Dungeon of the Three Fools - D6 Dungeon Creation Tables
In 1986, our gaming group switched to GURPS, which uses only six-sided dice. Consequently, we don't always have all those four-, eight-, ten, twelve-, twenty-, thirty-, and hundred-sided dice on hand. So, here are some tables that can work with just six-sided dice.
Need tables that print more nicely? Here's a Word version.
Shape of Room
| Roll (3d6) | Result | Notes |
| 3 - 9 | Rectangular |
| 10 - 14 | Square |
| 15 | Triangular |
| 16 | Round |
| 17 | 5 - 10 sides | Roll d6 + 4 |
| 18 | Cavern | Roll for the general dimensions of the cave or fit to whatever area is convenient. |
Length of Wall or Corridor
This table is also used for the width and depth of chasms.
| Roll (3d6) | Result | Notes |
| 3 - 5 | 10' |
| 6 - 10 | 20' |
| 11 - 14 | 30' |
| 15 - 16 | 40' |
| 17 - 18 | 50 - 100' | Roll (d6 + 4) * 10 |
Presence of Openings
Roll for each 10' of wall in a room and for each 10' of corridor.
| Roll (1d6) | Result |
| 1 - 5 | No Opening |
| 6 | Opening |
Where an Opening Goes
| Roll (1d6) | Result |
| 1 - 2 | Corridor |
| 3 - 6 | Room |
Presence of Doors in Openings
Assume all doors are closed if present.
| Roll (1d6) | Result | Notes |
| 1 - 3 | No door | Could be an archway or a rough opening or whatever. |
| 4 - 6 | Door |
Width of Opening, Door, or Corridor
This table is also used for the widths of stairs, pits, pools, and streams.
| Roll (3d6) | Result |
| 3 - 10 | 5' |
| 11 - 16 | 10' |
| 17 - 18 | 20' |
Type of Door
| Roll (3d6) | Result | Notes |
| 3 - 5 | Weak Wood | The door has rot or dry rot or is just flimsy. |
| 6 - 13 | Wood |
| 14 - 15 | Iron Banded Wood |
| 16 | Iron |
| 17 - 18 | Secret |
Door Lock State
| Roll (1d6) | Result | Notes |
| 1 - 3 | Locked | Roll 1d6 again. On a 6, the door works from a remote mechanism (lever, etc.) and cannot be picked or opened with magic (unless the magic can manipulate the remote mechanism). |
| 4 - 6 | Unlocked |
Special
Roll for each room. Ignore any result that doesn't fit or is overly inconvenient.
| Roll 3d6 | Result | Notes |
| 3 - 12 | Nothing Special |
| 13 | Stairs Down | Use the Width of Opening, Door, or Corridor table for the width of the stairs. |
| 14 | Stairs Up | Use the Width of Opening, Door, or Corridor table for the width of the stairs. |
| 15 | Pit | Use the Width of Opening, Door, or Corridor table for the width of the pit. |
| 16 | Pool | Use the Width of Opening, Door, or Corridor table for the width of the pool. |
| 17 | Stream | Use the Width of Opening, Door, or Corridor table for the width of the stream. |
| 18 | Chasm | Use the Length of Wall or Corridor table for both the depth and the width of the chasm. Adjust the room containing the chasm to fit. |
Presence of Trap
Roll for each room and corridor.
| Roll (1d6) | Result> |
| 1 - 5 | No Trap |
| 6 | Trap |
Type of Trap
| Roll (1d6) | Result | Notes |
| 1 | Falling rock | Or acid or goblin snot or.... |
| 2 | Crossbow in wall | Or spears or swords or fragile love potions or.... |
| 3 | Pit | With or without spears, acid, snakes, or.... |
| 4 | Glue-coated door | With or without the ear of a thief.... |
| 5 | Biting chest | And the bite could be venomous or diseased, too. |
| 6 | Teleporter! | Roll 1d6 again. On 1 - 3, teleport to a previously mapped area (GM's choice of where). On 4 - 6, begin a new dungeon section. |
Presence of Monster
Roll for each room and corridor.
| Roll (1d6) | Result |
| 1 - 4 | No Monster |
| 5 - 6 | Monster |
Presence of Treasure
Roll for each room.
| Roll (1d6) | Result |
| If a monster is present: |
| 1 - 3 | No Treasure |
| 4 - 6 | Treasure |
| If no monster is present: |
| 1 - 5 | No Treasure |
| 6 | Treasure |