expanded heroquest dungeon generation
[[expanded_heroquest_dungeon_generation]] last edit on
Jul 20, 2006
7:48 PM
by marasmusine
This replaces the random dungeon generator from AHQ.
If playing solo, please note that the per-turn check for traps or wandering monsters have been subsumed into these charts.
If a door is switched, it will be the nearest one of the correct type (locked/unlocked).
Further manipulations of the switch will 1-6; have no effect, 7-12; repeat the same effect on the same door/section.
Remember to furnish the room.
Doors from passages always connect to rooms.
Doors from rooms are connected to a room or a passage (50/50 chance).
Locked doors require a key to open, or they may be bashed down:
Bashing down requires a hero to pass a strength test, which may only be attempted once. If a 1 or 12 is rolled, wandering monsters appear. Any monsters that wander in, and any monsters in the revealed section get +3 on their surprise roll.
If playing solo, please note that the per-turn check for traps or wandering monsters have been subsumed into these charts.
| d12 |
Passage Length |
|---|---|
| 1 |
No length |
| 2-4 |
One section |
| 5-10 |
Two sections |
| 11-12 |
Three sections |
| 2d12 |
Passage End |
|---|---|
| 2-3 |
Another passage |
| 4-8 |
Dead End |
| 9-11 |
Right Turn |
| 12-14 |
T-Junction |
| 15-17 |
Left Turn |
| 18-19 |
Stairs Down |
| 20-22 |
Stairs Up |
| 23-24 |
Crossroads |
| 2d12 |
Passage Contents |
|---|---|
| 2-12 |
Roll twice more; further 2-12 results are ignored. |
| 13-14 |
Obstruction in one square (rubble, pillar etc) |
| 15-16 |
Door |
| 17 |
Locked Door |
| 18 |
Door and Sentry |
| 19-20 |
Wandering Monsters |
| 21-22 |
Switch |
| 23-24 |
Adjoining Section; create section as if exiting a room and place alongside. This can create interesting double-corridors etc. |
| d12 |
Switch Activation Result |
|---|---|
| 1-2 |
No visible effect. |
| 3-6 |
Unlocks a locked door. |
| 7-10 |
Locks an unlocked door. |
| 11 |
Trap activated in adjacent section. |
| 12 |
Trap activated at switch (use Chests column.) |
Further manipulations of the switch will 1-6; have no effect, 7-12; repeat the same effect on the same door/section.
| d12 |
Room Type |
|---|---|
| 1-6 |
Normal Room |
| 7-8 |
Hazard Room |
| 9-10 |
Monster Lair |
| 11-12 |
Quest Room |
| d12 |
Room Doors |
|---|---|
| 1-4 |
No doors |
| 5-7 |
One door |
| 8 |
One locked door |
| 9-10 |
Two doors |
| 11 |
One locked door, one normal door |
| 12 |
Two locked doors |
Doors from passages always connect to rooms.
Doors from rooms are connected to a room or a passage (50/50 chance).
Locked doors require a key to open, or they may be bashed down:
Bashing down requires a hero to pass a strength test, which may only be attempted once. If a 1 or 12 is rolled, wandering monsters appear. Any monsters that wander in, and any monsters in the revealed section get +3 on their surprise roll.
| d12 |
Secret Door Search |
|---|---|
| 1 |
No door found. Wandering monsters appear. |
| 2-7 |
No secret door found. |
| 8-12 |
Secret door found. |