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Schweig 'S
Schweig 'S
Schw
THEMED
DUNGEON
GENERATOR
Corridors _____
7 ___________________________________
Chest w/ 78 gold coins and 2 gems worth 100 gold each.
Roll 1D___8 for corridor type, then roll for length and traps.
_____
8 ___________________________________
Cup of Vuul: Nullifies effects of alcohol imbibed from
_____
1-3 Straight _____ ___________________________________
cup, enhances taste (value: 250 gold).
_____
4-6 Turn (roll 1D6: 1–3 left, 4–6 right) Check off a treasure after finding it; use next result if rolled again.
_____
7 T-junction
_____
8 Four-way intersection
Corridor Length: roll 1D___6 for length.
Encounters
+ Number of Previous
Encounters
Roll for traps: if 1D___
6 = ___
1 roll on “Traps” table.
Roll 1D___
20 and add the number of previous encounters to the
Return to “Corridors & Chambers” table. result.
Chamber _____
1-3 ___________________________________
1D3 Wolves gnaw on a bone in a guard room.
_____
4-6 ___________________________________
1D4+1 Bored goblins on sentry duty.
Roll 1D___
8 for chamber contents, then roll for size and exits.
_____
1-2 Empty Room: if 1D___ 6 = ___,1 roll on “Traps” table.
_____
7-8 ___________________________________
Mold slime roots through a garbage pile.
_____
3-7 Encounter: roll on “Encounter” table. _____
9-10 ___________________________________
2 Skeletons hide in a pile of bones and clothes from victims.
_____
8 Trapped Room with Treasure: roll on “Treasure” table _____ 11 ___________________________________
Insane bugbear hermit attacks anyone disturbing his trash nest.
to tempt characters, then roll on “Traps” table. _____
12-13 ___________________________________
1D8+3 Kobold refugees huddle in a corner.
Chamber Size: roll 1D___+1 6 twice for size. _____
14-17 ___________________________________
1D6+2 Goblins gamble in barracks room.
Additional Exits: roll 1D4 for number of additional exits, apply _____18-20 ___________________________________
1D6 Cavern mantids munch on food in a storeroom.
–1 modifier after 6 rooms; rolling a 1 also indicates a secret door.
_____
21-24 ___________________________________
2D6 Goblins carouse in a common area.
Resolve encounters, then go to “Corridors & Chambers” table. _____ 25 ___________________________________
1D6 Giant spiders infest a long-forgotten shrine. (T)
_____
26-28 ___________________________________
1D4+2 Goblins assist an orc cook in the kitchens.
Special
_____
29-30 ___________________________________
1D2+1 Wolves and goblin riders relax in the wolf den.
Roll 1D___
6 to determine special dungeon features.
_____
31 ___________________________________
1D4 Goblin handlers play with trained cave ape.
_____
1-2 ___________________________________
Back exit with 1D4+1 bored goblins on guard.
_____
32-33 ___________________________________
1D4 Orc blacksmiths work at a forge.
_____
3-4 ___________________________________
Stairs down.
_____
34-36 ___________________________________
1D6+4 Goblins attend their carousing chief. (B) (T)
_____
5 ___________________________________
Shaft leading downward into unexplored caverns.
_____
37+ ___________________________________
3D6 Kobold refugees serve the goblin shaman as he
_____
6 ___________________________________
60'x60' Columned Hall; roll on "Encounters" table
_____ ___________________________________
conjures some foul magic. (B) (T)
_____ ___________________________________
with additional +10 modifier. _____ ___________________________________
_____ ___________________________________ Resolve chamber encounters and return to “Corridors &
Chambers” table.
_____ ___________________________________
Check off an encounter after resolving it; move to next encounter
Check off a special after finding it; use next result if rolled again.
if rolled again later.
Traps Unless otherwise noted, defeating adversaries yields their normal
treasure type. A “T” indicates a roll on the “Treasure” table after
Roll 1D___
6 to determine the traps found in corridors and chambers.
vanquishing the creature in the chamber. For highest results, a
_____
1-3 ___________________________________
Net with bells falls bringing 1D4 goblins to investigate. “B” indicates a boss monster; after defeating a boss monster, roll
_____
4-5 ___________________________________
Pit trap in floor. on the “Treasure” table...the heroes have conquered the dungeon.
_____
6 ___________________________________
Heavy blade swings down from hidden spot in wall.
_____ ___________________________________ Form Copyright 2013 Peter Schweighofer, Griffon Publishing Studio
_____ ___________________________________ griffonpubstudio.com
_____ ___________________________________ Permission is granted to reproduce or print form for personal use.
w e i g’s Themed Dungeon Generator
Sch
THEME:________________________________________________
Ruined Wizard's Labyrinth, by Schweig
Corridors & Chambers Treasure
Roll 1D10 to determine whether adventurers encounter a corridor, Roll 1D___
8 to determine exceptional treasures found in the dungeon
chamber, or special feature in the direction they explore. in trapped rooms with treasure and after defeating boss monsters.
____
1-5 Corridor: roll on “Corridors” table. _____
1-2 ___________________________________
Partial scroll with most of 1D6 spells inscribed upon it.
____
6-9 Chamber: roll on “Chambers” table. _____
3-4 ___________________________________
Pile of 1D20+20 dummy wands, only one has any powers.
____
10 Special: roll on “Special” table. _____ ___________________________________
Small chest with 1D6 healing potions, 1D4 250 gold coin gems.
5-6
Corridors _____
7 ___________________________________
Wizard's Hat: bonus to wearer for intimidation attempts.
Roll 1D___10 for corridor type, then roll for length and traps.
_____
8 ___________________________________
Hand Mirror of Self-Importance: Makes viewer look way
_____
1-2 Straight _____ ___________________________________
better than they normally appear.
_____
3-5 Turn (roll 1D6: 1–3 left, 4–6 right) Check off a treasure after finding it; use next result if rolled again.
_____
6-8 T-junction
_____
9-10 Four-way intersection
Corridor Length: roll 1D___ 6 for length.
Encounters
+ Number of Previous
Encounters
Roll for traps: if 1D___
8 = ___
1-3 roll on “Traps” table.
Roll 1D___
20 and add the number of previous encounters to the
Return to “Corridors & Chambers” table. result.
Chamber _____
1-4 ___________________________________
2D4+2 Giant ant workers scouting out new nest location.
_____
5-6 ___________________________________
Fire-belly toad lurks in dank corner, waits for wandering meal.
Roll 1D___
8 for chamber contents, then roll for size and exits.
_____
1-3 Empty Room: if 1D___ 6 = ___,1-3 roll on “Traps” table.
_____
7-9 ___________________________________
2D6+2 Giant rats nest in remains of storeroom.
_____
4-7 Encounter: roll on “Encounter” table. _____
10-12 ___________________________________
1D6+1 Bandits scavenging ruins for leftover loot.
_____
8 Trapped Room with Treasure: roll on “Treasure” table _____ 13-16 ___________________________________
2D4 Zombie guards still stand sentry duty.
to tempt characters, then roll on “Traps” table. _____
17-19 ___________________________________
2 Pet tigers pace in neglected spell-component storeroom. (T)
Chamber Size: roll 1D___+1 6 twice for size. _____
20-23 ___________________________________
1D6+3 Orc servants wait patiently for master's return.
Additional Exits: roll 1D4 for number of additional exits, apply _____ 24-25 ___________________________________
Mutant ogre guard attacks with massive hammer hand.
–1 modifier after 6 rooms; rolling a 1 also indicates a secret door.
_____
26 ___________________________________
Lab of poisonous critters with giant-sized spider, scorpion,
Resolve encounters, then go to “Corridors & Chambers” table. _____ ___________________________________
asp, platypus, all caged until hidden trap opens all doors.
_____
27-29 ___________________________________
Deep, dark well unleashes tentacled horror on intruders.
Special
_____
30-33 ___________________________________
Slime lab contains at least one leaky glass tank, lurking
Roll 1D___
6 to determine special dungeon features.
_____ ___________________________________
green slime seeks to liberate fellow slimes to attack.
_____
1-2 ___________________________________
Stairs downward.
_____
34-36 ___________________________________
Wizard's liche awaits in bookshelf-lined study seeks to suck
_____
3-4 ___________________________________
Wall inscribed with vague instructions on wizard's last research.
_____ ___________________________________
lifeforce and knowledge from defilers of his lair. (B) (T)
_____
5 ___________________________________
Portcullis blocks the corridor or chamber exit, winch to
_____
37+ ___________________________________
Maniacal bugbear assistant gleefully discharges beam from
_____ ___________________________________
open it is on the other side.
_____ ___________________________________
"lens of burning" at intruders; 1D8+3 goblins
_____
6 ___________________________________
20'x20' room with pool; roll 1D6...1-3 drinking/immersion _____ ___________________________________
provide cover fire. (B) (T)
_____ ___________________________________
has beneficial result, 4-6 has nasty result. Resolve chamber encounters and return to “Corridors &
Chambers” table.
_____ ___________________________________
Check off an encounter after resolving it; move to next encounter
Check off a special after finding it; use next result if rolled again.
if rolled again later.
Traps Unless otherwise noted, defeating adversaries yields their normal
treasure type. A “T” indicates a roll on the “Treasure” table after
Roll 1D___
6 to determine the traps found in corridors and chambers.
vanquishing the creature in the chamber. For highest results, a
_____
1-2 ___________________________________
Pit trap with hungry slime waiting at the bottom. “B” indicates a boss monster; after defeating a boss monster, roll
_____
3-4 ___________________________________
Portcullis deadfall; causes damage, blocks passage/doorway. on the “Treasure” table...the heroes have conquered the dungeon.
_____
5 ___________________________________
"Slow" field: victim moves half as fast as everyone else
_____ ___________________________________
until after next combat encounter. Form Copyright 2013 Peter Schweighofer, Griffon Publishing Studio
_____
6 ___________________________________
Electrified runes: zaps first person to step over them with griffonpubstudio.com
_____ ___________________________________
damage equivalent to lightning bolt. Permission is granted to reproduce or print form for personal use.