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Appendices: Treasure (Miscellaneous Weapons) Appendix A: Random Dungeon Generation

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The passage describes various magic weapons and their properties, as well as random dungeon features that can be generated.

Some of the magic weapons described include the Hammer of Thunderbolts, Mace of Disruption, Scimitar +2, Sling of Seeking +2, Spear of Backbiter, and Trident +3.

A Mace of Disruption functions like a Cleric turning undead against undead and evil creatures. It causes such creatures to roll on a disruption matrix as if the wielder was 12th level, instantly killing many undead creatures.

TREASURE (MISCELLANEOUS WEAPONS) APPENDIX A: RANDOM DUNGEON GENERATION

throw the hammer about double the above ranges . . .). The hammer of
thunderbolts is very difficult to hurl, so only 1 throw every other round can be APPENDICES
made, and after 5 throws within the space of any 2 turn period, the wielder
must rest for 1 turn.

*D
 epending on your campaign, you might wish to limit the effect to exclude APPENDIX A: RANDOM DUNGEON GENERATION
storm giants and include ogres, ogre magi, trolls, ettins, and clay, flesh, and
stone golems. When you need help in designing a dungeon — whether it is a level in your
main dungeon or a labyrinth discovered elsewhere — the following random
Hammers can be hurled just as hand axes are. generation system has proven itself to be useful. It must be noted that the system
requires time, but it can be used directly in conjunction with actual play.
Mace of Disruption appears to be a +1 mace, but it has a neutral good
alignment, and any evil character touching it will take 5-20 points of damage The upper level above the dungeon in which adventures are to take place
due to the powerful enchantments laid upon the weapon. If a mace of should be completely planned out, and it is a good idea to use the outdoor
disruption strikes any undead creature or evil creature from one of the lower encounter matrix to see what lives where (a staircase discovered later just might
planes it functions similarly to a cleric turning undead (see ATTACK lead right into the midst of whatever it is). The stairway down to the first level of
MATRICES). The mace causes such creatures to roll on matrix III., MATRIX the dungeon should be situated in the approximate middle of the upper ruins
FOR CLERICS AFFECTING UNDEAD, as if the wielder were 12th level, and (or whatever you have as upper works).
if the creature struck scores equal to or below the number shown, it is disrupted
and slain. Thus, skeletons, zombies, ghouls, shadows, and wights are instantly The first level of the dungeon is always begun with a room; that is, the stairway
blasted out of existence, as are ghasts and even wraiths; and mummies have down leads to a room, so you might go immediately to TABLE V. and follow the
only a 20% chance, spectres 35%, vampires 50%, ghosts 65%, liches 80%, and procedure indicated or use one of the following “starter” areas. Always begin a
other affected evil creatures 95% chance of saving. Even if these saving throws level in the middle of the sheet of graph paper.
are effective, the mace of disruption scores double damage upon opponents of
this sort, i.e., 2 × bonus and 2 × dice. Keep a side record of all monsters, treasures, tricks/traps, and whatever — a
normal dungeon matrix.
Scimitar +2 is optionally treated the same as a magic sword — especially if
your campaign is Asian in flavor or the activity area borders near such a Discretion must prevail at all times. For example: if you have decided that a
nation. The possibilities are then rolled as follows: level is to be but one sheet of paper in size, and the die result calls for
something which goes beyond an edge, amend the result by rolling until you
01-45 scimitar +1 obtain something which will fit with your predetermined limits. Common sense
46-65 scimitar +2 will serve. If a room won’t fit, a smaller one must serve, and any room or
66-80 scimitar +3 chamber which is called for can be otherwise drawn to suit what you believe to
81-90 scimitar +4 be its best positioning.
91-95 scimitar +5
96-98 scimitar of wounding START AREAS FOR RANDOM DUNGEON
99-00 scimitar of sharpness

Then roll for unusual characteristics as usual.

Sling of seeking +2 gives its user a +2 bonus for both “to hit” and damage
dice, but missiles from such a weapon are only regarded as +1 with respect to
determination of whether or not certain creatures are affected by the weapon,
i.e. a special defense of “+2 or better weapon to hit” means the creature is
impervious to normal missiles from this sling.

Spears can be used as hand or missile weapons. In the latter employment they
might be broken by any creature with 18/00 or greater strength or against or
by one that is massive, i.e. cave bear, hippo, rhino, etc. Intelligent creatures will
be 70% likely to use the hurled spear against the hurler if struck by the weapon,
25% likely to break it (the spear must save versus crushing blow). Unintelligent
creatures will be 25% likely to break it (save as above).

Spear, Cursed Backbiter, is to all tests a magic spear with a +1 bonus (or
at your option +2 or +3). Even when it is used in combat against a deadly
enemy it will possibly perform properly, but each time it is used in melee in
anger against a foe, there is a 5% (1 in 20) cumulative chance that it will
function against its wielder, and once so functioning it cannot be loosed
without a remove curse spell. When functioning, the spear will curl to strike its
wielder in the back, having a hit probability which negates any shield and/or
dexterity bonuses to armor class, and doing normal damage. Backbiting
includes hurling, but if the wielder has hurled the spear, he or she is, of
course, loosed from grasping it; the damage done to the hurler will be
double, however.

Trident (military fork) +3 is a short-hafted weapon about 6’ length overall.


Upon command, the middle tine of the trident will retract into the pole while the
shaft of the weapon lengthens to 9’, thus creating a military fork with a short
center spike. The changing of the form of the weapon from trident to fork or
vice versa requires 1 round.

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APPENDIX A: RANDOM DUNGEON GENERATION APPENDIX A: RANDOM DUNGEON GENERATION

TABLE I.: PERIODIC CHECK (d20) TABLE III. B.: SPECIAL PASSAGE (d20)
Die Result Die Result
1-2 Continue straight — check again in 60’ (this table) 1-4 40’, columns down center
3-5 Door (see TABLE II.) 5-7 40’, double row of columns
6-10 Side Passage (see TABLE III.) — check again in 30’ (this table) 8-10 50’, double row of columns
11-13 Passage Turns (see TABLE IV., check width on TABLE III.) — check 11-12 50’, columns 10’ right and left support 10’ wide upper galleries 20’ above*
again in 30’ (this table) 13-15 10’ stream**
14-16 Chamber (see TABLE V.) — check 30’ after leaving (this table) 16-17 20’ river***
17 Stairs (see TABLE VI.) 18 40’ river***
18 Dead End (walls left, right, and ahead can be checked for Secret 19 60’ river***
Doors, see TABLE V.D., footnote) 20 20’, chasm****
19 Trick/Trap (see TABLE VII.), passage continues — check again in 30’
(this table) * Stairs up to gallery will be at end of passage (1-15) or at beginning (16-20).
20 Wandering Monster, check again immediately to see what lies ahead In the former case if a stairway is indicated in or adjacent to the passage it
so direction of monster’s approach can be determined. will replace the end stairs 50% (1-10) of the time and supplement 50% (11-
20) of the time.
** Streams bisect the passage. They will be bridged 75% (1-15) of the time and
TABLE II.: DOORS* (d20)
be an obstacle 25% (16-20) of the time.
Location of Door: Space Beyond Door Is: *** Rivers bisect the passage. They will be bridged 50% (1-10) of the time, have
Die Result Die Result a boat 25% (11-15) of the time (50% chance for either bank), and be an
1-6 Left 1-4 Parallel passage**, or 10’ × 10’ room if door obstacle 25% of the time.
is straight ahead **** Chasms bisect the passage. They are 150’ to 200’ deep. They will be
7-12 Right 5-8 Passage straight ahead bridged 50% (1-10) of the time, have a jumping place 5’-10’ wide 25% (11-
13-20 Ahead 9 Passage 45 degrees ahead/behind*** 15) of the time, and be an obstacle 25% (16-20) of the time.
10 Passage 45 degrees behind/ahead***
11-18 Room (go to TABLE V.)
19-20 Chamber (go to TABLE V.) TABLE IV.: TURNS (d20)
Always check width of passage (TABLE III. A.) Die Result (check on width of passage on TABLE III. A.)
1-8 left 90 degrees
* Check again immediately on TABLE I. unless door is straight ahead; if 9 left 45 degrees ahead
another door is not indicated, then ignore the result and check again 30’ 10 left 45 degrees behind (left 135 degrees)
past the door. If a room or chamber is beyond a door, go to TABLE V. 11-18 right 90 degrees
** Extends 30’ in both directions. 19 right 45 degrees ahead
*** The direction will be appropriate to existing circumstances, but use the 20 right 45 degrees behind (right 135 degrees)
direction before the slash in preference to the other.
TABLE V.: CHAMBERS AND ROOMS SHAPE AND SIZE (d20)
TABLE III.: SIDE PASSAGES (d20) (Roll for Shape, Size, and Exits; then Contents, Treasure, and
Die Result how the latter is contained, if applicable.)
1-2 left 90 degrees
Die Chamber Shape and Area Room Shape and Area
3-4 right 90 degrees
1-2 Square, 20’ × 20’ . . . . . . . . . . . . . . Square, 10’ × 10’
5 left 45 degrees ahead
3-4 Square, 20’ × 20’ . . . . . . . . . . . . . . Square, 20’ × 20’
6 right 45 degrees ahead
5-6 Square, 30’ × 30’ . . . . . . . . . . . . . . Square, 30’ × 30’
7 left 45 degrees behind (left 135 degrees)
7-8 Square, 40’ × 40’ . . . . . . . . . . . . . . Square, 40’ × 40’
8 right 45 degrees behind (right 135 degrees)
9-10 Rectangular, 20’ × 30’ . . . . . . . . . . . Rectangular, 10’ × 20’
9 left curve 45 degrees ahead
11-13 Rectangular, 20’ × 30’ . . . . . . . . . . . Rectangular, 20’ × 30’
10 right curve 45 degrees ahead
14-15 Rectangular, 30’ × 50’ . . . . . . . . . . . Rectangular, 20’ × 40’
11-13 passage “T”s
16-17 Rectangular, 40’ × 60’ . . . . . . . . . . . Rectangular, 30’ × 40’
14-15 passage “Y”s
18-20 Unusual shape and size — see sub-tables below
16-19 four-way intersection
20 passage “X”s (if present passage is horizontal or vertical it forms a
fifth passage into the “X”) TABLE V. A.: UNUSUAL SHAPE (Roll Separately for Size) (d20)
Die Shape
1-5 Circular*
TABLE III. A.: PASSAGE WIDTH (d20) 6-8 Triangular
Die Result 9-11 Trapezoidal
1-12 10’ 12-13 Odd-shaped**
13-16 20’ 14-15 Oval
17 30’ 16-17 Hexagonal
18 5’ 18-19 Octagonal
19-20 SPECIAL PASSAGE (TABLE III. B. below) 20 Cave

* 1
 -5 has pool (see TABLE VIII. A. and C. if appropriate), 6-7 has well, 8-10
has shaft, and 11-20 is normal.
** Draw what shape you desire or what will fit the map — it is a special shape
if desired.

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APPENDIX A: RANDOM DUNGEON GENERATION APPENDIX A: RANDOM DUNGEON GENERATION

TABLE V. B.: UNUSUAL SIZE (d20) TABLE V. G.: TREASURE* (d%)


Die Size Die Without Monster With Monster
1-3 about 500 sq. ft. 01-25 1,000 copper pieces/level Take two rolls on “Without Monster”
4-6 about 900 sq. ft. 26-50 1,000 silver pieces/level table, add 10% to the total of each roll.
7-8 about 1,300 sq. ft. 51-65 750 electrum pieces/level
9-10 about 2,000 sq. ft. 66-80 250 gold pieces/level
11-12 about 2,700 sq. ft. 81-90 100 platinum pieces/level
13-14 about 3,400 sq. ft. 91-94 1-4 gems/level
15-20 roll again and add result to 9-10 above (if another 15-20 repeat 95-97 1 piece jewelry/level
the process, doubling 9-10 above, and so on) 98-00 Magic (roll once on Magic
Items Table)
TABLE V. C.: NUMBER OF EXITS (d20) * See also TABLES V. H. and I. or J.
Die Room Area Number of Exits
1-3 up to 600’ 1
TABLE V. H.: TREASURE IS CONTAINED IN* (d20)
1-3 over 600’ 2
Die Result
4-6 up to 600’ 2
1-2 Bags
4-6 over 600’ 3
7-9 up to 600’ 3 3-4 Sacks
7-9 over 600’ 4 5-6 Small Coffers
10-12 up to 1200’ 0* 7-8 Chests
10-12 over 1200’ 1 9-10 Huge Chests
13-15 up to 1600’ 0* 11-12 Pottery Jars
13-15 over 1600’ 1 13-14 Metal Urns
16-18 any size 1-4 (d4) 15-16 Stone Containers
19-20 any size 1 — door in chamber, passage in room 17-18 Iron Trunks
19-20 Loose
* Check once per 10’ for secret doors (see TABLE V. D., footnote).
*G
 o to TABLE V. I. on a roll of 1-8, TABLE V. J. on a 9-20 to determine
protection if desired.
TABLE V. D.: EXIT LOCATION (d20)
Die* Location
TABLE V. I.: TREASURE IS GUARDED BY (d20)
1-7 opposite wall
8-12 left wall Die Result
13-17 right wall 1-2 Contact poison on container
18-20 same wall 3-4 Contact poison on treasure
5-6 Poisoned needles in lock
* If a passage or door is indicated in a wall where the space immediately 7 Poisoned needles in handles
beyond the wall has already been mapped, then the exit is either a secret 8 Spring darts firing from front of container
door (1-5) or a one-way door (6-10) or it is in the opposite direction (11-20). 9 Spring darts firing up from top of container
10 Spring darts firing up from inside bottom of container
TABLE V. E.: EXIT DIRECTION (d20) 11-12 Blade scything across inside
13 Poisonous insects or reptiles living inside container
Direction (if a Door use TABLE II instead) — check for 14 Gas released by opening container
Die width on TABLE III.A. 15 Trapdoor opening in front of container
1-16 straight ahead 16 Trapdoor opening 6’ in front of container
17-18 45 degrees left/right* 17 Stone block dropping in front of the container
19-20 45 degrees right/left* 18 Spears released from walls when container opened
* The exit will be appropriate to existing circumstances, but use the direction 19 Explosive runes
before the slash in preference to the other. 20 Symbol

TABLE V. F.: CHAMBER OR ROOM CONTENTS (d20) TABLE V. J.: TREASURE IS HIDDEN BY/IN (d20)
Die Contents Die Result
1-12 Empty 1-3 Invisibility
13-14 Monster only (determine on appropriate table from APPENDIX C: 4-5 Illusion (to change or hide appearance)
RANDOM MONSTER ENCOUNTERS, Dungeon Encounter 6 Secret space under container
Matrix). 7-8 Secret compartment in container
15-17 Monster and treasure (see TABLE V.G. below) 9 Inside ordinary item in plain view
18 Special*, or contains stairway up 1 level (1-5), up 2 levels (7-8), down 10 Disguised to appear as something else
1 level (9-14), down 2 levels (15-19), or down 3 levels — 2 flights of 11 Under a heap of trash/dung
stairs and a slanting passageway (20). 12-13 Under a loose stone in the floor
19 Trick/Trap (see TABLE VII.) 14-15 Behind a loose stone in the wall
20 Treasure (see TABLE V.G.) 16-20 In a secret room nearby

*D
 etermine by balance of level or put in what you desire; otherwise put in
stairs as indicated.

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APPENDIX A: RANDOM DUNGEON GENERATION APPENDIX A: RANDOM DUNGEON GENERATION

TABLE VI.: STAIRS (d20) 19 Sickness: return to surface immediately.


Die Result (roll on TABLE I. upon ascending/descending). 20 Poison: killed unless saving throw versus poison is made.
1-5 Down 1 level*
CAVES AND CAVERNS FOR LOWEST LEVELS: You may wish to have
6 Down 2 levels**
“roughhewn” and natural tunnels in lower levels, and where rooms and
7 Down 3 levels***
chambers are indicated substitute Caves and Caverns. Exits are as above.
8 Up 1 level
9 Up dead end (1 in 6 chance to chute down 2 levels)
10 Down dead end (1 in 6 chance to chute down 1 level) TABLE VIII.: CAVES AND CAVERNS (d20)
11 Chimney up 1 level, passage continues, check again in 30’ Die Result
12 Chimney up 2 levels, passage continues, check again in 30’ 1-5 Cave about 40’ × 60’
13 Chimney down 2 levels, passage continues, check again in 30’ 6-7 Cave about 50’ × 75’
14-16 Trap door down 1 level, passage continues, check again in 30’ 8-9 Double Cave: 20’ × 30’, 60’ × 60’
17 Trap door down 2 levels, passage continues, check again in 30’ 10-11 Double Cave: 35’ × 50’, 80’ × 90’*
18-20 Up 1 then down 2 (total down 1), chamber at end (roll on TABLE V.) 12-14 Cavern about 95’ × 125’*
15-16 Cavern about 120’ × 150’
* 1 in 20 has a door which closes egress for the day. 17-18 Cavern about 150’ × 200’*
** 2 in 20 has a door which closes egress for the day. 19-20 Mammoth cavern about 250’-300’ × 350’-400’**
*** 3
 in 20 has a door which closes egress for the day.
N.B. Check for such doors only after descending steps if playing solo! * Roll to see if pool therein (see TABLE VIII.A.).
** Roll to see if lake therein (see TABLE VIII.B.).
TABLE VII.: TRICK/TRAP (d20)
Die Result TABLE VIII. A.: POOLS (d20)
1-5 Secret Door unless unlocated: Non-elf locates 3 in 20, elf locates 5 in Die Result
20, magical device locates 18 in 20 (then see TABLE II.). Unlocated 1-8 No pool
secret doors go to die 6, 7 below. 9-10 Pool, no monster
6-7 Pit, 10’ deep, 3 in 6 to fall in. 11-12 Pool, monster
8 Pit, 10’ deep with spikes, 3 in 6 to fall in. 13-18 Pool, monster & treasure
9 20’ × 20’ elevator room (party has entered door directly ahead and is 19-20 Magical pool*
in room), descends 1 level and will not ascend for 30 turns.
10 As 9. above, but room descends 2 levels. * See TABLE VIII. C.

11 As 9. above, but room descends 2-5 levels — 1 upon entering and 1
additional level each time an unsuccessful attempt at door opening TABLE VIII. B.: LAKES (d20)
is made, or until it descends as far as it can. This will not ascend Die Result
for 60 turns. 1-10 No lake
12 Wall 10’ behind slides across passage blocking it for from 40-60 turns. 11-15 Lake, no monsters
13 Oil (equal to one flask) pours on random person from hole in ceiling, 16-18 Lake, monsters*
followed by flaming cinder (2-12 h.p. damage unless successful save 19-20 Enchanted lake**
vs. magic is made, which indicates only 1-3 h.p. damage).
14 Pit, 10’ deep, 3 in 6 to fall in, pit walls move together to crush victim(s) * Determine monster and treasure from appropriate encounter matrix.
in 2-5 rounds. ** 
Enchanted lake leads any who manage to cross it to another dimension,
15 Arrow trap, 1-3 arrows, 1 in 20 is poisoned. special temple, etc. (if special map is available, otherwise treat as lake with
16 Spear trap, 1-3 spears, 1 in 20 is poisoned. monsters), 90% chance that monster will guard lake.
17 Gas; party has detected it, but must breathe it to continue along
corridor, as it covers 60’ ahead. Mark map accordingly regardless
TABLE VIII. C.: MAGIC POOLS* (d20)
of turning back or not. (See TABLE VII. A.)
18 Door falls outward causing 1-10 hit points, or stone falls from ceiling Die Result
causing 2-20 hit points of damage to each person failing his saving 1-8 Turns gold to platinum (1-11) or lead (12-20), one time only.
throw versus petrification. 9-15 Will, on a one-time only basis, add (1-3) or subtract (4-6) from one
19 Illusionary wall concealing 8. (pit) above (1-6), 20. (chute) below (7-10) characteristic of all who stand within it:
or chamber with monster and treasure (11-20) (see TABLE V.). 1 = strength 4 = dexterity
20 Chute down 1 level (cannot be ascended in any manner). 2 = intelligence 5 = constitution
3 = wisdom 6 = charisma
(add or subtract from 1-3 points, checking for each character as to
TABLE VII. A.: GAS SUB-TABLE (d20) addition or subtraction, characteristic, and amount).
Die Result 16-17 Talking pool which will grant 1 wish to characters of its alignment and
1-7 Only effect is to obscure vision when passing through. damage others from 1-20 points. Wish can be withheld for up to
8-9 Blinds for 1-6 turns after passing through. 1 day. Pool’s alignment is: lawful good 1-6, lawful evil 7-9, chaotic
10-12 Fear: run back 120’ feet unless saving throw versus magic is made. good 10-12, chaotic evil 13-17, neutral 18-20.
13 Sleep: party sound asleep for 2-12 turns (as sleep spell). 18-20 Transporter pool: 1-7, back to surface; 8-12, elsewhere on level; 13-16,
14-18 Strength: adds 1-6 points of strength (as strength spell) to all fighters in 1 level down; 17-20, 100 miles away for outdoor adventure.
party for 1 to 10 hours.
* In order to find out what they are, characters must enter the magic pools.

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