|Picture from fanaticus.org|
Model by: Jorge Faria
Record each step down on your tower notes.
1. Roll for floors and basements.
2. For each individual floor roll tables 2 and 3 to determine each floors access to another above (or below in basement levels). Also roll for uppermost floor as there might be access to the roof.
3. Roll for each floor's access if it is locked and in addition if it is trapped.
4. Fill the floors and dungeons levels with details rolling table 4.
5. Roll the size and shape of the tower from table 5 and draw it on graph paper.
6. Finally fill in details. What the tower looks like? In what condition it is? Why is it abandoned?
7. Ready to go!
1. Floors And Basement
Roll 3d6 for tower floors. 25% possibility there are also underground floors (3d6).
2. Is Access To Next Floor Visible Or Acceccible?
1 - 2 = Clearly visible and easily accessible
3 - 4 = Clearly visible but hard to access (collapsed, in poor condition*)
5 = Hidden and needs to be searched (25% collapsed or in poor condition)
6 = Behind a secret door or secret mechanism (must be searched and also figured out how it works, 15% collapsed or in poor condition)
*Collapsed or in poor condition = The access to second floor might need climbing or it might crumble and possibly harm climbers
3. Is Access To Next Floor Locked?
1 - Not locked and open
2 - Closed but not locked
3 - Locked with a simple lock
4 - Locked with a complicated lock
5 - Barred from the other side (must be forced open, or use blade to open it from the other side etc.)
6 - Magically sealed (50%) or using a mechanism needed to open (50%)
There is also 25% change that the access is trapped. Decide a trap or roll randomly if the game you use provides random trap tables.
4. What Is Inside The Floor Or Dungeon Level?
Tower Floors roll 1d10
1- Empty (10% monsters, 20% treasures x1)
2 - Library (25% monsters, 40% treasures x1d2, 2d4 random spell books)
3 - Dining and Kitchen Area (40% monsters, 5% treasures x1, 2d6 food portions)
4 - Defense Area (35% monsters, 15% treasures x1, 2d6 random weapons and 1d6 random armors)
5 - Barracks (40% monsters, 20% treasures x2, random common items)
6 - Treasury (30% monsters, 2d6x1000 GP, 5 random treasures)
7 - Alchemist's Lab (60% monsters, 1d4 spell books, 2d6 alchemy ingredients, 2d4 random potions)
8 - Master Bedroom (20% monsters, 70% treasures x1d3, one random weapon of good quality)
9 - Trophy Room (40% monsters, 2d4 treasures)
10 - Roll twice and combine
Dungeons Levels 1d10
1 - Empty (60% monsters, 30% treasures x1d3)
2 - Wine Cellar (50% monsters, 2d6 bottles of wine worth 10x normal wine price)
3 - Torture Chamber (70% monsters)
4 - Dungeon (90% monsters, 1d6 skeletons and bodies - 10% one is still alive)
5 - Treasury (60% monsters, 2d10x1000 GP, 2d6 treasures)
6 - Monster Lair (one powerful monster 5HD higher to PC levels, 2 treasures)
7 - Damp Cellar with Strange Mushrooms (2d8 mushroom type monsters, 3d6 random mushrooms*)
8 - Coffins (2d4 skeletons and 75% change of ghost or other supernatural being, 3d6x100 GP, 70% treasures x2)
9 - Portal to other Worlds (50% otherworldly monsters 1d4)
10 - Passage to other deeper dungeons (60% monsters, 15% treasures x1d3)
There is 25% change in every floor to be trapped. Decide traps or roll randomly using your game.
For treasures and monsters decide yourself or use your game's random monster and treasure tables provided.
Fill the details yourself.
5. Size And Shape
1 - 2 = Round
3 = Square
4 = Octagon
5 = Triangle
6 = Weird
Size of floors 1d6
1 - 30 feet
2 - 50 feet
3 - 70 feet
4 - 90 feet
5 - 110 feet
6 - 110 feet + second roll
Did I Miss Something?
This is table for really basic tower generation giving outlines. Did I miss something essential?