30 April 2023

Table: Dungeon Rationale (Your Dungeon Tour Table)

Depending on your point of view, the rationale behind the existence of this dungeon may be the most important factor of dungeon design or the least important. At any rate, it's the final table of this dungeoneering tour. Or you could make it the first.

This is the thirtieth table of Your Dungeon Tour Table.

Dungeon Rationale

Roll 1d30

1. It is a standard dungeon haunted by those who perished in it.
2. It is a standard dungeon currently operating as such. What are you doing here?
3. It is an abandoned dungeon infested with monsters who burrowed from below.
4. It is an abandoned dungeon occupied by monstrous invaders.
5. It is the product of a mad wizard's mind.
6. It is a network of tunnels belonging to a secret cult that delved too deep.
7. It is an abandoned mine that accidentally struck the subterranean domain of something inimical to surface dwellers.
8. It is the practical joke of a godling.
9. It is a gigantic spacecraft that crashlanded.
10. It is an amusement park of the ancients.
11. It is a network of tunnels being used by several criminal factions.
12. It is a shopping mall of the ancients.
13. It is a former menagerie of diverse monsters who now roam freely.
14. It is a natural history museum of the ancients.
15. It is an obstacle course for assassins.
16. It is an isolated utopian/dystopian complex built to survive an apocalypse.
17. It is a subterranean shrine to evil gods.
18. It is a metaphor for our relationship with Death. (Metaphysics optional.)
19. It is a market connecting traders of the underearth to nocturnal traders of the surface.
20. It is an illusory environment created by the minds of bulging-headed aliens.
21. It is a nightmare dimension constructed by shadow demons.
22. It is the virtual world of a fantasy video game.
23. It is a playset for juvenile gods or juvenile godlike aliens.
24. It is an underground city forgotten by the city above it.
25. It is a weird manufactory staffed by elves, dwarves, or cyclopes.
26. It is the ancient labyrinth of a lost civilization.
27. It is a viable subterrestrial ecosystem.
28. It is a twisted behavioral science experiment conducted by powerful beings.
29. It is a game show with fabulous prizes!
30. It is an incomprehensible game played by the gods.

N.B. The result of this table may or may not conflict with the result of the Dungeon Ambience table, in which case you may choose one to override the other, roll again, or mash them together.

Table: Dungeon Ambience (Your Dungeon Tour Table)

What would you say is the overall atmosphere of this dungeon?

This is the twenty-ninth table of Your Dungeon Tour Table.

Dungeon Ambience

Roll 1d20

1. Ancient Cretan
2. Ancient Egyptian
3. Castle Wolfenstein
4. Catacombs Romanesque
5. Diablo
6. Ermagerd Trmb erv Herrers
7. Fifties Bomb Shelter
8. Golden Axe
9. Hammer Horror
10. Haute Fantasy
11. Hilarious House of Frightenstein
12. Krull
13. McDungeonland
14. Medieval European
15. Nineteenth Century Funhouse
16. Phantom of the Sewer Beneath the Opera
17. Renaissance
18. Renaissance Faire
19. Tim Burton's Spooky Something-or-Other
20. Universal Horror

29 April 2023

Table: Passage Tricks (Your Dungeon Tour Table)

Trick or retreat!

This is the twenty-eighth table of Your Dungeon Tour Table.

Passage Tricks

Roll 1d12

Ah! The old...

1. Appear-to-disappear-but-actually-get-teleported-elsewhere trick!
2. Appear-to-disappear-but-actually-get-disintegrated trick!
3. Appear-to disappear-but-actually-get-phased-into-the-Ethereal-Plane trick!
4. Passage-floor-that-tilts-into-a-chute-leading-down-one-level trick!
5. Trapdoor-covering-a-pit-filled-with-hungry-crocodiles trick!
6. Trapdoor-covering-a-pit-filled-with-water-and-a-giant-octopus-puppet trick!
7. Swinging-pendulum-scythes-blocking-the-way-ahead trick!
8. Illusionary-floor-concealing-a-transdimensional-wormhole trick!
9. Illusionary-floor-concealing-a-chute-leading-down-one-or-more-levels trick!
10. Sliding-wall-that-blocks-any-retreat trick!
11. Sliding-walls-that-block-any-advance-or-retreat trick!
12. Sliding-walls-that-shift-back-and-forth-creating-an-atmosphere-of-unease trick!

#GetSmart

28 April 2023

Table: Passage Traps (Your Dungeon Tour Table)

Oh, it's a trap alright.

This is the twenty-seventh table of Your Dungeon Tour Table.

Passage Traps

Roll 1d12

Ah! The old...

1. Trapdoor-covering-a-pit-filled-with-spikes trap!
2. Trapdoor-covering-a-pit-filled-with-snakes trap!
3. Trapdoor-covering-a-pit-filled-with-acid trap!
4. Trapdoor-covering-a-pit-filled-with-ping-pong-balls trap!
5. Poison-darts-that-shoot-out-of-the-walls-when-you-step-on-the-wrong-tile trap!
6. Spikes-that-pop-out-of-the-walls-as-they-start-closing-in-on-you trap!
7. Cage-that-falls-on-you-when-you-take-something trap!
8. Giant-boulder-that-crushes-you-when-you-take-something trap!
9. Snare-that-suspends-you-upside-down-and-releases-a-swarm-of-flying-piranhas trap!
10. Flypaper-covering-the-entire-floor trap!
11. Corridor-filled-with-zombies-pretending-to-be-normal-corpses trap!
12. Corridor-lined-with-living-statues trap!

#GetSmart

27 April 2023

Table: Chambers (Your Dungeon Tour Table)

What nature of chamber is this?

This is the twenty-sixth table of Your Dungeon Tour Table.

Chambers

Roll 1d12

1. Typical everyday subterranean chamber. (See room.)
2. Torture chamber. (95% chance of TORTURE!)
3. Teleportation chamber. (30% chance of controlling the destination.)
4. Study chamber. (75% chance of useful information.)
5. Not your typical everyday subterranean chamber. (See room, but add a twist.)
6. Just another word for room.
7. Echo chamber. (100% chance of echoes if a sound is made.)
8. Chamber of horrors. (60% chance the horror is real.)
9. Chamber music chamber. (50% chance of music.)
10. Bedchamber. (25% chance of 1d8 sleepers.)
11. Anti-antechamber. (10% chance of 1d4 aunties; 0% chance of other exits.)
12. Actual antechamber to another room or chamber.

26 April 2023

Table: Means of Ascent or Descent (Your Dungeon Tour Table)

First Level: Oubliettes, thumbscrews, and skewers, racks, clamps, pillories, and peine forte et dure. Going down...

This is the twenty-fifth table of Your Dungeon Tour Table.

Means of Ascent or Descent

Roll 1d24 (or roll 1d12 for descent only, or 1d12+12 for ascent only)

1. Standard staircase going down.
2. Treacherous staircase going down.
3. Trick staircase going down.
4. Spiral staircase going down.
5. Escalator going down.
6. Ramp going down.
7. Pit with ladder going down.
8. Pit with platform, rope, and pulley going down.
9. Standard pit going down.
10. Spiral slide going down.
11. Roller slide going down.
12. Dumbwaiter.
13. Elevator (Lift)
14. Roller slide going up.
15. Spiral slide going up.
16. Standard chimney going up.
17. Chimney with platform, rope, and pulley going up.
18. Chimney with ladder going up.
19. Ramp going up.
20. Escalator going up.
21. Spiral staircase going up.
22. Trick staircase going up.
23. Treacherous staircase going up.
24. Standard staircase going up.

N.B. Roll 1d3 for number of levels up or down or choose freely.

#AreYouBeingServed

25 April 2023

Table: Wandering Monsters (Your Dungeon Tour Table)

Wandering about, you encounter one or more wandering monsters... wandering... about...

This is the twenty-fourth table of Your Dungeon Tour Table.

Wandering Monsters

Roll 1d20

1. A bunch of bogglebears (3d8).
2. A cantaloupapapas.
3. A carrion cruller.
4. A coterie of hobnoblins (4d6).
5. A dungeon-delving chicken.
6. A fearsome ogreat.
7. A flock of lava-loving infernal ducks (2d30).
8. A gathering of grablins (10d10).
9. A group of glowbolds (5d100).
10. A hiyahidra.
11. A horrendous ughyuck.
12. A horrible neo-ughyuck.
13. A Munchkin Liberation Army task force (14 operatives).
14. A number of nulls (3d12).
15. A platoon of porcs (20).
16. A terrible steam-blowing bragon.
17. A troper.
18. A wiant. (Like a giant, but with an emphasis on width.)
19. Roll on this table of wandering monsters.
20. Roll on this other table of wandering monsters.

24 April 2023

Table: Room Monsters (Your Dungeon Tour Table)

Monster(s) in this room...

This is the twenty-third table of Your Dungeon Tour Table.

Room Monsters

Roll 1d20

1. annoying youths
2. bored monster
3. brooding monster
4. gambling monsters
5. housekeeping monster
6. hungry monster frustrated with current diet
7. inebriated monster trying to forget past mistakes
8. jealous monster
9. partying monsters
10. pet monster
11. petty squabbling monsters
12. preoccupied bookkeeping monster
13. ragtag band of lost sidekicks
14. slumbering monster
15. sneaky monsters lying in ambush
16. snobbish adventuring party
17. somnambulant monster
18. standard monsters
19. unreasonably wrathful monster
20. vain monster

N.B. Use any desired monster type or roll as a wandering monster.

23 April 2023

Table: Treasure Hidden (Your Dungeon Tour Table)

Can you find the alleged treasure?

This is the twenty-second table of Your Dungeon Tour Table.

Treasure Hidden

Roll 1d8

The treasure is hidden...

1. Behind a secret panel in the wall cunningly disguised as a framed painting.
2. Beneath a cleverly placed rug.
3. In a ceiling space with a concealed trap door, the opening of which triggers the release of confetti and balloons.
4. In a mini-pocket dimension accessible only by the vibrations of a certain pitch.
5. In one of a hundred boxes, all of which are shrinkwrapped.
6. Inside a harpsichord, grandfather clock, or police call box.
7. Under a loose floorboard, wobbly stone, or crooked brick.
8. Within a dust-filled secret alcove accessible only by reciting the magic words or by accidentally tripping an ancient mechanism that still works perfectly because they had standards back in the day.

22 April 2023

Table: Treasure Traps (Your Dungeon Tour Table)

Find the treasure, face the trap.

This is the twenty-first table of Your Dungeon Tour Table.

Treasure Traps

Roll 1d8

The treasure is...

1. Coated with contact poison.
2. Covered with asphyxiation dust—easily confused with pixie dust.
3. Encased in a glass container filled with die-laughing gas.
4. Guarded by a stand-up comedian/demon.
5. Immersed in a perfume that is irresistible to the undead.
6. Protected by venomous springing snakes.
7. Submerged in lime-flavored ectoplasm.
8. Surrounded by scattered LEGO bricks and an anti-footwear force field.

21 April 2023

Table: Room Traps (Your Dungeon Tour Table)

You have a vague sense that there's a trap in this room.

This is the twentieth table of Your Dungeon Tour Table.

Room Traps

Roll 1d8

1. Something involving pits and possibly spikes.
2. Something involving spring-loaded spears.
3. Something involving blowgun darts.
4. Something involving nets and carnivorous beasts.
5. Something involving gas.
6. Something involving an unexpected and awkward social gathering.
7. Something involving ennui.
8. Something involving a malaise that foreshadows something worse.

20 April 2023

Table: Parlor Tricks (Your Dungeon Tour Table)

There's something tricky about this parlor...

This is the nineteenth table of Your Dungeon Tour Table.

Parlor Tricks

Roll 1d12

1. The ceiling slowly begins to lower until it meets the floor, then resets.
2. The floor slowly begins to rise until it meets the ceiling, then resets.
3. All doors automatically lock and the room slowly fills with water.
4. Gravity is reversed within this room. Those who enter without precautions fall to the ceiling.
5. The floor is powerfully magnetized. Any object containing iron, nickel, cobalt, or steel becomes immovably attached to the floor.
6. The room is completely filled with perfectly transparent gelatin.
7. The room is entirely coated with powdered sugar.
8. The room's floor responds to every instance of contact with a loud musical note.
9. When all doors are closed, they automatically lock and the room is filled with a gas.
10. A burst of light causes temporary blindness lasting 5d4 minutes.
11. Every surface in the room is frictionless.
12. Entry to the room causes one to be completely covered with lint.

19 April 2023

Table: Treasure Found (Your Dungeon Tour Table)

Is this the treasure you're looking for?

This is the eighteenth table of Your Dungeon Tour Table.

Treasure Found

Roll 1d12 or 1d24

The treasure consists of...

1. 9 platinum pieces per dungeon level.
2. 19 gold pieces per dungeon level.
3. 99 silver pieces per dungeon level.
4. 999 copper pieces per dungeon level.
5. Exactly 12,321 bronze pieces.
6. 5d12 gold pieces, 6d10 silver pieces, and 10d6 copper pieces.
7. 2d16 electrum pieces and 1d24 platinum pieces.
8. 19d4 gold pieces.
9. 3d3 bottles of rare wine.
10. 3d4 gems per dungeon level.
11. 1d8 pieces of jewelry per dungeon level.
12. 1d100 pieces of costume jewelry.
13. $1,000,000.00!
14. A fully stocked spice rack.
15. A magic hat.
16. A magic ring.
17. A magic rod.
18. A magic staff.
19. A magic wand.
20. 1d4 magic scrolls.
21. Arguably a truly unique treasure.
22. Something that will undoubtedly become a family heirloom.
23. A magic near-treasure.
24. Something cursed and roll again.

18 April 2023

Table: Room Contents (Your Dungeon Tour Table)

What have we here?

This is the seventeenth table of Your Dungeon Tour Table.

Room Contents

Roll 1d12

1. Empty.
2. Nothing of interest.
3. Nothing but the usual dungeon furnishings.
4. Typical bric-a-brac and perhaps a useful item or two.
5. A monster being monstrous, engaging in monsterlike activities.
6. A monster with treasure.
7. A wandering minstrel separated from companions.
8. Trapped and/or hidden treasure.
9. Treasure for the taking!
10. A tricky trick.
11. A trappy trap.
12. A secret door and roll again.

17 April 2023

Table: Exits (Your Dungeon Tour Table)

How do you get out of this place?

This is the sixteenth table of Your Dungeon Tour Table.

Exits

Roll 1d20 on this table 1d4 times

1. Nil.
2. Nil.
3. Door on opposite wall.
4. Door on opposite wall.
5. Door on opposite wall.
6. Door on opposite wall.
7. Door on left wall.
8. Door on left wall.
9. Door on left wall.
10. Door on right wall.
11. Door on right wall.
12. Door on right wall.
13. Door on same wall if it bypasses previous room.
14. Nil.
15. Side passage on opposite wall.
16. Side passage on left wall.
17. Side passage on right wall.
18. Side passage on same wall if it bypasses previous room.
19. Nil.
20. Nil.

16 April 2023

Table: Rooms (Your Dungeon Tour Table)

Would you like a room?

This is the fifteenth table of Your Dungeon Tour Table.

Rooms

Roll 1d30

1. 10' x 10' square
2. 20' x 20' square
3. 30' x 30' square
4. 40' x 40' square
5. 50' x 50' square
6. 60' x 60' square
7. 20' x 30' rectangle
8. 20' x 40' rectangle
9. 20' x 50' rectangle
10. 20' x 60' rectangle
11. 30' x 40' rectangle
12. 30' x 50' rectangle
13. 30' x 60' rectangle
14. 40' x 50' rectangle
15. 40' x 60' rectangle
16. 40' x 70' rectangle
17. 40' x 80' rectangle
18. 50' x 60' rectangle
19. 50' x 70' rectangle
20. 50' x 80' rectangle
21. circle (roll 1d3 to determine small, medium, or large)
22. oval (roll 1d3 to determine small, medium, or large)
23. triangle (roll 1d3 to determine small, medium, or large)
24. pentagon (roll 1d3 to determine small, medium, or large)
25. hexagon (roll 1d3 to determine small, medium, or large)
26. octagon (roll 1d3 to determine small, medium, or large)
27. trapezoid (roll 1d3 to determine small, medium, or large)
28. parallelogram (roll 1d3 to determine small, medium, or large)
29. doughnut (roll 1d3 to determine small, medium, or large)
30. irregular cave (roll 1d3 to determine small, medium, or large)

N.B. Check exits and room contents.

15 April 2023

Table: Phenomenal Effects (Your Dungeon Tour Table)

Phantastical anomalies have phenomenal effects...

This is the fourteenth table of Your Dungeon Tour Table.

Phenomenal Effects

Roll 1d20

This phantastical anomaly...

1. Will give you an omen and answer one question with a question.
2. Will teleport you to any body of water.
3. Will transport you to the nearest spaceship, space station, or habitable planet.
4. Will disintegrate anything on contact.
5. Is edible, inexhaustible, and tastes like candy.
6. Will launch a psychic attack on you. If you survive, you gain a psychic ability.
7. Will play any song.
8. Will transport you to an alternate reality or plane of existence.
9. Emits bubbles when approached.
10. Will summon one vengeful invisible stalker per person it detects.
11. Will grant you the ability to survive in any environment for one year.
12. Will attack you with a simulacrum of your first pet.
13. Will translate any form of communication.
14. Will control the local weather in an odd way until and unless it is mastered.
15. Will grant you the ability to cast one random spell from this list three times.
16. Will grant you the ability to cast one random spell from this list three times.
17. Will grant you the ability to cast one random spell from this list three times.
18. Will grant you the ability to cast one random spell from this list three times.
19. Will grant you the ability to cast one random spell from this list three times.
20. Will grant you the ability to cast two random cantrips from this list two times each.

14 April 2023

Table: Phantastical Anomalies (Your Dungeon Tour Table)

What is this... this... this phantastical anomaly?

This is the thirteenth table of Your Dungeon Tour Table.

Phantastical Anomalies

Roll 1d30

Behold! You see...

1. A continually spinning gyroscope.
2. A cube of six different colors.
3. A doorway with no door.
4. A floating eye.
5. A free-standing archway with indecipherable inscriptions.
6. A glowing pyramid.
7. A gravity-defying disco ball.
8. A hologram of a chimera.
9. A humming sphere.
10. A kiosk.
11. A levitating demonic head.
12. A live fish in a tank of water.
13. A live genie head in a box.
14. A luminous circle.
15. A mist-filled alcove with alien skulls.
16. A model of a tower that emits strange lights and sounds.
17. A paving stone with footprints, handprints, and illegible writing.
18. A perpetually swinging pendulum.
19. A pillar of fog.
20. A pillar of light.
21. A pulsating dodecahedron.
22. A ring of fire.
23. A robot.
24. A sarcastic mirror.
25. A shapeshifting cloud of smoke.
26. A stone table with a grid of differently colored crystals.
27. A suggestion box.
28. A variably corporeal cat.
29. A vortex of stars.
30. A waterfall with neither beginning nor end.

N.B. Check for the anomaly's phenomenal effects.

12 April 2023

Table: Closets (Your Dungeon Tour Table)

What's in the closet?

This is the twelfth table of Your Dungeon Tour Table.

Closets

Roll 1d12

The closet contains...

1. Junk.
2. Janitorial supplies.
3. Festive party supplies.
4. Craft supplies.
5. Kitchen/dining supplies.
6. Food.
7. Clothing.
8. Bedding.
9. Armor.
10. Weapons.
11. Trap maintenance equipment.
12. Skeletons (dead or undead).

11 April 2023

Table: Secret Door Access (Your Dungeon Tour Table)

Where does the secret door lead?

This is the eleventh table of Your Dungeon Tour Table.

Secret Door Access

Roll 1d12

The secret door leads to...

1. A ladder leading down one level.
2. A ladder leading up one level.
3. A spiral staircase leading down 1d3 levels.
4. A spiral staircase leading up 1d3 levels.
5. A room.
6. A chamber.
7. A narrow (2' wide) passage straight ahead. Roll 1d10 on this table after 10'. (1 in 1d6 chance of peepholes.)
8. A narrow (2' wide) passage to the left. Roll 1d10 on this table after 10'. (2 in 1d6 chance of peepholes.)
9. A narrow (2' wide) passage to the right. Roll 1d10 on this table after 10'. (2 in 1d6 chance of peepholes.)
10. A narrow (2' wide)passage to the left and the right. Roll 1d10 on this table after 10' either way. (3 in 1d6 chance of peepholes.)
11. A closet.
12. A privy.

N.B. Passages are simple wood or stone construction, and dark.

Measurement conversion: 10' (10 feet) = 3.048 m = 1 traditional map square = 2 battlemat squares (in one direction)

10 April 2023

Table: Secret Doors (Your Dungeon Tour Table)

Before a party can find a secret door (by whatever means the referee approves, whether it's by the (rule) book, descriptive searches, or coin toss, it's good for the referee to know if there is a secret door. (If such a door exists, there might be clues, and if you want inattentive parties to stumble upon it, you can also use the handy accidental discovery roll.)

This is the tenth table of Your Dungeon Tour Table.

Secret Doors

Roll 1d20

You find...

1. A secret door that swings inward. (1 in 1d6 chance of boobytrap.)
2. No secret doors.
3. Negatory.
4. A secret door that swings outward. (1 in 1d6 chance of boobytrap.)
5. Nothing of interest.
6. Ixnay on the ecretsay oorsday.
7. A secret door that slides to the side. (1 in 1d6 chance of boobytrap.)
8. An absence of anything secret.
9. A secret door that slides upward. (1 in 1d6 chance of boobytrap.)
10. An abundance of not much.
11. A secret door that slides downward. (1 in 1d6 chance of boobytrap.)
12. Nothing answering the description of a secret door.
13. No secret doors here.
14. A detachable secret door. (1 in 1d6 chance of boobytrap.)
15. No secret doors at all.
16. Nothing remotely resembling a secret door.
17. A secret door that revolves. (1 in 1d6 chance of boobytrap.)
18. No doors of a secret, concealed, or otherwise hidden nature.
19. A dreary lack of secret doors.
20. A secret door that tilts at the middle. (1 in 1d6 chance of boobytrap.)

N.B. Check secret door access to see what lies beyond it.

09 April 2023

Table: Door Access (Your Dungeon Tour Table)

Will you pass through the door?

This is the ninth table of Your Dungeon Tour Table.

Door Access

Roll 1d12

The door leads to...

1. A room.
2. A chamber.
3. A passage straight ahead. Roll on Occasional Checks after 20'-80'.
4. A passage to the left. Roll on Occasional Checks after 20'-80'.
5. A passage to the right. Roll on Occasional Checks after 20'-80'.
6. A passage to the left and the right. Roll on Occasional Checks after 20'-80' either way.
7. A chamber.
8. A room.
9. A closet.
10. A pole leading down 1d3 levels.
11. A ventilation shaft leading to the surface.
12. Save game here.

N.B. Check passage width and/or passage description whenever a new passage is discovered or whenever the fancy strikes you.

Measurement conversion: 10' (10 feet) = 3.048 m = 1 traditional map square = 2 battlemat squares (in one direction)

08 April 2023

Table: Boobytraps (Your Dungeon Tour Table)

It's a boobytrap!

This is the eighth table of Your Dungeon Tour Table.

Boobytraps

Roll 1d10

1. Loud incidental music plays when door is opened.
2. Door springs forward, smashing anyone behind it against opposite wall.
3. Needle mechanism injects victim with a poison that causes instant festivity, which wears off after 3d4 hours of sleep.
4. Puff of dust causes violent sneezing fit that gradually tapers off after 1d4 hours.
5. The door begins to vibrate. Then the walls vibrate. Then the floor vibrates. Vibrations cease after party leaves area.
6. Electrical shock causes persistent static cling lasting 1d4 days.
7. Mechanism flings fragile capsule of concentrated skunk spray at victim.
8. Catch releases a shower of rotten eggs.
9. Trap door slide springs open below, depositing victim in a room with a wandering monster.
10. Device squirts gooey substance on victim, rendering fine manipulation and other acts of manual dexterity all but impossible until removed via spell or a time-consuming remedy.

07 April 2023

Table: Door Status (Your Dungeon Tour Table)

Can you open the door?

This is the seventh table of Your Dungeon Tour Table.

Door Status

Roll 1d12

1. Stuck.
2. Really stuck.
3. Really really stuck.
4. Locked.
5. Locked and stuck.
6. Double-locked.
7. Double-locked and stuck.
8. Unlocked.
9. Wide open.
10. Locked and boobytrapped.
11. Unlocked and boobytrapped.
12. Magically sealed.

06 April 2023

Table: Doors (Your Dungeon Tour Table)

Will you open the door?

This is the sixth table of Your Dungeon Tour Table.

Doors

Roll 1d12

1. An ordinary wooden door. Check status.
2. An ordinary-ish wooden door. Check status.
3. An ordinary iron-banded wooden door. Check status.
4. An iron gate.
5. An iron portcullis.
6. A steel portal.
7. A sliding door. Check status.
8. A swinging door.
9. A revolving glass door.
10. A bead curtain.
11. A talking door. Check status.
12. A carnivorous door.

N.B. Check door access to discover what lies beyond it.

05 April 2023

Table: Side Passages (Your Dungeon Tour Table)

What's this? A side passage? Hm...

This is the fifth table of Your Dungeon Tour Table.

Side Passages

Roll 1d30

1. Diagonally ahead (45°) to the left.
2. Diagonally ahead (45°) to the left.
3. Diagonally ahead (45°) to the left.
4. 90° to the left.
5. 90° to the left.
6. 90° to the left.
7. 90° to the left. Not this again.
8. 90° to the left.
9. 90° to the left.
10. 90° to the left.
11. 90° to the left.
12. 90° to the left.
13. Diagonally behind (135°) to the left.
14. Diagonally behind (135°) to the left.
15. Diagonally behind (135°) to the left.
16. Diagonally behind (135°) to the right.
17. Diagonally behind (135°) to the right.
18. Diagonally behind (135°) to the right.
19. 90° to the right.
20. 90° to the right.
21. 90° to the right.
22. 90° to the right. Oh, it's slightly different alright.
23. 90° to the right.
24. 90° to the right.
25. 90° to the right.
26. 90° to the right.
27. 90° to the right.
28. Diagonally ahead (45°) to the right.
29. Diagonally ahead (45°) to the right.
30. Diagonally ahead (45°) to the right.

N.B. Check passage width and/or passage description whenever a new passage is discovered or whenever the fancy strikes you.

04 April 2023

Table: Passage Turns (Your Dungeon Tour Table)

What's that? A turn in the passage? I wonder where it leads...

This is the fourth table of Your Dungeon Tour Table.

Passage Turns

Roll 1d30

1. Diagonally ahead (45°) to the left.
2. Diagonally ahead (45°) to the left.
3. Diagonally ahead (45°) to the left.
4. 90° to the left.
5. 90° to the left.
6. 90° to the left.
7. 90° to the left. To the left. Left, right, left.
8. 90° to the left.
9. 90° to the left.
10. 90° to the left.
11. 90° to the left.
12. 90° to the left.
13. Diagonally behind (135°) to the left.
14. Diagonally behind (135°) to the left.
15. Back again (180°) to the left.
16. Back again (180°) to the right.
17. Diagonally behind (135°) to the right.
18. Diagonally behind (135°) to the right.
19. 90° to the right.
20. 90° to the right.
21. 90° to the right.
22. 90° to the right. Repetitive, isn't it?
23. 90° to the right.
24. 90° to the right.
25. 90° to the right.
26. 90° to the right.
27. 90° to the right.
28. Diagonally ahead (45°) to the right.
29. Diagonally ahead (45°) to the right.
30. Diagonally ahead (45°) to the right.

N.B. Check passage width and/or passage description whenever a new passage is discovered or whenever the fancy strikes you.

03 April 2023

Table: Passage Description (Your Dungeon Tour Table)

"Are not all dungeon passages essentially the same?" asks a hypothetical twit. No. Roll a die and consult this, the third table of Your Dungeon Tour Table.

Passage Description

Roll 1d20

1. Stone floor, stone walls, no light source.
2. Cobblestone floor, wood-panelled walls, brass sconces.
3. Marble floor, mosaic walls, bronze floor candelbras.
4. Mosaic floor, marble walls, wall-mounted torches.
5. Basalt floor, basalt walls with bas-reliefs, bronze candleholders.
6. Tile floor, skull-embedded walls, candles melted on skulls.
7. Brick floor, brick walls, no light source.
8. Slick stone floor, mossy stone walls, dim phosphorescent glow.
9. Dirt floor, rough-hewn stone walls, lanterns.
10. Wooden floor, mirror walls, no light source.
11. Marble floor, mirror walls, chandeliers.
12. Stone floor, tapestries, iron floor candelabras.
13. Tile floor with weird pattern, stone walls with mysterious holes, incense.
14. Stone floor with human outlines, natural stone walls with handprints, strobe light.
15. Shag carpeted floor, tapestries, black light.
16. Slidewalk floor, hologram map of the cosmos, dim light with no detectable source.
17. Floor of lava, walls of igneous rock, narrow ledge.
18. Subterranean river, walls of sedimentary rock, glowing tendrils beneath the water's surface.
19. Concrete floor, concrete walls, fluorescent lighting.
20. Mosaic floor, plaster walls with murals, potted plants.

02 April 2023

Table: Passage Width (Your Dungeon Tour Table)

How wide is this passage? Let's see...

This is the second table of Your Dungeon Tour Table.

Passage Width

Roll 1d20

1.   1' (wide enough for a leprechaun)
2.   2' (wide enough for one person)
3.   3' (wide enough for two persons standing sideways)
4.   4' (wide enough for two persons standing abreast)
5.   4' (still a bit narrow, though)
6.   5' (wide enough for two persons posing or one 28 mm miniature)
7.   5' (better throw in another one for the later edition crowd)
8.   6' (wide enough for three persons standing abreast)
9.   6' (roomy for two; tolerable for three)
10.   7' (wide enough for three persons dancing)
11.   8' (wide enough for four persons abreast, snapping their fingers as they patrol their turf)
12.   8' (wide enough for two berserk flesh golems)
13.   8' (wide enough for two horses)
14.   10' (wide enough for traditional graph paper cartography)
15.   10' (wide enough for five persons standing abreast)
16.   10' (wide enough for two 28 mm miniatures)
17.   10' (wide enough for something)
18.   12' (wide enough for an aristocrat + retinue to make an impressive entrance)
19.   15' (wide enough for three 28 mm miniatures)
20.   20' (Oh, come now.)

01 April 2023

Table: Occasional Checks (Your Dungeon Tour Table)

Your dungeon tour begins in a subterranean passageway, which you proceed to explore without the hassle of maps or directions. You must make an Occasional Check...

This is the first table of Your Dungeon Tour Table.

Occasional Checks

Roll 1d20

1. The passage continues. Check again after 20'.
2. The passage continues. Check again after 40'.
3. The passage continues. Check again after 60'.
4. The passage turns. Check again after 10'-60'.
5. The passage turns. Check again after 10'-60'.
6. There is a side passage. Check again after 10'-60'.
7. There is a side passage. Check again after 10'-60'.
8. There is a three-way intersection. Check again after 10'-60' each way.
9. There is a four-way intersection. Check again after 10'-60' each way.
10. There is a dead end, but there might be a secret door.
11. There is a door to the left. Passage continues. Check again after 10'-60'.
12. There is a door to the right. Passage continues. Check again after 10'-60'.
13. Behold, a phantastical anomaly! Passage continues. Check again after 10'-80'.
14. There is a door ahead.
15. There is a room of some sort.
16. There is a chamber of some sort.
17. There is a means of ascent or descent.
18. 'Tis a trap!
19. Lo, a trick!
20. Hark, a wandering monster! (Check again to see what lies beyond.)

N.B. Check passage width and/or passage description whenever a new passage is discovered or whenever the fancy strikes you.

Measurement conversion: 10' (10 feet) = 3.048 m = 1 traditional map square = 2 battlemat squares (in one direction)