Below are separate rollâtables for each Dungeon Type.âFor each table, the DM can roll or simply pick/ignore any category they prefer.
1. Standard Dungeons
Usage note: If you want to randomize a given category (environment, monsters, boss, features, or flora), roll the indicated die. Otherwise, choose freely or skip.
Environment â Roll 1d8
d8 Result |
Environment |
1 |
Classic Stone Halls: dimly lit corridors, mossy walls, flickering torchlight. |
2 |
Subterranean Cavern: winding tunnels, dripping stalactites, echoing chambers. |
3 |
Elemental Nexus (Fire): molten cracks, blackened rock, ambient heat. |
4 |
Elemental Nexus (Water): flooded passages, slick floors, bioluminescent pools. |
5 |
Abandoned Laboratory: techâhumming consoles, broken consoles, spilled chemicals. |
6 |
Ruined Keep: collapsed battlements, overgrown courtyards, shattered statues. |
7 |
Derelict Spaceship: lowâgravity corridors, blinking control panels, vented hallways. |
8 |
Overgrown Underground Forest: bioluminescent fungi, tangled roots, hidden clearings. |
Common Monsters â Roll 1d10
d10 Result |
Monster Group (Level = Dungeon Level Âą 0â1) |
1 |
Goblinoid Raiders (spearmen + crossbow skirmishers) |
2 |
Undead Horde (skeletons + zombies) |
3 |
Elemental Constructs (vary by environmental theme â e.g., fire sprites) |
4 |
Rogue Security Drones (laser turrets + patrol bots) |
5 |
Mutated Beast Pack (dire wolves, giant boars, swamp crocs) |
6 |
Corrupted Wildlife (hellhound Ă2, mutated vines) |
7 |
Band of Raider Bandits (warriors + crossbowmen + a charmed spellcaster) |
8 |
Alien Marauders (plasma pistol footsoldiers + energyâshield âbrutesâ) |
9 |
Arcane Outcasts (failed apprentices wielding wild magic) |
10 |
Demonic Minions (imp scouts + dread familiars) |
Level Boss â Roll 1d6
d6 Result |
Boss Type (Level = Dungeon Level + 2 to +3) |
1 |
Champion Gladiator (heavily armored fighter with crowd control abilities) |
2 |
Arcane Sentinel (wizard or warlock with areaâofâeffect spells + arcane ward) |
3 |
Elemental Champion (e.g., Fire Elemental Lord or Water Leviathan) |
4 |
Rogue AI Core (a sentient defense matrix housed in a massive mech shell) |
5 |
Corrupted Beast Alpha (e.g., dire bear with demonic taint) |
6 |
Demonic Lieutenant (elite demon with one powerful signature ability) |
Special Features / Traps â Roll 1d10
d10 Result |
Feature / Trap |
1 |
SpikeâPit Trap (pit concealed by false floor; victims drop to poison spikes) |
2 |
Arcane Glyph Ward (triggered by stepping on a runic sigilâexplosive burst) |
3 |
LaserâGrid Hallway (periodically sweeps the corridor; dexterity save to dodge) |
4 |
Collapsing Ceiling (pressure plates trigger falling debris) |
5 |
Healing Spring (small pool with restorative propertiesâusable X times per party) |
6 |
Mana Crystal Vein (glowing cluster of mana crystalsâharvestable for potions) |
7 |
Stamina Crystal Node (radiant crystal emitting staminaâboosting energy) |
8 |
Gravity Flux Zone (area where gravity inverts/levels shiftâdifficult terrain) |
9 |
Fossilized Trapdoor (opens into a hidden subâchamber with minor treasure) |
10 |
Alchemical Spill (chemical pools that burn/corrode unless neutralized) |
Flora & Fauna Resources â Roll 1d8
d8 Result |
NonâThreat Resource |
1 |
Mana Crystal Cluster (small glowing shardsâused for potent mana potions) |
2 |
Stamina Crystal Fissure (vein of orangeâhued crystalsâboosts stamina recovery) |
3 |
Vitality Crystal Formation (red crystalline growthâheals minor wounds) |
4 |
EtherâBloom Buds (fluorescent flowersâcomponent for invisibility potions) |
5 |
Luminescent Mushrooms (light source + minor healing properties when ingested) |
6 |
Arcane Herb Patch (rare herbs for alchemical buffsâe.g., resistance potion) |
7 |
Friendly Fey Sprites (small fey beingsâcan guide party or grant a oneâtime boon) |
8 |
Phasing Firefly Swarm (attempt to collect yields biolight essence for light spells) |
2. Zone-to-Zone Dungeons
Usage note: Each âzoneâ is rolled independently. You can have 3â5 zones per level. The DM may choose to ignore any zone or roll fewer zones.
Zone Theme â Roll 1d10 (per zone)
d10 Result |
Zone Theme |
1 |
Fire Cavern (molten rock, volcanic vents, heat haze) |
2 |
Crystal Grotto (gleaming quartz walls, refracted light, echoing chambers) |
3 |
Overgrown Jungle (tangled vines, hidden clearings, oppressive humidity) |
4 |
Frozen Wasteland (permafrost floors, biting wind gusts, icy stalagmites) |
5 |
Abandoned Research Lab (broken terminals, chemical residue, flickering lights) |
6 |
Shadow Realm (twisting shadows, ghostly apparitions, muted sounds) |
7 |
Gravimetric Chamber (lowâgravity zones, floating debris, disorienting corridors) |
8 |
Arcane Archive (scrollâlined shelves, enchanted books, floating orbs) |
9 |
Urban Ruins (broken streets, collapsed buildings, overturned carts) |
10 |
Alien Bioship Interior (organic walls, pulsating veins, bioâluminescent fluid) |
Enemies per Zone â Roll 1d10 (per zone)
d10 Result |
Enemy Type (Level = Zone Number Âą 1) |
1 |
Fire Elemental Pair (magma whelp + ember sprite) |
2 |
Crystal Golem & Shardlings (statue guardian + rotating crystal minions) |
3 |
Jungle Beasts (giant spiders + venomous lizards) |
4 |
Ice Wraiths (coldâtouch specters + frost wolves) |
5 |
Rampaging Experiment (mutated lab creation + security turrets) |
6 |
Shadow Assassins (stealthy rogues + shadow clones) |
7 |
AntiâGravity Drones (hovering gunships + gravâpulse bots) |
8 |
Arcane Wardens (arcane constructs + floating runic orbs) |
9 |
Urban Scavenger Gang (armed looters + improvised traps) |
10 |
BioâSymbiotic Horrors (alien parasites + host creature) |
Zone Boss â Roll 1d6 (per final zone)
d6 Result |
Zone Boss |
1 |
Flamelord Efreet (giant fire genie with areaâeffect meteor blasts) |
2 |
Crystal Overlord (towering golem that summons shard waves) |
3 |
Jungle Matriarch (huge beast with poison breath + vine entangle) |
4 |
Frost Titan (ice colossus that freezes terrain + summons icy minions) |
5 |
Lab Prototype Xâ99 (synthetic abomination with adaptive shielding + laser barrage) |
6 |
Shadow Archon (shadow demon with lifeâdrain aura + phase invisibility) |
Special Features / Traps â Roll 1d10 (per zone)
d10 Result |
Feature / Trap |
1 |
Lava Flow Channel (flows change every turnâDC 15 Dex save or take fire damage) |
2 |
Prismatic Crystal Field (reflected light blinds creaturesâDC 13 Con to avoid stunned) |
3 |
Vines That Strangle (DC 14 Str or be restrained) |
4 |
Permafrost Floor (DC 12 Dex to avoid slippingâtake cold damage + prone) |
5 |
Defunct Turret Nest (laser turrets activate if you step on pressure plates) |
6 |
Shadow Pits (fall and emerge in a random adjacent zone unless DC 15 Wis to stay focused) |
7 |
GravâDistortion Rifts (characters float for 1 turnâcanât move normally) |
8 |
Arcane Console Puzzle (solve a simple rune puzzle or trigger a security lockdown) |
9 |
Collapsing Roof (random ceiling section collapsesâDC 14 Dex to evade) |
10 |
BioâAcid Pools (doors open onto acid pondsâcontact deals acid damage per turn) |
Flora & Fauna Resources â Roll 1d8 (per zone)
d8 Result |
Resource |
1 |
Fire Bloom Buds (fiery petalsâused in fireâresistance potions) |
2 |
Prismcage Mushrooms (harvest to create minor lightâbending cloaks) |
3 |
Jungle Nectar Pods (restorative syrupâtemporary HP regen) |
4 |
Frost Bloom Crystal (freezes small woundsâcomponent for frost potions) |
5 |
Experimental Serum Vials (random buffâDC 13 Arcana check to use safely) |
6 |
Shadowcap Spore Clusters (use to craft smoke grenades or invisibility dust) |
7 |
GravâShard Ore (metallic fragments that enhance jump boots or antiâgravity belts) |
8 |
BioâLumen Vines (bioluminescent vinesâlight source + alchemical catalyst) |
3. Beast Wave Dungeons
Usage note: Beast Wave Dungeons are often âarenasâ or âstagesâ with successive waves. Each âstageâ can be treated like a miniâlevel: roll environment and monsters for each wave, then a final âalpha waveâ boss.
Arena Environment â Roll 1d8 (per arena)
d8 Result |
Arena Environment |
1 |
Open Grass Plain (tall grass, few trees, open sightlines) |
2 |
Rocky Basin (boulderâstrewn ground, narrow chokepoints) |
3 |
Swampy Bog (mire patches, shallow water hazardsâdifficult terrain) |
4 |
Volcanic Crater (occasional lava pits, heat haze) |
5 |
Abandoned Courtyard (broken walls, scattered rubble obstacles) |
6 |
IceâGlazed Floor (slick iceâDC 13 Dex to avoid sliding) |
7 |
Magitek Arena (floating platforms, intermittent energy barriers) |
8 |
Underground Cavern (stalagmites, stalactites, echo dampening) |
Enemy Waves â Roll 1d6 (per wave)
d6 Result |
Enemy Wave Composition (Level = Dungeon Level Âą 1) |
1 |
Dire Wolf Pack (4â6 dire wolves) |
2 |
Giant Spider Swarm (6â8 adult spiders) |
3 |
Orc Brutes & Archers (2 brutes + 3 archers) |
4 |
Elementallings (2 air elementals or 2 earth elementals) |
5 |
Mutated Boar Herd (3â5 razor boarsâcharge attacks) |
6 |
Rogue Constructs (3 animated armor + 2 arcane turrets) |
Alpha Wave Boss â Roll 1d6 (once per arena)
d6 Result |
Alpha Boss |
1 |
Alpha Dire Wolf (massive wolf leader with chilling howl + pack buff aura) |
2 |
Giant Webspinner (colossal spider that ensnares multiple targets simultaneously) |
3 |
Orc Warchief (heavy axe strikes + warcry buff to orc minions) |
4 |
Elemental Avatar (stormâor earthâform with area knockback) |
5 |
Mutant Boar Champion (boar with tusk charge + poison spit) |
6 |
Arcane Juggernaut (massive animated armor with arcane cannon) |
Special Features / Hazards â Roll 1d8 (per arena)
d8 Result |
Feature / Hazard |
1 |
Poison Gas Vents (turn 3 and every 3rd turnâtoxic clouds expand) |
2 |
Collapsing Pillars (random pillar fallsâDC 14 Dex to avoid) |
3 |
Magic Amplifier Relay (periodically boosts enemy spell DCs) |
4 |
Healing Pool (1Ă per arenaârestores 20% HP to party who stands in) |
5 |
Spike Field (hidden spikesâDC 12 Perception to notice) |
6 |
Lava Burst Geysers (small lava jetsâDC 13 Dex to dodge) |
7 |
Gravity Surge (zones of low gravity that drift for 2 turns) |
8 |
Crystal Spire (reflects attacks backâranged fire returns) |
Flora & Fauna Resources â Roll 1d6 (per arena)
d6 Result |
Resource |
1 |
Mana Springs (small springâspire of blue liquid; grants free spell point once) |
2 |
Stamina Pollen Bloom (cloud of pollenâconsumed to gain extra dash action next turn) |
3 |
Vitality Fungi Grove (edible mushroomsâheal small wounds over 1 minute) |
4 |
Wild Herb Patches (common alchemical herbsâused for minor healing salves) |
5 |
Beastblood Pools (sacred pools where party can fill vialsâused for temporary buff) |
6 |
Beast Companion Den (nonâhostile baby creature â can be tamed for minor assistance) |
4. Defense Dungeons
Usage note: In Defense Dungeons, the party must hold a location or object. For each âdefense level,â roll environment, attackers, special defenses/traps, and resources. There may be no single âbossâ until final wave, so use âFinal Assault Leaderâ as the boss.
Defense Environment â Roll 1d8 (per âsectorâ)
d8 Result |
Defensive Location |
1 |
Small Village Perimeter (wooden palisades, watchtowers, farmland nearby) |
2 |
Arcane Shrine Grounds (marble courtyard, protective wards, altar centerpiece) |
3 |
Outpost Watchtower (stone tower with ballista platforms, surrounding stockade) |
4 |
Research Station Hub (lab consoles, energy shields, glass observation domes) |
5 |
Space Station Docking Bay (sealed bulkheads, zeroâG antechamber, docking clamps) |
6 |
Ancient Ruin Entrance (crumbling archway, glyph barriers, collapsed pillars) |
7 |
Fortified Caravan (stacked wagons, makeshift barricades, supply wagons) |
8 |
MagicâInfused Citadel Gate (enchanted stone walls, moat of glowing energy) |
Attacker Waves â Roll 1d10 (per wave)
d10 Result |
Attacker Composition (Level = Dungeon Level Âą 1) |
1 |
Goblinoid Siege Force (4 goblins with battering ram + 2 hobgob boar riders) |
2 |
Undead Legion (6 skeletons + 2 wights) |
3 |
Orcish Assault Squad (3 orc warriors + 3 orc archers + 1 orc shaman) |
4 |
Rogue Drone Swarm (8 small drones + 2 heavy turret walkers) |
5 |
Corrupted Beast Pack (hellhounds Ă3 + mutated boar) |
6 |
Demonic Militia (4 imps + 2 succubi + 1 minor demon officer) |
7 |
Alien Invasion Force (5 foot soldiers with energy rifles + 2 plasmoid beasts) |
8 |
Wild Mutant Horde (10 mutated rats + 2 giant vermin brutes) |
9 |
Cult Fanatics (4 cultists with burning torches + 1 cultist warlock) |
10 |
Elemental Surge (2 fire elementals or 2 water elementals + 1 earth elemental) |
Final Assault Leader â Roll 1d6 (once at final wave)
d6 Result |
Final Leader |
1 |
Goblin Warlord (charges rallying cry + summons reinforcements) |
2 |
Lich Commander (area chill aura + summons skeleton battalion) |
3 |
Orc Shaman King (spawns elemental totems + casts mass curse) |
4 |
Siege Engine Construct (massive warâgolem with crushing fists + builtâin cannon) |
5 |
Demon Warlock (rains fire meteors + lifeâdrain aura) |
6 |
Alien Hive Queen (surrounded by broodlings + psionic mind blast) |
Special Defenses / Traps â Roll 1d10
d10 Result |
Defensive Feature / Trap |
1 |
Magic Barrier Wall (DM can decide HP; party must reactivate via minor ritual every 3 rounds) |
2 |
Ballista Emplacements (high ground; deals heavy piercing in a straight line) |
3 |
Automated Turret Nest (turns on at wave 2; targets nearest enemy) |
4 |
SpikeâLaden Moat (crossing cost: DC 13 Dex or take piercing damage) |
5 |
Arcane Glyph Field (any enemy crossing triggers burstâDC 14 Dex or stunned) |
6 |
Healing Ward Circle (restores 10% HP to allies once per wave) |
7 |
OilâSlick Line (can be ignited by party or defenders; DC 12 Dex to avoid slip) |
8 |
Energy Shield Generator (60% chance to block enemy ranged attack each turn) |
9 |
Poison Dart Slits (hidden wall slits; DC 14 Perception to notice before one darts) |
10 |
Reinforced Barricade (door must be smashedâDC 16 Strengthâto breach) |
Flora & Fauna Resources â Roll 1d8
d8 Result |
Resource |
1 |
Healing Herb Beds (gather to brew potions that grant shortâlived regeneration) |
2 |
Mana Conduit Crystals (embedded in wallsârestore a small pool of spell points) |
3 |
Stamina Vines (harvest to make staminaâboosting salve) |
4 |
Protective Totems (ancient wards that, if activated, grant +2 to AC within small radius) |
5 |
Vitality Fountains (spring that restores minor wounds between waves) |
6 |
Arcane Ivy (grows on outer wallsâused to craft camouflage potions) |
7 |
Beneficial Faerie Dust (lightly scattersâgrants minor invisibility for 1 turn) |
8 |
Guardian Spirits (nonâcombat fey entity that offers one party member a temporary buff) |
5. Puzzle Dungeons
Usage note: Puzzle Dungeons focus on environmental challenges. For each âpuzzle level,â roll environment, puzzle type, puzzle guardian (miniâboss), special features (locks/traps), and resource nodes.
Puzzle Environment â Roll 1d8 (per room/area)
d8 Result |
Environment |
1 |
Arcane Library (floating bookshelves, shifting glyphs on the floor) |
2 |
Clockwork Tower (giant gears, timed platforms, rotating walkways) |
3 |
Mirror Chamber (endless reflective walls, illusions, light beams) |
4 |
Elemental Nexus Room (two contrasting zonesâice vs. fire halves) |
5 |
Planar Gateway Hall (ethereal portals linking to random miniâareas) |
6 |
Ancient Runes Crypt (etched stone walls, sliding stone panels, hidden alcoves) |
7 |
Quantum Laboratory (shifting gravity fields, energy prisms, control consoles) |
8 |
Living Garden (sentient plants that rearrange themselves when solutions fail) |
Puzzle Type â Roll 1d8 (per area)
d8 Result |
Puzzle |
1 |
Rune Sequence Puzzle (step on floor runes in the correct orderâwrong step triggers trap) |
2 |
Gear Alignment Puzzle (rotate multiple gears to open a central doorârequires DC 13 Int) |
3 |
MirrorâLight Redirection (position mirrors to aim beam at a door sensorâDC 14 Dex for precision) |
4 |
Elemental Balance (activate dual fire/ice pedestals in correct ratioâDC 15 Arcana) |
5 |
Portal Maze (enter portals in correct sequenceâincorrect portal sends you back to start) |
6 |
Glyph Riddle Lock (solve a riddle carved in ancient runesâDC 14 Wis check) |
7 |
Weight Plate Array (distribute objects to match hidden weight patternâDC 13 Perception) |
8 |
Memory Symbol Challenge (observe a symbol sequence, then replicate itâDC 15 Perception) |
Puzzle Guardian (Mini-Boss) â Roll 1d6 (per area)
d6 Result |
Guardian |
1 |
Arcane Golem (immune to magic Ă1 per round, reflect small spells) |
2 |
Clockwork Sentry (mechanical knightâparries melee + ranged projectiles) |
3 |
Mirror Wraith (phase through walls, forces Wisdom save or be disoriented) |
4 |
Elemental Warden (switches between fire/ice formsâresistances change) |
5 |
Ethereal Librarian (levitates + sends spectral book stacks as projectiles) |
6 |
Quantum Construct (teleports randomly + warps local gravity) |
Special Locks / Traps â Roll 1d8
d8 Result |
Lock / Trap |
1 |
GlyphâLock Door (requires solving a runeâinscription puzzle) |
2 |
Poison Dart Panel (DC 13 Perception to spot; DC 14 Dex to avoid) |
3 |
MagicâNull Zone (inhibits magical effects for 2 turns) |
4 |
Timed Crushing Walls (DC 15 Dex to dash through) |
5 |
Shifting Floor Tiles (slides acrossâDC 14 Dex to remain balanced) |
6 |
Energy Conduit Overload (improper wiring backfires 2d8 lightning) |
7 |
Pressure Plate Spike Walls (DC 13 Perception; DC 14 Dex to avoid) |
8 |
Reflective Barrier (blocks line-of-sight; must solve adjacent puzzle to disable) |
Flora & Fauna Resources â Roll 1d6
d6 Result |
Resource |
1 |
Arcane Blossom (petals that, when brewed, grant +2 Intelligence for 1 hour) |
2 |
Memory Fern (leaves store short memories; use for the Memory Symbol Challenge) |
3 |
Elemental Herb Clusters (harvest to create minor elemental resistance potions) |
4 |
Luminous Fungi (glow steadilyâused as light source + minor calming effect) |
5 |
Quantum Spore Pods (grant random buffâDM rolls d4 buff type when consumed) |
6 |
Whispering Vines (tell riddlesâsuccessful DC 14 Insight yields a hint) |
6. Trial Dungeons
Usage note: Trial Dungeons combine aspects of other types. First, roll the Trial Focus to see whether itâs primarily a waveâpuzzle, defenseâpuzzle, waveâdefense, stealthâinfiltration, or survival trial. Then use the associated subâtables below (Environment, Enemies, Boss, Features, Resources). You can skip categories that donât apply.
Trial Focus â Roll 1d6
d6 Result |
Trial Focus |
1 |
Wave Ă Puzzle (part waves of enemies, part puzzle sequences) |
2 |
Defense Ă Puzzle (must protect an objective while solving puzzles) |
3 |
Wave Ă Defense (survive successive waves while defending a structure) |
4 |
Environmental Hazard (navigating dynamic hazards; minimal fighting) |
5 |
Stealth Infiltration (sneak through zones avoiding detection) |
6 |
Survival Gauntlet (limited resources; must last set number of rounds) |
Environment â Roll 1d8
d8 Result |
Environment |
1 |
Arcane Coliseum (oval arena with shifting magical glyphs lighting up each segment) |
2 |
Crystal Fortress (mazeâlike corridors; glass floors over chasms) |
3 |
Industrial Complex (conveyor belts, crushing machines, toxic vats) |
4 |
ShadowâInfested Sewers (dim tunnels, random shadowpools that teleport intruders) |
5 |
Floating Platform Zone (laserâlinked platforms that retract on a timer) |
6 |
Ancient Trial Grounds (stone pillars that trigger puzzles when stepped on) |
7 |
BioâLab Overrun (alien specimens roam; glass walls that contain hazards) |
8 |
Volcanic Arena (rising lava flows, intermittent eruptions) |
Enemies â Roll 1d8 (if applicable)
d8 Result |
Enemy Composition (Level = Dungeon Level Âą 1) |
1 |
Undead Gladiator Cohort (3 skeletons + 1 skeletal champion) |
2 |
Arcane Construct Squadron (4 small constructs + 1 large guardian) |
3 |
Orcish Marauder Band (5 orcs + 2 orc shamans) |
4 |
Rogue CyberâDrones (6 drones + 1 combat walker) |
5 |
Elemental Ambush (2 fire elementals + 2 air elementals) |
6 |
Corrupted Beast Swarm (6 mutated rats + 2 dire vermin) |
7 |
Alien Infiltrators (4 cloaked assassins + 1 psionic lieutenant) |
8 |
Cultist Puzzle Wardens (3 cultists + 1 puzzleâbound guardian) |
Trial Boss (Final Leader) â Roll 1d6
d6 Result |
Trial Boss |
1 |
Gladiator Grandmaster (elite fighter with area knockdown + rally buff) |
2 |
Arcane Puzzle Lord (casts area polymorph + conjures puzzle traps) |
3 |
Siege Director (commands turrets + reinforces defenses) |
4 |
Shadowmaster (teleports + summons shadow clones) |
5 |
Biomechanical Overseer (hybrid mech/organic bossâAOE laser + toxic breath) |
6 |
Elemental Confluence (constantly shifts between all four elementsâresistances change) |
Special Features / Traps â Roll 1d8
d8 Result |
Feature / Hazard |
1 |
Shifting Floor Puzzle Tiles (only safe pattern revealed briefly; DC 14 Dex or fall into pit) |
2 |
Automated Defense Turrets (target intruders; deal medium ranged damage) |
3 |
Arcane Lockdown Sequence (triggers when wave 3 beginsâdoors slam, must solve miniâpuzzle) |
4 |
Gravity Wells (periodically activateâDC 13 Str to avoid being pulled into trap) |
5 |
Poison Gas Release (cloud covers area if puzzle failsâDC 15 Con to resist poison) |
6 |
Reflective Energy Barrier (blocks projectiles; can be disabled via control console) |
7 |
Healing Glyph Array (activates after wave 2âheals 10% HP to any standing on glyph) |
8 |
Timed Siege Locks (doors open for only 2 turnsâmust rush or get locked out) |
Flora & Fauna Resources â Roll 1d6
d6 Result |
Resource |
1 |
Arcane Seed Pods (plant in soilâsprouts a protective ward for 1 round) |
2 |
ManaâInfused Moss (collect to restore minor spell points each short rest) |
3 |
Vitality Nectar Vials (found in rare flowersârestore a small amount of HP on use) |
4 |
Stamina Fungus Clusters (digestible; grants extra action once per encounter) |
5 |
Lightbound Crystals (cast constant daylightâuseful in shadow/darkness challenges) |
6 |
Puzzlemap Fragment (partial mapâhelps solve next puzzle or unlock shortcut through hazard) |
7. Raid Dungeons
Usage note: Raids span multiple levels (often 4â6). Treat each level like a Standard Dungeon scaled to âHigh Tier.â For true variety, you can roll once for Environment (d10) for the entire raid, then roll âsubâenvironmentâ per level. Use the perâlevel tables below.
Overall Raid Environment â Roll 1d10
d10 Result |
Raid Environment |
1 |
Demon Citadel (towering spires, brimstone chasms, pulsing red sky) |
2 |
Arcane Nexus Fortress (floating platforms, shimmering runic seals, swirling ether) |
3 |
BioâConstruct Hive (organic corridors, pulsating walls, chittering alien brood) |
4 |
Celestial SkyâPalace (cloudwalks, golden bridges, crystalline guardians) |
5 |
TechnoâBehemoth Core (gigantic reactor room, magnetic fields, conveyor arrays) |
6 |
Elemental Convergence (fire, water, earth, air towers intersectingâchaotic terrain) |
7 |
Fallen Titansâ Graveyard (colossal statues, broken columns, echoing void) |
8 |
Planar Rift Bastion (constantly shifting geometry, portal storms, unstable floor) |
9 |
Shadowfell Citadel (endless darkness, ethereal chains, illusions) |
10 |
VoidâInfused Fortress (antiâgravity chambers, void rifts, shadow beasts) |
Then for each Raid Level (1âN), roll subâenvironment and other tables below.
Raid Level Sub-Environment â Roll 1d8 (per level)
d8 Result |
Sub-Environment |
1 |
Grand Hall (vast chamberâgigantic pillars with runic carvings) |
2 |
Power Conduit Room (glowing energy cables; forceâfield barriers) |
3 |
LavaâFlume Trench (rivers of molten rock, heat vents) |
4 |
Crystal Nexus Chamber (floating crystal platforms; refractive surfaces) |
5 |
Abyssal Gauntlet Passage (narrow walkway over chasm; random illusions) |
6 |
Forgotten Laboratory Wing (rusted consoles, broken containment pods) |
7 |
War Room (massive table, enchanted battle holoâprojector, defensible alcoves) |
8 |
Throne Annex (elevated dais, arcane sigils, guardian statues) |
Raid Level Monsters â Roll 1d10 (per level)
d10 Result |
Monster Group (Level = Raid Level +2 Âą 1) |
1 |
Demon Legion Elite (4 elite imps + 2 chain demons) |
2 |
Arcane Guardian Squad (3 large arcane constructs + 2 minor arcane sentinels) |
3 |
BioâEnhanced Warriors (5 experimental soldiers + 2 bioâtank brutes) |
4 |
Elemental Overwatch (2 fire elementals + 2 water elementals + 1 air elemental) |
5 |
Shadow Cabal (4 shadow assassins + 1 shadow warlock) |
6 |
Fallen Titan Remnants (3 colossal stone golemsâslow but highâdamage) |
7 |
Voidspawn Swarm (6 small void hounds + 1 void drake) |
8 |
Cosmic Warden Unit (2 mech guardians + 1 psionic controller) |
9 |
Corrupted Beast Champions (3 demonic wolves + 1 hell boar) |
10 |
Arcane Abomination (chaos creature that shifts resistancesâimmune to one damage type each round) |
Raid Level Boss â Roll 1d6 (per level)
d6 Result |
Boss Type (Level = Raid Level +5 Âą 2) |
1 |
Demon Warlord (massive demon with area knockdown + summoning minor imps) |
2 |
Archmage Overlord (master of all schoolsâcasts meteor swarm, chain lightning, and temporal stasis) |
3 |
BioâMech Overlord (gigantic mechanized creatureâheavy cannon blasts + selfârepair nanites) |
4 |
Elemental Colossus (embodied fury of an elementâperiodically shifts element type with new resistances) |
5 |
Shadow Sovereign (wields psionic mass control + summons shadow clones) |
6 |
Void Titan (annihilation aura, gravity crush zone, capable of teleporting players into void rifts) |
Special Features / Traps â Roll 1d10 (per level)
d10 Result |
Feature / Trap |
1 |
Rending Floor (random sections collapse into lava/void âDC 15 Dex to avoid) |
2 |
Arcane Annihilator Array (laser beams crisscross chamber âDC 14 Dex to dodge) |
3 |
Gravity Inversion Field (flips gravity every 2 rounds âfalling damage or DC 13 Str to cling to floor) |
4 |
Summoning Glyph Ring (activates midâbattleâsummons 2 minor minions unless players disable via DC 15 Arcana) |
5 |
Reactive Shield Matrix (absorbs first two spells each round âDM tracks X HP) |
6 |
Corrosive Cloud Emitter (fills area with corrosive mistâDC 14 Con or suffer acid damage each turn) |
7 |
Psychic Resonance Chamber (players must succeed DC 14 Wis save or be stunned by psychic feedback) |
8 |
ChronoâLock Chamber (if players linger more than 3 rounds, time loop resets them to waveâs start) |
9 |
Mana Siphon Pillars (drains spell pointsâDC 13 Arcana to disable) |
10 |
Void Rift Portal (randomly teleports a player into a perilous miniâvoidârescue takes 1d4 rounds) |
Flora & Fauna Resources â Roll 1d8 (per level)
d8 Result |
Resource |
1 |
Greater Mana Crystal Cluster (enough for multiple highâtier potionsâharvesting requires DC 15 Arcana) |
2 |
Prismatic Stamina Shard (grants two extra actions once â one per shard; fragileâDC 14 Dex to carry safely) |
3 |
Titanâs Vitality Core (massive crystalâgrants large partyâwide heal when melted down) |
4 |
Ethereal Bloom Grove (harvest petals to gain temporary ethereal form for 1 turnâno physical damage taken) |
5 |
Celestial Herb Sprig (rare; brews into potion granting +3 to saving throws for 1 hour) |
6 |
VoidâEssence Vials (extremely volatileâuse to craft powerful âvoid bombâ or risk 2d10 psychic backlash) |
7 |
Phoenix Feather Cluster (rare dropârevive fallen ally once per raid level) |
8 |
Astral Kelp Beds (floats in zeroâG zonesâused to craft lightweight healing salves + resist fatigue) |
How to Use & Customize
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Choosing Which Tables to Use:
- The DM can choose any combination of the above tables. If you want a purely thematic environment, pick one from âEnvironmentâ instead of rolling. If you want a oneâoff boss, select directly from the Boss table and skip the roll.
-
Adjusting âLevel = Dungeon Level Âą Xâ:
- All monster cadres and bosses assume a baseline of the dungeonâs nominal level. You may shift them up or down by adjusting that value or substituting specific creature statblocks.
-
Incorporating System Mechanics Later:
- These tables strictly generate environmental themes, enemy types, bosses, features, and resource nodes. Leave room in your notes to sprinkle in System-specific Safe Zones, time distortion zones, or overflow mechanics wherever the DM prefers.
-
Unique Biome Flora/Fauna (Optional):
- If you want more variety, feel free to create additional entries in the âFlora & Fauna Resourcesâ tables. For example, you could add âArcane Wolf Den (tameable pet + crafting materials)â or âManaâlemur Herd (drop rare âlemurâs essenceâ ingredient).â
-
Tweaking for Thematic Consistency:
- While these tables span a broad rangeâfrom classic dungeon corridors to derelict spaceshipsâyou can filter or swap any entry that doesnât fit your chosen setting. For instance, if your Standard Dungeon is purely medieval, simply ignore the âRogue Security Dronesâ entry and replace it with âGoblin Spellcasters.â
Feel free to copy, expand, or prune any table to match your campaignâs tone.âThese charts are designed to be modular: roll what you like, pick what you need, and skip the rest. Enjoy building (or surprising your players with) truly unpredictable System RPG dungeons!
Challenge Dungeons
Challenge Dungeons are among the rarer dungeon types in the system, designed to test parties across multiple skill areas while providing substantial rewards for success.
Challenge Dungeon Characteristics
Entry Requirements
- Normally restricted to Level 10+ characters via gateway limitations
- Emergency protocols (like Waystone network transfers) can bypass these restrictions
- Unintended low-level entry triggers multiple system warnings
Multi-Faceted Design
- Combine elements from multiple dungeon types
- Require diverse skill sets: combat, puzzle-solving, resource management
- Typically feature escalating difficulty across multiple stages
Enhanced Reward Structure
- Higher experience and loot yields than standard dungeons
- May include rare crafting materials and unique items
- Achievement opportunities for exceptional performance
Level and Difficulty Scaling
Level Rating System
- Challenge Dungeons have numerical level ratings (e.g., Level 16)
- Rating indicates recommended party level for entry
- Difficulty scales significantly above standard dungeons of same level
Safety Restrictions
- Gateway prevents entry if character level too low (typically <10)
- Multiple warnings for attempting beyond recommended level range
- Special warnings for lacking equipment, skills, or party composition
Emergency Entry Bypass
- Waystone network emergency protocols can force entry
- Used during system events like Hellspawn Incursions
- Bypassed characters receive extensive warning notifications about danger level
Time Dilation Effects
Temporal Scaling
- Challenge Dungeons often feature time dilation
- Internal time moves faster than external world time
- Common ratios: 180:1 up to 1800:1 (dungeon time : real world time)
- Players experience this as normal time flow while inside
Strategic Implications
- Allows extended training and development periods
- Provides time for complex puzzle solving and exploration
- Can create temporal displacement between party members entering at different times
- External events continue at normal pace while party is inside
Dungeon Populations and Spawning
Standard Inhabitants
- Native creatures and challenges specific to dungeon type
- Balanced ecosystem designed for the dungeon's level rating
- Regular respawn cycles to maintain challenge consistency
Hellspawn Corruption
- External threats like Hellspawn can be pulled into dungeons
- Hellspawn gradually corrupt native inhabitants over time
- Creates escalating threat as corruption spreads through dungeon
- May eventually overwhelm dungeon core if not addressed
Population Balance
- Dungeons maintain ecological balance until external disruption
- Corruption events can cascade through entire dungeon system
- Players may encounter mix of native and corrupted creatures
- Advanced corruption creates entirely new threat categories
Challenge Dungeon: Specific Mechanics
Safe Zones
- Healing acceleration buffs in designated safe areas
- Experience gain debuffs that increase with time spent in safe zones
- Cannot use certain exit methods from safe zones until level requirements met
- Provide respite but discourage over-reliance
Exit Methods
- Level Requirement: Reach Level 10 to use standard exit gateway
- Town Portal Scroll: Costs 100 gold system coins if available
- Boss Victory: Defeat dungeon boss to access victory exit portal
- Follow Victory Party: Exit with another party that has defeated the boss
Hellspawn Incursion Events
- Special system events that can affect Challenge Dungeons
- May pull unwilling participants into dungeons via emergency protocols
- Create additional objectives beyond standard dungeon completion
- Provide bonus rewards for dealing with incursion threats
Equipment and Resource Considerations
Equipment Degradation
- Aether-rich environment causes rapid deterioration of pre-system items
- Non-system enhanced metals develop rust and structural weakness
- Requires careful equipment management and replacement planning
- System-enhanced gear maintains durability in aether environments
Resource Availability
- Limited resources force careful planning and conservation
- Some dungeons provide renewable resources (water sources, plant life)
- Hunting and gathering opportunities vary by dungeon environment
- Resource scarcity creates additional survival challenge layer