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CASTLE OLDSKULL Oldskull Dungeon Generator

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THE OLDSKULL ☺ You will find this compact book useful


nevertheless, albeit deliberately limited in its
DUNGEON GENERATOR:
ambition and its scope.
LEVEL ONE
This book is dedicated solely to random dungeon
By Kent David Kelly; illustrated by
Albrecht Durer, Ludvig Sandoe Ipsen, map design and random dungeon stocking. The
KDK, Et Alii Oldskull Dungeon Generator is a vast idea toolset,
designed to assist you with the development of
complex random dungeon layouts which are ideally
INTRODUCTION
suited for the beginning of an FRPG campaign. This
Hello, and welcome to GEN2: The Oldskull
generation system — with its appropriately-scaled
Dungeon Generator: Level 1, the second in a series
monsters, traps, tricks, and treasures — is
of Castle Oldskull “table-ready play books” from
specifically structured to assist you with either
Wonderland Imprints. Unlike my deluxe releases,
dungeon level 1 in a mega-dungeon, or any dungeon
which tend to be many hundreds of pages in length,
level that is intended for play by Player Characters
the Generator (GEN) series of supplements are
ranging between experience levels 1 and 3
devoted to densely packed, concise topics
(inclusive). If there is sufficient interest, further
presented in a tightly-formatted style, supported by
generators will be developed to assist you with the
cover-only artwork and very limited graphics.
deeper levels and their more challenging lairs and
These books feature a maximum of ideas and perils, too.
detail, restrained within a percentile die (D10, D100,
The Oldskull Dungeon Generator pays homage
D1000) series of tables, so that you can use these
to, and vastly expands upon, ideas presented in
books quickly between campaign sessions, or even
several “old school” generators of the past. Its
during play. The goal here is to give you many
pedigree includes: [1] The 1975 system created by
thousands of old school RPG options without forcing
George A. Lord and further developed by E. Gary
you to study for hours, or to flip between enormous
Gygax, which premiered in The Strategic Review #1;
chapters. I listen to my feedback and appreciate my
[2] The 1979 advanced system, featured in a DMG
readers, so if this is what you have been clamoring
publication as Appendix A, further developed by
for, this series is especially devoted to you. If you’re
Gygax; and, [3] the Dungeoneer Journal system by
of the persuasion where you prefer my signature
Charles L. Evans, as featured in issue #19,
massive tomes, however, do rest assured that I have
August/September 1980. I have unified ideas from
plenty of future content coming out for you as well.
all of these systems, and added huge amounts of
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tested and proven new content from my Castle And, it’s time to start creating your first dungeon
Oldskull supplement series, to create a new now. Enjoy!
generator worthy of modern OSR, 1E, and 5E play.
If you need any help with dungeon generation at all,
you will find very useful tables in this book to get you
NAVIGATING THIS BOOK
started right away. To use this book properly, you will need to jump
around frequently from table to table. Due to the vast
So how do you use the generator? I recommend
number of options, I cannot guarantee that the next
graph paper, pencils, a ruler, three ten-sided dice, a
following page will always have the next table that
twenty-sided die, a pad of paper (or Word) to record
you need! You’ll almost always need to flip to the
an encounter key, this supplement, and a good
next appropriate section on your own. To facilitate
healthy helping of GM imagination, sprinkled with
this, I recommend that you use this book in PDF,
prudence and common sense. No random generator
with the menu of bookmarks open. The next table
can prevent itself from creating paradoxes from time
you need will be listed in ALL CAPS in this volume,
to time — in this case, chambers which overlap into
so you can always refer, click, and go as
one another due to random exits and room
appropriate. You’ll also find a handy set of table
dimensions — but with your observation and
hyperlinks at the very back of this book. Or if you’re
guidance, you will find that this supplement can help
an old fogey (like me) and you insist on using this
you to create a veritably infinite array of randomized
book in printed hardcopy, I strongly recommend that
dungeons which are perfect for one-off, campaign,
you break out the sticky notes right now! You’re
or even solitaire play.
going to need them.
The complexity of each random dungeon you
create is entirely up to you – this book’s systems are
interlocking, and there are many advanced options NOMENCLATURE:
(for extra detail) that you can use or ignore, Terms Used in the Dungeon Generation
depending on how much time you want to spend on System
the creation process. The system is flexible enough The following terms are used commonly in this
that most of the dungeon can be generated for you, book: Archway (or Opening): An opening into a
or you can let your own imagination and creativity room, where a corridor leads into a room without any
take over the reins at any time. Do as you like, and intervening door being present. Blood Dice: The
always be sure use this book as a guide, not as a number and type of dice (e.g., 3D8+1) that you
straitjacket. should roll to generate a random monster’s Hits to
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Kill (HTK). Container: Something that potentially Passage: A corridor which branches off of another
holds treasure or interesting items (or a trap), such corridor (at the point of an intersection). The new
as a chest, trunk, barrel, box, etc. Corridor: A non- corridor is a “side passage,” regardless of width or
room space which is typically narrow and long. importance, from the perspective of first-time
Corridors can feature wandering monsters, but they explorers who are moving down the “main passage.”
will not have room features or monster lairs. Door:
Trap: A magical or mechanical danger zone,
An opaque barrier between two different spaces
which is likely to wound or even kill adventurers.
(such as rooms and corridors), which can be opened
Treasure Trove Level: The relative value of a
or closed. By default, dungeon doors are closed.
discovered treasure hoard, from 1 to 10. Trick: An
Empty Room: A room without a major feature, unusual (typically magical) dungeon feature, which
such as a monster lair, level connector, trap, or trick. can have unpredictable positive and/or negative
A room can still be considered “empty” while still effects. Trick Trigger: The seemingly random
containing useless items (“dungeon dressing”) or condition (alignment, level, race, Strength, etc.) that
minor obstacles of note. Exit: An archway or door causes a trick to either “wake up,” or to focus on one
leading out of a room. Gold Piece Value (GPV): The character over another.
relative worth of a treasure object (coin, gem, piece
Unguarded Treasure: A treasure that is not
of jewelry, etc.). Guarded Treasure: A treasure that
found in a monster lair. This category can include
is found in a monster lair. Hits to Kill (HTK): The total
trapped treasures, and treasures protected by tricks,
number of wound points it takes to kill a monster or
as well as riches that have been hidden and/or left
character. Intersection: The point at which two or
behind. Wandering Monster: Monsters which are
more corridors meet. Lethality Level: The relative
encountered in a corridor, rather than a room. These
danger presented by a monster or adversary, from 1
might be scavengers, predators, patrolling monsters
to 10.
(from out of a nearby lair), creatures who are fleeing
Level Connector: A vertical place of ascent or or searching for something, and so forth.
descent, connecting two dungeon levels together.
Stairs are the most common form of level connector.
Monster Lair: A room where monsters dwell. RECOMMENDED MAPPING
Passage: Generally, another term for corridor. SYMBOLS
Room: A space which can be any shape, and which For a sampling of the classic Moldvay-style (c.
can have room features or monster lairs. Rooms 1980) map symbols, refer to the following page.
connect to corridors and/or other rooms. Side
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THE DESCENT LANDING: If you create a starting area that has only a single
The Starting Area of the Dungeon exit, your dungeon will likely be small and boring
rather than sprawling and labyrinthine. You can
All classic random dungeons begin with stairs
certainly create small dungeons if you like, but then
leading down from the surface. There are other
you’ve bought the wrong book if that’s what you’re
types of descents, but those — if they appear — will
aiming for! This book is specifically designed to
be generated later on by your random rolls. We
create vast, random old school mazes and mega-
assume for now that the adventurers found these
dungeons. And for that to happen, the starting area
stairs leading down first, and further that this is the
needs to have lots of exits. Therefore, I have
main entrance into the dungeon. The reason for this
prepared several starting areas for you here
trope is that the starting area is specially designed to
maximize randomness and freedom of exploration,
and we don’t want the adventurers to miss it. It is a
Table I: The Starting Area
nexus, the center of the spider’s web. The entire
random dungeon generation system is dependent Roll 1D10 for a fully random result, or choose one of

upon a good and diverse starting area which is not the following options:

too cramped, and which leads off in at least the four [1,2] The Matrix. This simple starting area
major cardinal directions. features stairs in the south, and then 5 corridors

The starting area will not be a monster lair, due which lead north, east, and west. Recommended

to the amount of traffic this area sees from various layout:

and sundry creatures who are passing through all


the time. But there might be wandering monsters
present after the first time the characters come
through! Similarly, there might be a room feature
here that is somewhat interesting (such as a
fountain, pool, statue, etc.). Keep in mind, however,
that the goal of the starting area is not to be a fully-
developed room with a realistic theme or anything
like that. The goal of the starting area is to be of
passing but minor interest, and to branch off into
those multiple areas of potential exploration.
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[3,4] The Hanged Man. This starting area has [7] The Straight and Narrow. This very basic and
stairs in the north, a southern door, passages east classic form of starting area is devoid of diagonals
and west, and diagonal passages to doors off to the (which could be a bug, but many mappers would
northwest and northeast. Recommended layout: argue that it’s a feature!). It has a clean, fluid setup
which includes a flight of stairs to the west (length
varying at your option, but 30’-40’ seems to work fine
in most instances), doors to the north, south, and
east (beyond a four-way intersection), and narrow
passages leading north and south. It is a good
starting area to prevent overlap early on.
Recommended layout:

[5,6] The Alice in Wonderland. This is a hall of


doors, leading off in all directions. We could put in
more than five doors, but if we do our random results
will tend to frequently overlaps, which is
inconvenient to the system. Recommended layout:
[8,9] The Spider. This cool-looking starting area
is a labyrinth grid. It has passages to the northwest,
northeast, east, southeast, south, southwest, and
west. It is an excellent starting area for building huge
mazes, and for long-running expeditions where this
area will later become filled with monster-devised
traps, ambushes, obstructions, and so forth. It is
often my personal favorite, but it takes a little longer
to map out on paper. Recommended layout:
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Starting Area Tip #1: Feel free to change the


orientation of your starting area if you would like
some more variety. If you want to do this randomly,
you can do so by rolling 1D4: 1 = keep the shown
orientation, 2 = turn it 90 degrees clockwise, 3 = turn
it 90 degrees counter-clockwise, 4 = turn it 180
degrees. Or if you’re a bit of a masochist and you
want a real mapping challenge, turn the starting area
on a 45 degree diagonal!

Starting Area Tip #2: When you map the starting


area onto graph paper, put it in the MIDDLE of your
blank sheet of paper. Unless, of course, you like tape
and using extra paper and sloppy results! If you put
the starting area in a corner, you will soon find that
random results will lead your new rooms and
[10] The Squashed X. This slightly asymmetrical corridors straight off the sheet more often than not.
starting area has two doors leading west, and two
Starting Area Tip #3: If you want a feature or
doors leading east. It may unfortunately lead to an
discarded objects or “dungeon dressing” to be found
early overlap, but it has the advantage of creating
in the starting area, I recommend using the system
unusually-structured initial areas. Recommended
introduced in supplement CDDG2, The Classic
layout:
Dungeon Design Guide II. But do remember that
there should not be monsters or treasure in the
starting area, as this is a high-traffic zone.

Where Do You Go from Here?: [1] If the


adventurers open a door leading out of the starting
area, proceed to the BEYOND THE DOOR table (II).
[2] If the adventurers journey down a corridor leading
out of the starting area, proceed to the CORRIDOR
CRAWL table (III).
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TABLE II: BEYOND THE DOOR corridor runs east and west, 60’ in each direction.
When adventurers reach either 60’ point, roll on the
Whenever a door is opened and an unexplored
CORRIDOR CRAWL table (III) to determine what is
space lies beyond, roll 1D100 on the following table
to determine what is there. Feel free to rotate your there.

graph paper — making a new temporary “north,” as [03] Branching Hall, 20’ Wide. As [01-03], above,
it were — if doing so helps you to understand the but the corridor is 20’ wide. Map this, then proceed
descriptions which follow. (That’s because the to the CORRIDOR CRAWL table (III).
directions are written from the perspective of the
[04] Branching Hall, 30’ Wide. As [01-03], above,
adventurers inside the dungeon, who are collectively
but the corridor is 20’ wide. Map this, then proceed
facing in a specific direction while only thinking in
to the CORRIDOR CRAWL table (III).
terms of left, right, and straight ahead).
[05] Branching Narrow, 5’ Wide. As [01-03],
If you don’t want to use diagonals on your maps,
above, but the corridor is only 5’ wide. Map this, then
you can use curves (which are easy to create on
proceed to the CORRIDOR CRAWL table (III).
paper with a protractor, coin, or curved surface) or
[06] Cell. This is a tiny 10’x10’ room with nothing
“jaggies” (e.g., a corridor that heads northward and
in it. There is another door in the opposite wall. Roll
westward in alternating 10’x10’ “steps,” without any
again on the BEYOND THE DOOR table (II) if that
diagonal or curved lines whatsoever). The choice is
door is opened.
yours, depending on the effect you want to create
with your dungeon design. [07] Corridor Leading Diagonally Left, 10’ Wide.
The door leads into a corridor running 45 degrees to
Please note that this table is as varied as I can
the left for 60’. For example, if the adventurers
make it, while keeping a 50% chance that the door
opened a door in the north wall of a room, and are
leads into a room, and not something else. Some
now facing north, they see the opposite wall nearby
potential old school options (such as V- and Y-
and a corridor running 60’ to the northwest. When
intersections which are 20’ or 30’ wide) were
adventurers reach the 60’ point, roll on the
necessarily dropped.
CORRIDOR CRAWL table (III) to determine what is
[01-02] Branching Corridor, 10’ Wide. The door
there.
leads into a corridor running left and right, for 60’ in
[08] Corridor Leading Diagonally Left, 5’ Wide.
each direction. For example, if the adventurers
As [07], above, but the corridor is only 5’ wide. Map
opened a door in the north wall of a room, and are
now facing north, they see a wall 10’ away. The
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this, then proceed to the CORRIDOR CRAWL table Map this, then proceed to the CORRIDOR CRAWL
(III). table (III).

[09] Corridor (Hall) Leading Diagonally Left, 20’ [15-16] Corridor Leading Left, 10’ Wide. The
Wide. As [07], above, but the corridor is 20’ wide. door leads into a corridor running 90 degrees to the
Map this, then proceed to the CORRIDOR CRAWL left for 60’. For example, if the adventurers opened
table (III). a door in the north wall of a room, and are now facing
north, they see a wall 10’ away. The corridor runs 60’
[10] Corridor (Hall) Leading Diagonally Left, 30’
to the west. When adventurers reach the 60’ point,
Wide. As [07], above, but the corridor is 30’ wide.
roll on the CORRIDOR CRAWL table (III) to
Map this, then proceed to the CORRIDOR CRAWL
determine what is there.
table (III).
[17] Corridor Leading Left, 5’ Wide. As [15-16],
[11] Corridor Leading Diagonally Right, 10’
above, but the corridor is only 5’ wide. Map this, then
Wide. The door leads into a corridor running 45
proceed to the CORRIDOR CRAWL table (III).
degrees to the right for 60’. For example, if the
adventurers opened a door in the north wall of a [18] Corridor (Hall) Leading Left, 20’ Wide. As
room, and are now facing north, they see the [15-16], above, but the corridor is 20’ wide. Map this,
opposite wall nearby and a corridor running 60’ to then proceed to the CORRIDOR CRAWL table (III).
the northeast. When adventurers reach the 60’ point,
[19] Corridor (Hall) Leading Left, 30’ Wide. As
roll on the CORRIDOR CRAWL table (III) to
[15-16], above, but the corridor is 30’ wide. Map this,
determine what is there.
then proceed to the CORRIDOR CRAWL table (III).
[12] Corridor Leading Diagonally Right, 5’ Wide.
[20-21] Corridor Leading Right, 10’ Wide. The
As [11], above, but the corridor is only 5’ wide. Map
door leads into a corridor running 90 degrees to the
this, then proceed to the CORRIDOR CRAWL table
right for 60’. For example, if the adventurers opened
(III).
a door in the north wall of a room, and are now facing
[13] Corridor (Hall) Leading Diagonally Right, 20’ north, they see a wall 10’ away. The corridor runs 60’
Wide. As [11], above, but the corridor is 20’ wide. to the east. When adventurers reach the 60’ point,
Map this, then proceed to the CORRIDOR CRAWL roll on the CORRIDOR CRAWL table (III) to
table (III). determine what is there.

[14] Corridor (Hall) Leading Diagonally Right, 30’


Wide. As [11], above, but the corridor is 30’ wide.
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[22] Corridor Leading Right, 5’ Wide. As [20-21], [30] Door and Branching Corridor, 5’ Wide. As
above, but the corridor is only 5’ wide. Map this, then [29], above, but the corridor is only 5’ wide. Map this,
proceed to the CORRIDOR CRAWL table (III). then proceed to the CORRIDOR CRAWL table (III).

[23] Corridor (Hall) Leading Right, 20’ Wide. As [31] Door and Branching Hall, 20’ Wide. As [29],
[20-21], above, but the corridor is 20’ wide. Map this, above, but the corridor is 20’ wide. Map this, then
then proceed to the CORRIDOR CRAWL table (III). proceed to the CORRIDOR CRAWL table (III).

[24] Corridor (Hall) Leading Right, 30’ Wide. As [32] Door and Branching Hall, 30’ Wide. As [29],
[20-21], above, but the corridor is 30’ wide. Map this, above, but the corridor is 20’ wide. Map this, then
then proceed to the CORRIDOR CRAWL table (III). proceed to the CORRIDOR CRAWL table (III).

[25-28] Corridor Straight Ahead, 10’ Wide. The [33] Door and Corridor Leading Diagonally Left,
door leads into a corridor running straight for 60’. For 10’ Wide. The door opens to another door 10’ away.
example, if the adventurers opened a door in the For example, if the party is facing north, the new
north wall of a room, and are now facing north, the door is in the north wall. Additionally, a corridor runs
corridor runs 60’ to the north. When adventurers 45 degrees to the left for 60’. For example, if the
reach the 60’ point, roll on the CORRIDOR CRAWL adventurers opened a door in the north wall of a
table (III) to determine what is there. room, and are now facing north, they see the door
and a corridor running 60’ to the northwest. If
[29] Door and Branching Corridor, 10’ Wide. The
adventurers open the door, proceed to the BEYOND
door opens to another door 10’ away. For example,
THE DOOR table (II). If they travel down the corridor
if the party is facing north, the new door is in the
and reach the 60’ point, roll on the CORRIDOR
north wall. Additionally, there are corridors running
CRAWL table (III) to determine what is there.
left and right, for 60’ in each direction. For example,
if the adventurers opened a door in the north wall of [34] Door and Corridor Leading Diagonally Left,
a room, and are now facing north, then corridors run 5’ Wide. As [33], above, but the corridor is only 5’
east and west, 60’ in each direction, in addition to wide. Map this, then proceed to the CORRIDOR
the door to the north. If adventurers open the door, CRAWL table (III).
proceed to the BEYOND THE DOOR table (II). If
[35] Door and Hall Leading Diagonally Left, 20’
they travel down a corridor and reach either 60’
Wide. As [33], above, but the corridor is 20’ wide.
point, roll on the CORRIDOR CRAWL table (III) to
Map this, then proceed to the CORRIDOR CRAWL
determine what is there.
table (III).
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[36] Door and Hall Leading Diagonally Left, 30’ party is facing north, the new door is in the north wall.
Wide. As [33], above, but the corridor is 30’ wide. Additionally, there is a forked corridor running 45
Map this, then proceed to the CORRIDOR CRAWL degrees to the left and right, for 60’ in either
table (III). direction. For example, if the adventurers opened a
door in the north wall of a room, and are now facing
[37] Door and Corridor Leading Diagonally Right,
north, they see, these corridors run northwest and
10’ Wide. The door opens to another door 10’ away.
northeast. If adventurers open the door, proceed to
For example, if the party is facing north, the new
the BEYOND THE DOOR table (II). If they travel
door is in the north wall. Additionally, a corridor runs
down either corridor and reach the 60’ point, roll on
45 degrees to the right for 60’. For example, if the
the CORRIDOR CRAWL table (III) to determine
adventurers opened a door in the north wall of a
what is there.
room, and are now facing north, they see the door
and a corridor running 60’ to the northeast. If [42] Door and V-Intersection (Bisecting Hall), 20’
adventurers open the door, proceed to the BEYOND Wide. As [41], above, but the corridors are 20’ wide.
THE DOOR table (II). If they travel down the corridor Map this, then proceed to the CORRIDOR CRAWL
and reach the 60’ point, roll on the CORRIDOR table (III).
CRAWL table (III) to determine what is there.
[43] Door and V-Intersection (Bisecting Hall), 30’
[38] Door and Corridor Leading Diagonally Right, Wide. As [41], above, but the corridors are 30’ wide.
5’ Wide. As [37], above, but the corridor is only 5’ Map this, then proceed to the CORRIDOR CRAWL
wide. Map this, then proceed to the CORRIDOR table (III).
CRAWL table (III).
[44] False Door. The door opens onto a blank
[39] Door and Hall Leading Diagonally Right, 20’ wall. There might be a secret or concealed door
Wide. As [37], above, but the corridor is 20’ wide. here. Proceed to the DEAD END table (IV).
Map this, then proceed to the CORRIDOR CRAWL
[45] False Door, Trapped. The door opens onto
table (III).
a blank wall, and activates a trap. There is no secret
[40] Door and Hall Leading Diagonally Right, 30’ door or other way through here. Proceed to the
Wide. As [37], above, but the corridor is 30’ wide. TRAP table (X).
Map this, then proceed to the CORRIDOR CRAWL
[46] Level Connector. The door opens into a
table (III).
level connect (such as a stairway), which leads
[41] Door and V-Intersection, 10’ Wide. The door either up or down from 10’ away. Proceed to the
opens to another door 10’ away. For example, if the LEVEL CONNECTOR tables (V).
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[47-96] Room. The corridor opens into a room. TABLE III: THE CORRIDOR
Proceed to the ROOM GENERATOR tables (VIII). CRAWL
[97-98] T-Intersection, 10’ Wide. The door opens When your adventurers are marching down any
onto three separate corridors, running 60’ straight kind of passageway (a non-room space), roll 1D100
ahead, 60’ to the left, and 60’ to the right. For as follows to determine what they find:
example, if the adventurers are facing north, these [01] Corridor Ends, Turns Left and Right,
corridors run north, west, and east. When Diagonal. This is a fork, a Y-intersection. The
adventurers reach any 60’ point, roll on the corridor turns into two new corridors of the same
CORRIDOR CRAWL table (III) to determine what is (approximate) width and type, branching 45 degrees
there. to the left, and 45 degrees to the right. These new
[99] V-Intersection, 10’ Wide. The door leads into corridors continue on for 50’. Proceed to SIDE
a forked corridor running 45 degrees to the left and PASSAGE table (IX) to generate the branching
right, for 60’ in either direction. For example, if the corridor, whichever one the adventurers choose.
adventurers opened a door in the north wall of a [02-03] Corridor Ends, Turns Left and Right,
room, and are now facing north, they see, these Straight. This is a fork, a T-intersection. The corridor
corridors run northwest and northeast. When ends, but two new corridors of the same width and
adventurers reach either 60’ point, roll on the type branch 90 degrees to the left, and 90 degrees
CORRIDOR CRAWL table (III) to determine what is to the right. These new corridors continue on for 50’.
there. Proceed to SIDE PASSAGE table (IX) to generate
[00] Y-Intersection, 10’ Wide. The door leads into the branching corridor, whichever one the
a corridor running straight for 30’. For example, if the adventurers choose.
adventurers opened a door in the north wall of a [04-06] Corridor Trap. There is a trap here, in the
room, and are now facing north, the corridor runs 30’ current square that the adventurers are standing in.
to the north. At that 30’ mark, there is a fork and the Proceed to TRAP table (X).
corridor splits 45 degrees to the left and right, for 40’
[07] Corridor Trick, Distant. There is a trick 50’
in either direction. For example, if the initial 30’
ahead. Beyond the trick, the corridor continues
corridor runs to the north, these branching corridors
straight for another 20’ beyond the trick. At that point,
run northwest and northeast. When adventurers
if the party gets past the trick and continues along
reach either 40’ point, roll on the CORRIDOR
the corridor, roll a new result on this table. Proceed
CRAWL table (III) to determine what is there.
to TRICK tables (XI).
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[08] Corridor Trick, Near. There is a trick 20’ [13-18] Dead End. The corridor ends. There may
ahead. Beyond the trick, the corridor continues or may not be a secret door here. Proceed to DEAD
straight for another 20’ beyond the trick. At that point, END table (IV).
if the party gets past the trick and continues along
[19-20] Door on the Left, Distant. There is a door
the corridor, roll a new result on this table. Proceed
50’ ahead, in the left-hand wall. The corridor
to TRICK tables (XI).
continues on for another 20’ beyond this point as
[09] Corridor Turns Left, Diagonal. This is an well. At the 20’ mark, roll a new result on this table
angular bend. The corridor continues, with the same (III). Proceed to BEYOND THE DOOR table (II) if the
width and type. But 20’ ahead, it turns 45 degrees to door is opened.
the left. In the new direction, the corridor runs for
[21] Door on the Left, Fairly Near. There is a door
another 50’. At that 50’ mark, roll a new result on this
20’ ahead, in the left-hand wall. The corridor
table (III).
continues on for another 30’ beyond this point as
[10] Corridor Turns Left, Straight. This is a right- well. At the 30’ mark, roll a new result on this table
angle turn. The corridor continues, with the same (III). Proceed to BEYOND THE DOOR table (II) if the
width and type. But 20’ ahead, it turns 90 degrees to door is opened.
the left. In the new direction, the corridor runs for
[22] Door on the Left, Near. There is a door 10’
another 50’. At that 50’ mark, roll a new result on this
ahead, in the left-hand wall. The corridor continues
table (III).
on for another 50’ beyond this point as well. At the
[11] Corridor Turns Right, Diagonal. This is an 50’ mark, roll a new result on this table (III). Proceed
angular bend. The corridor continues, with the same to BEYOND THE DOOR table (II) if the door is
width and type. But 20’ ahead, it turns 45 degrees to opened.
the right. In the new direction, the corridor runs for
[23-24] Door on the Right, Distant. There is a
another 60’. At that 50’ mark, roll a new result on this
door 50’ ahead, in the right-hand wall. The corridor
table (III).
continues on for another 20’ beyond this point as
[12] Corridor Turns Right, Straight. This is a well. At the 20’ mark, roll a new result on this table
right-angle turn. The corridor continues, with the (III). Proceed to BEYOND THE DOOR table (II) if the
same width and type. But 20’ ahead, it turns 90 door is opened.
degrees to the right. In the new direction, the corridor
[25] Door on the Right, Fairly Near. There is a
runs for another 50’. At that 50’ mark, roll a new
door 20’ ahead, in the right-hand wall. The corridor
result on this table (III).
continues on for another 30’ beyond this point as
P a g e | 15

well. At the 30’ mark, roll a new result on this table continues on for another 30’ beyond this point as
(III). Proceed to BEYOND THE DOOR table (II) if the well. At the 30’ mark, roll a new result on this table.
door is opened. Proceed to ROOM GENERATOR tables (VIII) once
the adventurers reach the corridor space adjacent to
[26] Door on the Right, Near. There is a door 10’
the opening.
ahead, in the right-hand wall. The corridor continues
on for another 50’ as well. At the 50’ mark, roll a new [43] Opening on the Right, Distant. There is an
result on this table (III). Proceed to BEYOND THE opening or archway (without a door) 50’ ahead, in
DOOR table (II) if the door is opened. the right-hand wall. It leads into a room. The corridor
continues on for another 30’ beyond this point as
[27-30] Door Straight Ahead, Distant. The
well. At the 30’ mark, roll a new result on this table.
corridor ends with a closed door 50’ ahead. Proceed
Proceed to ROOM GENERATOR tables (VIII) once
to BEYOND THE DOOR table (II) if the door is
the adventurers reach the corridor space adjacent to
opened.
the opening.
[31-32] Door Straight Ahead, Fairly Near. The
[44-52] Room Straight Ahead, Distant. The
corridor ends with a closed door 30’ ahead. Proceed
corridor runs straight for another 50’. Then, via an
to BEYOND THE DOOR table (II) if the door is
opening or archway, in opens into a room without a
opened.
door being present. Proceed to ROOM
[33-34] Door Straight Ahead, Near. The corridor
GENERATOR tables (VIII) once the adventurers’
ends with a closed door 20’ ahead. Proceed to
light source reaches the nearest square within the
BEYOND THE DOOR table (II) if the door is opened.
room.
[35-36] Door Straight Ahead, Somewhat Near.
[53-59] Room Straight Ahead, Fairly Near. The
The corridor ends with a closed door 40’ ahead.
corridor runs straight for another 30’. Then, via an
Proceed to BEYOND THE DOOR table (II) if the
opening or archway, it opens into a room without a
door is opened.
door being present. Proceed to ROOM
[37-41] Level Connector. The corridor ascends GENERATOR tables (VIII) once the adventurers’
or descends, turning into a level connector. Proceed light source reaches the nearest square within the
to LEVEL CONNECTOR tables (V). room.

[42] Opening on the Left, Distant. There is an [60-66] Room Straight Ahead, Near. The corridor
opening or archway (without a door) 50’ ahead, in runs straight for another 20’. Then, via an opening or
the left-hand wall. It leads into a room. The corridor archway, it opens into a room without a door being
P a g e | 16

present. Proceed to ROOM GENERATOR tables of the current corridor, and the current corridor
(VIII) once the adventurers’ light source reaches the continues. The branching corridor is 50’ ahead and
nearest square within the room. on the right, and the current corridor continues
straight beyond that point for another 20’. At that 20’
[67-73] Room Straight Ahead, Somewhat Near.
mark, if the party continues along the current
The corridor runs straight for another 40’. Then, via
corridor, roll a new result on this table (III). Proceed
an opening or archway, it opens into a room without
to SIDE PASSAGE table (IX) to generate the
a door being present. Proceed to ROOM
branching corridor.
GENERATOR tables (VIII) once the adventurers’
light source reaches the nearest square within the [79] Side Passage on the Right, Near. There is a
room. branching corridor, leading to the right off of the
current corridor, and the current corridor continues.
[74-75] Side Passage on the Left, Distant. There
The branching corridor is 10’ ahead and on the right,
is a branching corridor, leading to the left off of the
and the current corridor continues straight beyond
current corridor, and the current corridor continues.
that point for another 20’. At that 20’ mark, if the party
The branching corridor is 50’ ahead and on the left,
continues along the current corridor, roll a new result
and the current corridor continues straight beyond
on this table (III). Proceed to SIDE PASSAGE table
that point for another 20’. At that 20’ mark, if the party
(IX) to generate the branching corridor.
continues along the current corridor, roll a new result
on this table (III). Proceed to SIDE PASSAGE table [80-86] Straight Corridor, Long. The corridor
(IX) to generate the branching corridor. runs in the current fixed direction for 50’. At the 50’
mark, roll a new result on this table (III).
[76] Side Passage on the Left, Near. There is a
branching corridor, leading to the left off of the [87-89] Straight Corridor, Short. The corridor
current corridor, and the current corridor continues. runs in the current fixed direction for 20’. At the 20’
The branching corridor is 10’ ahead and on the left, mark, roll a new result on this table (III).
and the current corridor continues straight beyond
[90-91] Straight Corridor, Very Long. The
that point for another 20’. At that 20’ mark, if the party
corridor runs in the current fixed direction for 80’. At
continues along the current corridor, roll a new result
the 90’ mark, roll a new result on this table (III).
on this table. Proceed to SIDE PASSAGE table (IX)
[92-93] Two Side Passages, Distant. 50’ ahead,
to generate the branching corridor.
the corridor branches left and right. These side
[77-78] Side Passage on the Right, Distant.
passages are both 10’ wide. The current corridor
There is a branching corridor, leading to the right off
also continues for another 20’ beyond the
P a g e | 17

intersection. When the adventurers reach the direction for 50’. However, wandering monsters
intersection, proceed to SIDE PASSAGE table (IX) have followed the party and are approaching from
to generate each branching passage. (These behind. The monsters are 1D10x10’ away when the
passages will likely be different from one another.) If party becomes aware of them. (Restrict this as
the party proceeds along the current corridor beyond needed, depending on the circumstances; for
the intersection, at the 20’ beyond the intersection example, if the party closed a door to get here and
mark, roll a new result on this table (III). the door is 20’ behind them, the monsters — if
sentient and capable of opening doors — are
[94] Two Side Passages, Near. 20’ ahead, the
opening the door, which is heard, and they are
corridor branches left and right. These side
therefore only 20’ behind.) To determine the
passages are both 10’ wide. The current corridor
wandering monster, roll on the MONSTER LAIR
also continues for another 50’ beyond the
table (VII). Halve the number of monsters appearing,
intersection. When the adventurers reach the
rounding up, and reroll any D1000 results above
intersection, proceed to SIDE PASSAGE table (IX)
715.
to generate each branching passage. (These
passages will likely be different from one another.) If Advanced Layout Option #1: If you want to get
the party proceeds along the current corridor beyond more complicated than these options — especially if
the intersection, at the 50’ beyond the intersection you are creating a natural cave system — you may
mark, roll a new result on this table (III). want to get creative with a corridor’s twists and turns.
For example, if a corridor runs 60’ northwest, you
[95-98] Wandering Monster Approaching from
might have it curve to the left or right first before it
Ahead. The corridor runs in the current fixed
gets to that point 60’ away. A classic maze will often
direction for 50’. 50’ away, a random wandering
feature corridors that switchback multiple times
monster is present. Beyond the monsters, the
before the next room is reached, and you can do that
corridor continues for another 20’. At that 20’ mark,
too. But a random system cannot cope with the
roll a new result on this table. To determine the
immense number of options at your disposal, so you
wandering monster, roll on the MONSTER LAIR
will need to make these judgment calls on your own.
table (VII). Halve the number of monsters appearing,
rounding up, and reroll any D1000 results above Advanced Layout Option #2: If you like dead
715. ends (and the hectic wandering monster rolls that
can result!), you can use the following optional
[99-00] Wandering Monster Approaching from
generation rule: whenever you are told to roll on the
Behind. The corridor runs in the current fixed
CORRIDOR CRAWL table (III), you can roll 1D10.
P a g e | 18

On a 1-3, go to the DEAD END table (IV) instead; simply hidden behind one or more objects (a
and proceed to the CORRIDOR CRAWL table (III) tapestry, stack of crates, pile of rubble, etc.) or very
only on a roll of 4-0. poorly disguised, while a secret door is one that
looks very much like a wall or wall feature (revolving
Advanced Layout Option #3: This guide
bookcase, bas relief carvings, mosaic, identical
assumes that corridors are “normal” and relatively
brickwork, etc.) that allows it to “hide in plain sight.”
featureless. But if you want a table with odd corridor
and room connector types (such as drawbridges, In the case of a concealed door, you will need to
fissures, submerged tunnels, etc.), refer to decide what is covering it; the default option is to
supplement CDDG1, Section 9-3. In an advanced have a bricked-up area hiding the wall, where the
random dungeon setting, I recommend that 75% of bricks and mortar over the door are newer and
corridors be “normal” and 25% be “unusual.” therefore somewhat easy to detect.

Advanced Layout Option #4: If you want to Whether or not a concealed or secret door is
include dead bodies, barricades, obstructions, actually discovered depends on many things:
random broken equipment etc. in your corridors, whether you are playing this generator solitaire, or
assume that 25% of corridors have these items of with a group; whether the party is actively searching
interest. I recommend using the Empty Room entries for secret doors, or just in the general area looking
in this book as well as supplement CDDG2 for ideas, around; whether the dungeon has gusts of wind
or you can make up your own. The somewhat (making secret doors quite obvious, by noise and
interesting and inconvenient “thing” will not be a current change); and the races and number of
monster, trap, trick, or treasure. characters who are doing any active searching. This
is all mostly up to your game’s rules, but see also the
Solitaire Play section in this volume.
TABLE IV: DEAD END
The dead end can be determined as follows
A dead end is simply an abrupt stop to progress, (D100):
where the adventurers find walls but no obvious
[01-33] Vacant and Barren. There are no
corridors, doors, or openings. This table can be used
concealed or secret doors here.
to determine whether or not concealed or secret
doors are present in the dead end, in addition to [34-36] Vacant and Trapped Floor. No

other random features. As an old school dungeon concealed or secret doors, but there is a trap where

crawl reminder, a concealed door is one that is the adventurers are standing. Proceed to the TRAP
(X) table.
P a g e | 19

[37-41] Vacant and Trapped Wall. No concealed [1] Cobwebs, [2] Corpse, [3] Dripping Water from
or secret doors, but there is a wall trap that will be Ceiling, [4] Dungeon Dressing (1D3 random items or
triggered (if not detected by someone with thieving features, refer to supplement CDDG2 if you need
skills) if anyone searches that wall for secret doors. recommendations), [5] Empty Container, [6] Fungal
Proceed to the TRAP (X) table as needed. Overgrowth, [7] Giant Spider Webs, [8] Inscription,
[9] Latrine (fetid hole in floor, 1’ wide), [10] Rubble,
[42-46] Vacant and Trick. No concealed or secret
[11] Scattered Coins (few), [12] Scattered
doors, but there is a trick here at the dead end.
Equipment (damaged), [13] Skeleton, [14]
Proceed to the TRICK tables (XI).
Smokehole in Ceiling (for air currents only, 1’ wide),
[47-61] Major Feature. No concealed or secret
[15] Strange Air Current and Temperature Change,
doors, but there is a major feature here (roll 1D20):
[16] Strange Light Source, [17] Strange Odor, [18]
[1] Alcove (10% chance of UNGUARDED
Strange Sound, [19] Trickling Water from Floor, [20]
TREASURE (XII) in urn(s)), [2] Alcoves (1D3), [3]
Vermin. The Classic Dungeon Design Guides
Altar, [4] Cage, [5] Cave-In and Rubble, [6] Cesspit,
(CDDG1 & CDDG2) can be used for random
[7] Cesspool, [8] Dead Monster (random type), [9]
determination of these odds and ends.
Dry Well (1D10x10’ deep shaft, 25% chance of
[82-83] Concealed Door. 1 concealed door,
LEVEL CONNECTOR (V) connecting to the next
straight ahead.
lowest dungeon level), [10] Fountain, [11] Fresco
(10% chance of TRICK (XI)), [12] Mad Prisoner [84-85] Concealed Door. 1 concealed door, to
(level 1D4-1, random class if not level 0), [13] Magic the left.
Mouth (25% chance of TRICK (XI)), [14] Mosaic
[86-87] Concealed Door. 1 concealed door, to
(10% chance of TRICK (XI)), [15] Pit (very obvious,
the right.
1D4x10’ deep), [16] Pool (10% poisonous, 50%
[88-89] Secret Door. 1 secret door, straight
impure, 40% pure), [17] Shrine, [18] Trash Heap
ahead.
(15% chance of UNGUARDED TREASURE (XII)
underneath), [19] Well (1D4x10’ down to water, [90-91] Secret Door. 1 secret door, to the left.
water 1D6x10’ deep), [20] Wooden Wreckage [92-93] Secret Door. 1 secret door, to the right.
(sundered doors and/or rafters). Proceed to special
[94] Concealed Doors. 2 concealed doors,
table if needed, as noted.
straight ahead and to the left.
[62-81] Minor Feature. No concealed or secret
[95] Concealed Doors. 2 concealed doors,
doors, but there is a minor feature here (roll 1D20):
straight ahead and to the right.
P a g e | 20

[96] Concealed Doors. 2 concealed doors, to the to continue. But if there are no unmapped options on
left and right. your paper that require further exploration, your
dungeon level map is now complete!
[97] Secret Doors. 2 secret doors, straight ahead
and to the left.

[98] Secret Doors. 2 secret doors, straight ahead TABLE V: LEVEL CONNECTOR
and to the right.
(Note: This section has a maximum of detail and
[99] Secret Doors. 2 secret doors, to the left and variation, but it requires your critical thinking. If you
right. don’t want to go through the necessarily vague
[00] Concealed and Secret Door. 1 concealed decision making process, you should just assume

door (30% to the left, 30% to the right, 40% straight that every level connector is a straight 30’ stairway,
ahead) and 1 secret door (30% to the left, 30% to descending 1 dungeon level. For many more
the right, 40% straight ahead, but not in the same options, please read on.)

wall as the concealed door). A level connector is a vertical ascent, or a

You as dungeon designer will need to decide on vertical descent. These areas connect dungeon
the exact square where doors to the left or right can levels to one another. The most common form of

be found. Most commonly, they are all the way at the level connector is simply “stairs,” and the most
back, near to the dead end wall. comment ascent/descent range is +/-1. For
example, on dungeon level 2, most level connectors
Note further that concealed and secret doors
are either stairs up to level 1, or stairs down to level
might well lead into map squares beyond existing
3. But not all level connectors are stairs, and some
walls, leading into areas that have already been
connectors go very deep indeed. I recommend the
explored! This is fine; it just means that the hidden
following random system for level connectors
door was “always there,” but not detected from the
discovered anywhere on dungeon level 1. (I
other side.
recommend different percentages for deeper
Where Do You Go from Here?: If, after rolling on dungeon levels, because the deeper you go the less
the DEAD END table you don’t know what to likely you are to find a new way up to the surface,
generate next, look at your map. You will almost but that is a topic for another day. Here we are
certainly find a corridor or door leading into the interested primarily in dungeon level 1.)
unknown, where you should roll on the CORRIDOR
CRAWL table (III) or BEYOND THE DOOR table (II)
P a g e | 21

Of course, level connectors which go “up” from If you have a completed map of the ruins above,
dungeon level 1 always go back up to the surface, and the level connector does not look like it would fit
and likely back to the ruins, which are likely to lie the map, you should consider if the connector could
above the dungeon. be secret or hidden by an illusion. For example, if
you have a surface ruin map and a dungeon level 1
map, and the random result indicates that stairs go
Table V-1: Level Connector Type
up into an open courtyard, that is still possible. How?
To determine a (dungeon level 1) level The stairs could go up to a secret trapdoor, which is
connector’s direction and depth, roll 1D100: very obvious from below, but secret and nearly

[01-15] Normal Stairs, Leading Up. Takes undetectable from above (it looks like moss-covered

adventurers back to the surface. You may need to flagstones up there). But if the level connector could

modify your map of the surface ruins (you have one, not possibly work despite your creativity, you should

don’t you?) to show this stairway, and the stairs reroll.

might be secret (formally undetected) or hidden Level connectors which go back up to the
behind rubble, through which daylight can be seen. surface, but outside of any ruins you might have

[16-50] Normal Stairs, Leading Down. Takes mapped, by definition go into the wilderness. As one

adventurers deeper into the dungeon. example, if the surface only has a small tower ruin
and you roll a level connector that goes to the
[51-65] Unusual Level Connector, Leading Up.
surface 500’ away from the tower, then that level
Takes adventurers back to the surface, via a non-
connector probably opens into a hidden cave in the
stairway conduit (such as a well or pit shaft).
nearby forest or something similar. Once a secret
[66-00] Unusual Level Connector, Leading level connector is discovered by adventurers, they
Down. Takes adventurers deeper into the dungeon, can use it freely on return visits to the dungeon …
via a non-stairway conduit (such as a chute or slide). but it might be guarded or even trapped upon their
As a reminder, dungeon level 1 already has at return!
least one level connector back to the surface: it’s the If the level connector goes down, you next need
staircase you mapped into the starting area. to find out how deep it goes. I recommend the
Additional surface connectors beyond that one — following percentages (roll 1D100) for level
and there might be several, just waiting to be found connectors leading down from dungeon level 1.
— are usually hidden in some way.
P a g e | 22

Table V-2: Level Connector Subtype As a general rule of thumb, I recommend that
[01-75] Simple Connector (Subtype I). The level stairs run for 30’ to 60’ for each level of descent. For
connector goes down 1 level (to dungeon level 2). example, if you have stairs that go “down to level 2,
landing, down to level 3, landing, down to level 4,”
[76-85] Simple Connector (Subtype I-II). The
then the stairs might run as follows: [a] 30’ west from
level connector goes down 2 levels (to dungeon
level 1 to a 10’x10’ landing; [b] this landing exits
levels 2 and 3). There is a landing at dungeon level
south into level 2; [c] 30’ north from level 2 to a
2, where adventurers can either exit onto level 2, or
10’x10’ landing; [d] this landing exits east into level
continue down further to level 3.
3; [e] 30’ south into level 4 (the bottom). Look at your
[86-91] Simple Connector (Subtype I-II-III). The
graph paper map, and decide which direction the
level connector goes down 3 levels (to dungeon
stairs lead, twist, and turn. Use spiral stairs if it’s a
levels 2, 3, and 4). There is a landing at dungeon
tight fit. Non-stair connectors might be very vertical
level 2, where adventurers can either exit onto level
(for example, a pit or spiral slide), making them very
2, or continue deeper. If they continue deeper, there
dangerous … but also very easy for you to map!
is a second landing at dungeon level 3, where they
With non-stair connectors and landings, you will
can either exit onto level 3, or continue down further
need to get creative. For example, if you have a pit
to level 4.
shaft that goes from level 1 to levels 2 and 4, I would
[92-95] Skip Connector (Subtype III). The level
interpret that as follows: [1] Let’s say each dungeon
connector is deep and long. It skips dungeon level 2
level is 30’ underground, constructed in
entirely, and goes directly to level 3.
subterranean tiers. Dungeon level 1 is 30’ down,
[96-98] Skip Connector (Subtype III-IV). The dungeon level 2 is 60’ down, and so forth. [2] When
level connector is very deep and long. It skips you’re on level 1, there is a deep pit with a frayed
dungeon level 2 entirely, and exits via landing to 50’-long rope to be found there. The rope goes down
level 3. If the landing is ignored, stairs run even to a ledge 30’ down. This exits onto level 2. The rope
deeper down to level 4. continues 20’ further down past the ledge, and then
there’s a 10’ drop. (People who use this descent will
[99-00] Skip Connector (Subtype IV). The level
need magic, or to find another way back up by
connector is extremely deep and long. It skips
exploring dungeon level 2.) If you drop down off the
dungeon levels 2 and 3 entirely, and goes directly to
rope — or, gods help you, you fall all 60’ of the way
level 4.
down — you will find yourself temporarily trapped on
dungeon level 3.
P a g e | 23

And if you’ve rolled an unusual level connector, [15-16] Cistern* (potentially the lair of an aquatic
you can decide what it is on your own … or, roll monster)
1D100 to determine the type (see table below). But
[17-18] Climbing Wall (with Handholds and
again, creativity of interpretation and scale will be
Footholds) (might be slippery, crumbling, ancient
required of you no matter what!
and smoothed away in places, etc.)

[19-20] Climbing Wall (with Rope) (the rope


Table V-3: Unusual Level Connector could be strong, frayed, or perhaps even greased as

Roll 1D100: a trap)

[01] Abyss (relatively safe ledges will lead into [21-22] Climbing Wall (with Spikes or Pitons)

the lower dungeon levels, but the pit shaft will (this precarious descent might have been placed by

continue another 110’-200’ deeper than the deepest- dwarves, miners, explorers, hostile humanoids, etc.)

reached level, down to a deathtrap enclosure from [23] Collapsed Floor (already collapsed,
which there is no escape) precarious descent is visible, may be able to discern

[02-03] Air Shaft (roll for air type change in room contents below)

CDDG1 if you prefer) [24] Collapsing Floor Trap (uncontrolled

[04-05] Bottomless Pit (not actually bottomless; descent)

just the bottom is obscured by mist, spider webs, [25-26] Elevator Room, Controlled (likely
etc.) mechanical, but possibly magical)

[06-07] Chain, Pulley and Corfe (Mine Basket) [27-28] Elevator Room, Non-Interactive
(maximum simultaneous occupancy 3) (uncontrolled descent)

[08-09] Chain, Pulley and Mine Cage (maximum [29] Escape Shaft (could be narrow and created
simultaneous occupancy 6) by escaping prisoners, or the guarded escape route

[10] Chasm (which may descend deeper) for a humanoid chieftain, etc.)

[11-12] Chimney (25% chance of smoke, and [30] Fissure (likely to be narrow and dangerous)

leading directly into monsters’ fire) [31] Floor, Cantilevered (uncontrolled descent)

[13-14] Chute (uncontrolled descent) [32] Hatchway (potentially locked, sealed,


controlled by guards, etc.)
P a g e | 24

[33] Hole (a haphazard descent, small, perhaps [52] Ramp, Steep (normal length, typically 50’-
created by a burrowing animal such as a giant 80’, random length (1D4+4)x10)
badger)
[53] Ramp, Very Gradual (triple normal length,
[34] Hollowed Column (probably a secret door, see above; might not be detected as a slope)
unless already open)
[54] Roots (from a vast tree, probably jutting from
[35-36] Ladder (wood, or iron, or rusted, etc.) the ceiling and descending)

[37-38] Narrow Shaft (potentially dangerous for [55] Salt Slide (loose, slippery salt deposits;
anyone of dwarf size or larger) uncontrolled descent)

[39] Narrow Shaft with Grating (the grating will [56-57] Sinkhole (very dangerous, could expand
need to be lifted before descent can occur) or send mud / rubble onto the heads of descending
adventurers)
[40] Pipe (could be dry, or partially filled with
water, mud, slime, etc.; more likely sloping than [58-59] Sluiceway* (could be dry, or partially
vertical) filled with water, mud, slime, etc.; more likely sloping
than vertical)
[41-42] Pit Shaft (with no clear means of
descent, besides leaping) [60-61] Smoke Hole (25% chance of smoke, and
leading directly into monsters’ fire)
[43-44] Pit Shaft with Chain (shaft could be
hanging from ceiling, side of pit, driven-in spike, etc.) [62] Stair Slide Trap (uncontrolled descent)

[45-46] Pit Shaft with Rope (rope could be [63-64] Staircase, Rubble-Filled (will slow
strong, frayed, or perhaps even greased as a trap) descent, anyone running here is very likely to fall)

[47] Pit with Illusionary Floor (option 1, the floor [65-66] Staircase, Spiral (compact and steep)
has no substance and anyone stepping on it falls
[67] Stairs, Collapsing (unintentional trap)
through; option 2, the floor seems odd but only
[68-69] Stairway, Straight (and 50% chance of
vanishes if willfully disbelieved)
ending at a dead end wall, with secret door)
[48-49] Plunge (with Small Waterfall)* (possibly
[70-71] Stairway, with Landings (and 50%
the lair of an aquatic monster)
chance of ending at a dead end wall, with secret
[50-51] Ramp, Gradual (double normal length,
door)
see below)
P a g e | 25

[72] Steam Vent (temperate and humidity will be [96-97] Well with Chain* (chain could be strong,
noted; steam bursts from below could be dangerous) damaged, rusty, etc.)

[73-74] Teleporter (uncontrolled “descent”) [98-99] Well with Rope* (rope could be with a
bucket as a potential foothold, waterlogged, muddy,
[75-76] Tiers (Natural Staircase) (each tier will be
etc.)
1D4+1’ in height)
[00] Wind Pipe (roll for air type change in CDDG1
[77-78] Trap Door to Chute (opening the trap
if you prefer)
door reveals a steep slide)
* = Water present, which will halve the damage
[79-80] Trap Door to Handholds (opening the
of any falls which might occur.
trap door reveals a pit shaft)
Unfortunately I cannot fully systematize these
[81-83] Trap Door to Ladder (opening the trap
widely varied results, but the advice in this section
door reveals a rickety or iron ladder)
should get you started. Do keep in mind that not all
[84-86] Trap Door to Rope (opening the trap door
descents are optional; for example, a collapsing floor
reveals a pit shaft with a mounted rope or chain)
is more of a trap than a descent, and anyone who
[87-88] Trap Door to Spikes and Pitons (opening does not detect the precarious stonework across the
the trap door reveals a shaft with spikes hammered floor is likely to fall all of the way down (and to
into the wall) possibly be crushed by falling rubble, as well). See

[89-90] Vines (could be thick, warm, wet, also supplement BDT1, The Book of Dungeon Traps

withered, etc.; probably not monstrous at this for more recommendations on dealing with such

difficulty level) things.

[91-92] Waterfall* (large, loud and dangerous,


water pours from the ceiling through an opening in
TABLE VI: MONSTER-GUARDED
the floor) TREASURE
[93] Waterwheel* (could be turning slowly or Monster-Guarded Treasure troves are the same
quickly, dry and at rest, mostly collapsed and as Unguarded Treasure, from a random generation
perilous, guarded, etc.) perspective … but they tend to be more valuable.
[94-95] Well Shaft (No Chain or Rope)* (likely the When you are preparing to roll up a guarded
lair of an aquatic monster) treasure, you should consider the self-awareness
(sentience) of the monsters who are present. The
P a g e | 26

monsters will be either non-sentient, or sentient. than survival! But there will be further rewards for the
There are lots of shades of gray here, but I victorious nonetheless … usually.
recommend making a simple binary either/or
And too, you will want to keep the ideas of
selection for treasure determination purposes.
“incidental” and “hoarded” treasures in mind as you
Examples of non-sentient monsters are those of roll on the treasure table:
Intelligence (INT) 4 or less, including most animals,
With non-sentient monsters, the treasure is
beetles, spiders, skeletons, zombies, and so forth.
incidental. This means that the monsters don’t care
By default, anything of INT 5+ is typically sentient.
about the treasure, and that it was accidentally
And yes, this means that almost all humanoids and
hoarded. This might mean a treasure chest buried
humans are considered sentient, regardless of how
under rubble, an adventurer’s corpse with a
stupid they might be!
treasure-filled backpack, or a pile of bones and
You can roll monster-guarded treasures using skulls interspersed with jewels and coins. In the case
the UNGUARDED TREASURE table (XII), but don’t of some larger stupid monsters (like giant lizards),
go there just yet! We need to talk about monster some of the treasure might even be in the monster’
treasure troves for a little bit. There is a good chance stomach (burp!).
that there will be more treasure (meaning more rolls
With sentient monsters, the treasure is hoarded.
on the random table) when the treasure is being
This means that the monsters care about the
guarded by monsters, but not always. That’s
treasure, and they accumulate and protect it. But
because in an old school Gygaxian dungeon world,
other monsters (and adventurers!) want that
[1] not all monsters possess treasure, while also [2]
treasure too, so if they’ve recently been stolen from
non-sentient monsters are less likely to have
— or forced to pay “protection money” — the
treasure than sentient monsters are. But, [3]
sentient monsters might be penniless. All sentient
randomness sometimes makes either or both of
monsters acquire treasure, even if they don’t much
these statements untrue. And sometimes, the
care for it. For example, intelligent undead might be
random treasure rolls will be completely unfair to the
guarding family heirlooms, or even just gathering
players … but nevertheless in the long term it all
treasure to bribe evil monsters into doing their
averages out, with good (and bad) surprises
bidding. Everyone knows that treasure is valuable,
deviating from a fairly rewarding mean. This level of
which in turn makes it more valuable even when you
randomness keeps players engaged, hungry,
don’t personally care for it. But the current amount of
searching, and always on their toes. Remember
treasure in any lair is based on luck, random fate,
well: The victors of combat deserve nothing, other
P a g e | 27

stealth, skullduggery, and acts of thieving and challenge level, if you like. Or you can see the old
cruelty … which means that a few tough monsters school approach and modify it as you see fit. Here is
might actually be broke (right now), while weaker a sample table (1D1000) from my World of Oldskull
monsters might occasionally be “rich” (at the campaign if you would like some guidance and
moment). inspiration. Please keep in mind that depending on
your campaign’s PC party size and your game’s
So now that we’ve considered all of that, what do
rules, these 1E figures which I provide for the
you do next? You need to see how many times
random “number appearing” might be just right … or
you’re going to be rolling on the treasure table as
they may be in desperate need of adjustment!
follows:
These monsters are Lethality Level I for the most
Random Treasure in Lairs of Non-Sentient
part, which means that they are (relatively) weak in
Monsters (INT 0-4): Roll 1D100. [01-50] No
the world while still being deadly. The entries
Treasure, [51-75] 1 Treasure Table Roll, [76-97] 2
hereafter include the Oldskull monster name, as well
Treasure Table Rolls, [98-99] 3 Treasure Table
as recommended Blood Dice (and Hits to Kill, or
Rolls, [00] 4 Treasure Table Rolls.
HTK) for general identification and research
Random Treasure in Lairs of Sentient Monsters
purposes. So once you roll up a monster lair, you
(INT 5+): Roll 1D100. [01-25] No Treasure, [26-50] 1
know where to go digging in your game’s rules for
Treasure Table Roll, [51-75] 2 Treasure Table Rolls,
similar results!
[76-97] 3 Treasure Table Rolls, [98-99] 4 Treasure
Roll 1D1000 and determine the lair as follows:
Table Rolls. [00] 5 Treasure Table Rolls.
[001-005] Ant, Giant, Worker (Blood Dice 3D8
Where Do You Go from Here?: Continue on to
HTK; 1D4 appearing).
the UNGUARDED TREASURE section (XII) to roll
those treasure dice! [006-009] Baboon, Cave (Blood Dice 1D8+1
HTK; 1D6+1 appearing).

[010-012] Badger (Blood Dice 1D8+2 HTK; 1D4


TABLE VII: MONSTER LAIR
appearing).
A monster lair is simply the home of one or more
[013-021] Bat (Blood Dice 1D2 HTK; 6D6
monsters. Many monsters will defend their homes to
appearing).
the death.
[022-027] Bat, Huge (Blood Dice 1D8 HTK;
You can use your chosen game’s random tables
2D4+1 appearing).
to generate a random monster lair of the appropriate
P a g e | 28

[028-035] Bat, Large (Blood Dice 1D4 HTK; [104-106] Dinosaur, Cave Runner, aka
2D6+4 appearing). Camptosaurus (Blood Dice 2D8 HTK; 1D4
appearing).
[036-040] Beastman, Thrall (Blood Dice 1D8
HTK; 1D4+4 appearing). [107-109] Dinosaur, Tunnel Fang, aka
Euparkeria (Blood Dice 1D8+1 HTK; 1D4+1
[041-048] Beetle, Large, Fire (Blood Dice 1D8+2
appearing).
HTK; 1D4 appearing).
[110-116] Dwarf, Evil, aka Duergar (Blood Dice
[049-055] Centipede, Giant (Blood Dice 1D2
1D8+2 HTK; 1D8+2 appearing).
HTK; 1D6 appearing).
[117-123] Dwarf Adventurer / Miner, Good
[056-063] Centipede, Huge (1 HTK; 2D4
(Blood Dice 1D8 HTK; 2D6+2 appearing).
appearing).
[124-130] Dwarf Adventurer / Miner, Neutral
[064-072] Centipede, Large (1 HTK; 4D6
(Blood Dice 1D8 HTK; 2D6+2 appearing).
appearing).
[131-135] Ear Weevil (1 HTK; 1 appearing).
[073-076] Changeling, Skulking, aka Pestie
(Blood Dice 1D8-1 HTK; 1D4+1 appearing). [136-141] Elf, Evil, Exile, aka Dokkalfar (Blood
Dice 1D8 HTK; 1D3 appearing).
[077-080] Changeling, Tunnel, aka Mite (Blood
Dice 1D8-1 HTK; 3D6 appearing). [142-146] Elf Adventurer / Miner, Good (Blood
Dice 1D8+1 HTK; 1D8+3 appearing).
[081-085] Cockroach, Giant (Blood Dice 1D8+3
HTK; 1D4 appearing). [147-151] Elf Adventurer / Miner, Neutral (Blood
Dice 1D8+1 HTK; 1D8+3 appearing).
[086-090] Cockroach, Huge (Blood Dice 1D8-1
HTK; 1D6+1 appearing). [152-155] Fish, Fanged, Small (Blood Dice 1D8
HTK; 1D6+1 appearing).
[091-095] Cockroach, Large (Blood Dice 1D4
HTK; 2D6+1 appearing). [156-159] Fish, Fanged, Very Small (Blood Dice
1D2 HTK; 2D6+2 appearing).
[096-099] Demonling, Di Manes (Blood Dice 1D8
HTK; 1D4 appearing). [160-166] Fly, Bluebottle, Large (Blood Dice 1D8
HTK; 1D4+1 appearing).
[100-103] Devil, Nipper (Blood Dice 1D8 HTK;
1D6+2 appearing). [167-173] Frog, Large (Blood Dice 1D8 HTK;
1D6+1 appearing).
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[174-181] Frogmen (Blood Dice 1D8 HTK; [255-257] Jellyfish, Large (Blood Dice 1D8 HTK;
1D4+4 appearing). 1D6 appearing).

[182-189] Fungus, Shrieking (Blood Dice 3D8 [258-267] Kobold (Blood Dice 1D4 HTK; 4D4+2
HTK; 1D2 appearing). appearing).

[190-195] Fungus Man, Sporeling (Blood Dice [268-274] Kobold, Old Guard (Blood Dice 1D4+2
1D8 HTK; 1D4+1 appearing). HTK; 1D10+4 appearing).

[196-200] Gnome Adventurer / Miner, Good [275-279] Kobold, Old Guard, Veteran (Blood
(Blood Dice 1D8 HTK; 2D6+3 appearing). Dice 1D4+4 HTK; 2D6+2 appearing).

[201-205] Gnome Adventurer / Miner, Neutral [280-284] Larva, Booklouse (1 HTK; 1


(Blood Dice 1D8 HTK; 2D6+3 appearing). appearing).

[206-214] Goblin (Blood Dice 1D8-1 HTK; [285-291] Larva, Flesh Grub (1 HTK; 1D3
1D10+5 appearing). appearing).

[215-219] Goblin, Gibbering (Blood Dice 1D8 [292-298] Larva, Soul Maggot (Blood Dice 1D8
HTK; 1D12+5 appearing). HTK; 1D4 appearing).

[220-224] Goblin, Svart, aka Cave Goblin (Blood [299-304] Leech, Large (Blood Dice 1D8 HTK;
Dice 1D8-1 HTK; 1D10+5 appearing). 1D4 appearing).

[225-231] Gremlin (Blood Dice 1D4 HTK; 2D8+4 [305-309] Living Stalactite, Large, aka Impaler
appearing). (Blood Dice 2D8 HTK; 1D3 appearing).

[232-235] Halfling Adventurer / Scout (Blood [310-314] Living Stalactite, Small, aka Impaler
Dice 1D6 HTK; 1D8+8 appearing). (Blood Dice 1D8 HTK; 1D4 appearing).

[236-240] Hawk, Cave (Blood Dice 1D8-1 HTK; [315-321] Lizard, Cave, Large (Blood Dice 1D8
1D4+1 appearing). HTK; 1D6 appearing).

[241-249] Hobgoblin (Blood Dice 1D8+1 HTK; [322-329] Man, Bandit (Blood Dice 1D6 HTK;
2D4 appearing). 2D6+3 appearing).

[250-254] Hobgoblin, Tusked (Blood Dice 1D8+2 [330-337] Man, Berserker (Blood Dice 1D6+1
HTK; 1D6+1 appearing). HTK; 2D4+1 appearing).
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[338-345] Man, Brigand (Blood Dice 1D6 HTK; [429-434] NPC, Cavalier, Random Alignment
2D6+3 appearing). (Experience Level 1; 1D4+1 appearing).

[346-353] Man, Cultist (Blood Dice 1D6 HTK; [435-442] NPC, Cleric, Random Alignment
2D6+3 appearing). (Experience Level 1; 1D4+1 appearing).

[354-361] Man, Deep Dweller (Blood Dice [443-448] NPC, Druid, Random Alignment
1D6+1 HTK; 2D4+2 appearing). (Experience Level 1; 1D4+1 appearing).

[362-368] Man, Man-at-Arms, Archer / [449-456] NPC, Fighter, Random Alignment


Crossbowman (Blood Dice 1D6+1 HTK; 2D4 (Experience Level 1; 1D4+1 appearing).
appearing).
[457-462] NPC, Hunter, Random Alignment
[369-376] Man, Man-at-Arms, Heavy Footman (Experience Level 1; 1D4 appearing).
(Blood Dice 1D6+1 HTK; 2D4+1 appearing).
[463-466] NPC, Illusionist, Random Alignment
[377-384] Man, Man-at-Arms, Light Footman (Experience Level 1; 1D4+1 appearing).
(Blood Dice 1D6+1 HTK; 2D4+2 appearing).
[467-470] NPC, Jester, Random Alignment
[385-390] Man, Savage / Cannibal (Blood Dice (Experience Level 1; 1D4+1 appearing).
1D8 HTK; 1D4+1 appearing).
[471-478] NPC, Magic-User, Random Alignment
[391-398] NPC, Adventuring Party, Evil (Experience Level 1; 1D4+1 appearing).
(Experience Level 1; 1D4+1 appearing).
[479-484] NPC, Monk, Random Alignment
[399-406] NPC, Adventuring Party, Good (Experience Level 1; 1D4+1 appearing).
(Experience Level 1; 1D4+1 appearing).
[485-488] NPC, Mountebank, Random
[407-414] NPC, Adventuring Party, Neutral Alignment (Experience Level 1; 1D4+1 appearing).
(Experience Level 1; 1D4+1 appearing).
[489-492] NPC, Mystic, Random Alignment
[415-418] NPC, Anti-Paladin, Random (Experience Level 1; 1D4+1 appearing).
Alignment (Experience Level 1; 1D4 appearing).
[493-496] NPC, Paladin, Random Alignment
[419-424] NPC, Barbarian, Random Alignment (Experience Level 1; 1D4 appearing).
(Experience Level 1; 1D4 appearing).
[497-500] NPC, Ranger, Random Alignment
[425-428] NPC, Bard, Random Alignment (Experience Level 1; 1D4 appearing).
(Experience Level 1; 1D4+1 appearing).
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[501-504] NPC, Savant, Random Alignment [601-607] Scorpion, Whip, Large (Blood Dice
(Experience Level 1; 1D4+1 appearing). 1D8 HTK; 1D4 appearing).

[505-510] Ogre, Half-, aka Ogreling (Blood Dice [608-613] Serpent, Winged, aka Iaculus (Blood
2D8 HTK; 1D4 appearing). These creatures are 50% Dice 1D8 HTK; 1D4 appearing).
likely to be jovial, mercenary, and potentially friendly
[614-621] Skeleton (Blood Dice 1D8 HTK; 1D4
(every adventuring party can use a battering ram!),
appearing).
25% likely to be neutral, and 25% likely to be vicious
[622-625] Skeleton, Beast (Blood Dice 1D8-1
and evil. Technically, these are Lethality Level 2
HTK; 1D6+1 appearing).
monsters, but their potential usefulness puts them in
this table. [626-629] Skeleton, Beast, Small (Blood Dice
1D4 HTK; 2D4 appearing).
[511-525] Orc (Blood Dice 1D8 HTK; 1D6+6
appearing). [630-633] Skeleton, Monster (Blood Dice 1D8+1
HTK; 1D3 appearing).
[526-535] Rat (1 HTK; 8D6 appearing).
[634-637] Skeleton, Monster, Dragon Hatchling
[536-545] Rat, Giant (Blood Dice 1D4 HTK; 5D4
(Blood Dice 1D8+1 HTK; 1D2 appearing).
appearing).
[638-644] Snake, Non-Poisonous (Blood Dice
[546-555] Rat, Huge (Blood Dice 1D3 HTK; 6D4
1D2 HTK; 2D6 appearing).
appearing).
[645-651] Snake, Non-Poisonous, Large (Blood
[556-565] Rat, Large (Blood Dice 1D2 HTK; 7D4
Dice 1D4 HTK; 1D6+1 appearing).
appearing).
[652-658] Swarm, Small, Flying Insect (Blood
[566-573] Rat, Plague (1 HTK; 2D6 appearing).
Dice 2D8 HTK; 1 appearing).
[574-581] Rat, Plague, Large (Blood Dice 1D2;
[659-665] Swarm, Small, Insect (Blood Dice 2D8
1D8+1 appearing).
HTK; 1 appearing).
[582-587] Rat-Thing (Blood Dice 1D4 HTK;
[656-670] Swarm, Small, Scarab (Blood Dice
1D6+1 appearing).
2D8 HTK; 1 appearing).
[588-593] Raven, Cave (Blood Dice 1D2; 1D8+1
[671-677] Swarm, Small, Spider (Blood Dice
appearing).
2D8 HTK; 1 appearing).
[594-600] Raven People, aka Dire Corvi (Blood
Dice 2D8; 1D4+1 appearing).
P a g e | 32

[678-682] Termite, Giant, Worker (Blood Dice [961-000] Level III Monster: Includes possibilities
1D8+2 HTK; 1D3 appearing). such as Bugbears, Gelatinous Slimes, Ogres, Very
Young Dragons, level 3 NPCs, etc. Use appropriate
[683-689] Toad, Large (Blood Dice 1D8-1 HTK;
tables; divide number of monsters appearing by 3,
1D4+1 appearing).
and round any fraction up (minimum number
[690-694] Vulture, Cave (Blood Dice 1D8+1
appearing = 1). Or, watch for future Castle Oldskull
HTK; 1D4+1 appearing).
supplements; or reroll.
[695-699] Vulture People, aka Feasters of
Hey, Be More Specific!: Sorry, copyrights,
Anaxagoras (Blood Dice 1D8 HTK; 1D4+1
intellectual property, big meanie corporations, and
appearing).
all that nasty stuff.
[700-707] Zombie (Blood Dice 2D8 HTK; 1D3
What is the Monster Doing Here?: That’s for you
appearing).
to decide. This book does not deal with dungeon
[708-711] Zombie, Beast (Blood Dice 1D8 HTK; ecology; check out the CDDG series for information
1D4+1 appearing). on that. Generally, if you feel the monsters need

[712-715] Zombie, Monster (Blood Dice 1D8+1 water, put in barrels, a small pool, or stream. If you

HTK; 1D4 appearing). feel they need food storage, put a 10’x10’ cell (or
alcove) within or adjacent to the lair, or a shallow pit.
[716-850] Mixed Encounter: Roll twice, divide
(Of course, “food” can mean iron rations, fresh meat,
numbers appearing by 2 and round up; mixed
hosts, fungi, souls, or dead bodies …) If you feel they
monsters can be justified as mounts, guards,
need air, describe the grates and (impassable) wind
prisoners, allies, symbiotic, tamed or captured
shafts here. If you feel they need light, put the light
specimens, battling, cornered, etc. as appropriate;
source in and describe it. Beyond those concerns,
reroll results above 715.
the game is really about adventurers killing stuff, not
[861-950] Level II Monster: Includes possibilities “The lives and times of the poor little monster-
such as Di Lemures, Gnoles, Stryxes, Troglodytes, nubblins who dwell in improper conditions,” so I
level 2 NPCs, etc. Use appropriate tables; divide suggest you not overthink it. ☺
number of monsters appearing by 2, and round any
NPCs in the Dungeon: Random Non-Player
fraction up (minimum number appearing = 1). Or,
Characters (NPCs) might be adventurers, explorers,
watch for future Castle Oldskull supplements; or
guardians, denizens, or cultists, depending on
reroll.
alignment, location and circumstance. If, at a
P a g e | 33

complete stretch, you cannot fathom how people the other half (rounded up) are situated in an
would possibly be there (for example, in a adjacent room … whichever room you generate next
submerged 10’x20’ room reached only through two in this general direction. In combat or an altercation,
secret doors and surrounded by monsters), you can it is likely that the other half of the monsters will
just replace the encounter with Zombies (50%) or arrive in 1D4+1 rounds. Use your best judgment,
Skeletons (50%) (of the indicated former character looking at the map, doors, nature of the monsters,
class(es), of course!). In other words, the NPCs died etc. when determining if this can occur. The purpose
here in this inhospitable place, and were of split encounters is [1] to provide rational cohesion
reanimated. to dungeon populations, by ensuring that similar
monsters are found in adjacent spaces, and [2] to
Aquatic Monsters: Aquatic monsters will require
avoid randomly wiping out the adventurers because
the presence of a deep pool, fountain, stream,
you rolled high on the random monster
enchanted node of elemental water, etc.; you can
determination dice.
enclose this area within the room if you like, or you
can sketch a larger connecting area leading into a Monster Population Advanced Option: If you
larger water source (which is beyond the scope of want to add some thematic predictability to your
random dungeon generation). If you have any pools, dungeon monster populations while still keeping the
streams, or underground rivers on your map as the monsters random, consider using the following
result of random generation, consider adding in variant:
small streamlets to connect this diverse bodies of
Every time a new monster type is encountered,
water. And yes, this does theoretically mean that
there is a 50% chance that the monster type is
aquatic monsters could potentially flee to
Common on this dungeon level. Write it down on a
unreachable places, or attack from undiscovered
list (in your encounter key), which will eventually
regions. Keep this in mind if the adventurers
include up to 6 different options (and you build up
undertake multiple expeditions throughout the
this list as you go; e.g., “[1] Kobolds, [2] Orcs, [3]
dungeon … they might find they have some wet and
Centipedes, [4] ??? (TBD), [5] ??? (TBD), [6] ???
scaly “friends” who want to speak to them about their
(TBD)”). When a monster lair is encountered, there
too-frequent visits.
is a 25% chance that a Common monster type will
Split Encounters: Please note that if more than 7 be encountered, and a 75% chance that a random
monsters appear, and if the room has more than one monster type will be encountered. If a Common
exit, there is a 75% chance that half of the monsters monster is found, roll the appropriate die (D2 if two
(rounded down) are situated in the current room, and monsters are currently written down, D4 if four
P a g e | 34

monsters are currently written down, etc.) to Door Position: Very generally, when a door is
determine the monster encountered. 25% of opened, the door should open in the center of the
Common monster encounters will be mixed, which new room’s wall. So if the room is 30’x30’, the door
means you should halve the number of Common would be equidistant between the two walls at the
monsters appearing and then roll on the main 15’ mark. If this is not possible due to other areas of
(D1000) monster table to determine a second the map already being explored and filled in — for
monster type. This might give you interesting results example, if there is a known room to the west and an
which you can develop a bit, such as “Kobolds and unexplored blank to the east — then the door could
Dwarves (prisoners),” “Kobolds and Gremlins be in the western part of the room, and the room
(allies),” “Kobolds and Giant Rats (pack and pack would expand eastward. Necessarily, door position
handlers),” and so forth. calls for some judgment calls on your part. But if you
follow the “door in the center of the wall” guideline
Again, Common monsters should be 25% of the
whenever possible, you shouldn’t need to make
encounters as you continue to design the dungeon
these judgment calls too frequently until you get
level. Whenever a Common monster type is not
toward the end of a vast generation project.
found (75%), you should roll normally on the 1D1000
table, which may result in a Common monster Room Size and Shape: To map a room onto
randomly regardless (for example, you might roll graph paper, you need to know the room’s size
“Kobolds” randomly once again). (dimensions) and shape (square, rectangular, etc.).
We assume here that you are using a 1 square = 10’
This may all sound a bit confusing, but after you
(100 square feet) scale, so you will need to adjust
practice with the advanced population option once,
accordingly if you are using metrics or developing
it will make intuitive sense thereafter. It’s just a bit
battle maps or something else outside of the old
hard to describe the process in succinct terms.
school standard.

A few quick explanatory notes for the table


TABLE VIII: ROOM GENERATOR below: A “short rectangle” means that when the door
The following tables and guidelines can be used is opened, the wall directly across is usually nearer
to create any room in your dungeon. It will take you than the walls to the left and right (although this
a while to generate the first room, but thereafter the depends on door position). For example, if the room
procedure becomes very quick and intuitive. Here is a 20’x40’ rectangle, when the door is opened the
we go! far opposite wall is 20’ away. A “long rectangle
means” that when the door is opened, the wall
P a g e | 35

directly across is far away. For example, if the room [44-45] Huge and Square, 70’x70’ (4,900 sq. ft.),
is a 20’x40’ rectangle, when the door is opened the 1D4+2 exits.
far opposite wall is 40’ away.
Short Rectangles (18%)
Advanced “Mad Wizard’s Labyrinth” Option: The
[46-47] Very Small and Rectangular, 10’x20’
table below is intentionally designed so that about
(200 sq. ft.), 1D3 exits.
80% of the random rooms will be square or
[48-49] Small and Rectangular, 15’x20’ (300 sq.
rectangular, and ~20% of rooms will be unusual. If
ft.), 1D3 exits.
you want to have a bizarre set of rooms for the cool
aesthetics and the mapping challenge, you can [50-51] Fairly Small and Rectangular, 15’x30’
achieve this effect by rolling 3D20+40 instead of (450 sq. ft.), 1D3 exits.
1D100. [52-53] Somewhat Small and Rectangular,
20’x30’ (600 sq. ft.), 1D4 exits.

Table VIII-1: Room Size and Shape [54-55] Medium-Sized and Rectangular, 20’x40’
(800 sq. ft.), 1D4 exits.
To determine the approximate size and shape of
any chamber (or a cave, which will have irregular [56-57] Medium-Sized and Nearly Square,
wall surfaces), roll 1D100: 30’x40’ (1,200 sq. ft.), 1D4 exits.

Squares (45%) [58] Fairly Large and Rectangular, 30’x50’


(1,500 sq. ft.), 1D4 exits.
[01-15] Small and Square, 20’x20’ (400 sq. ft.),
1D3 exits. [59] Fairly Large and Long, 30’x60’ (1,800 sq.

[16-30] Medium-Sized and Square, 30’x30’ (900 ft.), 1D4+1 exits.

sq. ft.), 1D4 exits. [60] Large and Rectangular, 40’x60’ (2,400 sq.
ft.), 1D4+1 exits.
[31-35] Fairly Large and Square, 40’x40’ (1,600
sq. ft.), 1D4 exits. [61] Large and Long, 40’x70’ (2,800 sq. ft,),
1D4+1 exits.
[36-40] Large and Square, 50’x50’ (2,500 sq. ft.),
1D4+1 exits. [62] Huge and Rectangular, 50’x80’ (4,000 sq.

[41-43] Very Large and Square, 60’x60’ (3,600 ft.), 1D4+2 exits.

sq. ft.), 1D4+1 exits. [63] Huge and Nearly Square, 60’x80’ (4,800 sq.
ft.), 1D4+2 exits.
P a g e | 36

Long Rectangles (18%) Note: Don’t worry about getting these shapes
and angles perfect, as these rooms are meant to be
[64-65] Very Small and Rectangular, 10’x20’
strange and perhaps haphazardly built. Just rough it
(200 sq. ft.), 1D3 exits.
out on the paper! Oddly-shaped rooms might have
[66-67] Small and Rectangular, 15’x20’ (300 sq.
“jagged” walls following the graph paper lines, or
ft.), 1D3 exits.
they might be grottoes or caverns with very irregular
[68-69] Fairly Small and Rectangular, 15’x30’ wall surfaces. If you can’t decide, there’s a 50%
(450 sq. ft.), 1D3 exits. chance of either option.

[70-71] Somewhat Small and Rectangular, [82] Circular (or Oval) and Small (curving wall
20’x30’ (600 sq. ft.), 1D4 exits. surface), about 30’ across, 1D4 exits.

[72-73] Medium-Sized and Rectangular, 20’x40’ [83] Circular (or Oval) and Medium-Sized
(800 sq. ft.), 1D4 exits. (curving wall surface), about 40’ across, 1D4 exits.

[74-75] Medium-Sized and Nearly Square, [84] Circular (or Oval) and Large (curving wall
30’x40’ (1,200 sq. ft.), 1D4 exits. surface), about 50’ across, 1D4+1 exits.

[76] Fairly Large and Rectangular, 30’x50’ [85] Diamond-Shaped (roll on the square section
(1,500 sq. ft.), 1D4 exits. of this table above, using 5D10-4, rerolling a result

[77] Fairly Large and Long, 30’x60’ (1,800 sq. of 46, and “rotate” the square 45 degrees), number

ft.), 1D4+1 exits. of exits determined by square room result.

[78] Large and Rectangular, 40’x60’ (2,400 sq. [86] Triangular and Small (three wall surfaces),

ft.), 1D4+1 exits. longest wall 30’ long, 1D4 exits.

[79] Large and Long, 40’x70’ (2,800 sq. ft,), [87] Triangular and Medium-Sized (three wall

1D4+1 exits. surfaces), longest wall 40’ long, 1D4 exits.

[80] Huge and Rectangular, 50’x80’ (4,000 sq. [88] Triangular and Large (three wall surfaces),

ft.), 1D4+2 exits. longest wall 50’ long, 1D4+1 exits.

[81] Huge and Nearly Square, 60’x80’ (4,800 sq. [89] Trapezoidal and Small (four wall surfaces),

ft.), 1D4+2 exits. longest wall 30’ long, 1D4 exits.

Unusual Shapes (19%) [90] Trapezoidal and Medium-Sized (four wall


surfaces), longest wall 40’ long, 1D4 exits.
P a g e | 37

[91] Trapezoidal and Large (four wall surfaces), growth for your dungeon level, while rooms with few
longest wall 50’ long, 1D4+1 exits. exits are perilous for adventurers (because they limit
potential escape routes from surprise encounters
[92] Parallelogram (four wall surfaces), longest
with powerful monsters).
wall 40’ long, 1D4 exits.
The potential number of exits from a room
[93] Pentagonal (five wall surfaces), longest wall
depends on the relative size of the room, and a
about 20’-25’ long, 1D4+1 exits.
random roll. Please note that in this system, the
[94] Hexagonal (six wall surfaces), longest wall
place where the adventurers entered the room is
about 20’-25’ long, 1D4+1 exits.
considered the “discovered exit,” and any other
[95] Octagonal (eight wall surfaces), longest wall ways out are “additional exits.”
20’-25’ long, 1D4+1 exits.
The prior table, Room Size and Shape, indicates
[96-97] Oddly-Shaped and Small (multiple wall how many exits a room will have. For example, a
surfaces), filling 4 to 6 (1D3+3) 10’x10’ squares Fairly Large and Square room will have 1D3 exits,
(400-600 sq. ft.), 1D3 exits. which means you should roll a three-sided die to

[98] Oddly-Shaped and Medium-Sized (multiple determine how many exits there are. (If you don’t

wall surfaces), filling 7 to 10 (1D4+6) 10’x10’ have a three-sided die, you can roll 1D6, where 1-2

squares (700-1,000 sq. ft.), 1D4 exits. = 1, 3-4 = 2, and 5-6 = 3, or you can use
=RANDBETWEEN(1,3) I Excel.) If the result is a 1,
[99] Oddly-Shaped and Large (multiple wall
the room is effectively a dead end, because the
surfaces), filling 11 to 20 (1D10+10) 10’x10’ squares
adventurers are standing in the only exit.
(1,100-2,000 sq. ft.), 1D4 exits.
You can always decide on the location of a
[00] Oddly-Shaped and Very Large (multiple wall
doorway intuitively, using what I call the “aim for the
surfaces), filling 21 to 40 (1D20+20) 10’x10’ squares
white space” approach. Simply put the first new door
(2,100-4,000 sq. ft.), 1D4+1 exits.
in the wall that leads to the largest blank area on
your current piece of graph paper; put the second

Table VIII-2: Room Exits and Exit new door somewhere else, leading to the next
Locations largest blank area; and so forth. This is a

Once you have the room’s general configuration preventative approach, where you are aiming the

in mind, you need to think about the exits. Rooms random generation at “the Unknown” so that you will

with lots of exits imply a significant amount of future


P a g e | 38

have fewer instances of potential overlap or [19-20] Archway (or opening) in the Directly
obstruction. Opposite Wall.

But if you dislike the intuitive approach and You as the GM and dungeon designer must
prefer to determine things in a mathematical fashion, decide which exact 10’ length of wall that each
you can determine the relative location of any room’s additional door is in. Your decision might well
additional exits by rolling 1D20 separately for each, change the “facing” of the door from the implications
as follows: given above, depending on the room shape and your
interpretation of the result. For example, in a 70’x70’
[1] Door to the North.
room you will have about 4 different squares that a
[2] Archway (or opening) to the North.
“northeast” door could be positioned in, and the door
[3] Door to the Northeast. might face north, northeast, or east in that corner

[4] Archway (or opening) to the Northeast. region (depending on the graph paper square you
choose). As a rule of thumb, I recommend that (a)
[5] Door to the East.
the new door should be in the middle of the selected
[6] Archway (or opening) to the East. area if it leads into the unknown (blank map space),

[7] Door to the Southeast. or (b) if the map is getting relatively full and crowded
in this region, the door should then take into account
[8] Archway (or opening) to the Southeast.
the crowding locations of the known, adjacent areas.
[9] Door to the South. Build in the door to lead toward blank space. I also
[10] Archway (or opening) to the South. recommend that doors should usually lead out in
cardinal directions — in this example, either north or
[11] Door to the Southwest.
east, not northeast on a diagonal — unless you find
[12] Archway (or opening) to the Southwest. odd, unexpected, and diagonal spaces especially
[13] Door to the West. appealing.

[14] Archway (or opening) to the West. If the random exit location result does not fit the
room’s dimensions (or it gets in the way of the
[15] Door to the Northwest.
current entering party’s location), you should reroll.
[16] Archway (or opening) to the Northwest.
The safest result is “opposite wall [17-20]” which you
[17-18] Door in the Directly Opposite Wall. can choose by default if you get tired of rolling. An
opposite wall exit will almost always fit the dungeon
design without a serious problem, unless your
P a g e | 39

random generation features strange looping (a bit rusty) and loud to open or close. By default,
switchbacks (which is possible, but rare and they are closed.
statistically unlikely).
[41-65] Stuck Door. 25% of dungeon doors
Please note also that if any exit leads into an should be “normal and stuck.” These doors are
already-discovered room, then this is either an wedged a bit against the frame (a hinge is rusting
undiscovered secret door (50%), a one-way secret out), haphazardly repaired, waterlogged, or similarly
door that was not discovered before and is visible difficult to open the first time. A Strength (STR) roll
from this side (25%), or it is a magical one-way door will be required to open these.
which will disappear after it is used (25%). Archways
[66-75] Locked Door. 10% of dungeon doors
and openings which lead into already-discovered
should be “normal and locked.” These doors have a
rooms should be converted into one of these three
crude lock, which thieves should be able to pick with
special door types so that the new room “makes
a normal roll. You may be asking yourself, “Who has
sense” and integrates smoothly into the existing
the key?” The answer is usually (in order of
design.
probability) (a) the sentient monster that lives in the
room, (b) the sentient monster that lives nearby, (c)
the strongest sentient monster on the dungeon level
Table VIII-3: Door Types
(it likely has an iron key ring filled with such things),
Doors can take a long time to generate, and they
(d) the key is lost somewhere on this dungeon level
can bog you down. But they do add a lot of
(under a pile of rubble near a skeleton, for instance),
immersion and play style choices during exploration,
or (e) the key is no longer in existence. Needless to
so there is a balance to be struck here between
say, adventurers will almost never find such keys
design time and play time. If you don’t want
before needing them, unless you specifically design
additional detail pertaining to door types, then every
that circumstance into your dungeon.
door in the dungeon is a “basic” one with no special
featuers. But if you want more random detail, [76-00] Unusual Door. For the remainder of

consider the following (roll 1D100 for each new doors in the dungeon, roll on the following table. This

door): is where the fun begins!

[01-40] Normal Door. In an advanced random


setting, I recommend that 40% of dungeon doors Table VIII-4: Unusual Doors
should be “normal.” These are heavy, scarred,
Roll 1D100:
oaken doors without windows. They are ironbound
P a g e | 40

[01] Archway, Bricked Up (bricks will be very [20] Door, Double


difficult to remove)
[21] Door, Glyph-Engraved
[02] Archway, Partially Bricked Up (bricks
[22] Door, Inscribed
already half-removed, remainder will be easy to
[23] Door, Inside Furnishing (Armoire,
dislodge)
Wardrobe, etc.)
[03] Bookcase, Pivoting
[24] Door, Iron
[04] Bookcase, Sliding
[25] Door, Iron, Rusted
[05] Burrow Opening (monstrous creator —
[26] Door, Ironbound
amber behemoth, brood of Xoron, dhole, etc.)
[27] Door, Locked, with Hagoday Knocker
[06] Cave Mouth, Blocked (piled with stones,
crates, etc. that can be moved) [28-29] Door, Locked and Stuck

[07] Cave-In, Partially Cleared [30] Door, with Magic Mouth

[08] Cave-In, Uncleared [31] Door, One-Way

[09] Crawlway [32] Door, One-Way, Secret

[10] Door, with Alarm [33] Door, One-Way, Vanishing

[11] Door, Barred, Opposite Side [34] Door, with Peephole

[12] Door, Barred, This Side [35] Door, Reinforced

[13] Door, with Barred Window [36] Door, Rotted

[14] Door, Bifold [37] Door, Sealed (with Lead)

[15] Door, Blocked, Opposite Side (if blocked on [38] Door, Sealed (with Silver)
this side, it’s technically a concealed door) [39] Door, Secret
[16] Door, Bronze [40] Door, Secret (Chain-Activated)
[17] Door, Concealed [41] Door, Secret (Lever-Activated)
[18] Door, Concealed, One-Way [42] Door, Secret, One-Way
[19] Door, Cyclopean (for Giants, Titans, etc.) [43] Door, Spiked Open
P a g e | 41

[44] Door, Splintered [68] Lychgate

[45] Door, Spring [69] Membrane, Crystalline

[46] Door, Stone [70] Membrane, Flesh

[47] Door, Stone, Pivoting [71] Membrane, Fungal

[48] Door, Stuck [72] Mouth of the Colossus

[49] Door, Tiny (Alice in Wonderland) [73] Opening, Behind Waterfall

[50] Door, Trapped [74] Opening, Hidden

[51] Door, Trick (Magical) [75] Opening, Ice-Covered (or Misty)

[52] Door, with No Handle [76] Opening, Moss-Veiled

[53] Door, with Tripwire [77] Opening, Slime-Covered

[54] Door, Walled-Over [78] Opening, Triangular and Misty

[55] Door, Wizard Locked [79] Opening, Vine-Covered

[56] Door, Wooden (Unusual) [80] Opening, Web-Covered

[57] Door Panel, Rotating [81] Pipe Mouth, Dry

[58] Gate, Iron [82] Pipe Mouth, Flowing

[59] Gate, Magical [83] Pipe Mouth, Slimy

[60] Gate, Rusted [84] Pipe Mouth, Sludge-Filled

[61] Grate, Closed [85] Portcullis, Closed

[62] Grate, Raised [86] Portcullis, Raised

[63] Great Demonic Face [87] Portcullis, Rusted Open

[64] Hole in Collapsed Wall [88] Portcullis, Rusted Shut

[65] Hollow Obelisk [89] Rising Wall

[66] Illusionary Wall [90] Seam, Narrow (Coal)

[67] Lowering Wall [91] Seam, Twisting (Coal)


P a g e | 42

[92] Sliding Wall case you should “stock” (detail) the rooms according
to your own creative preference. But if you want
[93] Throne, Revolving
random room results (or if you are using this
[94] Turnstile, Iron
supplement to play solitaire), you will want random
[95] Turnstile, One-Way room contents. And the next table is a very good

[96] Turnstile, Rusted one.

[97] Valve, Iron The following system is as complex as I can


make it with a D100 system, balancing complexity
[98] Valve, Iron, Rusted
and variety as best I can. Please note that these
[99] Valve, Steam-Powered random contents are only for mega-dungeon level 1,

[00] Wall, Crumbling or for a dungeon intended to be explored by PCs of


experience levels 1 to 3. If there is further interest, I
If you’ve reading this sentence, you probably like
will create separate generators for deeper dungeon
the idea of atmospheric and challenging doors! So
levels with the appropriate results.
consider this as well: If you need still more detail,
check out supplement CDDG2, The Classic To Generate Random Room Contents: Roll

Dungeon Design Guide II, for many more thousands 1D100 on the table below. Then, you will need to roll

of door (and lock) options. further on sub-tables to see what is really there. For
example, the general content might be “Monster
Lair,” but you need to roll up the lair before you can
Table VIII-5: Room Contents learn that the room is actually home to 7 orcs.
This is necessarily a detailed section. Of all the I recommend truly random dungeon contents
improvements that I have made to old school (and occurrence percentages) as follows: [1] You
random dungeon generation over the years, I have can make up the particulars on your own, or [2] you
found this table to be the most impactful and can roll on the tables found in the Classic Dungeon
rewarding for my game. But your mileage may Design Guide series of books, as you prefer. If you
certainly vary, depending on how much design time don’t have the time to add atmosphere to an “Empty
your current work and lifestyle allow you! Room” result, then the Empty Room is precisely that.
As the Game Master, you might not want random There is nothing in it at all.
room contents at all. You might just be using this You will soon find that you either love this table
supplement to create a random map, and in that (it produces amazingly diverse results), or you hate
P a g e | 43

it (it takes a lot of time to get familiar with, and if [20-21] Empty Room, with Corpse / Skeleton.
you’re not the author you’ll be struggling to There are one or more dead bodies here. Optional:
remember which information is where). Feel free to Refer to supplement CDDG2, Section 3-3 for more
overrule me if you decide that the extra detail level detail.
is more trouble than it’s worth!
[22-23] Empty Room, Evocative and Random.
[01-02] Empty Room, Air Conduit. The air clarity This room is strange and unusual. Optional: Refer to
changes here. Optional: Refer to supplement supplement CDDG1, Section 8-3 for
CDDG1, Section 7-2-3 for more detail. recommendations.

[03-04] Empty Room, Air Shaft. The air current [24-25] Empty Room, Evocative and Unusual.
changes here. Optional: Refer to supplement This room is bizarre. Optional: Refer to supplement
CDDG1, Section 7-2-4 for more detail. CDDG2, Section 3-15 for recommendations.

[05-09] Empty Room, Barren. The room is [26-27] Empty Room, Furnished. This room has
completely barren, and the adventurers will feel as if some kind of furnishings. Optional: Refer to
they are being watched. supplement CDDG1, Section 9-1-1 for more detail.

[10-11] Empty Room, Bright / Dim. This room [28-29] Empty Room, Hideout. This room has
has light sources, or a light level, that is unusual for recently been used as a hideout. Optional: Refer to
the dungeon. Optional: Refer to supplement supplement CDDG2, Section 3-8 for more detail.
CDDG1, Sections 7-2-1 and 7-2-2 for more detail.
[30-31] Empty Room, with Minor Life Forms. This
[12-13] Empty Room, with Cave Feature. There room has a few creepy crawlies in it. Optional: Refer
is a strange “natural” (?) cave formation here. to supplement CDDG1, Section 7-2-5 for more
Optional: Refer to supplement CDDG2, Section 3-1 detail.
for more detail.
[32] “Empty” Room, Room of Madness. The
[14-17] Empty Room, with Classic Dungeon illusion over this room makes it appear empty until
Dressing. This room has 1D3 random objects in it. adventurers step into it, when the illusion will melt
Optional: Refer to supplement CDDG1, Section 9-1- away … and they will realize it is not empty at all.
2 for more detail. Optional: Refer to supplement CDDG3, Appendix B
for ideas.
[18-19] Empty Room, with Container. There is an
unusual container here. Optional: Refer to [33] Empty Room, with Shard of Chaos. This
supplement CDDG2, Section 3-2 for more detail. room has an eldritch magical relic of the past inside
P a g e | 44

of it. Optional: Refer to the Appendix in supplement [46-47] Level Connector, Leading Down.
CDDG1 for recommendations. Proceed to the LEVEL CONNECTOR table (V).

[34-35] Empty Room, with Strange Smell. This [48] Level Connector, Leading Up. Proceed to
room smells very odd. Optional: Refer to supplement the LEVEL CONNECTOR table (V).
CDDG1, Section 7-2-6 for more detail.
[49] Level Connector with Trap, Leading Up
[36-37] Empty Room, with Strange Sound. An (50%) or Down (50%). Proceed to the LEVEL
odd sound emanates from, or can be heard while CONNECTOR table (V).
standing within, this room. Optional: Refer to
[50] Level Connector with Trick, Leading Up
supplement CDDG1, Section 7-2-7 for more detail.
(50%) or Down (50%). Proceed to the LEVEL
[38-39] Empty Room, Torture Chamber. This CONNECTOR table (V).
room was once used, or is being used, as a torture
[51] Level Connector with Trick and Trap,
chamber. Optional: Refer to supplement CDDG2,
Leading Up (50%) or Down (50%). Proceed to the
Section 3-14 for more detail.
LEVEL CONNECTOR table (V).
[40-43] Empty Room, Unique Dungeon
[52-71] Monster Lair. Proceed to the MONSTER
Dressing. This room has 1D3 strange objects in it.
LAIR table (VII).
Optional: Refer to supplement CDDG2, Section 3-5
[72] Monster Lair with Level Connector, Leading
for more detail.
Down. Proceed to the MONSTER LAIR table (VII)
[44] Empty Room, with Unusual Door. This room
and then the LEVEL CONNECTOR table (V).
has an odd door. You can use the short table in this
[73] Monster Lair with Level Connector, Leading
book, or you can refer to supplement CDDG2,
Up. Proceed to the MONSTER LAIR table (VII) and
Section 3-4 for more detail.
then the LEVEL CONNECTOR table (V).
[45] Empty Room, with Unusual Exit. This room
[74] Monster Lair with Level Connector, Leading
has an odd corridor leading into (or out) of it. If the
Up (50%) or Down (50%). There is also a Trap here,
room has multiple exits, I recommend that this effect
either on the monsters’ treasure (50%) or the level
should apply to a “farther” exit; but if that is not
connector (50%). Proceed to the MONSTER LAIR
possible, the effect applies to the entry the
table (VII) and then the LEVEL CONNECTOR table
adventurers are using. Optional: Refer to
(V), and also to the TRAP table (X) as needed.
supplement CDDG1, Section 9-3 for more detail.
P a g e | 45

[75] Monster Lair with Level Connector, Leading course, the trap is in the entryway. Proceed to the
Up (50%) or Down (50%). There is also a Trick here, TRAP table (X).
which does not harm the monsters. Proceed to the
[89] Trap, on Surface. This means a wall, floor,
MONSTER LAIR table (VII) and then the LEVEL
or ceiling, as appropriate to the room and the
CONNECTOR table (V), and also to the TRICK table
random trap type. Proceed to the TRAP table (X).
(XI) as needed.
[90] Trap and Trick. You will need to decide
[76-77] Monster Lair with Trap. The trap is
where things are within the room after you generate
somewhere in the room (for example, on or before a
the random contents. Proceed to the TRAP table (X),
door). Proceed to the MONSTER LAIR table (VII)
and then to the TRICK table (XI).
and then the TRAP table (X).
[91-94] Trick. Proceed to the TRICK table (XI).
[78-80] Monster Lair with Trapped Treasure.
[95-96] Unguarded Treasure. Proceed to the
This lair will have treasure 100% of the time (reroll
UNGUARDED TREASURE table (XII).
any “No Treasure” result. Proceed to the MONSTER
LAIR table (VII) and then the TRAP table (X), and [97] Unguarded Treasure with Dead Bodies. The
also to the MONSTER-GUARDED TREASURE bodies of the adventurers, or monsters, who recently
table (VI) as needed. owned the treasure are still here. Why the treasures
were left undisturbed is anyone’s guess (dissipated
[81-85] Monster Lair with Trick. Proceed to the
gas trap, or bodies were partially eaten by non-
MONSTER LAIR table (VII) and then the TRICK
sentient predators, or adventurers and humanoids
table (XI).
all killed one another, or the treasure is hidden and
[86] Trap, on Container. If you need help
not discovered by the slayers, etc.). Proceed to the
designing the container, refer to supplement
UNGUARDED TREASURE table (XII).
CDDG2. Proceed to the TRAP table (X).
[98] Unguarded Treasure and Trap. Proceed to
[87] Trap, on Door. The trap is on or before the
the UNGUARDED TREASURE table (XII) and then
door which the adventurers have entered through.
to the TRAP table (X).
Proceed to the TRAP table (X).
[99] Unguarded Treasure and Trick. It is very
[88] Trap, on Door. If possible, the trap is on or
likely that the Trick will need to be solved, or
before a door which the adventurers have not
bypassed, to acquire the treasure. Proceed to the
entered through. If there is only one entrance, of
UNGUARDED TREASURE table (XII) and then to
the TRICK table (XI).
P a g e | 46

[00] Unguarded Treasure, with Trick and Trap. It options here that require a fair amount of space,
is very likely that the Trick will need to be solved, or including chasms and underground rivers.
bypassed, to acquire the treasure. Proceed to the
Forcing the Issue: If you’d rather not design the
UNGUARDED TREASURE table (XII), and then to
Side Passage and you’re in a rush, simply declare
the TRAP table (X), and then to the TRICK table (XI).
the Side Passage to be a Dead End! Proceed to the
Quick Headache-Saving Tip: If you need to refer DEAD END table (IV) if you decide this.
to multiple tables to generate a room, write down the
To generate a side passage, roll 1D100:
sequence of tables you need to consult (e.g., “VII, V,
[01-02] Chasm Bisecting Passage. The corridor
X”) on scrap paper, or even in your draft encounter
runs straight for another 60’. Then, it is bisected by
key.
a chasm that is 70’-120’ ((1D6+6)x10) wide and
More Detail! More Detail!: If you want more detail
150’-200’ ((1D6+14)x10) deep. (You should draw
for any and all entries (room type, room’s original
the chasm further throughout the map; this corridor
purpose, furnishings, dressing, air currents, light
represents the center of the chasm, and it runs out
levels, odors, noises, containers, etc.), the Classic
to its full width.) There may be a collapsed stone
Dungeon Design Guide supplement series will help
bridge that only reaches 15’ across (50% on this
you.
side, 50% on far side) (10%), an invisible stone
bridge (10%), a pair of leaping ledges (5’-10’ leap
distance) (20%), a rope bridge (20%), a stone bridge
TABLE IX: SIDE PASSAGE
(20%), a wooden bridge (10%), or no bridge, and no
This table is fairly similar to the Corridor Crawl easy way across (10%). The corridor runs for
table, but it tends to give simpler results more another 30’ beyond the stream and ends in a door.
frequently, and to give complex results more rarely. Proceed to the ROOM GENERATOR tables (VIII)
The reason for this is because a side passage, by its once adventurers reach the door.
very nature, is branching off from another
[03-04] Corridor Ends, Turns Left and Right,
passageway and it has been a while since a room
Straight. This is a fork, a T-intersection. The
has been discovered. This separate Side Passage
corridor ends, but two new corridors of the same
table is designed to ensure that corridors don’t
width and type branch 90 degrees to the left, and 90
branch all over the place without eventually leading
degrees to the right. These new corridors continue
to a room. You’ll also find some cool old school
on for 60’. Proceed to SIDE PASSAGE table (IX)
P a g e | 47

once again to generate the branching corridor, [15-20] Dead End. The corridor ends. There may
whichever one the adventurers choose. or may not be a secret door here. Proceed to DEAD
END table (IV).
[05-07] Corridor Trap. There is a trap here, in the
current square that the adventurers are standing in. [21-22] Door on the Left, Distant. There is a door
Proceed to TRAP table (X). 60’ ahead, in the left-hand wall. The corridor
continues on for another 30’ beyond this point as
[08-09] Corridor Trick, Distant. There is a trick
well. At the 30’ mark, roll a new result on this table
60’ ahead. Beyond the trick, the corridor continues
(IX). Proceed to BEYOND THE DOOR table (II) if the
straight for another 30’ beyond the trick. At that point,
door is opened.
if the party gets past the trick and continues along
the corridor, roll a new result on this table (IX). [23-24] Door on the Left, Fairly Near. There is a
Proceed to TRICK table (XI). door 30’ ahead, in the left-hand wall. The corridor
continues on for another 40’ beyond this point as
[10] Corridor Trick, Near. There is a trick 30’
well. At the 40’ mark, roll a new result on this table
ahead. Beyond the trick, the corridor continues
(IX). Proceed to BEYOND THE DOOR table (II) if the
straight for another 30’ beyond the trick. At that point,
door is opened.
if the party gets past the trick and continues along
the corridor, roll a new result on this table (IX). [25-26] Door on the Right, Distant. There is a
Proceed to TRICK table (XI). door 60’ ahead, in the right-hand wall. The corridor
continues on for another 30’ beyond this point as
[11-12] Corridor Turns Left, Straight. This is a
well. At the 30’ mark, roll a new result on this table
right-angle turn. The corridor continues, with the
(IX). Proceed to BEYOND THE DOOR table (II) if the
same width and type. But 30’ ahead, it turns 90
door is opened.
degrees to the left. In the new direction, the corridor
runs for another 60’. At that 60’ mark, roll a new [27-28] Door on the Right, Fairly Near. There is
result on this table (IX). a door 30’ ahead, in the right-hand wall. The corridor
continues on for another 40’ beyond this point as
[13-14] Corridor Turns Right, Straight. This is a
well. At the 40’ mark, roll a new result on this table
right-angle turn. The corridor continues, with the
(IX). Proceed to BEYOND THE DOOR table (II) if the
same width and type. But 30’ ahead, it turns 90
door is opened.
degrees to the right. In the new direction, the corridor
runs for another 60’. At that 60’ mark, roll a new [29-32] Door Straight Ahead, Distant. The
result on this table (IX). corridor ends with a closed door 60’ ahead. Proceed
P a g e | 48

to BEYOND THE DOOR table (II) if the door is Additionally, there are two upper galleries above
opened. floor level, supported by the columns. These
galleries are 10’ wide and overlook the floor level.
[33-34] Door Straight Ahead, Fairly Near. The
Each gallery has a corridor (50%) or door (50%)
corridor ends with a closed door 40’ ahead. Proceed
leading off of it at the 50’-60’ mark. The stairs up to
to BEYOND THE DOOR table (II) if the door is
the galleries are near the current entrance (50%) or
opened.
at the opposite end of the hall (50%). Proceed to the
[35-36] Door Straight Ahead, Somewhat Near.
CORRIDOR CRAWL (III) or BEYOND THE DOOR
The corridor ends with a closed door 50’ ahead.
table (II), as appropriate, when adventurers exit this
Proceed to BEYOND THE DOOR table (II) if the
area.
door is opened.
[43-44] Great Hall, with Double Row of Columns.
[37-38] Grand Hall, with Double Row of
This passage is 40’ wide and 80’ long, ending in a
Columns. This passage is 50’ wide and 100’ long,
10’ or 20’ wide hallway (50% / 50%) at the opposite
ending in a 10’ wide hallway at the opposite end. A
end. A double line of columns runs down the center
double line of columns runs down the center of the
of the hall; each column is 10’ away from an outer
hall; each column is 10’ away from an outer wall and
wall and there are 4 (50%) or 7 (50%) pairs of
there are 5 (50%) or 9 (50%) pairs of columns.
columns. Proceed to the CORRIDOR CRAWL table
Proceed to the CORRIDOR CRAWL table (III) to
(III) to determine what is found after the great hall.
determine what is found after the grand hall.
[45-46] Great Hall, with Row of Columns. This
[39-40] Grand Hall, with Row of Columns. This
passage is 40’ wide and 80’ long, ending in a 10’ or
passage is 50’ wide and 100’ long, ending in a 10’
20’ wide hallway (50% / 50%) at the opposite end. A
wide hallway at the opposite end. A single line of
single line of columns spaced 20’ apart runs down
columns space 20’ apart runs down the center of the
the center of the hall. Proceed to the CORRIDOR
hall. Proceed to the CORRIDOR CRAWL table (III)
CRAWL table (III) to determine what is found after
to determine what is found after the grand hall.
the great hall.
[41-42] Grand Hall, with Side Columns and
[47-48] Opening on the Left, Distant. There is an
Upper Galleries. This passage is 50’ wide and 100’
opening or archway (without a door) 60’ ahead, in
long, ending in a 10’ wide hallway at the opposite
the left-hand wall. It leads into a room. The corridor
end. A double line of columns runs down the center
continues on for another 40’ beyond this point as
of the hall; each column is 5’ away from an outer wall
well. At the 40’ mark, roll a new result on this table
and there are 5 (50%) or 9 (50%) pairs of columns.
P a g e | 49

(IX). Proceed to ROOM GENERATOR tables (VIII) light source reaches the nearest square within the
once the adventurers reach the corridor space room.
adjacent to the opening.
[78-84] Straight Corridor, Long. The corridor
[49-50] Opening on the Right, Distant. There is runs in the current fixed direction for 60’. At the 60’
an opening or archway (without a door) 60’ ahead, mark, roll a new result on this table (IX).
in the right-hand wall. It leads into a room. The
[85-87] Straight Corridor, Short. The corridor
corridor continues on for another 40’ beyond this
runs in the current fixed direction for 30’. At the 30’
point as well. At the 40’ mark, roll a new result on
mark, roll a new result on this table (IX).
this table (IX). Proceed to ROOM GENERATOR
[88-89] Straight Corridor, Very Long. The
tables (VIII) once the adventurers reach the corridor
corridor runs in the current fixed direction for 90’. At
space adjacent to the opening.
the 90’ mark, roll a new result on this table (IX).
[51-60] Room Straight Ahead, Distant. The
[90-91] Straight with River Bisecting Passage.
corridor runs straight for another 60’. Then, via an
The corridor runs straight for another 60’. Then, it is
opening or archway, in opens into a room without a
bisected by a river that is 30’ wide and 15’ deep.
door being present. Proceed to ROOM
(You should draw this river further throughout the
GENERATOR tables (VIII) once the adventurers’
map, until you reach the edge of the paper.) There
light source reaches the nearest square within the
may be a boat on the far side (10%), a boat on the
room.
near side (10%), a ford that is only 3’ deep at the
[61-69] Room Straight Ahead, Fairly Near. The
center (10%), a rope bridge (10%), the rubble
corridor runs straight for another 40’. Then, via an
remnant of a stone bridge (10%), a stone bridge
opening or archway, it opens into a room without a
(20%), a wooden bridge (10%), a destroyed wooden
door being present. Proceed to ROOM
bridge (10%) or no bridge (10%). The corridor runs
GENERATOR tables (VIII) once the adventurers’
for another 30’ beyond the stream and ends in a
light source reaches the nearest square within the
door. Proceed to the ROOM GENERATOR tables
room.
(VIII) once adventurers reach the door.
[70-77] Room Straight Ahead, Somewhat Near.
[92] Stream Bisecting Passage, Distant. The
The corridor runs straight for another 50’. Then, via
corridor runs straight for another 60’. Then, it is
an opening or archway, it opens into a room without
bisected by a stream that is 10’ wide and 3’ deep.
a door being present. Proceed to ROOM
(You can draw this stream further throughout the
GENERATOR tables (VIII) once the adventurers’
map if you like.) There may be a stone bridge (25%),
P a g e | 50

a wooden bridge (25%), a destroyed wooden bridge roll a new result on this table (IX). To determine the
(25%) or no bridge (25%). The corridor runs for wandering monster, roll on the MONSTER LAIR
another 30’ beyond the stream and ends in a door. table (VII). Halve the number of monsters appearing,
Proceed to the ROOM GENERATOR tables (VIII) rounding up, and reroll any D1000 results above
once adventurers reach the door. 715.

[93] Stream Bisecting Passage, Fairly Near. The [99-00] Wandering Monster Approaching from
corridor runs for another 40’. Then, it is bisected by Behind. The corridor runs in the current fixed
a stream that is 10’ wide and 3’ deep. (You can draw direction for 60’. However, wandering monsters
this stream further throughout the map if you like.) have followed the party and are approaching from
There may be a stone bridge (25%), a wooden behind. The monsters are 1D10x10’ away when the
bridge (25%), a destroyed wooden bridge (25%) or party becomes aware of them. (Restrict this as
no bridge (25%). The corridor runs for another 50’ needed, depending on the circumstances; for
beyond the stream and ends in a door. Proceed to example, if the party closed a door to get here and
the ROOM GENERATOR tables (VIII) once the door is 20’ behind them, the monsters — if
adventurers reach the door. sentient and capable of opening doors — are
opening the door, which is heard, and they are
[94] Stream Bisecting Passage, Somewhat
therefore only 20’ behind.) To determine the
Near. The corridor runs for another 50’. Then, it is
wandering monster, roll on the MONSTER LAIR
bisected by a stream that is 10’ wide and 3’ deep.
table (VII). Halve the number of monsters appearing,
(You can draw this stream further throughout the
rounding up, and reroll any D1000 results above
map if you like.) There may be a stone bridge (25%),
715.
a wooden bridge (25%), a destroyed wooden bridge
(25%) or no bridge (25%). The corridor runs for
another 40’ beyond the stream and ends in a door.
TABLE X: TRAP
Proceed to the ROOM GENERATOR tables (VIII)
once adventurers reach the door. Traps are designed to hinder and harm
adventurers in the short term, and to make them
[95-98] Wandering Monster Approaching from
careful (and more skilled at dungeon crawling, to be
Ahead. The corridor runs in the current fixed
honest) in the long term.
direction for 60’. 60’ away, a random wandering
monster is present. Beyond the monsters, the The general effect of a random trap is that it is

corridor continues for another 30’. At that 30’ mark, unpredictable, never-wracking, and unexpected
P a g e | 51

(unless detected). In the World of Oldskull campaign table (VII); attracted monsters will arrive in 1D4+1
traps range from Lethality Level zero (scary, but rounds.)
nothing really harmful) all the way up to Lethality
[05-06] Alarm, Beckons Nothing (Lethality Level
Level 10 (almost certainly fatal to anyone). On
zero) (Will frighten the PCs but nothing else occurs.)
mega-dungeon level 1, or in dungeons intended for
[07-08] Already Triggered Trap (Lethality Level
PC experience levels 1 to 3, I recommend only
zero) (Examples: corpse riddled with arrows,
including traps of Lethality Level zero, 1, or 2, with 2
skeleton crushed by boulder, etc.)
being more rare. The table below reflects that design
mentality. [09] Arrow Trap (Lethality Level 2) (Refer to
supplement BDT1 for recommended damage.)
Traps can only be partially delineated in this
supplement, because each game’s rules for [10] Bolt Trap (Lethality Level 2) (Refer to
detection, damage, effect, saving throw, etc. are supplement BDT1 for recommended damage.)
different. But I won’t leave you completely hanging [11] Bridge, Illusionary, 10’ Fall (Lethality Level
… I can provide a general guideline of what to 2) (Refer to supplement BDT1.)
expect.
[12] Cascade of Metal Spheres, Alerts
These results provided here are for mega- Monster(s) (Lethality Level 2) (Monsters within 120’,
dungeon level 1, or a dungeon that is intended to be ignoring doors, cannot be surprised. Walls however
explored by PCs of experience levels 1 to 3. If you will block this effect. Refer to supplement BDT1 for
need more options than what this short guide can additional effects.)
provide, please refer to supplement BDT1, The Book
[13] Cascade of Metal Spheres, Beckons
of Dungeon Traps. In that book, I provide much more
Monster(s) (Lethality Level 2) (Roll attracted
guidance on this subject than I can offer in the limited
monsters on MONSTER LAIR table (VII); refer to
space here. When in doubt, use your game’s rules
supplement BDT1.)
and your imagination!
[14-15] Corpse (Lethality Level zero) (Appears
To generate a quick trap, roll 1D100:
as if it will animate due to pose / position, but it is
[01-02] Alarm, Alerts Monster(s) (Lethality Level non-magical and harmless.)
1) (Monsters within 120’, ignoring doors, cannot be
[16-17] Corpse, Animating (Lethality Level 1)
surprised. Walls however will block this effect.)
(Number appearing: 1 zombie.)
[03-04] Alarm, Beckons Monsters of Lethality
Level 1 (Lethality Level 1) (Roll on MONSTER LAIR
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[18] Corpses, Animating (Lethality Level 2) [34] Enchanted Rune, Glyph of Warding,
(Number appearing: 1D3+1 zombies.) Blinding (Lethality Level 2) (Similar to a spell trigger;
refer to supplement BDT1.)
[19] Corpses, Diseased, Acute and Mild Affliction
(Lethality Level 2) (Touching will cause disease.) [35] Enchanted Rune, Glyph of Warding, Frost
(Lethality Level 2) (Similar to a spell trigger; refer to
[20-21] Corpses, Parasitically Infested, Acute
supplement BDT1.)
and Mild Affliction (Lethality Level 1) (Touching will
cause infestation.) [36-37] Flesh Grub (Lethality Level 1) (Number
appearing: 1.)
[22] Corridor Block, Medium-Term Reset
(Lethality Level 2) (Adventurers will be trapped, or [38] Flesh Grubs (Lethality Level 2) (Number
forced to move forward, for a short time; refer to appearing: 1D2.)
supplement BDT1.)
[39-40] Fungus, Shrieking, Beckons Monster(s)
[23-24] Corridor Block, Short Reset (Lethality of Lethality Level 1 (Lethality Level 1) (Number of
Level 1) (Adventurers will be trapped, or forced to fungi appearing: 1D2. Shrieking will bring monsters,
move forward, for a short time; refer to supplement roll on MONSTER LAIR table (VII); attracted
BDT1.) monsters will arrive in 1D4+1 rounds.)

[25-26] Dart Trap (Lethality Level 1) (Refer to [41] Fungus, Shrieking, Beckons Monster(s) of
supplement BDT1 for recommended damage.) Lethality Level 2 (Lethality Level 2) (Number of fungi
appearing: 1D4. Refer above, and to supplement
[27] Dart Trap, Double (Lethality Level 2) (Refer
BDT1.)
to supplement BDT1 for recommended damage.)
[42-43] Fungus, Shrieking, Beckons Nothing
[28] Dart Trap, Triple (Lethality Level 2) (Refer to
(Lethality Level zero) (Number of fungi appearing: 1.
supplement BDT1 for recommended damage.)
The fungus’ shrieking will not draw wandering
[29-30] Deactivated Trap (Lethality Level zero)
monsters, but the players don’t need to be told that!)
(Example: opened pressure plate with smashed
[44-45] Gas Cloud, Obscuring (Lethality Level
cogs and pulleys visible, etc.)
zero) (The gas only reduces range of vision, but the
[31-32] Door, False (Lethality Level 1) (Refer to
GM is free to describe it as potentially poisonous;
supplement BDT1.)
you can even ask for saving throws vs. poison, and
[33] Dweomer Bubble (Lethality Level 2) then reveal there is no danger after the rolls.)
(Number appearing: 1. Refer to supplement BDT1.)
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[46] Gas Cloud, Sleep (Lethality Level 2) (Refer [59-60] Net, Beckons Nothing (Lethality Level 1)
to supplement BDT1.) (Adventurers will likely be trapped until they can cut
themselves out, but no monsters will come to
[47-48] Gas Vent, Obscuring (Lethality Level
investigate; refer to supplement BDT1.)
zero) (As above, but instead of hanging in the air,
the gas emerges from a vent when the adventurers [61] Net, Weighted, Beckons Nothing (Lethality
pass by.) Level 2) (More difficult extraction; refer to
supplement BDT1.)
[49-50] Gust of Wind (Mundane), Entrance to
Monster Lair (Lethality Level 1) (Likely to blow out [62] Pit, 10’ Deep, Open (Lethality Level 2)
torches and perhaps lanterns, and PCs will be (Refer to supplement BDT1 for recommended
surprised by monsters in the dark; roll on MONSTER damage.)
LAIR table (VII).)
[63-64] Poisoned Needle, Decayed Poison
[51-52] Gust of Wind (Mundane), Entrance to (Lethality Level zero) (50% chance: Harmless. 50%
Room without Monsters (Lethality Level zero) (Likely chance: Inflicts 1 point of damage, but poison is no
to blow out torches and perhaps lanterns, but PCs longer harmful; this is mostly a fear-inducing trap.)
will not be ambushed while dealing with this.)
[65] Portcullis, Iron, Rusted (Lethality Level 2)
[53] Hobbling Hole (Lethality Level 2) (Refer to (Refer to supplement BDT1.)
supplement BDT1.)
[66-67] Scorch Mark, Acid Stain, etc. (Lethality
[54] Javelin Trap (Lethality Level 2) (Refer to Level zero) (The trap which caused the mark long
supplement BDT1 for recommended damage.) ago is no longer present.)

[55] Ledge, Tipping, 10’ Fall (Lethality Level 2) [68] Scorpion, Poisonous (Lethality Level 2)
(Refer to supplement BDT1.) (Number appearing: 1. Refer to supplement BDT1.)

[56] Monster Cage, Level I Monster (Lethality [69-70] Skeleton (Lethality Level zero) (Appears
Level 2) (Roll on MONSTER LAIR table (VII) for as if it will animate due to pose / position, but it is
monster type, and/or refer to supplement BDT1.) non-magical and harmless.)

[57-58] Net, Beckons Monster(s) of Lethality [71-72] Skeletons, Animating (Lethality Level 1)
Level 1 (Lethality Level 2) (Adventurers will likely be (Number appearing: 1D3.)
trapped until they can cut themselves out, and
[73] Skeletons, Animating (Lethality Level 2)
monsters as rolled on MONSTER LAIR table (VII)
(Number appearing: 1D6.)
will come to investigate; refer to supplement BDT1.)
P a g e | 54

[74-75] Slide to Empty Room, Descending One [90] Spell Trigger, Hold Person (Lethality Level
Level (Lethality Level 1) (Uncontrolled descent, level 2) (Casts the appropriate spell when activated.)
connector.)
[91-92] Spell Trigger, Light (Lethality Level zero)
[76] Slide to Pool, Descending One Level (Casts the appropriate spell when activated. Nearby
(Lethality Level 2) (Uncontrolled descent to water, monsters who are not behind a closed door or wall
level connector.) cannot be surprised.)

[77] Snake, Asp (Lethality Level 2) (Number [93] Spell Trigger, Monster Summoning I
appearing: 1.) (Lethality Level 2) (Casts the appropriate spell when
activated.)
[78] Snare, 10’ Drop (Lethality Level 2) (Refer to
supplement BDT1.) [94] Spell Trigger, Sleep (Lethality Level 2)
(Casts the appropriate spell when activated.)
[79-80] Spell Trigger, Blight (Lethality Level 1)
(Casts the appropriate spell when activated.) [95] Spider, Poisonous (Lethality Level 2)
(Number appearing: 1. Refer to supplement BDT1.)
[81-82] Spell Trigger, Burning Hands (Lethality
Level 1) (Casts the appropriate spell when [96] Stairs, Collapsing, 5’ to 10’ Collapse
activated.) Distance (Lethality Level 2) (Refer to supplement
BDT1.)
[83-84] Spell Trigger, Cause Fear (Lethality
Level 1) (Casts the appropriate spell when [97] Stair-Slide to Empty Room, Descending
activated.) One Level (Lethality Level 1) (Uncontrolled descent,
level connector.)
[85] Spell Trigger, Cause Light Wounds
(Lethality Level 2) (Casts the appropriate spell when [98] Stair-Slide to Pool, Descending One Level
activated.) (Lethality Level 2) (Uncontrolled descent to water,
level connector.)
[86] Spell Trigger, Faerie Fire (Lethality Level 1)
(Casts the appropriate spell when activated.) [99-00] Trap with Failing Trigger (Lethality Level
zero) (Example: spring-loaded bow and arrow pops
[87-88] Spell Trigger, Fog Cloud (Lethality Level
out, but bowstring breaks, etc. The purpose of the
zero) (Casts the appropriate spell when activated.)
trap will be to frighten the adventurers, and perhaps
[89] Spell Trigger, Gust of Wind (Lethality Level
even for the GM to call for saving throws or DEX
1) (Casts the appropriate spell when activated.)
rolls, but no harmful action will occur during the
misfire.)
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TABLE XI: TRICK challenges, regardless of randomness, difficulty, or


unexpected setbacks. This is one of the basic tenets
Complexity Warning: This is the most complex
of the old school.
system in the book. Please note that this section is
creative, ambiguous, and extensive; if you need Almost all tricks are inherently magical, or at
rapid results, treat this result as a trap instead, and least have a magical component. Most tricks at this
proceed to the TRAP table (X). If you need level (mega-dungeon level 1, or PC experience
inspiration or intrigue, read on! levels 1 to 3) either cause non-damaging effects, or

So what is the difference between a trap and a conditional damage which could potentially be

trick? Very generally, most traps are designed by avoided (by answering the riddle, avoiding grabbing

dungeon denizens to hinder or kill intruders. (Less an illusory treasure in a pool, not chasing after the
beautiful naked nymph, whatever). In my game,
common environmental traps, such as collapsing
tricks are a test of not only PC abilities, but also a
floors and ceilings, are instead the result of “natural”
test of player psychology and skill. Divination magic
dungeon deterioration.) Tricks, however, are usually
the side effects of lingering chaos, magic, evil, or will usually be helpful to adventurers who are
attempting to discern the true nature of a trick.
deity intervention within the dungeon. A quick
Problem solving skills, caution, knowledge and
comparative example: A magic mouth which shoots
missiles out of its maw whenever it is approached by experimentation should all generally be rewarded by

anyone is a trap. A magic mouth which asks a riddle, most tricks, but this component of trick design is very

and rewards the correct answer while punishing the difficult to work into a random generator. Your
creative gifts will be required here to supplement the
wrong ones, is a trick.
random results.
Tricks are more mysterious than logical. Their
Each trick should be unique, and the best ones
reasoning is intuitive, or “dream logic” in many
will come out of your imagination … but here is a
instances. Anyone who demands that all tricks in a
dungeon be fair should probably stop playing, in all healthy sampling of examples to get you started.

honesty. Despite this being a game, dungeons do These results again are for mega-dungeon level 1,
or a dungeon that is intended to be explored by PCs
not exist to entertain the players! They exist to
challenge the players, first and foremost; and to of experience levels 1 to 3. If you need more options

reward the players’ PCs conditionally, depending than what this short guide can provide, please refer

upon how those challenges are met. Any player to supplement CDDG2, The Classic Dungeon
Design Guide II, for thousands of further ideas and
enjoyment comes from successfully meeting those
possibilities.
P a g e | 56

Table XI-1: Trick Feature [11-12] Cage (or aquarium, monster pit,
The feature is the “ghost shell” — the inanimate suspended animation chamber, etc.)
dungeon element in which the power of the magical [13-14] Ceiling (or ceiling feature, such a
trick is situated. You can decide on an appropriate chandelier or ornamentation)
element, or roll 1D100 and consult the following
[15-16] Ceiling Dome (likely painted, sculpted,
table.
with mosaic, etc.)
Theoretically, PCs could “kill” the trick by
[17-18] Chariot (or cart, wagon, funereal barque,
destroying the feature (shattering the statue, burning
etc.)
the tapestry, hacking the wardrobe to bits, etc.), but
this would take a considerable amount of time and [19-20] Container (cauldron, chest,
energy. sarcophagus, urn, etc.)

The air around a trick could be shimmering, [21-22] Corpse (animated and imprisoned,
“heavy” with spiritual presence, aglow, or completely monster, speaking, etc.)
innocuous. Because of the chaotic and magical [23-24] Crystal (enormous, glowing, growing,
nature of tricks, the feature might well be ancient, hovering, etc.)
extra-dimensional, or some other kind of anomaly
[25-26] Door (roll on door table for subtype if
which doesn’t quite “fit” with the rest of the setting.
preferred)
Savvy players will be put on guard by your evocative
description! [27-28] Door, Secret (roll on door table for
subtype if preferred)
[01-02] Altar / Shrine (if to a specific god, refer to
supplement CDDG2 for tables) [29-30] Equipment (animated armor, hourglass,
hovering weapon, water clock, etc.)
[03-04] Archway (alcove opening, corridor
opening, etc.) [31-32] Fire (ever-burning flame, perhaps
sentient)
[05-06] Artwork (fresco, mosaic, painting, etc.)
[33-34] Firepit (or fireplace, likely with Fire as
[07-08] Book (diary, grimoire, tome,
above)
Necronomicon, etc.)
[35] Floor (or floor feature, grating with sentient
[09-10] Bridge (or catwalk, walkway, revolving
water, mosaic, etc.)
staircase to nowhere, etc.)
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[36-37] Fountain (or holy water basin, unholy [58] Magical Gateway (teleporter to another
water basin) destination within the dungeon)

[38-39] Fungus (likely monstrous yet immobile, [59] Mist (or fog, glowing motes of light, ancient
refer to supplement CDDG2) hologram, etc.)

[40-41] Furnishing (curiosity cabinet, round [60] Monolith (or cairn, gravestone, obelisk, etc.)
table, wardrobe, etc.)
[61-62] Monster (imprisoned, living brain,
[42-43] Idol (or icon, partially-constructed golem, reanimated, in suspended animation, etc.)
statuette, etc.)
[63-64] Monster Corpse (or imp in specimen jar,
[44-45] Illusion (of a feature, roll again on this stuffed taxidermy bear, undead in anatomical
table) theater, etc.)

[46-47] Illusion (of a monster, roll type randomly [65-66] Pedestal (likely holding an idol, reliquary,
or choose) crystal, coffer, etc.)

[48-49] Living Energy (force field, sphere, etc.; [67-68] Pillar (animated, carved, turning, etc.)
alternately, Living Water)
[69-70] Pit (likely with Living Energy or Monster
[50-51] Machine / Contraption (ancient, inside, see those entries)
gnomish, otherworldly, etc.)
[71-72] Pool (likely with living sentient water, or
[52-53] Magic Mouth (programmed, sentient and calcified aquatic monster, etc.)
responsive, wizard’s face, etc.)
[73-74] Reliquary (holding saint’s bones,
[54] Magical Gateway (dimensional rift to shattered skull, cursed unholy treasure, etc.)
another plane of existence)
[75-76] Room (the room itself is able to slam
[55] Magical Gateway (dimensional rift to doors, aware, breathing, etc.)
another world on the Prime Material Plane)
[77-78] Runic Inscription (changing,
[56] Magical Gateway (teleporter to a place on communicating, hovering, etc.)
the surface)
[79-80] Skeleton (of a demi-human, human,
[57] Magical Gateway (teleporter to a monster, prehistoric beast, etc.)
subterranean place far away, another dungeon)
[81-82] Skull (of a demi-human, dragon, human,
monster, etc.)
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[83-84] Spirit (or ghost, disembodied creature, Trick theme cohesive, interesting, and reasonable. I
imprisoned elemental, etc.) recommend that you roll the classification, and then
revisit it as a “sanity check” once you’ve rolled up the
[85-86] Stairway (or other level connector, roll
Trick’s trigger(s) and attribute(s) (later in this
type as needed)
section).
[87-88] Statue (or bust, colossus, petrified victim,
This randomized list of options will guide the
ruined statue, etc.)
direction of your Trick design, but it doesn’t have all
[89-90 Tapestry (animated, enchanted spider
the answers. So please don’t take this overly
silk, painted, etc.)
ambitious table as gospel … it can’t handle the
[91-92] Vegetation (creepers, enormous corpse pressure! ☺
blossom, roots, vines, etc.)
Roll 1D100:
[93-94] Wall (or wall feature, fissure, bas relief of
[01-04] Negative Attribute, Targets All People on
a demon mouth, etc.)
Trigger. Roll one TRIGGER CONDITION and one
[95-96] Well (perhaps with living / sentient water NEGATIVE ATTRIBUTE.
inside it)
[05-08] Negative Attribute, Targets Everyone
[97-98] Symbiotic Features (roll twice, rerolling upon Approach. Trigger condition not required. Roll
results above 96) one NEGATIVE ATTRIBUTE.

[99-00] Living / Sentient Room (roll 1D4+2 times, [09-12] Negative Attribute, Targets Everyone
rerolling results above 96) upon Investigation / Interaction. Trigger condition not
required. Roll one NEGATIVE ATTRIBUTE.

Table XI-2: Trick Classification [13-16] Negative Attribute, Targets Nearest


Person on Trigger. Roll one TRIGGER CONDITION
The classification is a guideline which tells you
and one NEGATIVE ATTRIBUTE.
whether a Trick is to be considered negative
(harmful), positive (helpful), or both positive and [17-20] Negative Attribute, Targets Nearest
negative (which can be random, conditional, based Person upon Approach. Trigger condition not
on the adventurers’ actions, etc.). Due to the required. Roll one NEGATIVE ATTRIBUTE.
enormous array of possibilities we are codifying and
[21-24] Negative Attribute, Targets Person upon
simplifying into a tabular structure here, you may
Investigation / Interaction. Trigger condition not
need to tweak these classifications a bit to make the
required. Roll one NEGATIVE ATTRIBUTE.
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[25-28] Negative Attribute, Targets Random 1D3 [47-50] Negative or Positive Attribute, Targets
People on Approach. Trigger condition not required. Nearest Person on Trigger. For the first set of
Roll one NEGATIVE ATTRIBUTE. powers, roll one TRIGGER CONDITION and one
NEGATIVE ATTRIBUTE. For the second set of
[29-32] Negative Attribute, Targets Random 1D3
powers, roll one (different) TRIGGER CONDITION
People on Trigger. Roll one TRIGGER CONDITION
and one POSITIVE ATTRIBUTE.
and one NEGATIVE ATTRIBUTE.
[51-54] Negative or Positive Attribute, Targets
[33-36] Negative Attribute, Targets Random
Nearest Person upon Approach. Trigger condition
Person on Trigger. Roll one TRIGGER CONDITION
not required; 45% chance of negative attribute
and one NEGATIVE ATTRIBUTE.
activating, 45% chance of positive attribute
[37-39] Negative or Positive Attribute, Targets All
activating, and 10% chance of both activating
People on Trigger. For the first set of powers, roll
simultaneously. Roll one NEGATIVE ATTRIBUTE
one TRIGGER CONDITION and one NEGATIVE
and one POSITIVE ATTRIBUTE.
ATTRIBUTE. For the second set of powers, roll one
[55-58] Negative or Positive Attribute, Targets
(different) TRIGGER CONDITION and one
Person upon Investigation / Interaction. Trigger
POSITIVE ATTRIBUTE.
condition not required; 45% chance of negative
[40-42] Negative or Positive Attribute, Targets
attribute activating, 45% chance of positive attribute
Everyone upon Approach. Trigger condition not
activating, and 10% chance of both activating
required; 45% chance of negative attribute
simultaneously. Roll one NEGATIVE ATTRIBUTE
activating, 45% chance of positive attribute
and one POSITIVE ATTRIBUTE.
activating, and 10% chance of both activating
[59-60] Negative or Positive Attribute, Targets
simultaneously. Roll one NEGATIVE ATTRIBUTE
Random 1D3 People on Approach. Trigger condition
and one POSITIVE ATTRIBUTE.
not required; 45% chance of negative attribute
[43-46] Negative or Positive Attribute, Targets
activating, 45% chance of positive attribute
Everyone upon Investigation / Interaction. Trigger
activating, and 10% chance of both activating
condition not required; 45% chance of negative
simultaneously. Roll one NEGATIVE ATTRIBUTE
attribute activating, 45% chance of positive attribute
and one POSITIVE ATTRIBUTE.
activating, and 10% chance of both activating
[61-62] Negative or Positive Attribute, Targets
simultaneously. Roll one NEGATIVE ATTRIBUTE
Random 1D3 People on Trigger. For the first set of
and one POSITIVE ATTRIBUTE.
powers, roll one TRIGGER CONDITION and one
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NEGATIVE ATTRIBUTE. For the second set of [89-92] Positive Attribute, Targets Random 1D3
powers, roll one (different) TRIGGER CONDITION People on Approach. Trigger condition not required.
and one POSITIVE ATTRIBUTE. Roll one POSITIVE ATTRIBUTE.

[63-64] Negative or Positive Attribute, Targets [93-96] Positive Attribute, Targets Random 1D3
Random Person on Trigger. For the first set of People on Trigger. Trigger condition not required.
powers, roll one TRIGGER CONDITION and one Roll one POSITIVE ATTRIBUTE.
NEGATIVE ATTRIBUTE. For the second set of
[97-00] Positive Attribute, Targets Random
powers, roll one (different) TRIGGER CONDITION
Person on Trigger. Roll one TRIGGER CONDITION
and one POSITIVE ATTRIBUTE.
and one POSITIVE ATTRIBUTE.
[65-68] Positive Attribute, Targets All People on
Trigger. Roll one TRIGGER CONDITION and one
Table XI-3: Trick Trigger Condition
POSITIVE ATTRIBUTE.
Use this table when the previous table indicates
[69-72] Positive Attribute, Targets Everyone
that you need to determine which set condition
upon Approach. Trigger condition not required. Roll
“wakens” the Trick and “sets it off.” For example, if
one POSITIVE ATTRIBUTE.
the Trick is triggered by Lowest Strength Score, it
[73-76] Positive Attribute, Targets Everyone focuses its effect — for good or for ill — on the
upon Investigation / Interaction. Trigger condition not adventurer who has the lowest Strength. Roll
required. Roll one POSITIVE ATTRIBUTE. randomly to break ties as needed. The trigger

[77-80] Positive Attribute, Targets Nearest determines who might be affected, if the target is not

Person on Trigger. Roll one TRIGGER CONDITION already defined by the Trick Classification.

and one POSITIVE ATTRIBUTE. At your discretion, a Trick can intelligently select

[81-84] Positive Attribute, Targets Nearest sub-optimal targets. For example, if you have a

Person upon Approach. Roll one TRIGGER positive (helpful) Trick that is triggered by halflings,

CONDITION and one POSITIVE ATTRIBUTE. and is a magic mouth, the mouth will first want to talk
to a halfling … and if this is not possible, it will move
[85-88] Positive Attribute, Targets Person upon
on to somewhat similar creatures (e.g., gnomes)
Investigation / Interaction. Trigger condition not
before settling for a boring ol’ human to converse
required. Roll one POSITIVE ATTRIBUTE.
with.

Roll 1D100 and consult the following table:


P a g e | 61

[01-02] Ability Score, Charisma, Highest [49-51] Alignment, Neutral (Any CN, LN, TN)

[03-04] Ability Score, Charisma, Lowest [52] Alignment, Neutral Evil

[05-06] Ability Score, Constitution, Highest [53] Alignment, Neutral Good

[07-08] Ability Score, Constitution, Lowest [54] Alignment, True Neutral

[09-10] Ability Score, Dexterity, Highest [55-57] Experience Level, Highest Present

[11-12] Ability Score, Dexterity, Lowest [58-60] Experience Level, Lowest Present

[13-14] Ability Score, Intelligence, Highest [61-63] Race, Dwarf

[15-16] Ability Score, Intelligence, Lowest [64-66] Race, Elf or Half-Elf

[17-18] Ability Score, Strength, Highest [67-69] Race, Exotic (any and all beyond dwarf,
elf, gnome, half-elf, half-ogre, half-orc, halfling, or
[19-20] Ability Score, Strength, Lowest
human)
[21-22] Ability Score, Wisdom, Highest
[70-72] Race, Gnome
[23-24] Ability Score, Wisdom, Lowest
[73-75] Race, Halfling
[25-27] Age, Eldest
[76-78] Race, Half-Ogre or Half-Orc
[28-30] Age, Youngest
[79-86] Race, Human
[31-33] Alignment, Chaotic (Any CE, CG, CN)
[87-88] Sex, Female
[34] Alignment, Chaotic Evil
[89-90] Sex, Male
[35] Alignment, Chaotic Good
[91-95] Roll Twice (reroll conflicting results, or
[36] Alignment, Chaotic Neutral
results above 90)
[37-39] Alignment, Evil (Any CE, LE, NE)
[96-00] Roll Three Times (reroll conflicting
[40-42] Alignment, Good (Any CG, LG, NG) results, or results above 90)

[43-45] Alignment, Lawful (Any LE, LG, LN) Make It Make Sense: Results which are

[46] Alignment, Lawful Evil especially ambiguous (“Why does the Trick prefer to
target chaotic good elven females?”) may require
[47] Alignment, Lawful Good
some creative justification on your part (“This room
[48] Alignment, Lawful Neutral was once sacred to a tribe of shamanic orcs which
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worshipped the one-eyed god of orcish might, and [15] Casts Suggestion Spell (likely non-violent,
the tribe was eternally hateful toward the elven to leave room, use a certain door, leave treasure,
shield maidens who almost wiped it out. Evil is etc.)
strong, and a glimmer of that hateful aura yet
[16] Causes Berserker Rage (affected
remains …”).
characters are +2 to hit and -2 armor class, lasts 1D4
hours)

Table XI-4: Negative Attributes for [17] Causes Disease (non-fatal)


Tricks
[18-19] Causes Fear (duration 2D6 rounds)
Roll 1D100 to determine the attribute:
[20] Causes Parasitic Infection (non-fatal)
[01] Absorbs / Envelops Victim (not fatal at this
[21] Causes Suspended Animation (duration
difficulty level, releases character after 2D6 rounds)
1D6 hours)
[02-03] Activates Alarm / Casts Alarm Spell (very
[22] Changes Air (poisonous gas, hallucinatory,
likely to summon monster)
fear gas, obscuring vapor, removes all air, etc.; not
[04-05] Activates Anti-Magic Field (spells and
fatal at this difficulty level, but likely to paralyze,
items do not operate in this room)
knock unconscious, etc.)
[06-07] Activates Trap (roll as needed)
[23-24] Changes Alignment (involuntary,
[08] Ages (1D4 years if human, proportional temporary at this difficulty level, duration 1 hour)
+1D6% for demi-human)
[25] Changes Appearance (eye color, hair color,
[09] Animates Person’s Weapons (which attack skin color, etc.; effects last 1D6 months)
the party for 1D4 rounds)
[26] Changes Class (temporary at this difficulty
[10] Animates Room Objects (which attack, each level, duration 1 hour, expect lots of bookkeeping
having approximately 1D8 HTK at this difficulty level) and experimentation!)

[11-12] Appearing and Disappearing (trick has a [27-28] Changes Minds Between Bodies
50% chance to be present each time the room is (temporary at this difficulty level, duration 1 hour; the
entered; trick feature vanishes entirely, not just nearby PC who fails a save vs. spells by the largest
turning invisible) amount is the mind’s new “host”; physical attributes

[13-14] Bestows Vision (causes temporary such as STR, DEX, CON, HTK do not change)

insanity, duration 2D6 rounds at this difficulty level)


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[29] Changes Person’s Native Language [44-45] Creates Illusionary Trick or Trap (floor
(common to dwarvish, etc.; duration 1D6 days) vanishes, surrounded by forest, etc.)

[30] Changes Sex (duration 1D4 weeks) [46] Curses Victim (minor curse, -1 to hit, -1 to
saving throws, -2 to hit point maximum, etc.; duration
[31] Changes Victim’s Body (height, weight;
1 day)
duration 1D6 days)
[47] Decreases Ability Score, -1 Charisma,
[32-33] Closes Door / Portcullis (that is already
Temporary (duration at this difficulty level 1D6
in room; if trapped in room, trapped for 1D4 hours)
hours)
[34] Collapses / Disintegrates / Shatters (trick is
[48] Decreases Ability Score, -1 Constitution,
destroyed, 10% chance to reveal secret level
Temporary (duration at this difficulty level 1D6
connector leading down)
hours)
[35] Communicates and Answers, Demands
[49] Decreases Ability Score, -1 Dexterity,
Sacrifice (may ask for treasure and grant healing, or
Temporary (duration at this difficulty level 1D6
nothing, etc.)
hours)
[36] Communicates and Answers, Mimics
[50] Decreases Ability Score, -1 Intelligence,
Monster / Entity (likely to cause fear, implies
Temporary (duration at this difficulty level 1D6
demonic presence, etc.)
hours)
[37] Communicates and Answers, Shared
[51] Decreases Ability Score, -1 Strength,
Information with Monsters (PCs will on the next
Temporary (duration at this difficulty level 1D6
expedition into this dungeon be faced with monster-
hours)
crafted traps, ambushes, etc.)
[52] Decreases Ability Score, -1 Wisdom,
[38-39] Communicates and Answers, Threatens
Temporary (duration at this difficulty level 1D6
(likely empty threats, but not always!)
hours)
[40-41] Creates Endless Corridor (corridor PCs
[53] Decreases Ability Score, -2 Charisma,
entered through becomes 12 miles long, effect
Temporary (duration at this difficulty level 1D20+30
duration 1D6 hours, then reverts to normal with PCs
rounds)
just outside this room)

[42-43] Creates Illusionary Monster (of Lethality


Level 1)
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[54] Decreases Ability Score, -2 Constitution, [63] Drains Experience Points (curse,
Temporary (duration at this difficulty level 1D20+30 hopelessness, prophetic vision of death;
rounds) recommended permanent loss at this difficulty level
= 250-400 XP)
[55] Decreases Ability Score, -2 Dexterity,
Temporary (duration at this difficulty level 1D20+30 [64] Drains Magic Item (rod of cancellation effect;
rounds) temporary at this difficulty level, affected item loses
power for 24 hours)
[56] Decreases Ability Score, -2 Intelligence,
Temporary (duration at this difficulty level 1D20+30 [65] Drops Cage / Net (imprisons character or
rounds) even party, may need STR checks to escape)

[57] Decreases Ability Score, -2 Strength, [66] Erases Spells in Memory (victim at this
Temporary (duration at this difficulty level 1D20+30 difficulty level loses 2 level 1 spells, or 1 level 2 spell;
rounds) spell can be rememorized, but is lost as if cast)

[58] Decreases Ability Score, -2 Wisdom, [67] Floods Room / Submerges / Drags into Pool
Temporary (duration at this difficulty level 1D20+30 (potentially dangerous, but slow, maximum duration
rounds) 1D6 hours with very limited possibility of drowning)

[59] Decreases Gravity (afflicted targets will be [68] Geas (to slay a monster, visit a shrine,
floating 5’ off the ground, -5 DEX and likely quite acquire and return a treasure, etc., difficulty
helpless, duration 1D20+20 rounds even beyond the dependent upon GM fiat), Grants Limited Wish upon
room’s confines) Return

[60] Destroys Items (destroys armor or weapon [69] Increases Gravity (victim’s movement rate
or important random non-magical item carried by reduced to 10’ round, -4 STR, effect centered upon
victim, permanent) trick feature’s room only)

[61] Distorts Self / Changes Size (trick feature [70] Inscription Reveals History / Effects
shrinks up to 95% or grows up to 300%, duration (Misleading) (GM should provide interesting but
1D6 hours) false partial history of trick’s origin, technology,
creators, etc.)
[62] Drains Experience Level (temporary at this
difficulty level, duration 1 day; PCs reduced to level [71] Invisible (trick not discovered until effect is
0 will be unconscious for 24 hours) activated, or it is run into by someone)
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[72] Lightning Shock, Magical (recommended [83] Shrinks Person (-10 STR, +3 DEX, duration
damage 1D10+1) at this difficulty level 1D12+6 rounds)

[73] Lightning Shock, Non-Magical [84] Summons Cultists / Worshippers (likely


(recommended damage 1D4 if in no armor, up to normal humans, might well be hostile, Lethality
1D10+1 if in plate armor) Level 1)

[74] Paralyzes (recommended duration 1D6 [85] Summons Monster (of Lethality Level 1)
hours on failed saving throw)
[86] Summons NPCs, Adversaries (1D4+1
[75] Petrifies (temporary at this difficulty level, adversaries of experience level 1, 1D3 of experience
duration 1D4 hours and 1D4 damage on failed level 2, or 1D2 of experience level 3)
saving throw)
[87] Teleports (at this difficulty level, trick likely
[76] Poisonous (recommended damage 1D10+1 teleports victim to a random previously-explored
on failed saving throw, save at +2) room on this dungeon level, will need to explore to
reunite with party)
[77] Polymorphs Other (turns victim into a beetle,
bird, etc.; duration 1D6 rounds, system shock [88] Transmutation, Detrimental (gold into lead,
survival roll required to avoid falling unconscious for platinum into copper, etc.; works once on target
24 hours upon effect negation) victim(s) only)

[78] Quest (as per Geas in most circumstances) [89] Transmutation, Odd (water into vinegar, iron
rations into frogs, etc.)
[79] Questions, Punishes (roll again on negative
effects table to determine what trick does to those [90] Turns Person to Gaseous Form, Temporary
who answer it dishonestly or incorrectly) (recommended duration 3D6 rounds)

[80] Repels / Creates Force Field (trick might [91-95] Powerful, Roll Twice (both effects are
surround itself, or prevent a door’s access, or even conferred simultaneously), reroll duplicates or
make a “hamster ball” around a character for 1D4 results above 90
hours)
[96-00] Unpredictable, Roll Three Times (one of
[81] Reveals Treasure, Counterfeit (treasure the three effects is conferred randomly), reroll
appears to be valuable) duplicates or results above 90

[82] Reverses Gravity (victims will suffer 10’ fall


from height, 1D6 damage)
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Table XI-5: Positive Attributes for [01] Allows Entrance into the Dreamlands
Tricks
(optional, leading into a “safe” city)
Positive tricks are rarely used by many Game
[02-03] Awards Experience Points (vision,
Masters, but I feel they are important. Otherwise, if
insight, inspiration; suggested award 250-500 XP)
every trick is negative, your players will soon learn
not to experiment with strange and unusual dungeon [04] Beneficial Spell, Arcane / Magic-User,

features at all … and what is the fun in that? Be sure Singular, Level 1 (e.g., Identify or Protection from

to reward intrepid players (and PCs) from time to Evil). As chosen by GM, duration instantaneous or

time. 1D6 hours, as appropriate.

Note on Trick Communication: If the trick [05] Beneficial Spell, Arcane / Magic-User,

communicates, how much it knows is up to the GM Random, Level 1 (e.g., Identify or Protection from

and your ability to role play an inanimate object. Evil). Rolled at random each time, duration

Consider the communicative trick to be centuries instantaneous or 1D6 hours, as appropriate.

old, with an approximate INT and WIS of 13, but also [06] Beneficial Spell, Clerical, Singular, Level 1
immobile and without personal concern. (e.g., Bless or Cure Light Wounds). As chosen by

Note on Trick Rewards: Revealed treasures and GM, duration instantaneous or 1D6 hours, as

secret passageways, and other things related to appropriate.


tricks at the GM’s discretion, are only revealed once. [07] Beneficial Spell, Clerical, Random, Level 1
Players will want to keep coming back to a positive (e.g., Bless or Cure Light Wounds). Rolled at
trick; my recommended rule of thumb is that a trick random each time, duration instantaneous or 1D6
should only affect any given PC once per dungeon hours, as appropriate.
expedition. And after 1D20 boons, the trick should
[08] Beneficial Spell, Druidic, Singular, Level 1
vanish — or at least become non-functional — the
(e.g., Shillelagh or Speak with Animals). As chosen
next time the adventurers exit the dungeon. Don’t let
by GM, duration instantaneous or 1D6 hours, as
your players become too obsessed with a positive
appropriate.
trick! These things are meant to be temporary, and
they lose their charm when they become [09] Beneficial Spell, Druidic, Random, Level 1

predictable. (e.g., Shillelagh or Speak with Animals). Rolled at


random each time, duration instantaneous or 1D6
Roll 1D100 to determine the attribute:
hours, as appropriate.
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[10] Beneficial Spell, Illusionist, Singular, Level 1 [20] Communicates and Answers, Intelligent and
(e.g. Change Self or Detect Illusion). As chosen by Good
GM, duration instantaneous or 1D6 hours, as
[21] Communicates and Answers, Madness /
appropriate.
Nonsense
[11] Beneficial Spell, Illusionist, Random, Level
[22] Communicates and Answers, Prophecy /
1 (e.g. Change Self or Detect Illusion). Rolled at
Riddles
random each time, duration instantaneous or 1D6
[23] Communicates and Answers, Roaring /
hours, as appropriate.
Screaming
[12] Bestows Spell, Level 1, Random (spell
[24] Communicates and Answers, Telepathic /
caster regains a spell as if meditating, or the ability
Empathic
to cast a memorized spell one extra time; non-spell
caster gains the ability to cast one random spell once [25] Communicates and Answers, Whispering /
(and will be made aware of its intended effects), if Hissing
INT or WIS are 13+) [26] Confers Resistance to Attack Form, Acid
[13] Bestows Vision (grants an important clue, (half damage on failed save, quarter damage on
omen, prophecy) successful save; or +4 to saving throw, as
appropriate), duration 1D4 hours.
[14] Casts Continual Light Spell on Weapons
(upon request) [27] Confers Resistance to Attack Form, Cold
(half damage on failed save, quarter damage on
[15] Charges Magic Items (one magic item, upon
successful save; or +4 to saving throw, as
request, gains 1D4 lost charges)
appropriate), duration 1D4 hours.
[16] Communicates and Answers, Challenges /
[28] Confers Resistance to Attack Form,
Gambles
Crushing Weapons (half damage on failed save,
[17] Communicates and Answers, Chanting /
quarter damage on successful save; or +4 to saving
Singing
throw, as appropriate), duration 1D4 hours.
[18] Communicates and Answers, Intelligent and
[29] Confers Resistance to Attack Form, Fire
Emotionless
(half damage on failed save, quarter damage on
[19] Communicates and Answers, Intelligent and successful save; or +4 to saving throw, as
Evil appropriate), duration 1D4 hours.
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[30] Confers Resistance to Attack Form, [39] Heals (once a month; recommended
Impaling Weapons (half damage on failed save, amount 2D8)
quarter damage on successful save; or +4 to saving
[40] Increases Ability Score, Charisma (+1,
throw, as appropriate), duration 1D4 hours.
temporary, duration 1D6 hours)
[31] Confers Resistance to Attack Form,
[41] Increases Ability Score, Charisma (+2,
Lightning (half damage on failed save, quarter
temporary, duration 3D20 minutes)
damage on successful save; or +4 to saving throw,
[42] Increases Ability Score, Constitution (+1,
as appropriate), duration 1D4 hours.
temporary, duration 1D6 hours)
[32] Confers Resistance to Attack Form, Poison
[43] Increases Ability Score, Constitution (+2,
(half damage on failed save, quarter damage on
temporary, duration 3D20 minutes)
successful save; or +4 to saving throw, as
appropriate), duration 1D4 hours. [44] Increases Ability Score, Dexterity (+1,
temporary, duration 1D6 hours)
[33] Confers Resistance to Attack Form, Psychic
(half damage on failed save, quarter damage on [45] Increases Ability Score, Dexterity (+2,
successful save; or +4 to saving throw, as temporary, duration 3D20 minutes)
appropriate), duration 1D4 hours. [46] Increases Ability Score, Intelligence (+1,
[34] Confers Resistance to Attack Form, temporary, duration 1D6 hours)
Slashing Weapons (half damage on failed save, [47] Increases Ability Score, Intelligence (+2,
quarter damage on successful save; or +4 to saving temporary, duration 3D20 minutes)
throw, as appropriate), duration 1D4 hours.
[48] Increases Ability Score, Strength (+1,
[35] Cures Disease (once a week) temporary, duration 1D6 hours)
[36] Emits Holy Water (one vial’s worth, there [49] Increases Ability Score, Strength (+2,
might not be a container, emits in 1D4 rounds, once temporary, duration 3D20 minutes)
a day)
[50] Increases Ability Score, Wisdom (+1,
[37] Enlarges Person to Giant Size (STR temporary, duration 1D6 hours)
increased to 18/00, size increased to L)
[51] Increases Ability Score, Wisdom (+2,
[38] Grants Knowledge of a New Language temporary, duration 3D20 minutes)
(telepathically)
P a g e | 69

[52] Inscription Reveals History / Effects [69-70] Reveals Secret Door


(explains lore of the trick, may hint at quests for
[71-72] Reveals Treasure, Artwork / Object
purification, repair, destruction, etc.)
(Trove Level 1, item type fixed, specifics random)
[53] Instills Courage (perfect morale for NPCs,
[73-74] Reveals Treasure, Coins (Trove Level 1,
magical fear resistance for PCs), duration 1 day
item type fixed, specifics random)
[54] Moves, Reveals Level Connector Down
[75-76] Reveals Treasure, Gems (Trove Level 1,
[55] Moves, Reveals Level Connector Up item type fixed, specifics random)

[56] Moves, Reveals Secret Passageway [77-78] Reveals Treasure, Jewelry (Trove Level
1, item type fixed, specifics random)
[57] Opens Door / Portcullis (which was already
visible, but magically locked) [79] Reveals Treasure, Magic Item (Trove Level
1, item type fixed, specifics random)
[58] Paints Revelatory Picture / Weaves
Revelatory Tapestry (map, vision, etc.) [80] Reveals Treasure, Mixed (Trove Level 1,
completely random)
[59] Pivots (one advantageous door, one
dangerous door; specifics up to the GM, but treasure [81] Summons Monster, Beneficial (random, or
and monster recommended) dependent upon person’s alignment; minor creature
such as brownie, centaur, dracunculus, etc.)
[60] Questions, Rewards (roll again for reward)
[82] Summons NPC, Ally (random, or dependent
[61] Reincarnates (upon request of fallen
upon person’s alignment; recommended experience
person’s ally, once a month)
level equal to average PC level, will serve for 24
[62] Removes Curses (once a week)
hours)
[63] Restores Lost Experience Level (once a
[83-84] Teleports to Surface (upon request,
month)
optional)
[64] Resurrects (upon request of fallen person’s
[85-86] Teleports to Treasure Vault (upon
ally, once a year)
request, on same or deeper dungeon level)
[65-66] Reveals Dungeon Secret (password,
[87] Transmutation, Beneficial (lead into gold,
revelation, warning, etc.)
copper into platinum, etc.)
[67-68] Reveals Item of Interest (adventurer’s
journal, key, map, etc.)
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[88] Turns Person Invisible (duration 1D6 hours, So what does it do? Let’s find out. I skip the
canceled if person attacks) Positive Attributes table, because it does not apply
in this instance. I roll on the Negative Attributes
[89-90] Wish Fulfillment (sacrificial only; for
table, and my 93 indicates that the trick is powerful
example, will resurrect an ally but reduce wisher to
and that I should roll twice. My sub-rolls are 13,
1 HTK for 7 days regardless of magical healing)
“Bestows Vision (causes temporary insanity,
[91-95] Powerful, Roll Twice (both effects are
duration 2D6 rounds at this difficulty level)” and 80
conferred simultaneously), reroll duplicates or
“Repels / Creates Force Field (trick might surround
results above 90
itself, or prevent a door’s access, or even make a
[96-00] Unpredictable, Roll Three Times (one of “hamster ball” around a character for 1D4 hours).”
the three effects is conferred randomly), reroll
So what do I do with all of this? Let’s say that I’m
duplicates or results above 90
creating a dungeon with a Lovecraftian theme to it. I
decide that this trick is a mostly-destroyed altar to
Dagon, lord of the Deep Ones. Horrified (good)
Example of Random Trick
Interpretation crusaders hammered the altar that was here into bits

In this section, I will provide you with a quick several centuries ago, but their efforts revealed a

example of my personal interpretation of random creepy fissure in the wall which they could not

trick parameters. First, we roll 1D100 to determine destroy. So the remaining trick is a shimmering tear

the Trick Feature type. My roll of 94 indicates that in reality, which reeks of seaweed. Occasional

the trick is a wall, or part of a wall. Then I roll the bubbles of blackish-green goo rise out of it and hover

Trick Classification, which is “Negative Attribute, toward the ceiling. If anyone evil prays at this shrine

Targets Random Person on Trigger.” This means remnant, there is a fair chance that Dagon will hear

that the trick is potentially dangerous, and it could (and paw through, and eat) the worshippers where

affect anyone in the room if someone gets too close. they stand.

So what activates the trick? To answer that, we But that’s just creepy color, and maybe some

need to roll up the Trick Trigger Condition. My roll of inspiration for a cultist scene I will include later. For

41 indicates “Alignment, Good (Any CG, LG, NG).” now, we need to know what it does when PCs first

This means that if any adventurer of good alignment discover it. If the PCs are neutral, nothing happens

comes too close to the trick wall, the trick’s evil effect … unless they’re stupid enough to put their hand into

will activate. the goo. I rule (off the top of my head) that no one
P a g e | 71

can fit through the fissure, but that touching the goo and interesting with a little imagination. And, some
with flesh would cause 1D4 damage. encouragement: Don’t ever be afraid to use out-of-
universe, pulp fiction, or science fantasy trappings to
If anyone of good alignment comes within 30’ of
justify your trick designs … the original “old
the fissure, the shrine remnant protects itself. It puts
schoolers” such as Arneson, Bledsaw, Blume,
a force field around the fissure (takes 100 points of
Gygax, and Kuntz did this all the time! These
magical damage to destroy), and simultaneously
dungeon tricks are often glimmers of the distant past
gives a vision to a random person. It shows them
(and your FRPG world is almost certainly post-
Dagon’s dreams and how he is plotting beneath the
apocalyptic), or other worlds. Let your imagination
seas to waken the Great Cthulhu, and at the end of
turn these cryptic results into intriguing hints at the
the vision the victim is psychically seen by Dagon
true nature of the world beneath, and let your players
and goes temporarily insane.
marvel over the unpredictable results!
So what happens next? Do the PCs flee, try to
wipe out the force field, come back later with
reinforcements, or even try to widen the breach? The Table XI-6: Advanced Trick Types
answers to those questions are all beyond the scope Advanced Trick Option: If you own supplements
of this book, but it’s really up to you as the Game CDDG1 and CDDG2, you might want to use some
Master. The trick might have no further substance; of those greatly expanded tables for random
or, it might be a gateway to a deadly dungeon dungeon “Trick” entries as well. I recommend the
beneath the ocean; or, there could be 3D6 Deep following percentages: 75% of Tricks should be
Ones protecting this chamber (and warring with “normal” (as detailed above), while 25% should be
monsters throughout the dungeon level) the next “unusual.” For unusual tricks, roll 1D100 as follows:
time the PCs come through. Who knows? If you
[01-10] Altar or Shrine (see supplement CDDG2,
don’t want to develop the idea, then “It does what it
Section 3-13).
says on the package” and nothing else. But if your
players want to keep poking at the thing, you can [11-53] Evocative Random Room (see
keep adding dread and detail until your campaign supplement CDDG1, Section 8-3).
changes direction to deal with it … or until the [54-58] Fountain (see supplement CDDG2,
players lose interest. Section 3-6).
Again, this is just an example … but you can [59-63] Immobile Abomination (see supplement
always turn random results into something coherent CDDG2, Section 3-7).
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[64-73] Laboratory or Magical Room (see based on Gygaxian precepts, with a bit of Holmes
supplement CDDG2, Section 3-9). and Moldvay thrown in for spice. I find that these
values work well, but I know that every campaign is
[74-78] Magical Gateway (see supplement
different … so if the treasures seem too rich or too
CDDG2, Section 3-10).
poor for your campaign, just adjust all treasure rolls
[79-83] Pool (see supplement CDDG2, Section
accordingly (typically by adding one roll to every
3-6).
result to make it richer, or subtracting one roll from
[84-85] Shard of Chaos (see supplement every result to make it poorer).
CDDG1, Appendix).
For Unguarded Treasure: Roll on the treasure
[86-00] Unusual Evocative Room (see table as follows (D100): [01-75] 1 Treasure Table
supplement CDDG2, Section 3-15). Roll, [76-97] 2 Treasure Table Rolls, [98-99] 3

The feature will still be a Trick; for example, if you Treasure Table Rolls, [00] 4 Treasure Table Rolls.

roll a pool using CDDG2, you can further assume For Monster-Guarded Treasure: You already
that it is magical and use the Trick tables here to sort rolled up how many times you are going to roll on the
things out. Mix and match! You can always feel free table below, back in section VII (didn’t you?).
to use the other tables in this section in conjunction
A Note on Coinage: Recommended coin values
with CDDG1 and CDDG2 to hash out the particular
are from the World of Oldskull campaign; you can
powers, triggers, and so forth as needed.
adjust these values and amounts as needed to suit
your game world. In my campaign, copper pieces
are equivalent to pennies, silver pieces are
TABLE XII: UNGUARDED
equivalent to dimes, electrum pieces are “fifty-cent
TREASURE
pieces,” gold pieces are “dollars,” and platinum
(Note: You can also get to this table when you
pieces are “five dollar bills.” You’ll find some other
are generating Monster-Guarded Treasures. The
interesting extra (nearly worthless!) coin types listed
table appears here once to keep this book short and
below, too.
sweet, even though the table is used for all treasure
A Note on Treasure Duplication: Be sure to keep
generation in your random dungeon.)
identical results; for example, if you roll “Coins, Gold
This section will help you to determine fair and
Pieces” twice, that simply means that you will double
desirable treasure amounts for your dungeon level.
the number of gold pieces present.
The amounts, values, and items in this section are
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Table XII: Treasure Table, Trove Level 1 [191-260] Coins, Common, (1D20+1) x 100
Roll 1D1000 and consult the following: Silver Pieces (200 to 2,100, value 0.1 GP each, total
value 20 to 210 GP).
Coinage (45%)
[261-280] Coins, Ancient, Silver Pieces: As
[001-030] Coins, Minor, (3D6) x 1,000 Iron
above, but value per coin is doubled if sold to a
Pieces (3,000 to 18,000), value 0.00125 each, total
dwarf, gnome, historian, noble, or collector.
value 3.75 to 22.5 GP).
[281-310] Coins, Common, (5D10) x 5 Electrum
[031-040] Coins, Ancient, Iron Pieces: As above,
Pieces (25 to 250, value 0.5 GP each, total value
but value per coin is doubled if sold to a dwarf,
12.5 to 112.5 GP).
gnome, historian, noble, or collector.
[311-320] Coins, Ancient, Electrum Pieces: As
[041-070] Coins, Minor, (2D4+1) x 1,000 Brass
above, but value per coin is doubled if sold to a
Pieces (3,000 to 9,000), value 0.0025 GP each, total
dwarf, gnome, historian, noble, or collector.
value 7.5 to 22.5 GP).
[321-390] Coins, Valuable, (4D10) x 5 Gold
[071-080] Coins, Ancient, Brass Pieces: As
Pieces (20 to 200, value 1 GP each, total value 20
above, but value per coin is doubled if sold to a
to 200 GP).
dwarf, gnome, historian, noble, or collector.
[391-400] Coins, Ancient, Gold Pieces: As
[081-110] Coins, Minor, (1D4+1) x 1,000 Bronze
above, but value per coin is doubled if sold to a
Pieces (2,000 to 5,000, value 0.005 GP each, total
dwarf, gnome, historian, noble, or collector.
value 10 to 25 GP).
[401-440] Coins, Valuable, 2D20+5 Platinum
[111-120] Coins, Ancient, Bronze Pieces: As
Pieces (7 to 45, value 5 GP each, total value 35 to
above, but value per coin is doubled if sold to a
225 GP).
dwarf, gnome, historian, noble, or collector.
[441-450] Coins, Ancient, Platinum Pieces: As
[121-170] Coins, Common, (3D10+10) x 100
above, but value per coin is doubled if sold to a
Copper Pieces (1,300 to 4,000, value 0.01 GP each,
dwarf, gnome, historian, noble, or collector.
total value 13 to 40 GP).
Gems (10%)
[171-190] Coins, Ancient, Copper Pieces: As
above, but value per coin is doubled if sold to a [451-460] Gems, 1D100 Crystals: These pretty
dwarf, gnome, historian, noble, or collector. stones (typically rock crystals or roughly-polished
quartz) are worth 1 Gold Piece each.
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[461-465] Gems, 1D100 Touchstones: These Pieces each. They can be cut by a skilled gem cutter
small shards of precious stones (typically the to potentially improve their value.
fragments left over from failed and/or successful
[511-520] Gems, 1D2 Semi-Precious Stones:
attempts at gem cutting) are worth 1 Gold Piece
These lesser gems (bloodstone, moonstone, onyx,
each.
zircon, etc.) are worth 50 Gold Pieces each.
[466-470] Gems, 5D4 Flawed Ornamental
[521-525] Gems, 1D2 Flawed Fancy Stones:
Stones: These damaged stones (agates, azurite,
These lesser gems (amber, amethyst, garnet, jade,
malachite, obsidian, etc.) are worth 5 Gold Pieces
etc.) are worth 100 Gold Pieces each.
each.
[526-535] Gems, 1D2 Uncut Fancy Stones:
[471-480] Gems, 5D4 Uncut Ornamental
These lesser gems (amber, amethyst, garnet, jade,
Stones: These minor stones (agates, azurite,
etc.) are worth 100 Gold Pieces each. They can be
malachite, obsidian, etc.) are worth 5 Gold Pieces
cut by a skilled gem cutter to potentially improve their
each. They can be cut by a skilled gem cutter to
value.
potentially improve their value.
[536-540] Gem, 1 Flawed Precious Stone: This
[481-490] Gems, 1D10 Ornamental Stones:
gem (aquamarine, black pearl, peridot, topaz, etc.)
These minor stones (agates, azurite, malachite,
is worth 250 Gold Pieces.
obsidian, etc.) are worth 10 Gold Pieces each.
[541-550] Gem, 1 Uncut Precious Stone: This
[491-495] Gems, 1D4+1 Large Ornamental
gem (aquamarine, black pearl, peridot, topz, etc.) is
Stones: These fine minor stones (agates, azurite,
worth 250 Gold Pieces. It can be cut by a skilled gem
malachite, obsidian, etc.) are worth 20 Gold Pieces
cutter to potentially improve its value.
each.
Jewelry (10%)
[496-500] Gems, 1D4 Flawed Semi-Precious
[551-570] Jewelry, Small, Ivory, 1D2: These
Stones: These lesser gems (bloodstone,
items (brooches, earrings, rings, etc.) are worth 100
moonstone, onyx, zircon, etc.) are worth 25 Gold
Gold Pieces each.
Pieces each.
[571-600] Jewelry, Small, Wrought Silver, 1D2:
[501-510] Gems, 1D4 Uncut Semi-Precious
These items (brooches, earrings, rings, etc.) are
Stones: These lesser gems (bloodstone,
worth 100 Gold Pieces each.
moonstone, onyx, zircon, etc.) are worth 25 Gold
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[601-615] Jewelry, Ivory, 1: This item (bracelet, [677-679] Magic Item, Consumable, Illusionist
cameo, necklace, etc.) is worth 300 Gold Pieces. Scroll: A scroll with 1 random level 1 or 2 druid spell.

[616-630] Jewelry, Wrought Silver, 1: This item [680-681] Magic Item, Consumable, Illusionist
(bracelet, cameo, necklace, etc.) is worth 300 Gold Scroll: A scroll with 2 random level 1 illusionist spells.
Pieces.
[682-689] Magic Item, Consumable, Magic-User
[631-640] Jewelry, Small, Wrought Silver and Scroll: A scroll with 1 random level 1 or 2 magic-user
Gold, 1: This item (brooch, earring, ring, etc.) is spell.
worth 300 Gold Pieces.
[690-697] Magic Item, Consumable, Magic-User
[641-650] Jewelry, Small, Wrought Gold: This Scroll: A scroll with 2 random level 1 magic-user
item (brooch, earring, ring, etc.) is worth 300 Gold scrolls.
Pieces.
[698-707] Magic Item, Consumable, Potion of
Magic Items (15%) Healing: A single potion of healing.

Note: If any randomly rolled magic item in your [708-715] Magic Item, Consumable, Minor
game’s system seems too powerful for this difficulty Potion: A random potion of value 400 Gold Pieces or
level, replace the random result with 1D2 random less.
potions of value 750 Gold Pieces or less.
[716-723] Magic Item, Consumable, Minor
[651-659] Magic Items, Consumable, Missiles: Potions: 1D2 random potions, each of value 400
This might be 1D4+1 arrows +1, 1D4+1 crossbow Gold Pieces or less.
quarrels +1, 1D3 darts +1, 1 javelin +1, 1D4+1 sling
[724-731] Magic Item, Consumable, Lesser
bullets +1, etc.
Potion: A random potion of value 750 Gold Pieces or
[660-665] Magic Item, Consumable, Clerical less.
Scroll: A scroll with 1 random level 1 or 2 cleric spell.
[732-735] Magic Item, Consumable, Poison: A
[666-671] Magic Item, Consumable, Clerical corrupted potion which has turned to poison. At this
Scroll: A scroll with 2 random level 1 cleric spells. difficulty level, I recommend that the poison be non-
lethal, inflicting 1D4 damage on a successful save,
[672-674] Magic Item, Consumable, Druidic
or 2D4+1 damage with a failed one. This amount of
Scroll: A scroll with 1 random level 1 or 2 druid spell.
damage could still kill a badly-wounded or fragile
[675-676] Magic Item, Consumable, Druidic
adventurer!
Scroll: A scroll with 2 random level 1 druid spells.
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[736-748] Magic Item, Armor: A random piece of [846-850] Fine Armor: A quality piece of armor
armor of +1 dweomer, relatively weak (leather (bronze plate mail, heraldic shield, partial plate mail,
armor, ring mail, shield, etc.). etc.), possibly damaged, currently worth 5D6x5 Gold
Pieces.
[749-758] Magic Item, Minor Weapon: A
relatively weak random weapon of +1 dweomer [851-860] Fine Weapon: A quality weapon
(club, dagger, knife, etc.). (ceremonial axe, dark elven dagger, long bow, silver
dagger, etc.), non-magical, worth 5D6x5 Gold
[759-762] Magic Item, Cursed: A miscellaneous
Pieces.
item or weapon that isn’t good for you (-1,
contrariness, delusion, etc.). [861-870] Ingots: Slabs of precious metal
(typically silver, gold, or platinum) worth 5D6x5 Gold
[763-787] Magic Item, Miscellaneous: A nice
Pieces. The number of ingots, and their weight,
item of relatively low power (crystal ball with no
depends on their value and their metal type, as
special abilities, elven boots, elven cloak, owl
extrapolated from your game’s coin values (see also
figurine, +1 ring of protection, etc.).
the Coinage section of this table).
[788-800] Magic Item, Weapon: A random
[871-880] Lore Works: Valuable non-magical
weapon of +1 dweomer (hand axe, short sword,
books, scrolls, or tablets (of art, charts, history,
spear, etc.).
maps, etc.), which as a collection are worth 5D6x5
Valuable Commodities (20%)
Gold Pieces.
[801-810] Alcohol: A cask of fine drink (ale,
[881-890] Luxuries: Fine, typically lightweight but
brandy, mead, wine, etc.) worth 5D6x5 Gold Pieces.
fragile items (incense, perfume, silk, unguents, etc.),
[811-825] Artwork: A fine art object (idol, worth 5D6x5 Gold Pieces.
painting, statuette, etc.) worth 5D6x5 Gold Pieces.
[891-900] Metalwork: Fine items of pewter,
[826-835] Clothing: One or more valuable pieces ceramic, iron, etc. (chalices, plates, silverware, urn,
of clothing (ceremonial vestment, fur-trimmed cloak, etc.) that include elements of precious metal (silver,
silk doublet, wooden ritual mask, etc.) worth 5D6x5 gold, platinum, etc.), worth 5D6x5 Gold Pieces.
Gold Pieces.
[901-910] Reagents or Material Spell
[836-845] Curiosity: Something unusual (an Components: Strange arcane items (bottled demon
antique, fossil, piece of petrified wood, rare seashell, ichor, runic dragon’s claws, powdered gemstones,
etc.) worth 5D6x5 Gold Pieces. etc.) used to cast spells, worth 5D6x5 Gold Pieces.
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[911-920] Relics: Sacred non-magical items circumstance won’t be known until the indicated
(holy symbols, holy water, runic divination sticks, treasure location is searched.
temple service, totems, etc.) worth 5D6x5 Gold
[991-990] Trophies: Valuable Beast- or Monster-
Pieces.
Derived Items (furs, ivory tusks, pelts, teeth, etc.)
[921-930] Spices: Satchels of valuable savory worth 5D6x5 Gold Pieces.
spices (cinnamon, healing herbs, pepper, saffron,
[991-000] Something Bizarre: Use your
etc.) worth 5D6x5 Gold Pieces.
imagination, or mine (Cthulhu dream drippings, a
[931-940] Textiles: One or more finely-crafted still-moving Eye of Azathoth eyeball in a specimen
miscellaneous items (carpets, cloth of gold, rugs, jar, a disembodied brain that is somehow still alive,
tapestries, etc.), typically bulky, worth 5D6x5 Gold a clockwork puppet that moves on its own, etc.) for
Pieces. this strange and rather disturbing thing, which is
worth 5D6x5 Gold Pieces to the right (eccentric)
[941-950] Tools or Instruments: One or more
buyer.
well-crafted objects of use (electrum-shod staff,
ivory walking stick, musical instrument, fine ceramic Additional Treasure Details?: Sorry, that’s part of
cups, etc.), tough enough to be used normally, worth your game’s rules, and far beyond the scope of this
5D6x5 Gold Pieces. already-sizeable volume … and I’m sticking to my
guns for those readers who have asked for smaller
[951-960] Trade Goods: Miscellaneous heavy
books. If you need to know a treasure’s location,
bulky goods (cured leather, bundles of dried herbal
container, etc. I recommend supplement CDDG2 for
roots, marble blocks, vellum, etc.) worth 5D6x5 Gold
starters. (If there is sufficient interest, I will develop
Pieces to a knowledgeable artisan or craftsman.
a more elaborate Castle Oldskull treasure system
[961-970] Treasure Map: Leads to a trove worth
derived from my campaign, but these diverse
1D6+4 treasure rolls, hidden on this dungeon level,
options should get you started.) You might also be
or the one below (50% / 50%). The treasure might
interested in my old supplement MDMT1, Mega-
well be guarded.
Dungeon Monsters & Treasures, Book 1; which is
[971-980] Treasure Map, False: As above, but useful, but I will warn you that it’s out of date and
the treasure is either not real (if the map is only available on the Amazon Kindle. Don’t worry, I
deliberately false) or the treasure has already been pulled most of the useful treasure info from MDMT1
plundered (if the map is out of date). The true into this book already! ☺
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APPENDIX: [4] If you wanted a level connector down and one


has not been randomly generated yet, place one in
THE LAWS OF CHAOS:
the last room discovered and keyed.
Problem Solving Rules and Guidelines
The following helpful notes and bits of advice can
help you to make this supplement easier to use, and Speeding It Up
to solve the occasional problems which random If you just want to use this supplement to
generation can cause to arise. When in doubt, use determine architectural features, and not to fill out
your best judgment. the room contents, you can greatly speed things up
by just rolling up corridor directions, room sizes, and
so forth. Then, you can skip the details such as door
Cutting it Short
types, monster lairs, treasure types, etc. and just fill
If you’re not interested in generating a sprawling
in whatever you think should go in each room. In
mega-dungeon (which will almost always be created
other words, you can use this book as a map
by these rules), you can dictate a predetermined
generator, and not as a random dungeon generator.
dungeon level size (in rooms) as you are keying the
random results on graph paper. For example, you
can cut off the dungeon at 20 rooms if you want it to Leaving the Graph Paper
be small, 30 rooms if you want it to be medium, or When a random result would force your design
40 rooms if you want it to be fairly large. to go over the edge of your paper, I recommend that

If you do this, the following things occur when the you allow it to do so. Simply tape or clip another

last room you want is generated: blank sheet to the edge, and keep going.

[1] All remaining doors that have not been But if you are not interested in a sprawling super-

opened are false doors, or piles of rubble (as you dungeon that never ends (I love that!), you can force

deem appropriate). the newly-generated space to be clipped off at the


edge of the paper. For example, if the random
[2] All remaining archways and openings are
results call for a 60’ long corridor and you only have
alcove areas, of mere 10’x10’ size.
3 squares remaining in that direction, then the
[3] All remaining corridors that have not been corridor runs for 30’ and then abruptly ends with no
explored are dead ends without any secret doors. secret doors or other way to turn.
P a g e | 79

Overlapping Rooms will need to come up with a lot of your own content
If a newly-generated room would take up space to keep it challenging!
that is already filled by previously-created areas, you (More books in this series will appear if there is
should instead fill up all of the available open space, interest.)
without overlapping previous spaces. This example
shows you how to cram an irregularly-shaped room
into a space when the system calls for the Playing Solitaire

generation of a new 50’x50’ room: This option is largely beyond the scope of this
supplement (Hmm, I say that a lot when I’m made to
This might result in a strangely-shaped room, or
keep things short!), and beyond my ability to predict
it might result in a very cramped space (such as
which game system you are using … but I can
10’x20’).
provide some guidance. Here’s a very basic
I advise that when you are forced to problem
framework that you can build on. You will need to
solve in this way, the newly-created room should
design your own “house rules” as you go, and as you
have no exits. In other words, it should be a dead
come up with strange situations that force you to
end. You can feel to disagree, but if you do, be ready
kludge together an unexpected sub-system of
to revisit this section in short order because the
personal rulings and judgment calls.
system does not deal well with repeated “hacks” that
A friendly tip before we get started: Always
force you to cram unexpected irregular rooms into
generate an encounter key for the dungeon as you
small areas.
go. If your random dungeon is entertaining in
solitaire play, it will probably be fun for your future
Going Deeper players, too. Then, you’re just test driving your
If you like, you can continue to use this scenario design before your play it more seriously
supplement for dungeon level 2, 3, etc. and more with a group of players.
challenging environs. But to do so, you will need to Basically, solitaire play involves you rolling up
come up with your own more lethal monsters, traps, level 1 characters (say, 5 to 9 of them, however
and tricks. You will also need to come up with many you think you can handle, and it’s good
proportionally more valuable treasures, too. I will practice) and then rolling up a random dungeon for
create further books in this series if you like, but keep them to explore. You will be beginning play with the
in mind that this book is written specifically to design starting area on a blank piece of paper, and rolling
mega-dungeon level 1. If you want to go deeper, you up the passages, rooms, and lairs as your party
P a g e | 80

explores the Unknown. This can be a fun way to logical manner. (But most hidden treasures should
waste a few hours, or to measure the complexity and be found, assuming that adventurers are typically
challenge level inherent in this system. intelligent and greedy!) You should be sure to
include unusable and valuable items if they are
You will need to track time, light sources,
rolled up; the adventurers can sell these items on the
consumable use, fatigue, encumbrance, wounds,
surface, or barter them away to resurrect fallen
spell use, men-at-arms, and so on according to your
brothers (and sisters) in arms.
system’s rules.
Fallen characters who cannot be resurrected can
You will need to assume that all monster
be replaced by newly-rolled level 1 allies “from the
encounters are hostile, or alignment-based, or you
tavern.”
can use your game’s reaction roll system to
determine what happens when the adventurers try When tricks are discovered, always assume that
to parley. Non-sentient monsters will almost always the adventurers are curious enough to tinker and
attack, or at least intimidate and frighten intruders trigger the thing, even if you personally already know
away. Some monsters might be temporarily it’s bad news.
charmed, tamed, subdued, turned into allies, etc.
When monster lairs are discovered, you can
according to various circumstances which you will
assume that your best listener (character) attempts
decide.
to hear noises once. If the monsters are heard, then
Secret doors should be searched for wherever the party cannot be surprised. But in my games, if
they exist, but only once. Similarly, you can try to the party’s size is 9 or more individuals, then the
detect a trap when you generate it, but each relevant monsters cannot be surprised either!
character (dwarf or thief, perhaps?) only gets one roll
Roll initiative normally, and for surprise if need
to search and possibly detect it before the activation.
be. And it’s fine if you decide that your characters
If anyone finds the door or trap, that’s great; but
use random divination magics or whatever “just
unfound secret doors can only be mapped, not used,
because” as you’re rolling up a monster lair, and
and undiscovered traps will “attack” the party as they
before the room is entered; we can assume that
go off.
there are signs (footprints in the dust, bloody paw
Discovered treasures should be randomly marks, half-eaten food, whatever) that indicate to the
determined; don’t just cherry pick magic items that adventurers that adversaries might well be near.
are useful to your favorite character. Hidden And yes, the adventurers can choose not to open a
treasures must be searched for and discovered in a door, after you roll up the monsters, and before they
P a g e | 81

know what the monsters (and their numbers) are. CONCLUSION


Assume that the adventurers are a bit reckless, yes,
That’s all I have for now! I hope you find this
but they’re not stupid.
system as rewarding and enjoyable as I have. It took
But I recommend not rolling up treasure until a lot of time to design, and it has gone through many
after the monsters are defeated. Why? Because iterations over the years. But I’m very confident that
otherwise, you’ll be tempted to cherry pick the rich you’ll find it extremely useful if you have a little
monsters and to avoid the poor ones, and that simply patience with the learning curve.
is not how the game is to be played. Your characters If I have any last words of advice, I would offer
do not possess that level of knowledge. you this: Don’t complain if the system feels too
Whenever combat occurs, don’t cheat! Play both complex, or too simple … do something about it!
sides fairly based on intelligence, make all of the This book is peppered with dozens of recommended
needed rolls, and abide by the will of the dice. If one shortcuts to make it simpler, and many advanced
or more PCs are slain, you can decide if surrender options if you want it to get more involved, detailed,
occurs, or paying tribute, or escape, or whatever and “guided.” The turning of that preferential dial is
else might happen. You can certainly lose the game entirely up to you. So experiment, dabble, try the
when all of the characters die, and this is likely to options, find your comfort zone, push a bit beyond it,
happen until you learn the ins and outs of your expand your imagination, and above all have lots of
newly-created mega-dungeon! You will decide when fun!
the adventurers return to the surface, if they can … Oh, and don’t forget: The quick hyperlink menu
and then they will heal, gain experience, cash in
is at the back of this book. It makes things faster
some of their goods, and possibly return for more
once you get used to it.
delving (in this dungeon, or an entirely new and
So until next time, happy dungeon crawling to
different one). Who knows? Maybe even some of the
you and yours. Thank you for reading. (31,000
survivors will reach experience level 2.
words.)
What happens next is up to you …

(Feel free to post your best solo stories in the


DriveThru discussion threads on the sub-page for
this supplement!)
P a g e | 82

CASTLE OLDSKULL (AND HM: Hawk & Moor (The Unofficial History of
OTHER FRPG PRODUCTS) Dungeons & Dragons), Books I-V.
AVAILABLE FROM LOV1: The Oldskull Necronomicon I.
WONDERLAND IMPRINTS
ORG1: Oldskull Rogues Gallery I (DM’s Guild
ACR1: Advanced OSR Character Record,
offering).
Fighter Class.
ORG2: Oldskull Rogues Gallery II (DM’s Guild
BDT1: The Book of Dungeon Traps.
offering).
CDDG1: Classic Dungeon Design Guide I.
PM1: The Pegana Mythos.
CDDG2: Classic Dungeon Design Guide II.
RTT1: Random Treasure Trove Generator (DM’s
CDDG3: Classic Dungeon Design Guide III. Guild offering).

CSE1: City State Encounters. SP1: Spawning Pool of the Elder Things (DM’s

DC2: Random Dungeon Room Generator (DM’s Guild offering).

Guild offering). DC2-S: 1,000 Rooms of Madness TT1: Treasure Trove 1 – Challenge 1 Treasures
(DM’s Guild offering). (DM’s Guild offering).

DDE1: Dungeon Delver Enhancer. TT2: Treasure Trove 2 – Challenge 2 Treasures

DR1: Old School Dragons – Molting Wyrmlings (DM’s Guild offering).

(DM’s Guild offering). TT3: Treasure Trove 3 – Challenge 3 Treasures

ELD2: City State Creator I (DM’s Guild offering). (DM’s Guild offering).

ELD3: City State Creator II (DM’s Guild offering). Please see:

GEN1: Oldskull D100 NPC Generator. http://www.drivethrurpg.com/browse.php?keywords


=kent+david+kelly&x=0&y=0&author=&artist=&pfro
GEN2: Oldskull Dungeon Generator, Level 1.
m=&pto
GG1: Guy de Gaxian’s Dungeon Monsters,
~
Level 1 (DM’s guild offering).
http://www.dmsguild.com/browse.php?keywords=k
GWG1: Game World Generator.
ent+david+kelly&x=0&y=0&author=&artist=&pfrom=
GWG2: Oldskull Adventure Generator. &pto
P a g e | 83

QUICK-ACCESS TABLE MENU Table VIII-4: Unusual Doors

Come here to the back of the e-book, whenever Table VIII-5: Room Contents
you need a quick hyperlink shortcut to a table:

TABLE I: THE STARTING AREA


TABLE IX: SIDE PASSAGE

TABLE II: BEYOND THE DOOR


TABLE X: TRAP

TABLE III: THE CORRIDOR CRAWL


TABLE XI: TRICK

Table XI-1: Trick Feature


TABLE IV: DEAD END
Table XI-2: Trick Classification

Table XI-3: Trick Trigger Condition


TABLE V: LEVEL CONNECTOR
Table XI-4: Negative Attributes for Tricks
Table V-1: Level Connector Type
Table XI-5: Positive Attributes for Tricks
Table V-2: Level Connector Subtype
Table XI-6: Advanced Trick Types
Table V-3: Unusual Level Connector

TABLE XII: UNGUARDED TREASURE


TABLE VI: MONSTER-GUARDED TREASURE
Table XII: Treasure Table, Trove Level 1

TABLE VII: MONSTER LAIR


And remember, whenever you’re severely
pressed for time, keep the game moving … abandon
these systems and use your imagination,
TABLE VIII: ROOM GENERATOR
intelligence and judgment to deliver a rapid
Table VIII-1: Room Size and Shape
response! As you gain knowledge and confidence in
Table VIII-2: Room Exits and Exit Locations this book, the development of a random dungeon will

Table VIII-3: Door Types eventually become second nature to you.

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