Tables for RPGs

This document provides tables for generating random encounters, rooms, treasures, and traps when exploring a dungeon. The Wandering Monster and Monster Lair tables determine what monsters may be encountered, with more dangerous monsters appearing at higher rolls. The Room Feature table determines features found in rooms like chests, coffins, or statues that may contain treasure or animate monsters. The Quest Room table ensures quest rooms contain additional features. Traps are determined by the Trap table and can include poison gas or pitfalls. Treasures are generated by the Treasure table, ranging from junk to magic items. Notes provide details on using the tokens to trigger encounters and the inclusion of an altar holding the quest item in quest rooms.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

WANDERING MONSTER TABLE ROOM FEATURE TABLE

D6 RESULT D6 RESULT
1 giant rat T Chests / Crates: Roll once on the
2 skeleton E 1 treasure table to generate any treasure
3 zombie E that is found.
4 2 giant rats M Shelves / Cupboards: Roll twice on
the treasure table and take the highest
5 4 giant fire beetles M 2
result. However, if a ‘double’ is rolled,
6 3 giant rats H a giant rat is disturbed.
Coffin: Inside is a corpse – roll a d6.
MONSTER LAIR TABLE 3-4 On a 1 it animates as a zombie; on a 6
D6 RESULT it has treasure.
1 skeleton E Sarcophagus: Opening a sarcophagus
2 zombie E requires a DC10 check (each attempt
takes one turn). Inside is a corpse –
3 2 giant rats M 5
roll a d6. On a 1 or 2 it animates as a
4 2 cultists M skeleton. On a 5 or 6 it has treasure
5 skeleton & giant rat H (roll twice and take the highest result).
6 zombie & giant rat H Statue / Gargoyle: The eye sockets
Monster Lairs always contain at least one feature. are set with gems. These are worth 1d6
6
x10 gold each. Removing them takes
QUEST ROOM TABLE 1d6 rounds each.
D6 RESULT Unless otherwise stated, interacting with any of these
features takes one round.
1 2 giant rats M
2 2 cultists M TRAP TABLE
3 4 giant fire beetles M D6 RESULT
4 cultist & skeleton H Poison Gas: DC12 / poisoned (repeat
1-2
5 cultist & zombie H the save each turn).
6 ghoul D 3-4 Dart Trap: +3 attack / 1d4 damage.
Quest Rooms always contain at least one feature. Pit Trap: DC12 / 1d6 damage
5-6 (jumping an activated pit requires a
SPECIAL ROOM TABLE successful DC10 check).
D6 RESULT A turn may be spent searching an area for traps (DC15).
If successful, any trap tokens in play are returned.
Stuck Exits: any exits to this room are
1 swollen shut and require a DC10 TREASURE TABLE
check* to open. D6 RESULT
2-3 Roll once on the room feature table. 1 Worthless junk
4-5 Roll twice on the room feature table. 2 d20 gold & d20 silver & d20 copper
Mould / Fungus: anyone passing 3 25gp art object (DMG p134)
through this room needs to make a
6 4 d10 x10 gold worth of gems
DC10 saving throw* or become
poisoned 5 250gp art object (DMG p134)
*these rolls may be repeated each turn. 6 Magic item table A (DMG p144)

TOKENS NOTES
Wandering monsters and traps appear when 3 The quest room also features an altar – upon
relevant tokens are in play. If an ‘S’ token is in which sits the quest item (i.e. the object that
play, a secret door can be searched for (DC12). must be liberated from the dungeon).

WANDERING MONSTER TABLE
D6
RESULT
1
giant rat
T
2
skeleton
E
3
zombie
E
4
2 giant rats
M
5
4 giant fire beetles
M
6
3 giant r

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