d12 Dungeons

*NOTE: The tables here are images; decent quality, so you can zoom into them using your browser (typically Control+ScrollWheel or Control+ +/- key).

This little supplement is called “d12 Dungeons”. It is a simple document that gives Dominion Rules game masters ways of rolling up beasts, encounters, dungeons, and terrain “on-the-fly”, as it were. Hopefully you will find it useful in your games.

-Paul L. Ming, 2014

Trifecta of Twelves

The system is simple; roll 3 different colored d12’s. I like to use “Hot”, “Medium”, and “Cold” colors to distinguish them (White, Grey, Black, or Bright, Average, Dark, etc). For example, hot would be a red, yellow or orange die; medium would be white, grey, black; cold would be blue, purple, green; but whatever works for you is fine, as long as you can distinguish them and you can remember which once were for which column.

Looking at the various sections in the booklet, when you see a table with three color-coded columns, it means to use the HMC (Hot Medium Cold) style of 3d12. Pretty simple, as the DR rules only ever use 1d12, but I figured I’d point that out to long-term veterans of RPGs who are used to seeing 3d12 represent a range between 3 and 36.

The colors I’m using for these tables is an orange/yellow for Hot, plain white for Medium, and an ice-blue for Cold.

How It Works

  • Rolling 3d12 HMC dice, look at the table .
  • Hot is for Treasure, Medium is for Contents, and Cold is for result (left column of numbers).

It is important to note that this system is meant to be used “in game”. I also can’t stress enough that the system absolutely requires you, the GM, to use your imagination and skill to fill in the blanks. It will not give you specifics (usually). In a sense, I guess you could call it “old school style gaming” (where player and GM ingenuity and creativity was used extensively, as opposed to having a rule or subset of rules to handle every little thing).

This system is free-flowing. If you roll, and can’t really see the results giving you something to work with, pick something or roll again. The flow of the game is more important that following the rules to the letter. Likewise, if you can use a Cold result to enhance whatever the Hot or Medium die gave you, go for it!

Example #1
The PC’s stumble upon an old ruined temple in the middle of a jungle. Having been lost for days, they decide to enter and see if they can at least use the upper level for shelter so they can rest and recuperate.
The GM pulls out one of his generic “temple ruins” maps he has in his pile of papers (all GM’s have piles of generic maps for just such an occasion, right?…). He figures the first, open entry way has nothing, so he doesn’t roll. He does see a secret door behind a ruined alter. The GM rolls his Yellow, White and Purple d12’s (for Hot, Medium and Cold, respectively). Looking at the Encounter Area : Treasure & Contents table, he rolls and gets 5, 9, 2..
The 5 (Hot) indicates “High” treasure.
The 9 (Medium) indicates a “Beast” is there.
The 2 (Cold) indicates a “Challenging” for Beast.
Knowing his players PC’s capabilities and current situation, the GM figures a living stone statue guards the treasure beyond the secret door.

Somehow the PC’s defeat the stone guardian and gather the treasure. They decide that this secret room is a better place to hole up. However, they are uncertain about what lies down a dark corridor. They head down and come to a door. The GM grabs his 3d12 and rolls…
A 6 (Hot) = No treasure.
A 2 (Medium) = Special contents.
A 11 (Cold) = “Mundane Portal” for the Special.
Thinking about it, the GM figures there is a well in the room. If the PC’s go down it using rope or something, they will find themselves standing in about 4 feet of water in a large cave, some 180’ down…
Just to be safe, he rolls for that cavern…
A 1 (Hot) = Vast treasure (!)
A 10 (Medium) = Beast.
A 9 (Cold) = The Beast is Weak compared to the PC’s.
Interesting… After some quick though, the GM figures that the spirit of the high priest lingers here, waiting for someone to come and help him complete a task that was appointed to him in life. He offers the treasure as payment. The PC’s can easily be rid of the spirit if they succeed in whatever task the long-dead priest couldn’t complete (future adventure!). If they succeed, the spirit thanks them and slowly vanishes, revieling a vast treasure where he once stood.

d12 Dungeons

Dominions of Alstigar Denakhan