HeroQuest Random Quest Generator
Process Overview
Dice Configurations
The instructions here are based on rolling the red six-sided dice of the game. But various dice configurations are used. And here's how you can roll them.
| Dice Configuration | How to roll |
|---|---|
| 1D6 | Roll a single normal red die. |
| xD6 | Roll x red dice, and add up the individual results. |
| 1D3 | Roll a single normal red die. Divide the result by 2 and round-up. |
| 1D2 | Roll a single normal red die. Divide the result by 3 and round-up. |
| 1D4 | Roll a single normal red die. On result of 5 or 6 re-roll the die. |
Number of Rooms
First determine the number of rooms to show how big the dungeon is.
Number of rooms = 4D6-2 (will provide a dungeon of 2-22 rooms)
Alternative Dungeon Sizes
Use the following "Dice + modifier" table, to constrain the size of the rolled dungeon.
| Dice+modifier vs Dungeon Size | +0 | +6 | +12 | +18 |
|---|---|---|---|---|
| 1D6 | 1-6 | 7-12 | 13-18 | 19-241 |
| 2D6 | 2-12 | 8-18 | ||
| 3D6 | 3-18 | |||
1. On roll 23-24 use the full 22 rooms.
Rooms to Use
Refer to the following figure to identify the rooms used in the tables below:
Room labels and room sizes:
Rooms to Use Process
- Roll 1D6 and pick the corresponding table from below
- Roll 1D6 and pick the row from the table. This is a 4-pack rooms you can use.
- Repeat previous step until you have the number of rooms you need.
Table 1
| 1D6 | Rooms |
|---|---|
| 1 | A B C D |
| 2 | E F G H |
| 3 | I J K L |
| 4 | M N O P |
| 5 | Q R S T |
| 6 | U V |
Table 2
| 1D6 | Rooms |
|---|---|
| 1 | B C D E |
| 2 | F A S T |
| 3 | R U V L |
| 4 | M N O P |
| 5 | Q G H I |
| 6 | J K |
Table 3
| 1D6 | Rooms |
|---|---|
| 1 | H I F E |
| 2 | J G O N |
| 3 | K A M L |
| 4 | B P Q C |
| 5 | R D S V |
| 6 | M T |
Table 4
| 1D6 | Rooms |
|---|---|
| 1 | H U N |
| 2 | B C D O |
| 3 | P A M |
| 4 | L Q K G |
| 5 | R E J P |
| 6 | I S T V |
Table 5
| 1D6 | Rooms |
|---|---|
| 1 | L K J I |
| 2 | M B E N |
| 3 | G C F O |
| 4 | H D Q P |
| 5 | R V U |
| 6 | A S T |
Table 6
| 1D6 | Rooms |
|---|---|
| 1 | C S I A |
| 2 | H R T G |
| 3 | M U E L |
| 4 | F J K |
| 5 | Q N O P |
| 6 | B V D |
Room Doors
Choose how many doors a room has, what type of door they are (normal or secret), and which rooms communicate between them.
Use the following table to help you:
| 2D6 | Doors |
|---|---|
| 2-3 | 1 secret door |
| 4-5 | 1 secret door + 1 normal door |
| 6-8 | 1 normal door |
| 9-11 | 2 normal doors |
| 12 | 2 secret doors |
Tips
- Feel free to ignore/alter your roll results so the door placement makes sense
- Double check that all rooms are accessible with at least one pathway
Room Contents
For each room roll the contents table to determine its contents.
Use the "Rolls per room Size" table to determine how many rolls you do based on the size of the room
| Room Size | No of squares | No of Content rolls |
|---|---|---|
| Small | 6 | 1 roll |
| Normal | 11-16 | 2 rolls |
| Large | 20-30 | 3 rolls |
Room Content
| 2D6 | Result |
|---|---|
| 2-6 | Nothing special |
| 7-9 | Peril: Roll the Perils table. |
| 10-12 | Favor: Roll the Favors table. |
Perils
| 2D6 | Result |
|---|---|
| 2-5 | Trap: Roll the Traps table. |
| 6-11 | Monster(s): Roll the Monster table. |
| 12 | Archenemy: Roll the Archenemy table. |
Favors
| 2D6 | Result |
|---|---|
| 2-3 | Spell: Pick a random Spell card and roll the Spell types table. |
| 4-5 | Treasure: Pick a random Treasure card.1 |
| 6 | Equipment: Pick a random Equipment card. |
| 7 | Treasure: Pick a random Treasure card.1 |
| 8 | Equipment: Pick a random Equipment card. |
| 9 | Treasure: Pick a random Treasure card.1 |
| 10-11 | Artifact: Pick a random Artifact card. |
| 12 | Ally: Roll the Allies table. |
1. Exclude Hazard and Wandering Monster cards from the deck.
Spell Types
| 1D6 | Result |
|---|---|
| 1-3 | Scroll: The spell is in the form of a single-use scroll. So it can only be used by spell-casters (the Wizard or the Elf). The scroll crumbles to dust, once it is used. |
| 4-6 | Potion, Oil or Powder: The spell is in a form that can be used by anyone one time.1 |
1. Choose the right form of spell that can be used. Defensive or helping spells can be in the form of potions (you or ally can drink it). Spells that can be applied to items can be oils (so they are rubbed on items). Offensive spells can be oil flasks, so they can be thrown and splashed at the enemy. This might imply that you make a ranged attack, that enemy can avoid (normal attack+defense rolls). You can alternatively use pouches of powder, which once thrown they are splashed and dispersed. This can justify auto-hit attacks (no attack roll needed).
Monsters
| 1D6 | 1D6 | Result |
|---|---|---|
| 1-3 | 1-2 | 1d3 Goblins |
| 3-4 | 1d3 Skeletons | |
| 5-6 | 1d3 Zombies | |
| 4-5 | 1-2 | 1 Orc + 1d3 Goblins |
| 3-4 | 1 Abomination + 1d3 Skeletons | |
| 6 | 5-6 | 1 Mummy + 1d3 Zombies |
| 1-3 | 1 Dread Warrior + 1 Orc + 1d3 Goblins | |
| 4-6 | 1 Gargoyle + 1 Mummy or Abomination + 1d3 Zombies and/or Skeletons |
1. The way to roll this table is roll 1D6 first, that indicates a group on first column. Then roll another 1D6 to have the final result row. Eg. rolling "4"+"2" results in "1 Orc + 1d3 Goblins"
2. For rolling 1D3, roll 1D6 and divide by 2.
3. Feel free to adjust or omit the result based on the size of the room or the difficulty level you wish to achieve. For example: if you roll "1 Dread Warrior + 1 Orc + 1d3 Goblins" you may skip "1d3 Goblins" to make it less crowdy. Or skip the "1 Orc" to make it less challenging. Or turn the "Goblins" into "Orcs" to make it a bit more challenging. Expect to depend largely on the previous results of Content rolls of the same room.
Ally Tables
Ally Base Table
| 1D6 | Result |
|---|---|
| 1 | Barbarian: Roll the Barbarian/Dwarf Ally table. |
| 2 | Wizard: Roll the Wizard Ally table. |
| 3 | Dwarf: Roll the Barbarian/Dwarf Ally table. |
| 4 | Elf: Roll the Elf Ally table. |
| 5-6 | Reroll |
Barbarian/Dwarf Ally
| 1D6 | Result |
|---|---|
| 1-3 | Heavily Beaten: Like the hero card, but with the following modifications: No equipment. means Attack Die 1, Defense Die 2 Current Body Points: 1 |
| 4-5 | Semi functional: Like the hero card, but Current Body Points 1D6. |
| 6 | Fully functional: Like the hero card. |
Wizard Ally
| 1D6 | Result |
|---|---|
| 1-3 | Heavily Beaten: Based on base hero card but with the following: No equipment. means Attack Die 1, Defense Die 2 Current Body Points: 1 No spells |
| 4-5 | Semi Functional: Like the hero card, but: Current Body Points 1D4.1 Spells: 3 categories, 1D32 spells per category. Roll the Wizard Spell Categories table. |
| 6 | Full Functional: Like the hero card. Roll the Wizard Spell Categories table for spell categories |
1. Reroll results of 5-6
2. Roll 1D6 and divide by 2.
Wizard Spell Categories
| 1D6 | Result |
|---|---|
| 1 | Earth, Fire, Water |
| 2 | Air, Fire, Water |
| 3 | Air, Earth, Water |
| 4 | Air, Fire, Earth |
| 5-6 | Reroll |
Elf Ally
| 1D6 | Result |
|---|---|
| 1-3 | Heavily Beaten: Based on base hero card but with the following: No equipment. means Attack Die 1, Defense Die 2 Current Body Points: 1 No spells |
| 4-5 | Semi Functional: Like the hero card, but: Current Body Points 1D6. Spells: 1 categories, 1D31 spells. Roll the Elf Spell Category table. |
| 6 | Full functional: Like the hero card. Roll the Elf Spell Categories table for spell category |
1. Roll 1D6 and divide by 2.
Elf Spell Category
| 1D6 | Result |
|---|---|
| 1 | Air |
| 2 | Fire |
| 3 | Earth |
| 4 | Water |
| 5-6 | Reroll |
Archenemy
| 1D6 | Result |
|---|---|
| 1 | Dread Sorcerer: Move: 7, Attack: 3, Defense: 3, Body: 5, Mind: 7 1D6 dread spells + 1D2 artifact random cards |
| 2 | Dread Warrior: Move: 7, Attack: 5, Defense: 5, Body: 5, Mind: 3 1D3 Equipment random cards |
| 3 | Orc: Move: 8, Attack: 4, Defense: 3, Body: 3, Mind: 2 1D3 Equipment random cards |
| 4 | Gargoyle: Move: 6, Attack: 5, Defense: 6, Body: 5, Mind: 4 1D3 Equipment random cards |
| 5 | Abomination: Move: 6, Attack: 4, Defense: 4, Body: 5, Mind: 3 1D3 Equipment random cards |
| 6 | Mummy: Move: 4, Attack: 4, Defense: 5, Body: 4, Mind: 0 1D2 Random dread spells |
Corridor Contents & Wandering Monsters
Traps
There are 1D6 traps around the corridors. Roll the Traps table for each of the traps. Put them randomly as you wish.
Monsters
There are 1D6 monsters around the corridors.
Based on the contents of most rooms you can choose the monsters that wandering the corridors. For example if most rooms have zombies, you can also put zombies in the corridors. Or based on the "theme" of your dungeon (if you have one). E.g. a dungeon which has undead creatures, or Orc/Goblin lair, etc.
Alternatively you can roll the Wandering Monsters table to determine both the 1D6 monsters in the corridor and the Wandering Monsters of the dungeon Wandering Monster card.
Room Themes
For each room you should pick a theme to add a bit of flavor to the quest. It should be decided based on the quest flavor and the contents of the room.
Here are some ideas for room themes and possible contents that they may have. These are just suggestions. Let your imagination go wild. For example, treasure, gold and items can always be found in dead bodies.
| Room Theme | Possible contents |
|---|---|
| Hall (King's Hall, Waiting Room, etc.) | treasure, weapons, armor, hidden artifacts |
| Wizard's Study | scrolls, potions, artifacts |
| Living Room, Fireplace Room | treasure, gems, gold |
| Sleeping Room, Bedroom | treasure, gold, gem |
| Soldier's Quarters | weapons, armor, treasure, potions |
| Kitchen | potions |
| Dining Room, Dining Hall | potions, treasure |
| Forge | gems, weapons, armor |
| Jail, Prison | enemies, allies, weapons, treasure |
| Storage (Food) | potions |
| Storage (Hardware) | weapons, armor, treasure |
| Guard Post | weapons, potions, enemies |
| Vault, Treasury | gold, treasure, artifact, armor |
| Church, Temple, Altar | scrolls, artifacts, potions |
| Cave, Collapsed Room | enemies, gold, treasure |
| Grave, Tomb | scrolls, potions, enemies |
Quest Theme
The quest itself should have a theme and a target.
Here's a table that can help you with ideas.
| 1D6 | Theme | Description |
|---|---|---|
| 1 | Lair thin-out | Bandits, Undead, or other evil creatures terrorize a community. The mission is to thin-out the lair and drive evil away. |
| 2 | Artifact/Item recovery | Something of importance has been stolen, and the mission is to recover it and bring it back. |
| 3 | Rescue mission | An ally, or important person has been kidnapped/captured. The mission is to rescue the person and escort it back to safety. |
| 4 | Execution/Capture mission | An evil lord, creature is terrorizing an area. The mission is to kill it, drive it away, or capture it and bring it back. |
| 5 | Escape mission | The party has been captured and imprisoned and its mission is to escape to safety. |
| 6 | Random Dungeon crawling | The party can always, by chance, walk-by a dungeon and go in for exploration and treasure hunting. |