In the vein of my classic goo table and my more recent shrine procedure, I have come to value these workhorse lists and tricks that can be referenced or tacked onto the design of a dungeon space or scenario.
d20 Random Button and Lever Effects
- Self-Destruct. Room is destroyed, then the damage radiates at 1d4 rooms per Turn, increasing in die size on a 3 or higher.
- Overload. Dungeon functions speed up and increase. 50% chance they malfunction after an hour. If no dungeon function, undead and constructs and so on become hyperactive. If no such creatures, a few walls explode.
- Portals. 50% all doors and windows open. Otherwise they are stuck in their current position.
- Dispenser. D6: water, snakes, acid, fire, treasure, supplies
- Klaxon. Monsters approach. Make an extra encounter roll right away, but encounters are less common elsewhere in the dungeon for 1 hour.
- Exit. d4: ejector seat, evactuation chute, whole room an elevator, teleportation rune.
- Convenience. Activate internal furnishing. d6: fireplace, music box, sharpener, chamberpot, laundry, loom
- Open. Hidden desk or door clicks open.
- Do Not Disturb. Defenses or signage deters random encounters.
- Missive. Those in another room can hear and be heard by those in this room. 25% chance of a magical hologram granting vision.
- Magic. Casts a random spell.
- Lights. Illuminates dungeon with a random color.
- Memento. Reveals a symbol, trophy, or art piece.
- Screen. Displays dungeon information. d6: map, life signs, roster and biographies, history, inventory
- Vent. d4: hot, cold, dry, wet.
- Layout. Non-Euclidiciously rearranges a section of the dungeon, changing connections.
- Relocate. Dungeon moves to a new spot 1d20 x 5 miles away at 1d100 miles per hour (1d100 x 2 kilometers per league, for European readers). d6: burrowing claws, muscular strides, crab legs, helicopter wings, slithering, pioneer boulder scooting)
- Lockdown. Shuts off egress from another sector of the dungeon. Ingress unaffected.
- Defenses. Designed to protect the button-presser, not harm them. d4: alligator pit trap, laser-eyed statue watches door, fiery perimeter, reveals weapon rack.
- Launch. Fires ze missiles!
Overflow
- Capacity. 50% chance that dungeon denizens lose a special ability, like poison or infravision. Otherwise, they gain a new one
- Reset. Returns dungeon to original state, perhaps absent some important creatures and magic items.
- Gravity. Either deactivated or reoriented.
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