Below are separate roll‐tables for each Dungeon Type. For 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 – 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: tech‐humming consoles, broken consoles, spilled chemicals. |
6 |
Ruined Keep: collapsed battlements, overgrown courtyards, shattered statues. |
7 |
Derelict Spaceship: low‐gravity corridors, blinking control panels, vented hallways. |
8 |
Overgrown Underground Forest: bioluminescent fungi, tangled roots, hidden clearings. |
Common Monsters – Roll 1d10
d10 Result |
Monster Group (Level = Dungeon Level ± 0–1) |
1 |
Goblinoid Raiders (spearmen + crossbow skirmishers) |
2 |
Undead Horde (skeletons + zombies) |
3 |
Elemental Constructs (vary by environmental theme – 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 ×2, mutated vines) |
7 |
Band of Raider Bandits (warriors + crossbowmen + a charmed spellcaster) |
8 |
Alien Marauders (plasma pistol footsoldiers + energy‐shield “brutes”) |
9 |
Arcane Outcasts (failed apprentices wielding wild magic) |
10 |
Demonic Minions (imp scouts + dread familiars) |
Level Boss – 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 area‐of‐effect 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 – Roll 1d10
d10 Result |
Feature / Trap |
1 |
Spike‐Pit Trap (pit concealed by false floor; victims drop to poison spikes) |
2 |
Arcane Glyph Ward (triggered by stepping on a runic sigil—explosive burst) |
3 |
Laser‐Grid Hallway (periodically sweeps the corridor; dexterity save to dodge) |
4 |
Collapsing Ceiling (pressure plates trigger falling debris) |
5 |
Healing Spring (small pool with restorative properties—usable X times per party) |
6 |
Mana Crystal Vein (glowing cluster of mana crystals—harvestable for potions) |
7 |
Stamina Crystal Node (radiant crystal emitting stamina‐boosting energy) |
8 |
Gravity Flux Zone (area where gravity inverts/levels shift—difficult terrain) |
9 |
Fossilized Trapdoor (opens into a hidden sub‐chamber with minor treasure) |
10 |
Alchemical Spill (chemical pools that burn/corrode unless neutralized) |
Flora & Fauna Resources – Roll 1d8
d8 Result |
Non‐Threat Resource |
1 |
Mana Crystal Cluster (small glowing shards—used for potent mana potions) |
2 |
Stamina Crystal Fissure (vein of orange‐hued crystals—boosts stamina recovery) |
3 |
Vitality Crystal Formation (red crystalline growth—heals minor wounds) |
4 |
Ether‐Bloom Buds (fluorescent flowers—component for invisibility potions) |
5 |
Luminescent Mushrooms (light source + minor healing properties when ingested) |
6 |
Arcane Herb Patch (rare herbs for alchemical buffs—e.g., resistance potion) |
7 |
Friendly Fey Sprites (small fey beings—can guide party or grant a one‐time boon) |
8 |
Phasing Firefly Swarm (attempt to collect yields biolight essence for light spells) |
2. Zone-to-Zone Dungeons
Usage note: Each “zone” is rolled independently. You can have 3–5 zones per level. The DM may choose to ignore any zone or roll fewer zones.
Zone Theme – 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 (low‐gravity zones, floating debris, disorienting corridors) |
8 |
Arcane Archive (scroll‐lined shelves, enchanted books, floating orbs) |
9 |
Urban Ruins (broken streets, collapsed buildings, overturned carts) |
10 |
Alien Bioship Interior (organic walls, pulsating veins, bio‐luminescent fluid) |
Enemies per Zone – Roll 1d10 (per zone)
d10 Result |
Enemy Type (Level = Zone Number ± 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 (cold‐touch specters + frost wolves) |
5 |
Rampaging Experiment (mutated lab creation + security turrets) |
6 |
Shadow Assassins (stealthy rogues + shadow clones) |
7 |
Anti‐Gravity Drones (hovering gunships + grav‐pulse bots) |
8 |
Arcane Wardens (arcane constructs + floating runic orbs) |
9 |
Urban Scavenger Gang (armed looters + improvised traps) |
10 |
Bio‐Symbiotic Horrors (alien parasites + host creature) |
Zone Boss – Roll 1d6 (per final zone)
d6 Result |
Zone Boss |
1 |
Flamelord Efreet (giant fire genie with area‐effect 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 X‐99 (synthetic abomination with adaptive shielding + laser barrage) |
6 |
Shadow Archon (shadow demon with life‐drain aura + phase invisibility) |
Special Features / Traps – Roll 1d10 (per zone)
d10 Result |
Feature / Trap |
1 |
Lava Flow Channel (flows change every turn—DC 15 Dex save or take fire damage) |
2 |
Prismatic Crystal Field (reflected light blinds creatures—DC 13 Con to avoid stunned) |
3 |
Vines That Strangle (DC 14 Str or be restrained) |
4 |
Permafrost Floor (DC 12 Dex to avoid slipping—take 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 |
Grav‐Distortion Rifts (characters float for 1 turn—can’t move normally) |
8 |
Arcane Console Puzzle (solve a simple rune puzzle or trigger a security lockdown) |
9 |
Collapsing Roof (random ceiling section collapses—DC 14 Dex to evade) |
10 |
Bio‐Acid Pools (doors open onto acid ponds—contact deals acid damage per turn) |
Flora & Fauna Resources – Roll 1d8 (per zone)
d8 Result |
Resource |
1 |
Fire Bloom Buds (fiery petals—used in fire‐resistance potions) |
2 |
Prismcage Mushrooms (harvest to create minor light‐bending cloaks) |
3 |
Jungle Nectar Pods (restorative syrup—temporary HP regen) |
4 |
Frost Bloom Crystal (freezes small wounds—component for frost potions) |
5 |
Experimental Serum Vials (random buff—DC 13 Arcana check to use safely) |
6 |
Shadowcap Spore Clusters (use to craft smoke grenades or invisibility dust) |
7 |
Grav‐Shard Ore (metallic fragments that enhance jump boots or anti‐gravity belts) |
8 |
Bio‐Lumen Vines (bioluminescent vines—light source + alchemical catalyst) |
3. Beast Wave Dungeons
Usage note: Beast Wave Dungeons are often “arenas” or “stages” with successive waves. Each “stage” can be treated like a mini‐level: roll environment and monsters for each wave, then a final “alpha wave” boss.
Arena Environment – Roll 1d8 (per arena)
d8 Result |
Arena Environment |
1 |
Open Grass Plain (tall grass, few trees, open sightlines) |
2 |
Rocky Basin (boulder‐strewn ground, narrow chokepoints) |
3 |
Swampy Bog (mire patches, shallow water hazards—difficult terrain) |
4 |
Volcanic Crater (occasional lava pits, heat haze) |
5 |
Abandoned Courtyard (broken walls, scattered rubble obstacles) |
6 |
Ice‐Glazed Floor (slick ice—DC 13 Dex to avoid sliding) |
7 |
Magitek Arena (floating platforms, intermittent energy barriers) |
8 |
Underground Cavern (stalagmites, stalactites, echo dampening) |
Enemy Waves – Roll 1d6 (per wave)
d6 Result |
Enemy Wave Composition (Level = Dungeon Level ± 1) |
1 |
Dire Wolf Pack (4–6 dire wolves) |
2 |
Giant Spider Swarm (6–8 adult spiders) |
3 |
Orc Brutes & Archers (2 brutes + 3 archers) |
4 |
Elementallings (2 air elementals or 2 earth elementals) |
5 |
Mutated Boar Herd (3–5 razor boars—charge attacks) |
6 |
Rogue Constructs (3 animated armor + 2 arcane turrets) |
Alpha Wave Boss – 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 (storm‐or earth‐form 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 – Roll 1d8 (per arena)
d8 Result |
Feature / Hazard |
1 |
Poison Gas Vents (turn 3 and every 3rd turn—toxic clouds expand) |
2 |
Collapsing Pillars (random pillar falls—DC 14 Dex to avoid) |
3 |
Magic Amplifier Relay (periodically boosts enemy spell DCs) |
4 |
Healing Pool (1× per arena—restores 20% HP to party who stands in) |
5 |
Spike Field (hidden spikes—DC 12 Perception to notice) |
6 |
Lava Burst Geysers (small lava jets—DC 13 Dex to dodge) |
7 |
Gravity Surge (zones of low gravity that drift for 2 turns) |
8 |
Crystal Spire (reflects attacks back—ranged fire returns) |
Flora & Fauna Resources – Roll 1d6 (per arena)
d6 Result |
Resource |
1 |
Mana Springs (small spring—spire of blue liquid; grants free spell point once) |
2 |
Stamina Pollen Bloom (cloud of pollen—consumed to gain extra dash action next turn) |
3 |
Vitality Fungi Grove (edible mushrooms—heal small wounds over 1 minute) |
4 |
Wild Herb Patches (common alchemical herbs—used for minor healing salves) |
5 |
Beastblood Pools (sacred pools where party can fill vials—used for temporary buff) |
6 |
Beast Companion Den (non‐hostile baby creature – can be tamed for minor assistance) |
4. Defense Dungeons
Usage note: In Defense Dungeons, the party must hold a location or object. For each “defense level,” roll environment, attackers, special defenses/traps, and resources. There may be no single “boss” until final wave, so use “Final Assault Leader” as the boss.
Defense Environment – Roll 1d8 (per “sector”)
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, zero‐G antechamber, docking clamps) |
6 |
Ancient Ruin Entrance (crumbling archway, glyph barriers, collapsed pillars) |
7 |
Fortified Caravan (stacked wagons, makeshift barricades, supply wagons) |
8 |
Magic‐Infused Citadel Gate (enchanted stone walls, moat of glowing energy) |
Attacker Waves – Roll 1d10 (per wave)
d10 Result |
Attacker Composition (Level = Dungeon Level ± 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 ×3 + 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 – 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 war‐golem with crushing fists + built‐in cannon) |
5 |
Demon Warlock (rains fire meteors + life‐drain aura) |
6 |
Alien Hive Queen (surrounded by broodlings + psionic mind blast) |
Special Defenses / Traps – 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 |
Spike‐Laden Moat (crossing cost: DC 13 Dex or take piercing damage) |
5 |
Arcane Glyph Field (any enemy crossing triggers burst—DC 14 Dex or stunned) |
6 |
Healing Ward Circle (restores 10% HP to allies once per wave) |
7 |
Oil‐Slick 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 smashed—DC 16 Strength—to breach) |
Flora & Fauna Resources – Roll 1d8
d8 Result |
Resource |
1 |
Healing Herb Beds (gather to brew potions that grant short‐lived regeneration) |
2 |
Mana Conduit Crystals (embedded in walls—restore a small pool of spell points) |
3 |
Stamina Vines (harvest to make stamina‐boosting 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 walls—used to craft camouflage potions) |
7 |
Beneficial Faerie Dust (lightly scatters—grants minor invisibility for 1 turn) |
8 |
Guardian Spirits (non‐combat fey entity that offers one party member a temporary buff) |
5. Puzzle Dungeons
Usage note: Puzzle Dungeons focus on environmental challenges. For each “puzzle level,” roll environment, puzzle type, puzzle guardian (mini‐boss), special features (locks/traps), and resource nodes.
Puzzle Environment – 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 zones—ice vs. fire halves) |
5 |
Planar Gateway Hall (ethereal portals linking to random mini‐areas) |
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 – Roll 1d8 (per area)
d8 Result |
Puzzle |
1 |
Rune Sequence Puzzle (step on floor runes in the correct order—wrong step triggers trap) |
2 |
Gear Alignment Puzzle (rotate multiple gears to open a central door—requires DC 13 Int) |
3 |
Mirror‐Light Redirection (position mirrors to aim beam at a door sensor—DC 14 Dex for precision) |
4 |
Elemental Balance (activate dual fire/ice pedestals in correct ratio—DC 15 Arcana) |
5 |
Portal Maze (enter portals in correct sequence—incorrect portal sends you back to start) |
6 |
Glyph Riddle Lock (solve a riddle carved in ancient runes—DC 14 Wis check) |
7 |
Weight Plate Array (distribute objects to match hidden weight pattern—DC 13 Perception) |
8 |
Memory Symbol Challenge (observe a symbol sequence, then replicate it—DC 15 Perception) |
Puzzle Guardian (Mini-Boss) – Roll 1d6 (per area)
d6 Result |
Guardian |
1 |
Arcane Golem (immune to magic ×1 per round, reflect small spells) |
2 |
Clockwork Sentry (mechanical knight—parries melee + ranged projectiles) |
3 |
Mirror Wraith (phase through walls, forces Wisdom save or be disoriented) |
4 |
Elemental Warden (switches between fire/ice forms—resistances change) |
5 |
Ethereal Librarian (levitates + sends spectral book stacks as projectiles) |
6 |
Quantum Construct (teleports randomly + warps local gravity) |
Special Locks / Traps – Roll 1d8
d8 Result |
Lock / Trap |
1 |
Glyph‐Lock Door (requires solving a rune‐inscription puzzle) |
2 |
Poison Dart Panel (DC 13 Perception to spot; DC 14 Dex to avoid) |
3 |
Magic‐Null Zone (inhibits magical effects for 2 turns) |
4 |
Timed Crushing Walls (DC 15 Dex to dash through) |
5 |
Shifting Floor Tiles (slides across—DC 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 – 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 steadily—used as light source + minor calming effect) |
5 |
Quantum Spore Pods (grant random buff—DM rolls d4 buff type when consumed) |
6 |
Whispering Vines (tell riddles—successful 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 it’s primarily a wave‐puzzle, defense‐puzzle, wave‐defense, stealth‐infiltration, or survival trial. Then use the associated sub‐tables below (Environment, Enemies, Boss, Features, Resources). You can skip categories that don’t apply.
Trial Focus – Roll 1d6
d6 Result |
Trial Focus |
1 |
Wave × Puzzle (part waves of enemies, part puzzle sequences) |
2 |
Defense × Puzzle (must protect an objective while solving puzzles) |
3 |
Wave × 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 – Roll 1d8
d8 Result |
Environment |
1 |
Arcane Coliseum (oval arena with shifting magical glyphs lighting up each segment) |
2 |
Crystal Fortress (maze‐like corridors; glass floors over chasms) |
3 |
Industrial Complex (conveyor belts, crushing machines, toxic vats) |
4 |
Shadow‐Infested Sewers (dim tunnels, random shadowpools that teleport intruders) |
5 |
Floating Platform Zone (laser‐linked platforms that retract on a timer) |
6 |
Ancient Trial Grounds (stone pillars that trigger puzzles when stepped on) |
7 |
Bio‐Lab Overrun (alien specimens roam; glass walls that contain hazards) |
8 |
Volcanic Arena (rising lava flows, intermittent eruptions) |
Enemies – Roll 1d8 (if applicable)
d8 Result |
Enemy Composition (Level = Dungeon Level ± 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 Cyber‐Drones (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 puzzle‐bound guardian) |
Trial Boss (Final Leader) – 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 boss—AOE laser + toxic breath) |
6 |
Elemental Confluence (constantly shifts between all four elements—resistances change) |
Special Features / Traps – 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 begins—doors slam, must solve mini‐puzzle) |
4 |
Gravity Wells (periodically activate—DC 13 Str to avoid being pulled into trap) |
5 |
Poison Gas Release (cloud covers area if puzzle fails—DC 15 Con to resist poison) |
6 |
Reflective Energy Barrier (blocks projectiles; can be disabled via control console) |
7 |
Healing Glyph Array (activates after wave 2—heals 10% HP to any standing on glyph) |
8 |
Timed Siege Locks (doors open for only 2 turns—must rush or get locked out) |
Flora & Fauna Resources – Roll 1d6
d6 Result |
Resource |
1 |
Arcane Seed Pods (plant in soil—sprouts a protective ward for 1 round) |
2 |
Mana‐Infused Moss (collect to restore minor spell points each short rest) |
3 |
Vitality Nectar Vials (found in rare flowers—restore a small amount of HP on use) |
4 |
Stamina Fungus Clusters (digestible; grants extra action once per encounter) |
5 |
Lightbound Crystals (cast constant daylight—useful in shadow/darkness challenges) |
6 |
Puzzlemap Fragment (partial map—helps solve next puzzle or unlock shortcut through hazard) |
7. Raid Dungeons
Usage note: Raids span multiple levels (often 4–6). Treat each level like a Standard Dungeon scaled to “High Tier.” For true variety, you can roll once for Environment (d10) for the entire raid, then roll “sub‐environment” per level. Use the per‐level tables below.
Overall Raid Environment – 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 |
Bio‐Construct Hive (organic corridors, pulsating walls, chittering alien brood) |
4 |
Celestial Sky‐Palace (cloudwalks, golden bridges, crystalline guardians) |
5 |
Techno‐Behemoth Core (gigantic reactor room, magnetic fields, conveyor arrays) |
6 |
Elemental Convergence (fire, water, earth, air towers intersecting—chaotic terrain) |
7 |
Fallen Titans’ 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 |
Void‐Infused Fortress (anti‐gravity chambers, void rifts, shadow beasts) |
Then for each Raid Level (1–N), roll sub‐environment and other tables below.
Raid Level Sub-Environment – Roll 1d8 (per level)
d8 Result |
Sub-Environment |
1 |
Grand Hall (vast chamber—gigantic pillars with runic carvings) |
2 |
Power Conduit Room (glowing energy cables; force‐field barriers) |
3 |
Lava‐Flume 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 holo‐projector, defensible alcoves) |
8 |
Throne Annex (elevated dais, arcane sigils, guardian statues) |
Raid Level Monsters – Roll 1d10 (per level)
d10 Result |
Monster Group (Level = Raid Level +2 ± 1) |
1 |
Demon Legion Elite (4 elite imps + 2 chain demons) |
2 |
Arcane Guardian Squad (3 large arcane constructs + 2 minor arcane sentinels) |
3 |
Bio‐Enhanced Warriors (5 experimental soldiers + 2 bio‐tank 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 golems—slow but high‐damage) |
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 resistances—immune to one damage type each round) |
Raid Level Boss – Roll 1d6 (per level)
d6 Result |
Boss Type (Level = Raid Level +5 ± 2) |
1 |
Demon Warlord (massive demon with area knockdown + summoning minor imps) |
2 |
Archmage Overlord (master of all schools—casts meteor swarm, chain lightning, and temporal stasis) |
3 |
Bio‐Mech Overlord (gigantic mechanized creature—heavy cannon blasts + self‐repair nanites) |
4 |
Elemental Colossus (embodied fury of an element—periodically 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 – Roll 1d10 (per level)
d10 Result |
Feature / Trap |
1 |
Rending Floor (random sections collapse into lava/void —DC 15 Dex to avoid) |
2 |
Arcane Annihilator Array (laser beams crisscross chamber —DC 14 Dex to dodge) |
3 |
Gravity Inversion Field (flips gravity every 2 rounds —falling damage or DC 13 Str to cling to floor) |
4 |
Summoning Glyph Ring (activates mid‐battle—summons 2 minor minions unless players disable via DC 15 Arcana) |
5 |
Reactive Shield Matrix (absorbs first two spells each round —DM tracks X HP) |
6 |
Corrosive Cloud Emitter (fills area with corrosive mist—DC 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 |
Chrono‐Lock Chamber (if players linger more than 3 rounds, time loop resets them to wave’s start) |
9 |
Mana Siphon Pillars (drains spell points—DC 13 Arcana to disable) |
10 |
Void Rift Portal (randomly teleports a player into a perilous mini‐void—rescue takes 1d4 rounds) |
Flora & Fauna Resources – Roll 1d8 (per level)
d8 Result |
Resource |
1 |
Greater Mana Crystal Cluster (enough for multiple high‐tier potions—harvesting requires DC 15 Arcana) |
2 |
Prismatic Stamina Shard (grants two extra actions once – one per shard; fragile—DC 14 Dex to carry safely) |
3 |
Titan’s Vitality Core (massive crystal—grants large party‐wide heal when melted down) |
4 |
Ethereal Bloom Grove (harvest petals to gain temporary ethereal form for 1 turn—no physical damage taken) |
5 |
Celestial Herb Sprig (rare; brews into potion granting +3 to saving throws for 1 hour) |
6 |
Void‐Essence Vials (extremely volatile—use to craft powerful “void bomb” or risk 2d10 psychic backlash) |
7 |
Phoenix Feather Cluster (rare drop—revive fallen ally once per raid level) |
8 |
Astral Kelp Beds (floats in zero‐G zones—used 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 “Environment” instead of rolling. If you want a one‐off boss, select directly from the Boss table and skip the roll.
-
Adjusting “Level = Dungeon Level ± X”:
- All monster cadres and bosses assume a baseline of the dungeon’s 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 “Flora & Fauna Resources” tables. For example, you could add “Arcane Wolf Den (tameable pet + crafting materials)” or “Mana‐lemur Herd (drop rare “lemur’s essence” ingredient).”
-
Tweaking for Thematic Consistency:
- While these tables span a broad range—from classic dungeon corridors to derelict spaceships—you can filter or swap any entry that doesn’t fit your chosen setting. For instance, if your Standard Dungeon is purely medieval, simply ignore the “Rogue Security Drones” entry and replace it with “Goblin Spellcasters.”
Feel free to copy, expand, or prune any table to match your campaign’s tone. These 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