The D6 Dungeon
Using the following tables, it's easy to randomly generate a dungeon adventure. The narrator can assemble the adventure beforehand, or, for an even greater challenge, have the players roll during the game every time a feature of the adventure needs to be decided. Whenever 'X' is shown, use the number of players; for example, Xd6 means you should roll 1d6 for each player.
Story
What’s the story? What’s the motivation to go into the dungeon?
- Defense - you need to defend the dungeon against attackers
- Enemy - there's a specific enemy or group of enemies in the dungeon you need to defeat
- Escape - you begin the adventure in the dungeon and must escape
- Exploration - you've been sent to the dungeon to explore, map, and chronicle it
- Rescue - someone in the dungeon is in need of rescue
- Treasure - you're seeking a special item or hoard of treasure in the dungeon
Size
How big is the dungeon? How many rooms? How long should the adventure take? This can just be a choice instead of a roll.
- Tiny - just a couple rooms, one game session at most
- Small - a few rooms and passages, probably just one game session
- Medium - several rooms and passages, maybe a second level, one or two game sessions
- Large - a large complex of rooms over a few levels, two or three game sessions
- Huge - a sprawling complex of rooms spanning several levels, several game sessions
- Epic - a whole complex, including numerous rooms and levels, lots of game sessions
Theme
What’s the overall theme of the dungeon? What’s it look like?
- Cavern - natural stone, underground rivers, cavernous chambers, stalagmites and stalactites
- Fortress - fortified installation with outer defenses, reinforced doors, and secure chambers
- Ruin - long-forgotten and abandoned with crumbling, deteriorated walls and furnishings
- Settlement - inhabited area with housing, markets, and workplaces, citizens and guards
- Temple - place of worship with religious significance, iconography, and lore
- Wilderness - uninhabited terrain full of wild flora and fauna
terrain
- Arctic - cold temperatures, snowy weather, frozen lakes and rivers, permafrost
- Desert - hot temperatures, sandy terrain, very little water, exposed bedrock
- Forest - temperate or jungle with lots of trees, underbrush, and wildlife
- Mountains - steep terrain with cliffs, ledges, and caves, cold temperatures at high elevations
- Plains - vast, wide-open areas with herd animals, stormy weather
- Swamp - wet and rotting terrain with bogged down travel conditions
Enemies
What is the predominate enemy type in the dungeon?
- Animals
- Brutes
- Constructs
- Monsters
- People
- Undead
Hazards
- None - just the usual challenges
- Darkness - nighttime or underground, light source required
- Innocents - noncombatants in the area
- Instability - the area is in danger of collapsing or otherwise falling apart
- Traps - abundance of natural hazards or triggered dangers
- Weather - bad weather reduces visibility, mobility, or otherwise increases danger
Mini Bosses
- Group of predominate enemies
- Group of predominate enemies, plus one elite
- Group of predominate enemies, plus one elite from another list
- A group from another list
- One elite plus a group from another list
- A small group of elites
Bosses
- One elite of higher difficulty
- One elite of higher difficulty, plus a small group of lesser enemies
- One elite of higher difficulty, plus a small group from another list
- Two elites
- Two elites, plus a small group of lesser enemies
- Two elites, plus a small group from another list
Boss Complications
- Double wound threshold
- Heals 1 wound every round
- Has Xd6 (highest) minions
- One extra action each round
- Magic resistant (+2 difficulty to resist spells)
- Difficulty increased by +1
Room Layout
- Small (all close)
- Medium (all nearby)
- Large (far to cross)
- Maze (easy to hide, far to cross)
- Multilevel (elevation changes, all nearby in different sections)
- Split (divider of some sort, far to cross)
Room Enemies
- None
- Small group
- Small group, one of another type
- Large group
- Large group, one of another type
- Large group, small group of another type
Room Events
Do any events take place in each scene?
- No event
- No event
- Event before scene
- Event during scene
- Event after scene
- Roll twice
TYPE
- Ambush - hidden enemies attempt surprise attack
- Hazard - dungeon's hazard triggered or something new
- Mini Boss - roll on mini boss chart
- Reinforcements - more enemies arrive
- Trap - it's a trap
- Roll Twice
Conclusion
After a number of scenes equal to the size of the dungeon, and after every room thereafter, roll 1d6. On a 3+, the dungeon reaches its conclusion. A conclusion might be:
- Escape hazard
- Escape hazard, bonus treasure room
- Boss fight
- Boss fight, escape hazard
- Boss fight, bonus treasure room, escape hazard
- Boss fight, reinforcements, bonus treasure room, escape hazard
Rewards
Advancement (one rank in any skill) for size 1-2, two advancements for 3-4, and three advancements for 5-6. Xd6 (take highest result) wealth and artifacts. Roll to increase wealth against result.