Table Rolls - 5 Room Dungeon, Puzzles and SetbacksBy Chaos Generators on
Deeper in is a maze of dangerous tunnels...but Old Snarl can map a safe route for the right price. It take them almost to the villain's lair, where several large ogres guard a bronze gong. An alarm for the villain no doubt
Can they stop the gong sounding to surprise their final foe?
Generated from the Puzzle or Roleplaying Challenge (roll of 9, A creature which can give token required for easy entry further on) and Trick or Setback tables below (roll of 11, There is a warning system here. If it is activated things get harder in the Showdown).
Room 2 and 3 of the 5-Room Dungeon
Rooms 2 of the five room dungeon should have a non-combat, to challenge those who prefer not to be fighting all the time.
If the entrance challenge was a non-combat challenge then Room 2 could be replaced by an Entrance roll or supplemented by something to fight.
Of course, many of the challenges can be solved by hacking...and that's ok.
Room 3 is a Trick or Setback. The pace changes here and there is a twist of some kind.
The table focuses on surprises, things going wrong or using up resources in preparation for Room 4.
Puzzle or Roleplaying Challenge
|1d8+1d12||Puzzle or Roleplaying Challenge|
|2||Lighting a particular candle/torch/shrine reveals the way ahead|
|3||A very powerful creature that must be befriended to pass on|
|4||A magical puzzle that must be solved to avoid setting off an alarm|
|5||A ghost who can reveal dungeon secrets if they can set it to rest or agree to|
|6||A guardian creature with a riddle/challenge to solve to pass on|
|7||A dangerous trap that the inhabitants can ignore|
|8||A mass of vermin or pests that retreat from something (open flames, loud singing, etc|
|9||A creature which can give password/token/document/map required for easy entry further on|
|10||An rival or servant of the inhabitants willing to help them for the right price|
|11||A powerful creature it is better to befriend than fight|
|12||An NPC they know but not expected here as a prisoner/hostage/lost|
|13||A temple or shrine here requires prayers/a sacrifice/a donation to pass through|
|14||An NPC they know but not expected here as an informant/ally to inhabitants/betraying PCs|
|15||Allies of the inhabitants who can be talked into ignoring or aiding PCs|
|16||A complex mechanism of moving sections that blocks their path|
|17||A magical puzzle floor (such as a chessboard with special squares)|
|18||Ghosts acting out former lives. If observed secrets revealed about dungeon or inhabitants|
|19||An unhappy but powerful guardian gives hints to another way past it|
|20||A mad NPC is trapped here. If they can cure or help them they provide vital information|
Trick or Setback...
|1d8+1d12||Trick or Setback...|
|2||One of the PCs or an NPC gets separated from the party by a trap or creature|
|3||Roll on table for Room 2: Puzzle/Roleplaying Challenge and combine with 2nd roll from this table|
|4||There is a dangerous trap here. If triggered it also forewarns the Showdown challenge.|
|5||Dangerous debris from a collapse covers a secret way into Room 4|
|6||Hostages or prisoners who are enemies in disguise|
|7||Dangerous debris from a collapse covers a trap|
|8||A dangerous group of inhabitants are here. Possibly forewarned of the PCs if they haven't been careful|
|9||A group of hostile inhabitants with the same weaknesses as the Showdown challenge|
|10||Hostages or prisoners who demand/plead to be taken back immediately (for good reason)|
|11||There is a warning system here. If it is activated things get harder in the Showdown|
|12||They find the way to their main objective but to get through requires something from elsewhere in the dungeon|
|13||An NPC that came with them betrays them in some way|
|14||There is a one-way exit here back to the main entrance (teleporter/chute/fast-flowing river/one-way door)|
|15||The main villain has been found, but it's actually a decoy shapeshifter/twin/simulacrum/illusion|
|16||There is an item that can help in the Showdown but it is broken/cursed or had parts missing|
|17||The inhabitants are playing an unusual and dangerous game|
|18||A famous site has been found, but it's actually a fake or decoy|
|19||New information here points to a greater conflict happening here that this is just a part of|
|20||If the PCs break the door/portal out of here a sphere of solid force entraps them for a while and sounds an alarm|