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Gates of Erebus

Homebrew content and tools for the HeroQuest Game System

HeroQuest Random Quest Generator

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Process Overview

  1. Roll number of rooms
  2. Roll rooms to use
  3. Roll room (secret) doors
  4. Roll room contents (Monsters, Persons, Treasure, Equipment, Traps, etc)
  5. Roll corridors contents
  6. Roll room themes
  7. Roll quest theme

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:

Room labels and sizes diagram

Rooms to Use Process

  1. Roll 1D6 and pick the corresponding table from below
  2. Roll 1D6 and pick the row from the table. This is a 4-pack rooms you can use.
  3. Repeat previous step until you have the number of rooms you need.
Table 1
1D6Rooms
1A B C D
2E F G H
3I J K L
4M N O P
5Q R S T
6U V
Table 2
1D6Rooms
1B C D E
2F A S T
3R U V L
4M N O P
5Q G H I
6J K
Table 3
1D6Rooms
1H I F E
2J G O N
3K A M L
4B P Q C
5R D S V
6M T
Table 4
1D6Rooms
1H U N
2B C D O
3P A M
4L Q K G
5R E J P
6I S T V
Table 5
1D6Rooms
1L K J I
2M B E N
3G C F O
4H D Q P
5R V U
6A S T
Table 6
1D6Rooms
1C S I A
2H R T G
3M U E L
4F J K
5Q N O P
6B 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
2-31 secret door
4-51 secret door + 1 normal door
6-81 normal door
9-112 normal doors
122 secret doors

Tips

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
Small61 roll
Normal11-162 rolls
Large20-303 rolls

Room Content

2D6 Result
2-6Nothing special
7-9Peril: Roll the Perils table.
10-12Favor: Roll the Favors table.

Perils

2D6 Result
2-5Trap: Roll the Traps table.
6-11Monster(s): Roll the Monster table.
12Archenemy: Roll the Archenemy table.

Favors

2D6 Result
2-3Spell: Pick a random Spell card and roll the Spell types table.
4-5Treasure: Pick a random Treasure card.1
6Equipment: Pick a random Equipment card.
7Treasure: Pick a random Treasure card.1
8Equipment: Pick a random Equipment card.
9Treasure: Pick a random Treasure card.1
10-11Artifact: Pick a random Artifact card.
12Ally: Roll the Allies table.

1. Exclude Hazard and Wandering Monster cards from the deck.

Spell Types

1D6 Result
1-3Scroll: 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.
4-6Potion, 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
1-31-21d3 Goblins
3-41d3 Skeletons
5-61d3 Zombies
4-51-21 Orc + 1d3 Goblins
3-41 Abomination + 1d3 Skeletons
65-61 Mummy + 1d3 Zombies
1-31 Dread Warrior + 1 Orc + 1d3 Goblins
4-61 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
1Barbarian: Roll the Barbarian/Dwarf Ally table.
2Wizard: Roll the Wizard Ally table.
3Dwarf: Roll the Barbarian/Dwarf Ally table.
4Elf: Roll the Elf Ally table.
5-6Reroll

Barbarian/Dwarf Ally

1D6 Result
1-3Heavily Beaten: Like the hero card, but with the following modifications:
No equipment. means Attack Die 1, Defense Die 2
Current Body Points: 1
4-5Semi functional: Like the hero card, but Current Body Points 1D6.
6Fully functional: Like the hero card.

Wizard Ally

1D6 Result
1-3Heavily 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
4-5Semi Functional: Like the hero card, but:
Current Body Points 1D4.1
Spells: 3 categories, 1D32 spells per category. Roll the Wizard Spell Categories table.
6Full 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
1Earth, Fire, Water
2Air, Fire, Water
3Air, Earth, Water
4Air, Fire, Earth
5-6Reroll

Elf Ally

1D6 Result
1-3Heavily 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
4-5Semi Functional: Like the hero card, but:
Current Body Points 1D6.
Spells: 1 categories, 1D31 spells. Roll the Elf Spell Category table.
6Full 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
1Air
2Fire
3Earth
4Water
5-6Reroll

Archenemy

1D6 Result
1Dread Sorcerer:
Move: 7, Attack: 3, Defense: 3, Body: 5, Mind: 7
1D6 dread spells + 1D2 artifact random cards
2Dread Warrior:
Move: 7, Attack: 5, Defense: 5, Body: 5, Mind: 3
1D3 Equipment random cards
3Orc:
Move: 8, Attack: 4, Defense: 3, Body: 3, Mind: 2
1D3 Equipment random cards
4Gargoyle:
Move: 6, Attack: 5, Defense: 6, Body: 5, Mind: 4
1D3 Equipment random cards
5Abomination:
Move: 6, Attack: 4, Defense: 4, Body: 5, Mind: 3
1D3 Equipment random cards
6Mummy:
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 Studyscrolls, potions, artifacts
Living Room, Fireplace Roomtreasure, gems, gold
Sleeping Room, Bedroomtreasure, gold, gem
Soldier's Quartersweapons, armor, treasure, potions
Kitchenpotions
Dining Room, Dining Hallpotions, treasure
Forgegems, weapons, armor
Jail, Prisonenemies, allies, weapons, treasure
Storage (Food)potions
Storage (Hardware)weapons, armor, treasure
Guard Postweapons, potions, enemies
Vault, Treasurygold, treasure, artifact, armor
Church, Temple, Altarscrolls, artifacts, potions
Cave, Collapsed Roomenemies, gold, treasure
Grave, Tombscrolls, 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
1Lair thin-outBandits, Undead, or other evil creatures terrorize a community. The mission is to thin-out the lair and drive evil away.
2Artifact/Item recoverySomething of importance has been stolen, and the mission is to recover it and bring it back.
3Rescue missionAn ally, or important person has been kidnapped/captured. The mission is to rescue the person and escort it back to safety.
4Execution/Capture missionAn evil lord, creature is terrorizing an area. The mission is to kill it, drive it away, or capture it and bring it back.
5Escape missionThe party has been captured and imprisoned and its mission is to escape to safety.
6Random Dungeon crawlingThe party can always, by chance, walk-by a dungeon and go in for exploration and treasure hunting.