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| Dungeons & Dragons | - | - | - | Dragon magazine |
These are a set of charts to help the dungeon master when player
characters or monsters fall into a pit. I made these to use in Dungeons
and Dragons but you can use them wherever you think. You can also
change them to your liking. Before you use them, make sure you read
the notes below.
1 PITS
| 01-60 | empty pit |
| 61-95 | occupied pit |
| 96-98 | teleporting pit |
| 99-00 | bottomless pit |
2 Occupied Pits
| 01-35 | spikes* |
| 35-65 | animal/insect |
| 66-70 | teleporting pit |
| 71-90 | monster |
| 91-00 | special |
Stake-lined Pit (92.157)
3 Animal/Insect
| 01-35 | snakes* |
| 36-45 | lizards* |
| 46-55 | giant tick |
| 56-70 | giant serpent* |
| 71-85 | giant weasels |
| 86-00 | giant centipedes -- always poisonous, no other damage |
Teeter-totter Lid Pit (92.158)
4 Monster
| 01-50 | a jelly, ooze, mold, or pudding etc. |
| 51-00 | roll on D&D monster matrix |
Pit of Spores (92.158)
5 Special
| 01-40 | tied or chained down citizen |
| 41-80 | tied or chained down specialist |
| 81-00 | tied or chained down monster -- if freed: 50% friend, 50% attack | roll on monster matrix |
Pit of Cold Death (92.)
6 Citizen
| 1 | pipeweed grower |
| 2 | shipbuilder |
| 3 | hatmaker |
| 4 | beer merchant |
| 5 | sculptor |
| 6 | fisherman |
| 7 | locksmith |
| 8 | tool merchant |
| 9 | weapon merchant |
| 10 | teacher |
| 11 | loan shark |
| 12 | trapper |
7 Specialist
| 01-15 | magic-user |
| 16-50 | fighter |
| 51-60 | cleric |
| 61-70 | thief |
| 71-75 | alchemist |
| 76-80 | druid |
| 81-85 | monk |
| 86-90 | assassin |
| 91-95 | ranger |
| 96-00 | scribe |
Infested Pit
NOTES
1 Wherever there is an asterisk(*), there is a 40% chance that it is
poisonous.
2 If there is a monster, it can have treasure. Some monsters (like the
giant class types) might have a huge bowl of boiling water waiting
for
victims.
3 Pits can open wide at the bottom so it could be a monster’s chamber,
but without any other ways out!
4 Specials (TABLE 5) will usually be totally stripped of their valuables.
5 Under Table 5 (Special) 81-00 = monster; roll on monster matrix to
determine it. Then roll a 6-sided die: 1 = enthusiastically grateful
and
will help rescuer for a 2-20 days 2) = same as #1 but won’t show it
until
the people get him out of the pit. 3)&4) undecided about rescuers;
if
taken out of pit 1-4 = loyal, 5-6 = will run away; if no sigh of rescuers
taking him out of pit, it will attack.
5 Won’t show reaction until taken out; 1-4=attack, 5-6=run.
6)attack as soon as freed. On all of these, if it looks like rescuers
won’t
take monster out it will attack. If they don’t even untie it, it will
remember
their faces and if ever freed will hunt them down.