TEXT: GENERIC DUNGEON GENERATOR 
  Original design by Neils Erickson; adapted for Tunnels & Trolls by Aaron Thorne 
   
  INSTRUCTIONS 
  To design your random dungeon, follow the tables below.  Begin with Table I to determine the design of 
  your dungeon.  The end of Table I has a subtable to determine how your dungeon starts (either a room 
  or a corridor).  After you determine that, just follow the instructions at the end of each section to 
  determine which table you should consult next.  After a few minutes it should become self-explanatory. 
   
  As your design your dungeon, map it out.  If you roll up something that doesn’t fit the existing dungeon 
  structure, you have two options.  You can either ignore the new result or reroll, at your discretion.  
  Some items within require judgement calls; just come up with whatever strikes your fancy at the time. 
   
  The creature encounters are based around an assumption that four first-level characters will be delving 
  into the dungeon on the first level.  If you have more or fewer characters, then you will want to adjust 
  the creature encounters appropriately.  For example, if you have six characters then you should multiply 
  the number of creatures encountered by 1.5 (rounding down). 
   
  Most of the tables require percentile dice.  A few also require other polyhedral dice (e.g., a d4). 
   
   
  TABLE I - DUNGEON DESIGN 
   
  1.1 - Type of Construction 
  01-20 ROUGH HEWN:  Rough, uneven floors and walls, and uneven width of walls, making bad 
  footing for characters  Go to Table 1.2.1 
  21-70 NORMAL:  A typical dungeon, with variable widths of corridor sections, but mostly smooth 
  and level  Go to Table 1.2.2 
  71-95 WELL MADE:  Walls and floors smooth and uncracked, joints and pieces of walls well-fitted, 
  corners crisp and neat  Go to Table 1.2.3 
  96-00 FINELY MADE:  A wonder to the eye with perfectly smooth walls and floors, joints and wall 
  cracks being almost impossible to see  Go to Table 1.2.4 
   
  1.2 - Lighting Effects, by Construction Type 
  1.2.1 - Rough Hewn 
  01-75 No lighting or provision for such  Go to Table 1.3 
  76-00 Empty torch holders spaced 50’ apart  Go to Table 1.3 
   
  1.2.2 - Normal 
  01-50 No lighting or provision for such  Go to Table 1.3 
  51-70 Empty torch holders, 50’ apart  Go to Table 1.3  
  71-80 Empty torch holders, 30’ apart  Go to Table 1.3 
  
  81-90 Torches with holders, 50’ apart  Go to Table 1.3 
  91-95 Torches with holders, 30’ apart  Go to Table 1.3 
  96-00 Braziers spaced (roll on 1d4) (1) 20’, (2) 30’, (3) 40’, or (4) 50’ apart  Go to Table 1.3 
   
  1.2.3 - Well Made 
  01-25 No lighting or provision for such  Go to Table 1.3 
  26-45 Empty torch holders, 50’ apart  Go to Table 1.3 
  46-60 Empty torch holders, 30’ apart  Go to Table 1.3 
  61-65 Empty torch holders, 15’ apart  Go to Table 1.3 
  66-75 Torches with holders, 50’ apart  Go to Table 1.3 
  76-85 Torches with holders, 30’ apart  Go to Table 1.3 
  86-95 Braziers spaced (roll on 1d4) (1) 20’, (2) 30’, (3) 40’, or (4) 50’ apart  Go to Table 1.3 
  96-00 Overhead candle fixtures (spaced as Braziers; roll on 1d4)  Go to Table 1.3 
   
  1.2.4 - Finely Made 
  01-10 No lighting or provision for such  Go to Table 1.3 
  11-25 Empty torch holders, 50’ apart  Go to Table 1.3 
  26-35 Empty torch holders, 30’ apart  Go to Table 1.3 
  36-40 Empty torch holders, 15’ apart  Go to Table 1.3 
  41-50 Torches with holders, 50’ apart  Go to Table 1.3 
  51-60 Torches with holders, 30’ apart  Go to Table 1.3 
  61-65 Torches with holders, 15’ apart  Go to Table 1.3 
  66-75 Braziers spaced (roll on 1d4) (1) 20’, (2) 30’, (3) 40’, or (4) 50’ apart  Go to Table 1.3 
  76-85 Overhead candle fixtures (spaced as Braziers; roll on 1d4)  Go to Table 1.3 
  86-95 Overhead lamps (spaced as Braziers; roll on 1d4)  Go to Table 1.3 
  96-00 Luminous walls, celining, and floor  Go to Table 1.3 
   
  1.3 - Standard Passageway Width 
  01-10 5 feet wide  Go to Table 1.4 
  11-75 10 feet wide  Go to Table 1.4 
  76-85 20 feet wide  Go to Table 1.4 
  86-95 30 feet wide  Go to Table 1.4 
  96-00 40 feet wide  Go to Table 1.4 
   
  1.4 - Dungeon entrance 
  01-30 A door marks the entrance; it opens up into a room  Go to Table 8.1 
  31-60 A door marks the entrance; it opens up into a passageway  Go to Table 2.1 
  61-80 A trap door marks the entrance; it leads to a room  Go to Table 8.1 
  81-00 A trap door marks the entrance; it leads to a passageway  Go to Table 2.1 
   
   
  TABLE II - PASSAGEWAY DESCRIPTIONS 
   
  
  2.1 - Description Details 
  Whenever generating a new passageway, extend it for 10 feet before rolling on this subtable 
  01-10 Continue straight ahead 10’ 
  11-20 Continue straight ahead 20’ 
  21-30 Continue straight ahead 30’ 
  31-40 Continue straight ahead 50’ 
  41-55 DOOR  Go to Table 7.1 
  56-65 SIDE PASSAGE  Go to Table 3.1 
  66-75 TURN  Go to Table 4.1 
  76-80 ALCOVE  Go to Table 6.1 
  81-85 CHAMBER  Go to Table 8.1 
  86-90 STAIRS  Go to Table 5.1 
  91-95 TRAP  Go to Table 9.1 
  96-97 Dead End 
  98-99 ENCOUNTER  Go to Table 11.1 
  00 
  Special Effects  Go to Table 2.2 
   
  2.2 - Special Effects Department 
  01-10 Dead body, male 
  11-20 Dead body, female 
  21-30 Dead monster 
  31-35 Berserker laughter from end of hall (behind you!) 
  36-40 Horrible screams ahead of / behind you 
  41-45 Shuffling sounds in passageway 
  46-50 Dank, cold wind rushes down passageway 
  51-60 Clanking noises 
  61-65 Muttering fades into the distance 
  66-75 Water dripping from ceiling 
  76-80 Make that blood dripping... 
  81-90 Apparition of choice appears in hall 
  91-95 Weapon lying on floor 
  96-00 Pack, with supplies, lying on floor 
   
   
  TABLE III - SIDE PASSAGES 
   
  3.1 - Width of Passageway 
  01-10 5 feet wide  Go to Table 3.2 
  11-75 10 feet wide  Go to Table 3.2 
  76-85 20 feet wide  Go to Table 3.2 
  86-95 30 feet wide  Go to Table 3.2 
  96-00 40 feet wide  Go to Table 3.2 
   
  
  3.2 - Direction of Passageway (the passageway may be curved or angled as desired to fit the dungeon 
  layout) 
  01-35 Left 90 degrees  Go to Table 2.1 
  36-70 Right 90 degrees  Go to Table 2.1 
  71-90  T-shaped intersection  Go to Table 2.1 
  91-00 +-shaped intersection  Go to Table 2.1 
   
  TABLE IV - TURNS 
   
  4.1 - Turns  
  The turn may be curved or angled as needed to fit the dungeon layout 
  01-50 Right 90 degrees  Go to Table 2.1 
  51-00 Left 90 degrees  Go to Table 2.1 
   
   
  TABLE V - STAIRS 
   
  5.1 - Type of Conveyance 
  01-60 Staircase  Go to Table 5.2 
  61-80 Chimney / Chute  Go to Table 5.3 
  81-90 Magic Stairway  Go to Table 5.2 
  91-00  Magic Shifting Room  Go to Table 5.3 
   
  5.2 - Stairway or Magic Stairway / Escalator 
  Stairs end in a landing, 10’ long with a door at the end - go to Table 7.1 
  Magic Stairs terminate in another corridor similar to the first - go to Table 2.1 
  Unless there is a construction above ground, ignore a result which would take you above ground level 
  01-25 Down 1 level 
  26-35 Down 2 levels 
  36-49 Down 3 levels 
  50-74 Up 1 level 
  75-84 Up 2 levels 
  85-98 Up 3 levels 
  99-00 Up 1 level, with a 50% chance of turning into a slide down for 1d4 levels! 
   
  5.3 - Chimney / Chute or Magic Shifting Room 
  Unless there is a construction above ground, ignore a result which would take you above ground level 
  01-30 Down 1 level  Go to Table 5.4 
  31-40 Down 2 levels  Go to Table 5.4 
  41-45 Down 3 levels  Go to Table 5.4 
  46-49 Down 4 levels  Go to Table 5.4 
  50-79 Up 1 level  Go to Table 5.4 
  80-89 Up 2 levels  Go to Table 5.4 
  
  90-94 Up 3 levels  Go to Table 5.4 
  95-98 Up 4 levels  Go to Table 5.4 
  99 
  Down 1d4 levels to a dead end 
  00 
  Up 1d4 levels to a dead end 
   
  5.4 - Chimney / Chute Destinations 
  01-50 Leads to a Room  Go to Table 8.1 
  51-00 Leads to a Passageway  Go to Table 2.1 
   
   
  TABLE VI - ALCOVES 
   
  6.1 - Position of Alcove 
  01-40 To the Left  Go to Table 6.2 
  41-80 To the Right  Go to Table 6.2 
  81-00 In wall ahead, terminating passage  Go to Table 6.2 
   
  6.2 - Contents of Alcove 
  01-40 Empty 
  41-50 Statue  Go to Table 8.6 
  51-60 Fountain  Go to Table 8.7 
  61-70 Chest (anything in it?  GM discretion) 
  71-80 Fiendish device  Go to Table 6.3 
  81-85 Item of clothing / armor 
  86-90 Item of paper 
  91-95 Item of food 
  96-00 Trash / garbage 
   
  6.3 - Fiendish Devices 
  01-30 Deadfall  Go to Table 9.4 
  31-60 Gas  Go to Table 9.6 
  61-00 Projectiles  Go to Table 9.7 
   
   
  TABLE VII - DOORS 
   
  7.1 - Position of Door 
  01-30 Door to Left  Go to Table 7.2 
  31-60 Door to Right  Go to Table 7.2 
  61-80 Door ahead, ending passageway  Go to Table 7.2 
  81-90 Doors on both Left and Right  Go to Table 7.2 
  91-93 Trapdoor down to hallway  Go to Table 2.1 
  
  94-95 Trapdoor down into room  Go to Table 8.1 
  96-98 Trapdoor up to hallway  Go to Table 2.1 
  99-00 Trapdoor up into room  Go to Table 8.1 
   
  7.2 - Type of Door (description) 
  01-25 Crude wooden door  Go to Table 7.3 
  26-50 Good wooden door  Go to Table 7.3 
  51-60 Heavy-duty wooden door  Go to Table 7.3 
  61-70 Metal door  Go to Table 7.3 
  71-80 Walled-up wooden door  Go to Table 7.3 
  81-90 Curtain of Darkness (like a black velvet-covered archway; magical)  Go to Table 7.5 
  91-00 Secret Door (wall appears blank unless successfully searched)  Go to Table 7.4 
   
  7.3 - Type of Door (function) 
  01-10 Normal door, poorly-fitted  Go to Table 7.4 
  11-60 Normal door, well-fitted  Go to Table 7.4 
  61-90 Normal door, but stuck (01-50) or locked (51-00)  Go to Table 7.4 
  91-95 False door (goes nowhere; looks like a well-fitted door, if applicable)  Go to Table 7.4 
  96-98 One-way door (looks like a well-fitted door, if applicable)  Go to Table 7.4 
  99-00 Intelligent door (GM discretion as to exactly what an intelligent door does; looks like a well-
  fitted door, if applicable)  Go to Table 7.4 
   
  7.4 - Checking for Trap 
  01-70 Clean  Go to Table 7.5 
  71-80 Door is magically locked  Go to Table 7.5 
  81-00 Door is trapped  Go to Table 9.3 
   
  7.5 - Beyond the Door 
  01-15 Passage parallel to present position  Go to Table 2.1 
  16-35 Passageway straight ahead  Go to Table 2.1 
  36-00 Room  Go to Table 8.1 
   
   
  TABLE VIII - ROOMS & CHAMBERS 
   
  8.1 - Width of Room 
  01-50 20’-30’  Go to Table 8.2 
  51-70 30’-40’  Go to Table 8.2 
  71-80 40’-50’  Go to Table 8.2 
  81-90 50’-70’  Go to Table 8.2 and add 10 to the roll 
  91-95 60’-100’  Go to Table 8.2 and add 20 to the roll 
  96-00 Unusual size / shape  Go to Table 8.3.1 
   
  
  8.2 - Depth of Room 
  01-20 10’-20’  Go to Table 8.4 
  21-75 20’-40’  Go to Table 8.4 
  76-85 30’-50’  Go to Table 8.4 
  86-95 40’-70’  Go to Table 8.4 and add 20 to the roll 
  96-00 50’-90’  Go to Table 8.4 and add 20 to the roll 
   
  8.3.1 - Unusual Chamber Size 
  01-10 500 square feet  Go to Table 8.3.2 
  11-30 1000 square feet  Go to Table 8.3.2 
  31-40 1500 square feet  Go to Table 8.3.2 
  41-60 2000 square feet  Go to Table 8.3.2 
  61-80 2500 square feet  Go to Table 8.3.2 
  81-90 3000 square feet  Go to Table 8.3.2 
  91-00 Roll again and add to 3000; if rerolled, double amount on next roll  Go to Table 8.3.2 
   
  8.3.2 - Unusual Chamber Shape 
  01-30 Circular Go to Table 8.4 
  31-50 Triangular  Go to Table 8.4 
  51-60 Trapezoidal  Go to Table 8.4 
  61-70 Oval  Go to Table 8.4 
  71-80 Hexagonal  Go to Table 8.4 
  81-90 Octagonal  Go to Table 8.4 
  91-00 GM’s discretion; draw what you like  Go to Table 8.4 
   
  8.4 - Location of Other Exits 
  01-30 No other exits*  Go to Table 8.5 
  31-40 Door on opposite wall  Go to Table 8.5 
  41-50 Door on left wall  Go to Table 8.5 
  51-60 Door on right wall  Go to Table 8.5 
  61-63 Door on opposite wall and on left wall  Go to Table 8.5 
  64-66 Door on opposite wall and on right wall  Go to Table 8.5 
  67-69 Door on left wall and on right wall  Go to Table 8.5 
  70-72 Door opposite and on left and right  Go to Table 8.5 
  73-74 Door opposite and two on left  Go to Table 8.5 
  75-76 Door opposite and two on right  Go to Table 8.5 
  77-78 Door on left and two on far wall  Go to Table 8.5 
  79-80 Door on left and two on right wall  Go to Table 8.5 
  81-82 Door on right and two on far wall  Go to Table 8.5 
  83-84 Door on right and two on left wall  Go to Table 8.5 
  85-86 Door on left wall and right wall; two doors on far wall  Go to Table 8.5 
  87-88 One door opposite, plus two door on both left and right walls  Go to Table 8.5 
  89-93 Door in same wall as entrance (and reroll)  Go to Table 8.5 
  
  94-96 Trapdoor in floor  Go to Table 8.5 
  97-99 Trapdoor in ceiling  Go to Table 8.5 
  00 
  Reroll twice; ignore repititions 
  *A secret door may exist (15% chance).  Characters must successfully search to find it.  If one exists, place it 
  wherever you want.  If characters search but one does not exist, roll for wandering monsters as if they had been 
  resting (Go to Table 13.2) 
   
  8.5 - Contents of Room 
  01-35 Empty 
  36-65 Monster  Go to Table 11.1 
  66-80 Monster and Treasure  Go to Tables 11.1 and 10.1 
  81-85 Trapped Room  Go to Table 9.2 
  86-88 Statue  Go to Table 8.6 
  89-90 Fountain  Go to Table 8.7 
  91 
  Pool  Go to Table 8.7 
  92-94 Chest (with anything in it, O GM?) 
  95-99 Wandering Party  Go to Table 12.1 if on dungeon levels 1 -3.  Otherwise, use Table 12.2 
  00 
  Treasure  Go to Table 10.1 
   
  8.6 - Magic Statues 
  01-20 Nothing happens (magic is dead) 
  21-23 Raise Strength one point 
  24-26 Raise Intelligence one point 
  27-29 Raise Luck one point 
  30-32 Raise Constitution one point 
  33-35 Raise Dexterity one point 
  36-38 Raise Charisma one point 
  39-41 Lower Strength one point 
  42-44 Lower Intelligence one point 
  45-47 Lower Luck one point 
  48-50 Lower Constitution one point 
  51-53 Lower Dexterity one point 
  54-56 Lower Charisma one point 
  57-61 Completely heal one party member 
  62-65 Raise one person from death 
  66-70 Change one person to stone 
  71-75 Character now resembles the statue in appearance 
  76-85 Statue animates and attacks party [MR = 20 + 25 per level] 
  86-95 Statue animates and will fight for party (for 1d4 hours) [MR = 20 + 25 per level] 
  96-00 Statue points toward secret compartment with treasure  Go to Table 10.1 
  Magic in statue will only work once.  Once the statue is activated (usually by thouching) the magic is used up for a 
  24 hour period. 
   
  8.7 - Magic Fountains and Pools 
  
  01-30 Nothing happens (magic is dead) 
  31-35 Instant death (saving roll on Luck per level of dungeon) 
  36-40 Restores one life 
  41-46 Teleports character  Go to Table 9.8 
  47-55 Container appears with a random scroll inside 
  56-62 All gold emersed becomes silver 
  63-69 All silver emersed becomes gold  
  70-73 All gold or silver emersed becomes copper 
  74-80 A magic weapon appears (+5 adds per dungeon level; of a weapon type the character can 
  currently use) 
  81-87 Bottle of potion appears (if drunk, will heal 1d6 lost CON points; enough for 3 uses) 
  88-92 Heal all wounds 
  93-97 Raise one random Attribute two points 
  98-99 Raise one random Attribute three points 
  00 
  Roll twice 
  Magic in fountains is of only one use per 24 hour time period.  Water in pools is of constant power.  The exception 
  are the results where items are found.  Those only happen once, ever. 
   
   
   
   
   
  TABLE IX - TRAPS 
   
  9.1 - Corridor Traps 
  01-05 Collapsing trapdoor, drops 1-2 persons down slide 1 level  Go to Table 5.4 
  06-10 Collapsing trapdoor, drops into pit  Go to Table 9.5 
  11-15 Gas emitted sufficient for area 20’x20’x10’  Go to Table 9.6 
  16-20 Projectiles released from walls  Go to Table 9.7 
  21-25 All persons within 10’x10’ area teleport  Go to Table 9.8 
  26-30 Collapsing trapdoor, drops 1-2 persons down 1 level into hallway for 7 hits damage  Go to Table 
  2.1 
  31-35 Net drops on 1-4 party members  If on dugeon level 1-3 go to Table 11.4; otherwise, go to Table 11.5 
  36-40 Slanted corridor, appears straight but is not; characters will end up one level lower than they 
  think they are 
  41-45 Blockage across passage ahead; will take 1d20 hours to dig out 
  46-50 Blockage across passageway behind; will take 1d20 hours to dig out 
  51-55 Blockage of passage before and behind; will take 1d12 days to dig out 
  56-60 Barriers drop in middle of party; will take 1d12 days to dig through 
  61-65 Smokescreen:  obscures vision for 20’ 
  66-70 Smokescreen:  converts armor to dust within 10’ area (does not include shields) 
  71-75 Smokescreen:  obscures vision and hides pit which opened 10’ ahead  Go to Table 9.5 
  76-80 Passage fills with 1d20 “bubbles” which explode on contact for 1d6 damage 
  81-85 One magical item loses its properties (character won’t know until it is used) 
  
  86-90 Heavy items drop from ceiling  Go to Table 9.4 
  91-00 Reroll, and the trap has already been set off by an earlier bunch of hapless adventurers 
   
  9.2 - Room Traps 
  01-10 Deadfall triggered  Go to Table 9.4 
  11-20 Pitfall  Go to Table 9.5 
  21-30 Gas  Go to Table 9.6 
  31-40 Doors lock, room descends one level 
  41-50 Doors lock, roomd descends two levels 
  51-55 Doors lock for 1d12 hours 
  56-60 One magical item loses its properties (owner won’t know until it is used) 
  61-70 One monster teleports in and attacks party  Go to Table 11.7 
  71-80 Party is teleported  Go to Table 9.8 
  81-90 Projectiles released from walls  Go to Table 9.7 
  91-95 Illusion room:  characters must make saving roll (on INT, per level of dungeon) to escape 
  hallucinations 
  96-97 “No magic” zone (and reroll!) 
  98-99 Slush-Yuck on floor, 1d20 feet deep 
  00 
  Roll twice for effects 
   
  9.3 - Door Traps 
  01-10 Deadfall  Go to Table 9.4 
  11-20 Pitfall  Go to Table 9.5 
  21-30 Trigger spike trap which pivots to trap character(s) between it and door; does damage as 1d10 
  stilettos 
  31-50 Trigger for projectile trap  Go to Table 9.7 
  51-75 Guillotine; first character through door is sliced in two unless saving throw is made on Luck per 
  level of dungeon 
  76-85 Door lets you enter room, but not leave (magically locked) 
  86-90 Door melts into guey substance covering opener, causing suffocation damage (1d6 immediately, 
  and then make saving throws on Strength; for every blown roll, try again and take an additional 1d6 
  damage) 
  91-95 Door comes off hinges, falling on opener for 1d10 damage 
  96-00 Door sets off alarm, alerting occupants of room (if any) or wandering monster  Go to Table 11.6 
  for wandering monster 
   
  9.4 - Deadfalls 
  01-30 4d6 small rocks fall, hitting 1-3 characters for one point of damage per rock 
  31-60 3d6 large rocks fall, hitting 1-3 characters for 1d4 points of damage per rock 
  61-70 Boiling oil dumps for 50% hit point damage within 10’ area; outside area but withing 20’, save 
  (on luck per dungeon level) or suffer splashing damage for 10% hits 
  71-80 Molten lead dumps; save (on luck per dungeon level) to avoid or take (80+1d20% damage) 
  81-90 Net drops on party; roll for wandering monster  Go to Table 11.6 
  
  91-95 Anti-magic dust dumps on party; no magic works for 1d20 hours 
  96-00 Solid block of stone drops on party for 1d100 damage (divided evenly among party)! 
   
  9.5 - Pits 
  01-25 5’ sq. x 10’ deep, one character falls in 
  26-38 5’ sq. x 12’ deep, one character falls in 
  39-45 10’ sq. x 10’ deep, 1-3 characters fall in 
  46-60 10’ sq. x 12’ deep, 1-3 characters fall in 
  61-79 10’ sq. x (1d20)’ deep, 1-3 characters fall in 
  80-93 5’ sq. x 10’ deep, one character falls in  Go to Table 9.5.1 
  94-00 10’ sq. x 16’ deep, 1-3 characters fall in  Go to Table 9.5.1 
  Characters who fall in pits take falling damage of 1 point for every 3 feet up to 10 feet, and then 1 point for every 2 
  feet greater than 10 (round down).  Characters can save on Luck to halve damage (per level of dungeon) 
   
  9.5.1 - Type of Pitfalls 
  01-60 Empty 
  61-95 Occupied  Go to Table 9.5.2 
  96-98 Teleport  Go to Table 9.8 
  99-00 Special  Go to Table 9.5.5 
   
  9.5.2 - Occupied Pit 
  01-25 Creature  Go to Table 9.5.3 
  26-40 Monster  Go to Table 11.1, but only one of indicated monster appears in pit 
  41-65 Monster  Go to Table 11.1 (as above, but add 20 to the roll) 
  66-75 Monster  Go to Table 11.1 (as above, but add 30 to the roll) 
  76-99 Humanoid  Go to Table 9.5.4 
  00 
  Victim is faced with his own duplicate, which attacks 
   
  9.5.3 - Creature 
  01-35 Snakes - 1d4 appear [MR = 5 + 5 per dungeon level, 50% poisonous] 
  36-50 Giant Serpent [MR = 20 + 10 per dungeon level] 
  51-60 Spiders - 1d4 appear [MR = 4 + 4 per dungeon level, 75% poisonous] 
  61-70 Giant Spider [MR = 20 + 8 per dungeon level, 25% poisonous] 
  71-85 Rats - 1d6 appear [MR = 3 + 3 per dungeon level] 
  86-95 Tiger [MR = 25 + 10 per dungeon level] 
  96-00 Carniverous plant [MR = 20 + 20 per dungeon level, unaffected by poison] 
   
  9.5.4 - Humanoid 
  Only one humanoid appears 
  01-29 Rogue  If on levels 1-3, go to Table 12.1; otherwise, go to Table 12.2 
  30-70 Warrior  If on levels 1-3, go to Table 12.1; otherwise, go to Table 12.2 
  71-99 Wizard  If on levels 1-3, go to Table 12.1; otherwise, go to Table 12.2 
  00 
  Warrior-Wizard  If on levels 1-3, go to Table 12.1; otherwise, go to Table 12.2 
  
   
  9.5.5 - Special Pits 
  01-30 Has 1d4 spikes, each doing damage as a common spear 
  31-60 Gas releases into pit  Go to Table 9.6 
  61-66 Lost piece of jewelry  Go to Table 10.9 
  67-70 Adds 1d4 damage to fall due to rocks at bottom of pit 
  71-80 Projectile trap sprung  Go to Table 9.7 
  81-85 Teleport  Go to Table 9.8 
  86-90 Water-filled pit, 2’ mud on bottom (water halves falling damage, but you might drown!) 
  91-95 Victim(s) magically chained to wall 
  96-99 Quicksand 
  00 
  Bottomless pit 
   
  9.6 - Gas 
  01-30 Sleep, 1d12 turns, no save 
  31-40 Blind, 1d6 turns, no save 
  41-50 Reduce Strength one point, no save (24 hour duration) 
  51-60 Reduce Intelligence one point, no save (24 hour duration) 
  61-70 Reduce Dexterity one point, no save (24 hour duration) 
  71-80 Poison:  save on Constitution per dungeon level or dead in 1d12 turns 
  81-90 Affected person(s) attack rest of party; effect lasts 1d10 turns.  Save on Intelligence per 
  dungeon level 
  91-96 Affected becomes mindless zombie.  Save on Luck per dungeon level 
  97-00 Instant death (nasty stuff!) 
   
  9.7 - Projectiles 
  01-30 Quarrels as from light crossbow; affects 1d4 characters 
  31-60 Stilettos, as thrown; affects 1d4 characters 
  61-85 Lead balls, as from a sling; affects 1d6 characters 
  86-96 Javelins, as thrown; affects 1d4 characters 
  97-00 Quarrels, as from an arbalest; affects 1d4 characters 
   
  9.8 - Teleport 
  Roll 1d6; on a 1-3 only one character is teleported, on a 4-6 the entire party is teleported 
  01-60 To nearest room 
  61-80 10 x (1d12) feet to (roll 1d4) the East (1), West (2), North(3), South (4); adjust as necessary 
  to keep characters from being teleported into solid rock 
  81-92 Down one level to biggest room (if already mapped) or to a 4-way intersection in a passageway 
  93-97 To the surface 
  98-00 To a cell, in chains 
   
   
  TABLE X - TREASURE 
  
   
  10.1 - How Treasure is Found 
  01-15 In leather bags  Go to Table 10.3 
  16-30 In wooden chest  Go to Table 10.2 
  31-85 In iron chest  Go to Table 10.2 
  86-92 In wooden chest with lock  Go to Table 10.2 
  93-00 In iron chest with lock  Go to Table 10.2 
   
  10.2 - Is Treasure Trapped? 
  01-65 Clean  Go to Table 10.3 
  66-85 Treasure is trapped  Go to Table 10.4, then Table 10.3 if needed 
  86-95 Treasure is not trapped, but disguised by illusion; If found, go to Table 10.3 
  96-00 Treasure is trapped and disguised  Go to Table 10.4, then Table 10.3 if needed 
   
  10.3 - Treasure 
  The base for Table 10.3 is level 3.  Subtract or add 10 to the roll depending on which level you are on.  For 
  example, to find a treasure on level 2 roll 1d100 and subtract 10 
  -19-40 (1d6 x 1000) copper pieces x level of dungeon 
  41-65 Silver  Go to Table 10.5 
  66-80 Gold  Go to Table 10.6 
  81-90 Gems  Go to Table 10.7 
  91-95  Jewelry  Go to Table 10.8 
  96-00 Magic Item  Go to Table 10.9 
   
  10.4 - Treasure Traps 
  01-39 Gas released, affecting the opener  Go to Table 9.6 
  40-47 1d4 poison darts (treat as stilettos) fire from front of chest 
  48-59 Treasure is coated with a mild poison that makes the character lose 1d6 Strength points for 1d6 
  hours 
  60-71 Contents vanish if trap not detected 
  72-81 Opener teleports  Go to Table 9.8 
  82-89 The lid on the chest slams down, cutting off the hand 
  90-00 Alarm sounds, alerting monster guardians  Go to Table 11.6 
   
  10.5 - Treasure:  Silver 
  01-25 None  Go to Table 10.6 
  26-50 (10 x 1d10) pieces 
  51-60 100 pieces 
  61-70 200 pieces 
  71-80 500 pieces 
  81-90 Roll again and multiply by 5 
  91-00 Roll again Go to Table 10.6 
   
  
  10.6 - Treasure:  Gold 
  01-40 None  Go to Table 10.7 
  41-50 (10 x 1d10) pieces 
  51-60 100 pieces 
  61-70 200 pieces 
  71-80 500 pieces 
  81-90 Roll again and multiply by 2 
  91-95 Roll again and multiply by 5 
  96-00 Roll again  Go to Table 10.7 
   
  10.7 - Treasure:  Gems 
  The number of gems is equal to 1d4 plus the dungeon level; roll for each gem separately 
  01-40 10gp value gem 
  41-65 25gp value gem 
  66-75 50gp value gem 
  76-85 100gp value gem 
  86-90 200gp value gem 
  91-95 500gp value gem 
  96-98 1000gp value gem 
  99-00 Roll again  Go to Table 10.8 
   
  10.8 - Treasure:  Jewelry 
  01-60 500gp value piece of jewelry 
  61-80 1000gp value piece of jewelry 
  81-90 2000gp value piece of jewelry 
  91-95 5000gp value piece of jewelry 
  96-98 10000gp value piece of jewelry 
  99-00 Roll again  Go to Table 10.9 
   
  10.9 - Treasure:  Magic Item 
  01-30 Minor magical item 
  31-50 Major magical item with a major drawback attached 
  51-70 Major magical item with a minor drawback attached 
  71-80 Major magical item with no drawback attached 
  81-90 Magical weapon 
  91-95 Magical armor of some type 
  96-99 Spell book 
  00 
  Wish 
   
  10.10 - Secret Compartment 
  A search may be made for secret compartments in chests only.  Make a saving roll on Luck per dungeon level (only 
  one character can attempt it); if successful, then roll on the table 
  01-15 1d4 gems found  Go to Table 10.7, but ignore a result of 99-00 
  
  16-50 No compartment 
  51-80 Compartment empty 
  81-90 Piece of jewelry found  Go to Table 10.8, but roll only once! 
  91-95 Magic item found  Go to Table 10.9 
  96-00 Trap!  Skeleton dust, which if touched becomes 1d6 skeletons [MR = 5 + 15 per dungeon 
  level] 
   
   
  TABLE XI - MONSTERS 
  The percentages give the chance of treasure being found in the room with the monster (in addition to any already 
  stated in the tables); do not use if a passageway encounter or a random encounter (wandering monster) 
   
  11.1 - Table Selection 
  01-25 Undead / Supernatural  Go to Table 11.2 if on dungeon levels 1-3; otherwise go to Table 11.3 
  26-60 Humanoids  Go to Table 11.4 if on dungeon levels 1 -3; otherwise, go to Table 11.5 
  61-95 Creatures  Go to Table 11.6 
  96-00 Elementals, Drakes, and Worse  Go to Table 11.7 
   
  11.2 - Lesser Undead / Supernatural 
  01-20 Ghouls, 1-5 [MR = 9 + 7 per dungeon level] (gangrenous claws do double damage if they hit) 
  21-30 Shadow Creatures, 1 - 3 [MR = 12 + 12 per dungeon level] 
  31-45 Wights, 1-4, 25% [MR = 10 + 10 per dungeon level] 
  45-55 Gelatinous Cube, 1 [MR = 35 + 15 per dungeon level] 
  55-75 Skeletons, 2-12 [MR = 4 + 4 per dungeon level] 
  75-88 Zombies, 1-6, 25% [MR = 8 + 7 per dungeon level] 
  89-96 Wraiths, 1-4, 40% [MR = 13 + 10 per dungeon level] 
  97-00 Stronger  Go to Table 11.3 
   
  11.3 - Greater Undead / Supernatural 
  All monsters generated from this table appear with at least level 4 Mrs 
  01-15 Ghosts, 1-4, 25% [MR = 7 + 7 per dungeon level; only damaged by magical attacks] 
  16-25 Mummies, 1-6, 20% [MR = 12 + 10 per dungeon level; double damage from fire attacks] 
  26-35 Wraiths, 1-4, 55% [MR = 13 + 10 per dungeon level] 
  36-50 Giant Worm, 1 [MR = 35 + 30 per dungeon level] 
  51-60 Killer Slime, 1 [MR = 20 + 20 per dungeon level; only inflicts half damage, but ignores armor] 
  61-75 Spectres, 1-3, 60% [MR = 15 + 15 per dungeon level] 
  76-90 Groaning Spirits, 1-6 [MR = 12 + 10 per dungeon level] 
  91-00 Wights, 2-8, 60% [MR = 10 + 10 per dungeon level] 
   
  11.4 - Lesser Humanoid 
  01-10 Lizardmen, 1-8, 50% [MR = 6 + 7 per dungeon level] 
  11-18 Ogres, 1-4, 55% [MR = 10 + 12 per dungeon level] 
  19-30 Orcs, 1-8, 75% [MR = 7 + 7 per dungeon level] 
  
  31-45 Goblins, 2-12, 70% [MR = 5 + 5 per dungeon level] 
  46-55 Hobgoblins, 1-8, 70% [MR = 5 + 8 per dungeon level] 
  56-65 Trolls, 1-2, 75% [MR = 15 + 15 per dungeon level] 
  66-75 Centaurs, 1-6, 70% [MR = 10 + 8 per dungeon level] 
  76-87 Kobolds, 2-16, 65% [MR = 3 + 3 per dungeon level] 
  88-97 Trogoldytes, 1-6, 25% [MR = 8 + 8 per dungeon level] 
  98-00 Stronger  Go to Table 11.5 
   
  11.5 - Greater Humanoid 
  All monsters generated from this table appear with at least level 4 Mrs 
  01-10 Gargoyles, 1-4, 70% [MR = 8 + 8 per dungeon level, half damage from blade weapons] 
  11-17 Stone Giants, 1-3, 75% [MR = 20 + 10 per dungeon level] 
  18-22 Fire Giant, 1, 80% [MR = 25 + 25 per dungeon level] 
  23-40 Lizardmen, 1-8, 65% [MR = 6 + 7 per dungeon level] 
  41-55 Minotaurs, 1-4, 75% [MR = 13 + 13 per dungeon level] 
  56-65 Ogres, 1-4, 55% [MR = 10 + 12 per dungeon level] 
  66-80 Hobgoblins, 1-8, 75% [MR = 5 + 8 per dungeon level] 
  81-90 Trolls, 1-2, 80% [MR = 15 + 15 per dungeon level] 
  91-00 Centaurs, 1-6, 70% [MR = 10 + 8 per dungeon level] 
   
  11.6 - Creatures 
  01-10 Giant Scorpions, 1-4, 10% [MR = 10 + 5 per dungeon level; nerve poison] 
  11-25 Snakes, 1-4, 5% [MR = 8 + 8 per dungeon level; 50% poisonous] 
  26-35 Killer Spiders, 1-6, 20% [MR = 5 + 5 per dungeon level; circulatory poison] 
  36-50 Wild Dogs, 1-6, 15% [MR = 6 + 6 per dungeon level] 
  51-65 Attack Dogs, 1-4, 15% [MR = 10 + 8 per dungeon level] 
  66-80 Rock Lizards, 1-6, 25% [MR = 8 + 5 per dungeon level] 
  81-90 Killer Gorillas, 1-3, 25% [MR = 10 + 10 per dungeon level] 
  91-00 Flying Monkeys, 1-6, 15% [MR = 5 + 6 per dungeon level] 
   
  11.7 - Elementals, Drakes, and Worse 
  01-15 Earth Elemental, 1, 60% [MR = 30 + 30 per dungeon level; takes no damage from 
  unenchanted blade weapons] 
  16-30 Fire Elemental, 1, 60% [MR = 25 + 25 per dungeon level; can cast Blasting Power as a ranged 
  attack for half its MR in hits] 
  31-45 Air Elemental, 1, 40% [MR = 20 + 20 per dungeon level; immune to everything but magic 
  weapons and spells] 
  46-60 Water Elemental, 1, 40% [MR = 25 + 25 per dungeon level; takes half damage from all 
  weapons] 
  61-72 Young Cold Drake, 1, 75% [MR = 30 + 30 per dungeon level; can case Freeze Pleeze as a 
  ranged attack for half its MR in hits] 
  73-79 Old Cold Drake, 1, 95% [MR = 50 + 50 per dungeon level; can case Freeze Pleeze as a 
  ranged attack for half its MR in hits] 
  
  80-91 Young Fog Drake, 1, 75% [MR = 30 + 30 per dungeon level; can breathe smog which halves 
  the three physical attributes (STR, CON, DEX) if breathed] 
  92-98 Old Fog Drake, 1, 95% [MR = 50 + 50 per dungeon level; can breathe smog which halves the 
  three physical attributes (STR, CON, DEX) if breathed] 
  99-00 Balrog, 1, 70% [MR = 70 + 70 per dungeon level; can use flaming whip for a ranged attack up 
  to 50’ for ¼ its MR in hits] 
   
   
  TABLE XII - HUMANOID ENCOUNTERS 
  First roll 1d6 to determine the size of the party you meet; then roll on Table 12.1 or 12.2 as many times as needed 
  to determine the actual composition of the party 
   
  12.1 - Humanoid Encounters for levels 1-3 
  01-25 Human warrior, level 1-3, 75%  Go to Table 12.3 
  26-45 Human wizard, level 1-3, 70%  Go to Table 12.3 
  46-60 Human rogue, level 1-3, 80%  Go to Table 12.3 
  61-67 Dwarven warrior, level 1-3, 70%  Go to Table 12.3 
  68-72 Dwarven wizard, level 1-3, 65%  Go to Table 12.3 
  73-75 Dwarven rogue, level 1-3, 75%  Go to Table 12.3 
  76-80 Elven warrior, level 1-3, 70%  Go to Table 12.3 
  81-83 Elven wizard, level 1-3, 65%  Go to Table 12.3 
  84-85 Elven rogue, level 1-3, 75%  Go to Table 12.3 
  86-88 Hobbit warrior, level 1-3, 40%  Go to Table 12.3 
  89-90 Hobbit wizard, level 1-3, 40%  Go to Table 12.3 
  91-95 Hobbit rogue, level 1-3, 50%  Go to Table 12.3 
  96-97 Leprechaun, level 1-3, 35%  Go to Table 12.3 
  98 
  Fairy warrior, level 1-3, 10%  Go to Table 12.3 
  99 
  Fairy wizard, level 1-3, 10%  Go to Table 12.3 
  00 
  Fairy rogue, level 1-3, 10%  Go to Table 12.3 
   
  12.2 - Humanoid Encounters for levels 4+ 
  01-30 Human warrior, level 4-7, 85%  Go to Table 12.3 
  31-53 Human wizard, level 4-7, 80%  Go to Table 12.3 
  54-70 Human rogue, level 4-7, 90%  Go to Table 12.3 
  71-79 Dwarven warrior, level 4-7, 80%  Go to Table 12.3 
  80-85 Dwarven wizard, level 4-7, 75%  Go to Table 12.3 
  86-88 Dwarven rogue, level 4-7, 85%  Go to Table 12.3 
  89-93 Elven warrior, level 4-7, 80%  Go to Table 12.3 
  94-97 Elven wizard, level 4-7, 75%  Go to Table 12.3 
  98-00 Elven rogue, level 4-7, 90%  Go to Table 12.3 
  12.3 - Reaction to the Party 
  01-20 Try to enlist the character’s aid  Go to Table 12.4 
  21-45 Attack the party 
  
  46-80 Go their own way peacefully 
  81-00 Might hire out for good pay  Go to Table 12.4 
   
  12.4 - Pay 
  All agreements to hire out are for 2 hours or for as long as the party is on the same dungeon level, which ever 
  happens first.  If the characters are making an offer from this table to NPCs, read the number sequence to the left of 
  the amount you offer, then roll 1d100.  Your roll must be equal to or less than the number sequence for your offer to 
  be accepted.  If the NPCs are making the offer to the characters, roll on this same table to see what they are 
  offering in pay.  If no agreement is made, they go their way peacefully unless attacked by the characters.  NPCs 
  always pay their debts. 
  01-10 100gp 
  11-20 200gp 
  21-30 300gp and 10% of all treasure (except magic) 
  31-50 300gp and 25% of all treasure (except magic) 
  51-70 300gp and 50% of all treasure (except magic) 
  71-80 500gp and 50% of all treasure (except magic) 
  81-00 500gp and 50% of all treasure and magic 
   
   
  TABLE XIII - REST 
  13.1 - In Corridors 
  01-75 Nothing occurs (you can rest 1 hour before re-rolling) 
  76-00 Wandering monster  Go to Table 11.1 
   
  13.2 - In Rooms 
  Add 3 to the resulting roll for every door in the room other than the one the characters entered by 
  01-90 Nothing occurs (you can rest 1 hour before re-rolling) 
  91-00 Wandering monster  Go to Table 11.1 
  
SOURCE: textdata/thevault/Tunnels & Trolls (osr)/Supplemental/TnT - Tunnels & Trolls Generic Dungeon Generator.pdf