Tables for Random Solo Adventures in
HeroQuest

To start, first map out the layout of the Quest, which rooms are accessible and where doors (both normal and secret) and furniture are placed.  Then roll on Tables A and B to determine the Setting and Plot.

A. Setting 

D6 

Result 

1

Caves 

2

City 

3

Crypt 

4

Dungeon 

5

Fortress 

6

Mystery


 

B. Plot 

D6 

Result 

1

Defeat all monsters 

2

Defeat special enemy 

3

Escape/Survive 

4

Rescue companion 

5

Retrieve artifact/treasure 

6

Special

Roll on Table C to determine the bonus or penalty you will apply to all further rolls.  The greater the bonus, the more monsters and treasure that'll be found.  The opposite is true for the greater of a penalty.

C. Bonus/Penalty 

D6 

Result 

1

-2 to all table rolls 

2

-1 to all table rolls 

3-4

No adjustments 

5

+1 to all table rolls 

6

+2 to all table rolls

For most of the rooms (your choice) roll on Table D to determine the monster type found, rolling on the list that matches the Setting.  Then roll on Table E to determine the occupants of the room, again rolling on the list matching the Settings.  If the result of Table E gives a spellcaster, roll on Table F to determine the choice of spells it has.

D. Room Contents Table 

Cave 

City 

Crypt 

Dungeon 

Fortress 

Mystery 

D6 

Result 

Result 

Result 

Result 

Result 

Result 

Undead 

Undead 

Undead 

Undead 

Undead 

Undead 

Humanoid

Humanoid

Undead 

Undead 

Humanoid

Humanoid

Humanoid

Humanoid

Undead 

Humanoid

Humanoid

Outdoors

Humanoid

Outdoors

Humanoid

Humanoid

Humanoid

Trap

Trap

Outdoors

Trap

Trap

Outdoors

Unusual 

Unusual 

Outdoors

Unusual 

Unusual 

Trap

Unusual 


 

E. Monster Table 

Outdoors 

Humanoid 

Undead 

Traps 

Unusual 

Special 

D6 

Result 

Result 

Result 

Result 

Result 

Result 

-1 

Goblin 

Goblin 

Skeleton 

Spear 

2 Goblins 

Orc Warlord 

Orc 

Orc 

Zombie 

Pit 

2 Skeletons 

Mummy 

Zombie 

2 Goblins 

2 Skeletons 

Spear 

2 Fimirs 

Chaos Warrior 

Elven Warrior 

2 Orcs 

2 Zombies 

Pit 

Giant Wolf 

Wizard 

3 Goblins 

Fimir 

2 Skeletons and Zombie 

2 Spears 

2 Elven Archers 

Chaotic Hero

3 Orcs 

Fimir and Orc 

Mummy 

Flood 

Mummy 

Gargoyle 

Giant Wolf 

3 Orcs 

3 Zombies 

Pit 

Chaos Warrior 

Wizard 

Chaos Warrior 

Chaos Warrior 

Mummy

2 Spears 

Gargoyle 

Ogre 

Chaotic Hero 

2 Fimirs 

Gargoyle

Pit 

Ogre 

Chaos Champion 

Roll twice 

Roll twice 

Roll twice 

Roll twice 

Roll twice 

Gargoyle with spells


 

F. Chaos Spell Lists 

D6 

Result 

-1-1

Sleep, Fear, Ball of Flame 

2-4

Rust, Lightning Bolt, Mind Blast + choice of any of above

5-6

Summon Orcs, Ball of Flame, Cloud of Chaos,

Escape + choice of any of above

7-8

Summon Undead, Firestorm, Dispell, Restore Chaos,

Reanimation + choice of any of above

Now for each room you roll on Table G to determine if the room has treasure in it (but if you don't want to roll for a particular room, don't roll).  If the roll reveals treasure roll on Table H to see if it is trapped.

G. Treasure 

D6 

Result 

1-4 

No treasure 

5-6 

Roll for treasure


 

H. Treasure Trapped 

D6 

Result 

1-4 

No trap 

5-6 

Trap (1 BP damage)

Roll on Table I to determine the treasure in this room.  For each result that gives a magic item, roll on Table J.  For each result that givs a weapon, roll on Table K.

I. Contents 

D6 

Result 

-1

25 coins 

0

50 coins 

1

75 coins 

2

100 coins 

3

1 weapon 

4

150 coins 

5

200 coins 

6

1 magic item 

7

1 weapon and 100 coins 

8

1 magic item and 100 coins


 

J. Magic Items 

D6 

Result 

-1

Potion of Dexterity 

0

Potion of Restoration 

1

Potion of Healing 

2

Magical Throwing Dagger 

3

Potion of Healing 

4

Scroll of Courage 

5

Magical Throwing Dagger 

6

Scroll of Fire of Wrath 

7

Scroll of Heal Body 

8

Scroll of Ball of Flame


 

K. Weapons 

D6 

Result 

-1

Dagger 

0

Staff 

1

Shortsword 

2

Dagger 

3

Broadsword 

4

Longsword 

5

Shield 

6

Helmet 

7

Crossbow 

8

Roll twice


 

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