TEXT:  
   
  
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  THE OLDSKULL 
  DUNGEON GENERATOR: 
  LEVEL ONE 
  By Kent David Kelly; illustrated by 
  Albrecht Durer, Ludvig Sandoe Ipsen, 
  KDK, Et Alii 
   
  INTRODUCTION 
  Hello, and welcome to GEN2: The Oldskull 
  Dungeon Generator: Level 1, the second in a series 
  of Castle Oldskull “table-ready play books” from 
  Wonderland Imprints. Unlike my deluxe releases, 
  which tend to be many hundreds of pages in length, 
  the Generator (GEN) series of supplements are 
  devoted 
  to 
  densely 
  packed, 
  concise 
  topics 
  presented in a tightly-formatted style, supported by 
  cover-only artwork and very limited graphics. 
  These books feature a maximum of ideas and 
  detail, restrained within a percentile die (D10, D100, 
  D1000) series of tables, so that you can use these 
  books quickly between campaign sessions, or even 
  during play. The goal here is to give you many 
  thousands of old school RPG options without forcing 
  you to study for hours, or to flip between enormous 
  chapters. I listen to my feedback and appreciate my 
  readers, so if this is what you have been clamoring 
  for, this series is especially devoted to you. If you’re 
  of the persuasion where you prefer my signature 
  massive tomes, however, do rest assured that I have 
  plenty of future content coming out for you as well. 
  ☺ You will find this compact book useful 
  nevertheless, albeit deliberately limited in its 
  ambition and its scope. 
  This book is dedicated solely to random dungeon 
  map design and random dungeon stocking. The 
  Oldskull Dungeon Generator is a vast idea toolset, 
  designed to assist you with the development of 
  complex random dungeon layouts which are ideally 
  suited for the beginning of an FRPG campaign. This 
  generation system — with its appropriately-scaled 
  monsters, traps, tricks, and treasures — is 
  specifically structured to assist you with either 
  dungeon level 1 in a mega-dungeon, or any dungeon 
  level that is intended for play by Player Characters 
  ranging between experience levels 1 and 3 
  (inclusive). If there is sufficient interest, further 
  generators will be developed to assist you with the 
  deeper levels and their more challenging lairs and 
  perils, too. 
  The Oldskull Dungeon Generator pays homage 
  to, and vastly expands upon, ideas presented in 
  several “old school” generators of the past. Its 
  pedigree includes: [1] The 1975 system created by 
  George A. Lord and further developed by E. Gary 
  Gygax, which premiered in The Strategic Review #1; 
  [2] The 1979 advanced system, featured in a DMG 
  publication as Appendix A, further developed by 
  Gygax; and, [3] the Dungeoneer Journal system by 
  Charles L. Evans, as featured in issue #19, 
  August/September 1980. I have unified ideas from 
  all of these systems, and added huge amounts of 
  
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  tested and proven new content from my Castle 
  Oldskull supplement series, to create a new 
  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 
  started right away. 
  So how do you use the generator? I recommend 
  graph paper, pencils, a ruler, three ten-sided dice, a 
  twenty-sided die, a pad of paper (or Word) to record 
  an encounter key, this supplement, and a good 
  healthy helping of GM imagination, sprinkled with 
  prudence and common sense. No random generator 
  can prevent itself from creating paradoxes from time 
  to time — in this case, chambers which overlap into 
  one another due to random exits and room 
  dimensions — but with your observation and 
  guidance, you will find that this supplement can help 
  you to create a veritably infinite array of randomized 
  dungeons which are perfect for one-off, campaign, 
  or even solitaire play. 
  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 
  (for extra detail) that you can use or ignore, 
  depending on how much time you want to spend on 
  the creation process. The system is flexible enough 
  that most of the dungeon can be generated for you, 
  or you can let your own imagination and creativity 
  take over the reins at any time. Do as you like, and 
  always be sure use this book as a guide, not as a 
  straitjacket. 
  And, it’s time to start creating your first dungeon 
  now. Enjoy! 
   
  NAVIGATING THIS BOOK 
  To use this book properly, you will need to jump 
  around frequently from table to table. Due to the vast 
  number of options, I cannot guarantee that the next 
  following page will always have the next table that 
  you need! You’ll almost always need to flip to the 
  next appropriate section on your own. To facilitate 
  this, I recommend that you use this book in PDF, 
  with the menu of bookmarks open. The next table 
  you need will be listed in ALL CAPS in this volume, 
  so you can always refer, click, and go as 
  appropriate. You’ll also find a handy set of table 
  hyperlinks at the very back of this book. Or if you’re 
  an old fogey (like me) and you insist on using this 
  book in printed hardcopy, I strongly recommend that 
  you break out the sticky notes right now! You’re 
  going to need them. 
   
  NOMENCLATURE: 
  Terms Used in the Dungeon Generation 
  System 
  The following terms are used commonly in this 
  book: Archway (or Opening): An opening into a 
  room, where a corridor leads into a room without any 
  intervening door being present. Blood Dice: The 
  number and type of dice (e.g., 3D8+1) that you 
  should roll to generate a random monster’s Hits to 
  
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  Kill (HTK). Container: Something that potentially 
  holds treasure or interesting items (or a trap), such 
  as a chest, trunk, barrel, box, etc. Corridor: A non-
  room space which is typically narrow and long. 
  Corridors can feature wandering monsters, but they 
  will not have room features or monster lairs. Door: 
  An opaque barrier between two different spaces 
  (such as rooms and corridors), which can be opened 
  or closed. By default, dungeon doors are closed. 
  Empty Room: A room without a major feature, 
  such as a monster lair, level connector, trap, or trick. 
  A room can still be considered “empty” while still 
  containing useless items (“dungeon dressing”) or 
  minor obstacles of note. Exit: An archway or door 
  leading out of a room. Gold Piece Value (GPV): The 
  relative worth of a treasure object (coin, gem, piece 
  of jewelry, etc.). Guarded Treasure: A treasure that 
  is found in a monster lair. Hits to Kill (HTK): The total 
  number of wound points it takes to kill a monster or 
  character. Intersection: The point at which two or 
  more corridors meet. Lethality Level: The relative 
  danger presented by a monster or adversary, from 1 
  to 10. 
  Level Connector: A vertical place of ascent or 
  descent, connecting two dungeon levels together. 
  Stairs are the most common form of level connector. 
  Monster Lair: A room where monsters dwell. 
  Passage: Generally, another term for corridor. 
  Room: A space which can be any shape, and which 
  can have room features or monster lairs. Rooms 
  connect to corridors and/or other rooms. Side 
  Passage: A corridor which branches off of another 
  corridor (at the point of an intersection). The new 
  corridor is a “side passage,” regardless of width or 
  importance, from the perspective of first-time 
  explorers who are moving down the “main passage.” 
  Trap: A magical or mechanical danger zone, 
  which is likely to wound or even kill adventurers. 
  Treasure Trove Level: The relative value of a 
  discovered treasure hoard, from 1 to 10. Trick: An 
  unusual (typically magical) dungeon feature, which 
  can have unpredictable positive and/or negative 
  effects. Trick Trigger: The seemingly random 
  condition (alignment, level, race, Strength, etc.) that 
  causes a trick to either “wake up,” or to focus on one 
  character over another. 
  Unguarded Treasure: A treasure that is not 
  found in a monster lair. This category can include 
  trapped treasures, and treasures protected by tricks, 
  as well as riches that have been hidden and/or left 
  behind. Wandering Monster: Monsters which are 
  encountered in a corridor, rather than a room. These 
  might be scavengers, predators, patrolling monsters 
  (from out of a nearby lair), creatures who are fleeing 
  or searching for something, and so forth. 
   
  RECOMMENDED MAPPING 
  SYMBOLS 
  For a sampling of the classic Moldvay-style (c. 
  1980) map symbols, refer to the following page.  
  
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  THE DESCENT LANDING: 
  The Starting Area of the Dungeon 
  All classic random dungeons begin with stairs 
  leading down from the surface. There are other 
  types of descents, but those — if they appear — will 
  be generated later on by your random rolls. We 
  assume for now that the adventurers found these 
  stairs leading down first, and further that this is the 
  main entrance into the dungeon. The reason for this 
  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 
  nexus, the center of the spider’s web. The entire 
  random dungeon generation system is dependent 
  upon a good and diverse starting area which is not 
  too cramped, and which leads off in at least the four 
  major cardinal directions. 
  The starting area will not be a monster lair, due 
  to the amount of traffic this area sees from various 
  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. 
  If you create a starting area that has only a single 
  exit, your dungeon will likely be small and boring 
  rather than sprawling and labyrinthine. You can 
  certainly create small dungeons if you like, but then 
  you’ve bought the wrong book if that’s what you’re 
  aiming for! This book is specifically designed to 
  create vast, random old school mazes and mega-
  dungeons. And for that to happen, the starting area 
  needs to have lots of exits. Therefore, I have 
  prepared several starting areas for you here 
   
  Table I: The Starting Area 
  Roll 1D10 for a fully random result, or choose one of 
  the following options: 
  [1,2] The Matrix. This simple starting area 
  features stairs in the south, and then 5 corridors 
  which lead north, east, and west. Recommended 
  layout: 
   
  
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  [3,4] The Hanged Man. This starting area has 
  stairs in the north, a southern door, passages east 
  and west, and diagonal passages to doors off to the 
  northwest and northeast. 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: 
   
  [7] The Straight and Narrow. This very basic and 
  classic form of starting area is devoid of diagonals 
  (which could be a bug, but many mappers would 
  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: 
   
  [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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  [10] The Squashed X. This slightly asymmetrical 
  starting area has two doors leading west, and two 
  doors leading east. It may unfortunately lead to an 
  early overlap, but it has the advantage of creating 
  unusually-structured initial areas. Recommended 
  layout: 
   
  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 
  corridors straight off the sheet more often than not. 
  Starting Area Tip #3: If you want a feature or 
  discarded objects or “dungeon dressing” to be found 
  in the starting area, I recommend using the system 
  introduced in supplement CDDG2, The Classic 
  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 
  Whenever a door is opened and an unexplored 
  space lies beyond, roll 1D100 on the following table 
  to determine what is there. Feel free to rotate your 
  graph paper — making a new temporary “north,” as 
  it were — if doing so helps you to understand the 
  descriptions which follow. (That’s because the 
  directions are written from the perspective of the 
  adventurers inside the dungeon, who are collectively 
  facing in a specific direction while only thinking in 
  terms of left, right, and straight ahead). 
  If you don’t want to use diagonals on your maps, 
  you can use curves (which are easy to create on 
  paper with a protractor, coin, or curved surface) or 
  “jaggies” (e.g., a corridor that heads northward and 
  westward in alternating 10’x10’ “steps,” without any 
  diagonal or curved lines whatsoever). The choice is 
  yours, depending on the effect you want to create 
  with your dungeon design. 
  Please note that this table is as varied as I can 
  make it, while keeping a 50% chance that the door 
  leads into a room, and not something else. Some 
  potential old school options (such as V- and Y-
  intersections which are 20’ or 30’ wide) were 
  necessarily dropped. 
  [01-02] Branching Corridor, 10’ Wide. The door 
  leads into a corridor running left and right, for 60’ in 
  each direction. For example, if the adventurers 
  opened a door in the north wall of a room, and are 
  now facing north, they see a wall 10’ away. The 
  corridor runs east and west, 60’ in each direction. 
  When adventurers reach either 60’ point, roll on the 
  CORRIDOR CRAWL table (III) to determine what is 
  there. 
  [03] Branching Hall, 20’ Wide. As [01-03], above, 
  but the corridor is 20’ wide. Map this, then proceed 
  to the CORRIDOR CRAWL table (III). 
  [04] Branching Hall, 30’ Wide. As [01-03], above, 
  but the corridor is 20’ wide. Map this, then proceed 
  to the CORRIDOR CRAWL table (III). 
  [05] Branching Narrow, 5’ Wide. As [01-03], 
  above, but the corridor is only 5’ wide. Map this, then 
  proceed to the CORRIDOR CRAWL table (III). 
  [06] Cell. This is a tiny 10’x10’ room with nothing 
  in it. There is another door in the opposite wall. Roll 
  again on the BEYOND THE DOOR table (II) if that 
  door is opened. 
  [07] Corridor Leading Diagonally Left, 10’ Wide. 
  The door leads into a corridor running 45 degrees to 
  the left for 60’. For example, if the adventurers 
  opened a door in the north wall of a room, and are 
  now facing north, they see the opposite wall nearby 
  and a corridor running 60’ to the northwest. When 
  adventurers reach the 60’ point, roll on the 
  CORRIDOR CRAWL table (III) to determine what is 
  there. 
  [08] Corridor Leading Diagonally Left, 5’ Wide. 
  As [07], above, but the corridor is only 5’ wide. Map 
  
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  this, then proceed to the CORRIDOR CRAWL table 
  (III). 
  [09] Corridor (Hall) Leading Diagonally Left, 20’ 
  Wide. As [07], above, but the corridor is 20’ wide. 
  Map this, then proceed to the CORRIDOR CRAWL 
  table (III). 
  [10] Corridor (Hall) Leading Diagonally Left, 30’ 
  Wide. As [07], above, but the corridor is 30’ wide. 
  Map this, then proceed to the CORRIDOR CRAWL 
  table (III). 
  [11] Corridor Leading Diagonally Right, 10’ 
  Wide. The door leads into a corridor running 45 
  degrees to the right for 60’. For example, if the 
  adventurers opened a door in the north wall of a 
  room, and are now facing north, they see the 
  opposite wall nearby and a corridor running 60’ to 
  the northeast. When adventurers reach the 60’ point, 
  roll on the CORRIDOR CRAWL table (III) to 
  determine what is there. 
  [12] Corridor Leading Diagonally Right, 5’ Wide. 
  As [11], above, but the corridor is only 5’ wide. Map 
  this, then proceed to the CORRIDOR CRAWL table 
  (III). 
  [13] Corridor (Hall) Leading Diagonally Right, 20’ 
  Wide. As [11], above, but the corridor is 20’ wide. 
  Map this, then proceed to the CORRIDOR CRAWL 
  table (III). 
  [14] Corridor (Hall) Leading Diagonally Right, 30’ 
  Wide. As [11], above, but the corridor is 30’ wide. 
  Map this, then proceed to the CORRIDOR CRAWL 
  table (III). 
  [15-16] Corridor Leading Left, 10’ Wide. The 
  door leads into a corridor running 90 degrees to the 
  left for 60’. For example, if the adventurers opened 
  a door in the north wall of a room, and are now facing 
  north, they see a wall 10’ away. The corridor runs 60’ 
  to the west. When adventurers reach the 60’ point, 
  roll on the CORRIDOR CRAWL table (III) to 
  determine what is there. 
  [17] Corridor Leading Left, 5’ Wide. As [15-16], 
  above, but the corridor is only 5’ wide. Map this, then 
  proceed to the CORRIDOR CRAWL table (III). 
  [18] Corridor (Hall) Leading Left, 20’ Wide. As 
  [15-16], above, but the corridor is 20’ wide. Map this, 
  then proceed to the CORRIDOR CRAWL table (III). 
  [19] Corridor (Hall) Leading Left, 30’ Wide. As 
  [15-16], above, but the corridor is 30’ wide. Map this, 
  then proceed to the CORRIDOR CRAWL table (III). 
  [20-21] Corridor Leading Right, 10’ Wide. The 
  door leads into a corridor running 90 degrees to the 
  right for 60’. For example, if the adventurers opened 
  a door in the north wall of a room, and are now facing 
  north, they see a wall 10’ away. The corridor runs 60’ 
  to the east. When adventurers reach the 60’ point, 
  roll on the CORRIDOR CRAWL table (III) to 
  determine what is there. 
  
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  [22] Corridor Leading Right, 5’ Wide. As [20-21], 
  above, but the corridor is only 5’ wide. Map this, then 
  proceed to the CORRIDOR CRAWL table (III). 
  [23] Corridor (Hall) Leading Right, 20’ Wide. As 
  [20-21], above, but the corridor is 20’ wide. Map this, 
  then proceed to the CORRIDOR CRAWL table (III). 
  [24] Corridor (Hall) Leading Right, 30’ Wide. As 
  [20-21], above, but the corridor is 30’ wide. Map this, 
  then proceed to the CORRIDOR CRAWL table (III). 
  [25-28] Corridor Straight Ahead, 10’ Wide. The 
  door leads into a corridor running straight for 60’. For 
  example, if the adventurers opened a door in the 
  north wall of a room, and are now facing north, the 
  corridor runs 60’ to the north. When adventurers 
  reach the 60’ point, roll on the CORRIDOR CRAWL 
  table (III) to determine what is there. 
  [29] Door and Branching Corridor, 10’ Wide. The 
  door opens to another door 10’ away. For example, 
  if the party is facing north, the new door is in the 
  north wall. Additionally, there are corridors running 
  left and right, for 60’ in each direction. For example, 
  if the adventurers opened a door in the north wall of 
  a room, and are now facing north, then corridors run 
  east and west, 60’ in each direction, in addition to 
  the door to the north. If adventurers open the door, 
  proceed to the BEYOND THE DOOR table (II). If 
  they travel down a corridor and reach either 60’ 
  point, roll on the CORRIDOR CRAWL table (III) to 
  determine what is there. 
  [30] Door and Branching Corridor, 5’ Wide. As 
  [29], above, but the corridor is only 5’ wide. Map this, 
  then proceed to the CORRIDOR CRAWL table (III). 
  [31] Door and Branching Hall, 20’ Wide. As [29], 
  above, but the corridor is 20’ wide. Map this, then 
  proceed to the CORRIDOR CRAWL table (III). 
  [32] Door and Branching Hall, 30’ Wide. As [29], 
  above, but the corridor is 20’ wide. Map this, then 
  proceed to the CORRIDOR CRAWL table (III). 
  [33] Door and Corridor Leading Diagonally Left, 
  10’ Wide. The door opens to another door 10’ away. 
  For example, if the party is facing north, the new 
  door is in the north wall. Additionally, a corridor runs 
  45 degrees to the left for 60’. For example, if the 
  adventurers opened a door in the north wall of a 
  room, and are now facing north, they see the door 
  and a corridor running 60’ to the northwest. If 
  adventurers open the door, proceed to the BEYOND 
  THE DOOR table (II). If they travel down the corridor 
  and reach the 60’ point, roll on the CORRIDOR 
  CRAWL table (III) to determine what is there. 
  [34] Door and Corridor Leading Diagonally Left, 
  5’ Wide. As [33], above, but the corridor is only 5’ 
  wide. Map this, then proceed to the CORRIDOR 
  CRAWL table (III). 
  [35] Door and Hall Leading Diagonally Left, 20’ 
  Wide. As [33], above, but the corridor is 20’ wide. 
  Map this, then proceed to the CORRIDOR CRAWL 
  table (III). 
  
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  [36] Door and Hall Leading Diagonally Left, 30’ 
  Wide. As [33], above, but the corridor is 30’ wide. 
  Map this, then proceed to the CORRIDOR CRAWL 
  table (III). 
  [37] Door and Corridor Leading Diagonally Right, 
  10’ Wide. The door opens to another door 10’ away. 
  For example, if the party is facing north, the new 
  door is in the north wall. Additionally, a corridor runs 
  45 degrees to the right for 60’. For example, if the 
  adventurers opened a door in the north wall of a 
  room, and are now facing north, they see the door 
  and a corridor running 60’ to the northeast. If 
  adventurers open the door, proceed to the BEYOND 
  THE DOOR table (II). If they travel down the corridor 
  and reach the 60’ point, roll on the CORRIDOR 
  CRAWL table (III) to determine what is there. 
  [38] Door and Corridor Leading Diagonally Right, 
  5’ Wide. As [37], above, but the corridor is only 5’ 
  wide. Map this, then proceed to the CORRIDOR 
  CRAWL table (III). 
  [39] Door and Hall Leading Diagonally Right, 20’ 
  Wide. As [37], above, but the corridor is 20’ wide. 
  Map this, then proceed to the CORRIDOR CRAWL 
  table (III). 
  [40] Door and Hall Leading Diagonally Right, 30’ 
  Wide. As [37], above, but the corridor is 30’ wide. 
  Map this, then proceed to the CORRIDOR CRAWL 
  table (III). 
  [41] Door and V-Intersection, 10’ Wide. The door 
  opens to another door 10’ away. For example, if the 
  party is facing north, the new door is in the north wall. 
  Additionally, there is a forked corridor running 45 
  degrees to the left and right, for 60’ in either 
  direction. For example, if the adventurers opened a 
  door in the north wall of a room, and are now facing 
  north, they see, these corridors run northwest and 
  northeast. If adventurers open the door, proceed to 
  the BEYOND THE DOOR table (II). If they travel 
  down either corridor and reach the 60’ point, roll on 
  the CORRIDOR CRAWL table (III) to determine 
  what is there. 
  [42] Door and V-Intersection (Bisecting Hall), 20’ 
  Wide. As [41], above, but the corridors are 20’ wide. 
  Map this, then proceed to the CORRIDOR CRAWL 
  table (III). 
  [43] Door and V-Intersection (Bisecting Hall), 30’ 
  Wide. As [41], above, but the corridors are 30’ wide. 
  Map this, then proceed to the CORRIDOR CRAWL 
  table (III). 
  [44] False Door. The door opens onto a blank 
  wall. There might be a secret or concealed door 
  here. Proceed to the DEAD END table (IV). 
  [45] False Door, Trapped. The door opens onto 
  a blank wall, and activates a trap. There is no secret 
  door or other way through here. Proceed to the 
  TRAP table (X). 
  [46] Level Connector. The door opens into a 
  level connect (such as a stairway), which leads 
  either up or down from 10’ away. Proceed to the 
  LEVEL CONNECTOR tables (V). 
  
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  [47-96] Room. The corridor opens into a room. 
  Proceed to the ROOM GENERATOR tables (VIII). 
  [97-98] T-Intersection, 10’ Wide. The door opens 
  onto three separate corridors, running 60’ straight 
  ahead, 60’ to the left, and 60’ to the right. For 
  example, if the adventurers are facing north, these 
  corridors run north, west, and east. When 
  adventurers reach any 60’ point, roll on the 
  CORRIDOR CRAWL table (III) to determine what is 
  there. 
  [99] V-Intersection, 10’ Wide. The door leads into 
  a forked corridor running 45 degrees to the left and 
  right, for 60’ in either direction. For example, if the 
  adventurers opened a door in the north wall of a 
  room, and are now facing north, they see, these 
  corridors run northwest and northeast. When 
  adventurers reach either 60’ point, roll on the 
  CORRIDOR CRAWL table (III) to determine what is 
  there. 
  [00] Y-Intersection, 10’ Wide. The door leads into 
  a corridor running straight for 30’. For example, if the 
  adventurers opened a door in the north wall of a 
  room, and are now facing north, the corridor runs 30’ 
  to the north. At that 30’ mark, there is a fork and the 
  corridor splits 45 degrees to the left and right, for 40’ 
  in either direction. For example, if the initial 30’ 
  corridor runs to the north, these branching corridors 
  run northwest and northeast. When adventurers 
  reach either 40’ point, roll on the CORRIDOR 
  CRAWL table (III) to determine what is there. 
  TABLE III: THE CORRIDOR 
  CRAWL 
  When your adventurers are marching down any 
  kind of passageway (a non-room space), roll 1D100 
  as follows to determine what they find: 
  [01] Corridor Ends, Turns Left and Right, 
  Diagonal. This is a fork, a Y-intersection. The 
  corridor turns into two new corridors of the same 
  (approximate) width and type, branching 45 degrees 
  to the left, and 45 degrees to the right. These new 
  corridors continue on for 50’. Proceed to SIDE 
  PASSAGE table (IX) to generate the branching 
  corridor, whichever one the adventurers choose. 
  [02-03] Corridor Ends, Turns Left and Right, 
  Straight. This is a fork, a T-intersection. The corridor 
  ends, but two new corridors of the same width and 
  type branch 90 degrees to the left, and 90 degrees 
  to the right. These new corridors continue on for 50’. 
  Proceed to SIDE PASSAGE table (IX) to generate 
  the 
  branching 
  corridor, 
  whichever 
  one 
  the 
  adventurers choose. 
  [04-06] Corridor Trap. There is a trap here, in the 
  current square that the adventurers are standing in. 
  Proceed to TRAP table (X). 
  [07] Corridor Trick, Distant. There is a trick 50’ 
  ahead. Beyond the trick, the corridor continues 
  straight for another 20’ beyond the trick. At that point, 
  if the party gets past the trick and continues along 
  the corridor, roll a new result on this table. Proceed 
  to TRICK tables (XI). 
  
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  [08] Corridor Trick, Near. There is a trick 20’ 
  ahead. Beyond the trick, the corridor continues 
  straight for another 20’ beyond the trick. At that point, 
  if the party gets past the trick and continues along 
  the corridor, roll a new result on this table. Proceed 
  to TRICK tables (XI). 
  [09] Corridor Turns Left, Diagonal. This is an 
  angular bend. The corridor continues, with the same 
  width and type. But 20’ ahead, it turns 45 degrees to 
  the left. In the new direction, the corridor runs for 
  another 50’. At that 50’ mark, roll a new result on this 
  table (III). 
  [10] Corridor Turns Left, Straight. This is a right-
  angle turn. The corridor continues, with the same 
  width and type. But 20’ ahead, it turns 90 degrees to 
  the left. In the new direction, the corridor runs for 
  another 50’. At that 50’ mark, roll a new result on this 
  table (III). 
  [11] Corridor Turns Right, Diagonal. This is an 
  angular bend. The corridor continues, with the same 
  width and type. But 20’ ahead, it turns 45 degrees to 
  the right. In the new direction, the corridor runs for 
  another 60’. At that 50’ mark, roll a new result on this 
  table (III). 
  [12] Corridor Turns Right, Straight. This is a 
  right-angle turn. The corridor continues, with the 
  same width and type. But 20’ ahead, it turns 90 
  degrees to the right. In the new direction, the corridor 
  runs for another 50’. At that 50’ mark, roll a new 
  result on this table (III). 
  [13-18] Dead End. The corridor ends. There may 
  or may not be a secret door here. Proceed to DEAD 
  END table (IV). 
  [19-20] Door on the Left, Distant. There is a door 
  50’ ahead, in the left-hand wall. The corridor 
  continues on for another 20’ beyond this point as 
  well. At the 20’ mark, roll a new result on this table 
  (III). Proceed to BEYOND THE DOOR table (II) if the 
  door is opened. 
  [21] Door on the Left, Fairly Near. There is a door 
  20’ ahead, in the left-hand wall. The corridor 
  continues on for another 30’ beyond this point as 
  well. At the 30’ mark, roll a new result on this table 
  (III). Proceed to BEYOND THE DOOR table (II) if the 
  door is opened. 
  [22] Door on the Left, Near. There is a door 10’ 
  ahead, in the left-hand wall. The corridor continues 
  on for another 50’ beyond this point as well. At the 
  50’ mark, roll a new result on this table (III). Proceed 
  to BEYOND THE DOOR table (II) if the door is 
  opened. 
  [23-24] Door on the Right, Distant. There is a 
  door 50’ ahead, in the right-hand wall. The corridor 
  continues on for another 20’ beyond this point as 
  well. At the 20’ mark, roll a new result on this table 
  (III). Proceed to BEYOND THE DOOR table (II) if the 
  door is opened. 
  [25] Door on the Right, Fairly Near. There is a 
  door 20’ ahead, in the right-hand wall. The corridor 
  continues on for another 30’ beyond this point as 
  
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  well. At the 30’ mark, roll a new result on this table 
  (III). Proceed to BEYOND THE DOOR table (II) if the 
  door is opened. 
  [26] Door on the Right, Near. There is a door 10’ 
  ahead, in the right-hand wall. The corridor continues 
  on for another 50’ as well. At the 50’ mark, roll a new 
  result on this table (III). Proceed to BEYOND THE 
  DOOR table (II) if the door is opened. 
  [27-30] Door Straight Ahead, Distant. The 
  corridor ends with a closed door 50’ ahead. Proceed 
  to BEYOND THE DOOR table (II) if the door is 
  opened. 
  [31-32] Door Straight Ahead, Fairly Near. The 
  corridor ends with a closed door 30’ ahead. Proceed 
  to BEYOND THE DOOR table (II) if the door is 
  opened. 
  [33-34] Door Straight Ahead, Near. The corridor 
  ends with a closed door 20’ ahead. Proceed to 
  BEYOND THE DOOR table (II) if the door is opened. 
  [35-36] Door Straight Ahead, Somewhat Near. 
  The corridor ends with a closed door 40’ ahead. 
  Proceed to BEYOND THE DOOR table (II) if the 
  door is opened. 
  [37-41] Level Connector. The corridor ascends 
  or descends, turning into a level connector. Proceed 
  to LEVEL CONNECTOR tables (V). 
  [42] Opening on the Left, Distant. There is an 
  opening or archway (without a door) 50’ ahead, in 
  the left-hand wall. It leads into a room. The corridor 
  continues on for another 30’ beyond this point as 
  well. At the 30’ mark, roll a new result on this table. 
  Proceed to ROOM GENERATOR tables (VIII) once 
  the adventurers reach the corridor space adjacent to 
  the opening. 
  [43] Opening on the Right, Distant. There is an 
  opening or archway (without a door) 50’ ahead, in 
  the right-hand wall. It leads into a room. The corridor 
  continues on for another 30’ beyond this point as 
  well. At the 30’ mark, roll a new result on this table. 
  Proceed to ROOM GENERATOR tables (VIII) once 
  the adventurers reach the corridor space adjacent to 
  the opening. 
  [44-52] Room Straight Ahead, Distant. The 
  corridor runs straight for another 50’. Then, via an 
  opening or archway, in opens into a room without a 
  door 
  being 
  present. 
  Proceed 
  to 
  ROOM 
  GENERATOR tables (VIII) once the adventurers’ 
  light source reaches the nearest square within the 
  room. 
  [53-59] Room Straight Ahead, Fairly Near. The 
  corridor runs straight for another 30’. Then, via an 
  opening or archway, it opens into a room without a 
  door 
  being 
  present. 
  Proceed 
  to 
  ROOM 
  GENERATOR tables (VIII) once the adventurers’ 
  light source reaches the nearest square within the 
  room. 
  [60-66] Room Straight Ahead, Near. The corridor 
  runs straight for another 20’. Then, via an opening or 
  archway, it opens into a room without a door being 
  
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  present. Proceed to ROOM GENERATOR tables 
  (VIII) once the adventurers’ light source reaches the 
  nearest square within the room. 
  [67-73] Room Straight Ahead, Somewhat Near. 
  The corridor runs straight for another 40’. Then, via 
  an opening or archway, it opens into a room without 
  a 
  door 
  being 
  present. 
  Proceed 
  to 
  ROOM 
  GENERATOR tables (VIII) once the adventurers’ 
  light source reaches the nearest square within the 
  room. 
  [74-75] Side Passage on the Left, Distant. There 
  is a branching corridor, leading to the left off of the 
  current corridor, and the current corridor continues. 
  The branching corridor is 50’ ahead and on the left, 
  and the current corridor continues straight beyond 
  that point for another 20’. At that 20’ mark, if the party 
  continues along the current corridor, roll a new result 
  on this table (III). Proceed to SIDE PASSAGE table 
  (IX) to generate the branching corridor. 
  [76] Side Passage on the Left, Near. There is a 
  branching corridor, leading to the left off of the 
  current corridor, and the current corridor continues. 
  The branching corridor is 10’ ahead and on the left, 
  and the current corridor continues straight beyond 
  that point for another 20’. At that 20’ mark, if the party 
  continues along the current corridor, roll a new result 
  on this table. Proceed to SIDE PASSAGE table (IX) 
  to generate the branching corridor. 
  [77-78] Side Passage on the Right, Distant. 
  There is a branching corridor, leading to the right off 
  of the current corridor, and the current corridor 
  continues. The branching corridor is 50’ ahead and 
  on the right, and the current corridor continues 
  straight beyond that point for another 20’. At that 20’ 
  mark, if the party continues along the current 
  corridor, roll a new result on this table (III). Proceed 
  to SIDE PASSAGE table (IX) to generate the 
  branching corridor. 
  [79] Side Passage on the Right, Near. There is a 
  branching corridor, leading to the right off of the 
  current corridor, and the current corridor continues. 
  The branching corridor is 10’ ahead and on the right, 
  and the current corridor continues straight beyond 
  that point for another 20’. At that 20’ mark, if the party 
  continues along the current corridor, roll a new result 
  on this table (III). Proceed to SIDE PASSAGE table 
  (IX) to generate the branching corridor. 
  [80-86] Straight Corridor, Long. The corridor 
  runs in the current fixed direction for 50’. At the 50’ 
  mark, roll a new result on this table (III). 
  [87-89] Straight Corridor, Short. The corridor 
  runs in the current fixed direction for 20’. At the 20’ 
  mark, roll a new result on this table (III). 
  [90-91] Straight Corridor, Very Long. The 
  corridor runs in the current fixed direction for 80’. At 
  the 90’ mark, roll a new result on this table (III). 
  [92-93] Two Side Passages, Distant. 50’ ahead, 
  the corridor branches left and right. These side 
  passages are both 10’ wide. The current corridor 
  also continues for another 20’ beyond the 
  
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  intersection. When the adventurers reach the 
  intersection, proceed to SIDE PASSAGE table (IX) 
  to generate each branching passage. (These 
  passages will likely be different from one another.) If 
  the party proceeds along the current corridor beyond 
  the intersection, at the 20’ beyond the intersection 
  mark, roll a new result on this table (III). 
  [94] Two Side Passages, Near. 20’ ahead, the 
  corridor branches left and right. These side 
  passages are both 10’ wide. The current corridor 
  also continues for another 50’ beyond the 
  intersection. When the adventurers reach the 
  intersection, proceed to SIDE PASSAGE table (IX) 
  to generate each branching passage. (These 
  passages will likely be different from one another.) If 
  the party proceeds along the current corridor beyond 
  the intersection, at the 50’ beyond the intersection 
  mark, roll a new result on this table (III). 
  [95-98] Wandering Monster Approaching from 
  Ahead. The corridor runs in the current fixed 
  direction for 50’. 50’ away, a random wandering 
  monster is present. Beyond the monsters, the 
  corridor continues for another 20’. At that 20’ mark, 
  roll a new result on this table. To determine the 
  wandering monster, roll on the MONSTER LAIR 
  table (VII). Halve the number of monsters appearing, 
  rounding up, and reroll any D1000 results above 
  715. 
  [99-00] Wandering Monster Approaching from 
  Behind. The corridor runs in the current fixed 
  direction for 50’. However, wandering monsters 
  have followed the party and are approaching from 
  behind. The monsters are 1D10x10’ away when the 
  party becomes aware of them. (Restrict this as 
  needed, depending on the circumstances; for 
  example, if the party closed a door to get here and 
  the door is 20’ behind them, the monsters — if 
  sentient and capable of opening doors — are 
  opening the door, which is heard, and they are 
  therefore only 20’ behind.) To determine the 
  wandering monster, roll on the MONSTER LAIR 
  table (VII). Halve the number of monsters appearing, 
  rounding up, and reroll any D1000 results above 
  715. 
  Advanced Layout Option #1: If you want to get 
  more complicated than these options — especially if 
  you are creating a natural cave system — you may 
  want to get creative with a corridor’s twists and turns. 
  For example, if a corridor runs 60’ northwest, you 
  might have it curve to the left or right first before it 
  gets to that point 60’ away. A classic maze will often 
  feature corridors that switchback multiple times 
  before the next room is reached, and you can do that 
  too. But a random system cannot cope with the 
  immense number of options at your disposal, so you 
  will need to make these judgment calls on your own. 
  Advanced Layout Option #2: If you like dead 
  ends (and the hectic wandering monster rolls that 
  can result!), you can use the following optional 
  generation rule: whenever you are told to roll on the 
  CORRIDOR CRAWL table (III), you can roll 1D10. 
  
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  On a 1-3, go to the DEAD END table (IV) instead; 
  and proceed to the CORRIDOR CRAWL table (III) 
  only on a roll of 4-0. 
  Advanced Layout Option #3: This guide 
  assumes that corridors are “normal” and relatively 
  featureless. But if you want a table with odd corridor 
  and room connector types (such as drawbridges, 
  fissures, 
  submerged 
  tunnels, 
  etc.), 
  refer 
  to 
  supplement CDDG1, Section 9-3. In an advanced 
  random dungeon setting, I recommend that 75% of 
  corridors be “normal” and 25% be “unusual.” 
  Advanced Layout Option #4: If you want to 
  include dead bodies, barricades, obstructions, 
  random broken equipment etc. in your corridors, 
  assume that 25% of corridors have these items of 
  interest. I recommend using the Empty Room entries 
  in this book as well as supplement CDDG2 for ideas, 
  or you can make up your own. The somewhat 
  interesting and inconvenient “thing” will not be a 
  monster, trap, trick, or treasure. 
   
  TABLE IV: DEAD END 
  A dead end is simply an abrupt stop to progress, 
  where the adventurers find walls but no obvious 
  corridors, doors, or openings. This table can be used 
  to determine whether or not concealed or secret 
  doors are present in the dead end, in addition to 
  other random features. As an old school dungeon 
  crawl reminder, a concealed door is one that is 
  simply hidden behind one or more objects (a 
  tapestry, stack of crates, pile of rubble, etc.) or very 
  poorly disguised, while a secret door is one that 
  looks very much like a wall or wall feature (revolving 
  bookcase, bas relief carvings, mosaic, identical 
  brickwork, etc.) that allows it to “hide in plain sight.” 
  In the case of a concealed door, you will need to 
  decide what is covering it; the default option is to 
  have a bricked-up area hiding the wall, where the 
  bricks and mortar over the door are newer and 
  therefore somewhat easy to detect. 
  Whether or not a concealed or secret door is 
  actually discovered depends on many things: 
  whether you are playing this generator solitaire, or 
  with a group; whether the party is actively searching 
  for secret doors, or just in the general area looking 
  around; whether the dungeon has gusts of wind 
  (making secret doors quite obvious, by noise and 
  current change); and the races and number of 
  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. 
  The dead end can be determined as follows 
  (D100): 
  [01-33] Vacant and Barren. There are no 
  concealed or secret doors here. 
  [34-36] 
  Vacant 
  and 
  Trapped 
  Floor. 
  No 
  concealed or secret doors, but there is a trap where 
  the adventurers are standing. Proceed to the TRAP 
  (X) table. 
  
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  [37-41] Vacant and Trapped Wall. No concealed 
  or secret doors, but there is a wall trap that will be 
  triggered (if not detected by someone with thieving 
  skills) if anyone searches that wall for secret doors. 
  Proceed to the TRAP (X) table as needed. 
  [42-46] Vacant and Trick. No concealed or secret 
  doors, but there is a trick here at the dead end. 
  Proceed to the TRICK tables (XI). 
  [47-61] Major Feature. No concealed or secret 
  doors, but there is a major feature here (roll 1D20): 
  [1] 
  Alcove 
  (10% 
  chance 
  of 
  UNGUARDED 
  TREASURE (XII) in urn(s)), [2] Alcoves (1D3), [3] 
  Altar, [4] Cage, [5] Cave-In and Rubble, [6] Cesspit, 
  [7] Cesspool, [8] Dead Monster (random type), [9] 
  Dry Well (1D10x10’ deep shaft, 25% chance of 
  LEVEL CONNECTOR (V) connecting to the next 
  lowest dungeon level), [10] Fountain, [11] Fresco 
  (10% chance of TRICK (XI)), [12] Mad Prisoner 
  (level 1D4-1, random class if not level 0), [13] Magic 
  Mouth (25% chance of TRICK (XI)), [14] Mosaic 
  (10% chance of TRICK (XI)), [15] Pit (very obvious, 
  1D4x10’ deep), [16] Pool (10% poisonous, 50% 
  impure, 40% pure), [17] Shrine, [18] Trash Heap 
  (15% chance of UNGUARDED TREASURE (XII) 
  underneath), [19] Well (1D4x10’ down to water, 
  water 1D6x10’ deep), [20] Wooden Wreckage 
  (sundered doors and/or rafters). Proceed to special 
  table if needed, as noted. 
  [62-81] Minor Feature. No concealed or secret 
  doors, but there is a minor feature here (roll 1D20): 
  [1] Cobwebs, [2] Corpse, [3] Dripping Water from 
  Ceiling, [4] Dungeon Dressing (1D3 random items or 
  features, refer to supplement CDDG2 if you need 
  recommendations), [5] Empty Container, [6] Fungal 
  Overgrowth, [7] Giant Spider Webs, [8] Inscription, 
  [9] Latrine (fetid hole in floor, 1’ wide), [10] Rubble, 
  [11] 
  Scattered 
  Coins 
  (few), 
  [12] 
  Scattered 
  Equipment 
  (damaged), 
  [13] 
  Skeleton, 
  [14] 
  Smokehole in Ceiling (for air currents only, 1’ wide), 
  [15] Strange Air Current and Temperature Change, 
  [16] Strange Light Source, [17] Strange Odor, [18] 
  Strange Sound, [19] Trickling Water from Floor, [20] 
  Vermin. The Classic Dungeon Design Guides 
  (CDDG1 & CDDG2) can be used for random 
  determination of these odds and ends. 
  [82-83] Concealed Door. 1 concealed door, 
  straight ahead. 
  [84-85] Concealed Door. 1 concealed door, to 
  the left. 
  [86-87] Concealed Door. 1 concealed door, to 
  the right. 
  [88-89] Secret Door. 1 secret door, straight 
  ahead. 
  [90-91] Secret Door. 1 secret door, to the left. 
  [92-93] Secret Door. 1 secret door, to the right. 
  [94] Concealed Doors. 2 concealed doors, 
  straight ahead and to the left. 
  [95] Concealed Doors. 2 concealed doors, 
  straight ahead and to the right. 
  
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  [96] Concealed Doors. 2 concealed doors, to the 
  left and right. 
  [97] Secret Doors. 2 secret doors, straight ahead 
  and to the left. 
  [98] Secret Doors. 2 secret doors, straight ahead 
  and to the right. 
  [99] Secret Doors. 2 secret doors, to the left and 
  right. 
  [00] Concealed and Secret Door. 1 concealed 
  door (30% to the left, 30% to the right, 40% straight 
  ahead) and 1 secret door (30% to the left, 30% to 
  the right, 40% straight ahead, but not in the same 
  wall as the concealed door). 
  You as dungeon designer will need to decide on 
  the exact square where doors to the left or right can 
  be found. Most commonly, they are all the way at the 
  back, near to the dead end wall. 
  Note further that concealed and secret doors 
  might well lead into map squares beyond existing 
  walls, leading into areas that have already been 
  explored! This is fine; it just means that the hidden 
  door was “always there,” but not detected from the 
  other side. 
  Where Do You Go from Here?: If, after rolling on 
  the DEAD END table you don’t know what to 
  generate next, look at your map. You will almost 
  certainly find a corridor or door leading into the 
  unknown, where you should roll on the CORRIDOR 
  CRAWL table (III) or BEYOND THE DOOR table (II) 
  to continue. But if there are no unmapped options on 
  your paper that require further exploration, your 
  dungeon level map is now complete! 
   
  TABLE V: LEVEL CONNECTOR 
  (Note: This section has a maximum of detail and 
  variation, but it requires your critical thinking. If you 
  don’t want to go through the necessarily vague 
  decision making process, you should just assume 
  that every level connector is a straight 30’ stairway, 
  descending 1 dungeon level. For many more 
  options, please read on.) 
  A level connector is a vertical ascent, or a 
  vertical descent. These areas connect dungeon 
  levels to one another. The most common form of 
  level connector is simply “stairs,” and the most 
  comment ascent/descent range is +/-1. For 
  example, on dungeon level 2, most level connectors 
  are either stairs up to level 1, or stairs down to level 
  3. But not all level connectors are stairs, and some 
  connectors go very deep indeed. I recommend the 
  following random system for level connectors 
  discovered anywhere on dungeon level 1. (I 
  recommend different percentages for deeper 
  dungeon levels, because the deeper you go the less 
  likely you are to find a new way up to the surface, 
  but that is a topic for another day. Here we are 
  interested primarily in dungeon level 1.) 
  
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  Of course, level connectors which go “up” from 
  dungeon level 1 always go back up to the surface, 
  and likely back to the ruins, which are likely to lie 
  above the dungeon. 
   
  Table V-1: Level Connector Type 
  To determine a (dungeon level 1) level 
  connector’s direction and depth, roll 1D100: 
  [01-15] Normal Stairs, Leading Up. Takes 
  adventurers back to the surface. You may need to 
  modify your map of the surface ruins (you have one, 
  don’t you?) to show this stairway, and the stairs 
  might be secret (formally undetected) or hidden 
  behind rubble, through which daylight can be seen. 
  [16-50] Normal Stairs, Leading Down. Takes 
  adventurers deeper into the dungeon. 
  [51-65] Unusual Level Connector, Leading Up. 
  Takes adventurers back to the surface, via a non-
  stairway conduit (such as a well or pit shaft). 
  [66-00] Unusual Level Connector, Leading 
  Down. Takes adventurers deeper into the dungeon, 
  via a non-stairway conduit (such as a chute or slide). 
  As a reminder, dungeon level 1 already has at 
  least one level connector back to the surface: it’s the 
  staircase you mapped into the starting area. 
  Additional surface connectors beyond that one — 
  and there might be several, just waiting to be found 
  — are usually hidden in some way. 
  If you have a completed map of the ruins above, 
  and the level connector does not look like it would fit 
  the map, you should consider if the connector could 
  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 
  up into an open courtyard, that is still possible. How? 
  The stairs could go up to a secret trapdoor, which is 
  very obvious from below, but secret and nearly 
  undetectable from above (it looks like moss-covered 
  flagstones up there). But if the level connector could 
  not possibly work despite your creativity, you should 
  reroll. 
  Level connectors which go back up to the 
  surface, but outside of any ruins you might have 
  mapped, by definition go into the wilderness. As one 
  example, if the surface only has a small tower ruin 
  and you roll a level connector that goes to the 
  surface 500’ away from the tower, then that level 
  connector probably opens into a hidden cave in the 
  nearby forest or something similar. Once a secret 
  level connector is discovered by adventurers, they 
  can use it freely on return visits to the dungeon … 
  but it might be guarded or even trapped upon their 
  return! 
  If the level connector goes down, you next need 
  to find out how deep it goes. I recommend the 
  following percentages (roll 1D100) for level 
  connectors leading down from dungeon level 1. 
   
   
  
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  Table V-2: Level Connector Subtype 
  [01-75] Simple Connector (Subtype I). The level 
  connector goes down 1 level (to dungeon level 2). 
  [76-85] Simple Connector (Subtype I-II). The 
  level connector goes down 2 levels (to dungeon 
  levels 2 and 3). There is a landing at dungeon level 
  2, where adventurers can either exit onto level 2, or 
  continue down further to level 3. 
  [86-91] Simple Connector (Subtype I-II-III). The 
  level connector goes down 3 levels (to dungeon 
  levels 2, 3, and 4). There is a landing at dungeon 
  level 2, where adventurers can either exit onto level 
  2, or continue deeper. If they continue deeper, there 
  is a second landing at dungeon level 3, where they 
  can either exit onto level 3, or continue down further 
  to level 4. 
  [92-95] Skip Connector (Subtype III). The level 
  connector is deep and long. It skips dungeon level 2 
  entirely, and goes directly to level 3. 
  [96-98] Skip Connector (Subtype III-IV). The 
  level connector is very deep and long. It skips 
  dungeon level 2 entirely, and exits via landing to 
  level 3. If the landing is ignored, stairs run even 
  deeper down to level 4. 
  [99-00] Skip Connector (Subtype IV). The level 
  connector is extremely deep and long. It skips 
  dungeon levels 2 and 3 entirely, and goes directly to 
  level 4. 
  As a general rule of thumb, I recommend that 
  stairs run for 30’ to 60’ for each level of descent. For 
  example, if you have stairs that go “down to level 2, 
  landing, down to level 3, landing, down to level 4,” 
  then the stairs might run as follows: [a] 30’ west from 
  level 1 to a 10’x10’ landing; [b] this landing exits 
  south into level 2; [c] 30’ north from level 2 to a 
  10’x10’ landing; [d] this landing exits east into level 
  3; [e] 30’ south into level 4 (the bottom). Look at your 
  graph paper map, and decide which direction the 
  stairs lead, twist, and turn. Use spiral stairs if it’s a 
  tight fit. Non-stair connectors might be very vertical 
  (for example, a pit or spiral slide), making them very 
  dangerous … but also very easy for you to map! 
  With non-stair connectors and landings, you will 
  need to get creative. For example, if you have a pit 
  shaft that goes from level 1 to levels 2 and 4, I would 
  interpret that as follows: [1] Let’s say each dungeon 
  level 
  is 
  30’ 
  underground, 
  constructed 
  in 
  subterranean tiers. Dungeon level 1 is 30’ down, 
  dungeon level 2 is 60’ down, and so forth. [2] When 
  you’re on level 1, there is a deep pit with a frayed 
  50’-long rope to be found there. The rope goes down 
  to a ledge 30’ down. This exits onto level 2. The rope 
  continues 20’ further down past the ledge, and then 
  there’s a 10’ drop. (People who use this descent will 
  need magic, or to find another way back up by 
  exploring dungeon level 2.) If you drop down off the 
  rope — or, gods help you, you fall all 60’ of the way 
  down — you will find yourself temporarily trapped on 
  dungeon level 3. 
  
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  And if you’ve rolled an unusual level connector, 
  you can decide what it is on your own … or, roll 
  1D100 to determine the type (see table below). But 
  again, creativity of interpretation and scale will be 
  required of you no matter what! 
   
  Table V-3: Unusual Level Connector 
  Roll 1D100: 
  [01] Abyss (relatively safe ledges will lead into 
  the lower dungeon levels, but the pit shaft will 
  continue another 110’-200’ deeper than the deepest-
  reached level, down to a deathtrap enclosure from 
  which there is no escape) 
  [02-03] Air Shaft (roll for air type change in 
  CDDG1 if you prefer) 
  [04-05] Bottomless Pit (not actually bottomless; 
  just the bottom is obscured by mist, spider webs, 
  etc.) 
  [06-07] Chain, Pulley and Corfe (Mine Basket) 
  (maximum simultaneous occupancy 3) 
  [08-09] Chain, Pulley and Mine Cage (maximum 
  simultaneous occupancy 6) 
  [10] Chasm (which may descend deeper) 
  [11-12] Chimney (25% chance of smoke, and 
  leading directly into monsters’ fire) 
  [13-14] Chute (uncontrolled descent) 
  [15-16] Cistern* (potentially the lair of an aquatic 
  monster) 
  [17-18] Climbing Wall (with Handholds and 
  Footholds) (might be slippery, crumbling, ancient 
  and smoothed away in places, etc.) 
  [19-20] Climbing Wall (with Rope) (the rope 
  could be strong, frayed, or perhaps even greased as 
  a trap) 
  [21-22] Climbing Wall (with Spikes or Pitons) 
  (this precarious descent might have been placed by 
  dwarves, miners, explorers, hostile humanoids, etc.) 
  [23] 
  Collapsed 
  Floor 
  (already 
  collapsed, 
  precarious descent is visible, may be able to discern 
  room contents below) 
  [24] 
  Collapsing 
  Floor 
  Trap 
  (uncontrolled 
  descent) 
  [25-26] 
  Elevator 
  Room, 
  Controlled 
  (likely 
  mechanical, but possibly magical) 
  [27-28] 
  Elevator 
  Room, 
  Non-Interactive 
  (uncontrolled descent) 
  [29] Escape Shaft (could be narrow and created 
  by escaping prisoners, or the guarded escape route 
  for a humanoid chieftain, etc.) 
  [30] Fissure (likely to be narrow and dangerous) 
  [31] Floor, Cantilevered (uncontrolled descent) 
  [32] Hatchway (potentially locked, sealed, 
  controlled by guards, etc.) 
  
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  [33] Hole (a haphazard descent, small, perhaps 
  created by a burrowing animal such as a giant 
  badger) 
  [34] Hollowed Column (probably a secret door, 
  unless already open) 
  [35-36] Ladder (wood, or iron, or rusted, etc.) 
  [37-38] Narrow Shaft (potentially dangerous for 
  anyone of dwarf size or larger) 
  [39] Narrow Shaft with Grating (the grating will 
  need to be lifted before descent can occur) 
  [40] Pipe (could be dry, or partially filled with 
  water, mud, slime, etc.; more likely sloping than 
  vertical) 
  [41-42] Pit Shaft (with no clear means of 
  descent, besides leaping) 
  [43-44] Pit Shaft with Chain (shaft could be 
  hanging from ceiling, side of pit, driven-in spike, etc.) 
  [45-46] Pit Shaft with Rope (rope could be 
  strong, frayed, or perhaps even greased as a trap) 
  [47] Pit with Illusionary Floor (option 1, the floor 
  has no substance and anyone stepping on it falls 
  through; option 2, the floor seems odd but only 
  vanishes if willfully disbelieved) 
  [48-49] Plunge (with Small Waterfall)* (possibly 
  the lair of an aquatic monster) 
  [50-51] Ramp, Gradual (double normal length, 
  see below) 
  [52] Ramp, Steep (normal length, typically 50’-
  80’, random length (1D4+4)x10) 
  [53] Ramp, Very Gradual (triple normal length, 
  see above; might not be detected as a slope) 
  [54] Roots (from a vast tree, probably jutting from 
  the ceiling and descending) 
  [55] Salt Slide (loose, slippery salt deposits; 
  uncontrolled descent) 
  [56-57] Sinkhole (very dangerous, could expand 
  or send mud / rubble onto the heads of descending 
  adventurers) 
  [58-59] Sluiceway* (could be dry, or partially 
  filled with water, mud, slime, etc.; more likely sloping 
  than vertical) 
  [60-61] Smoke Hole (25% chance of smoke, and 
  leading directly into monsters’ fire) 
  [62] Stair Slide Trap (uncontrolled descent) 
  [63-64] Staircase, Rubble-Filled (will slow 
  descent, anyone running here is very likely to fall) 
  [65-66] Staircase, Spiral (compact and steep) 
  [67] Stairs, Collapsing (unintentional trap) 
  [68-69] Stairway, Straight (and 50% chance of 
  ending at a dead end wall, with secret door) 
  [70-71] Stairway, with Landings (and 50% 
  chance of ending at a dead end wall, with secret 
  door) 
  
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  [72] Steam Vent (temperate and humidity will be 
  noted; steam bursts from below could be dangerous) 
  [73-74] Teleporter (uncontrolled “descent”) 
  [75-76] Tiers (Natural Staircase) (each tier will be 
  1D4+1’ in height) 
  [77-78] Trap Door to Chute (opening the trap 
  door reveals a steep slide) 
  [79-80] Trap Door to Handholds (opening the 
  trap door reveals a pit shaft) 
  [81-83] Trap Door to Ladder (opening the trap 
  door reveals a rickety or iron ladder) 
  [84-86] Trap Door to Rope (opening the trap door 
  reveals a pit shaft with a mounted rope or chain) 
  [87-88] Trap Door to Spikes and Pitons (opening 
  the trap door reveals a shaft with spikes hammered 
  into the wall) 
  [89-90] Vines (could be thick, warm, wet, 
  withered, etc.; probably not monstrous at this 
  difficulty level) 
  [91-92] Waterfall* (large, loud and dangerous, 
  water pours from the ceiling through an opening in 
  the floor) 
  [93] Waterwheel* (could be turning slowly or 
  quickly, dry and at rest, mostly collapsed and 
  perilous, guarded, etc.) 
  [94-95] Well Shaft (No Chain or Rope)* (likely the 
  lair of an aquatic monster) 
  [96-97] Well with Chain* (chain could be strong, 
  damaged, rusty, etc.) 
  [98-99] Well with Rope* (rope could be with a 
  bucket as a potential foothold, waterlogged, muddy, 
  etc.) 
  [00] Wind Pipe (roll for air type change in CDDG1 
  if you prefer) 
  * = Water present, which will halve the damage 
  of any falls which might occur. 
  Unfortunately I cannot fully systematize these 
  widely varied results, but the advice in this section 
  should get you started. Do keep in mind that not all 
  descents are optional; for example, a collapsing floor 
  is more of a trap than a descent, and anyone who 
  does not detect the precarious stonework across the 
  floor is likely to fall all of the way down (and to 
  possibly be crushed by falling rubble, as well). See 
  also supplement BDT1, The Book of Dungeon Traps 
  for more recommendations on dealing with such 
  things. 
   
  TABLE VI: MONSTER-GUARDED 
  TREASURE 
  Monster-Guarded Treasure troves are the same 
  as Unguarded Treasure, from a random generation 
  perspective … but they tend to be more valuable. 
  When you are preparing to roll up a guarded 
  treasure, you should consider the self-awareness 
  (sentience) of the monsters who are present. The 
  
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  monsters will be either non-sentient, or sentient. 
  There are lots of shades of gray here, but I 
  recommend making a simple binary either/or 
  selection for treasure determination purposes. 
  Examples of non-sentient monsters are those of 
  Intelligence (INT) 4 or less, including most animals, 
  beetles, spiders, skeletons, zombies, and so forth. 
  By default, anything of INT 5+ is typically sentient. 
  And yes, this means that almost all humanoids and 
  humans are considered sentient, regardless of how 
  stupid they might be! 
  You can roll monster-guarded treasures using 
  the UNGUARDED TREASURE table (XII), but don’t 
  go there just yet! We need to talk about monster 
  treasure troves for a little bit. There is a good chance 
  that there will be more treasure (meaning more rolls 
  on the random table) when the treasure is being 
  guarded by monsters, but not always. That’s 
  because in an old school Gygaxian dungeon world, 
  [1] not all monsters possess treasure, while also [2] 
  non-sentient monsters are less likely to have 
  treasure than sentient monsters are. But, [3] 
  randomness sometimes makes either or both of 
  these statements untrue. And sometimes, the 
  random treasure rolls will be completely unfair to the 
  players … but nevertheless in the long term it all 
  averages out, with good (and bad) surprises 
  deviating from a fairly rewarding mean. This level of 
  randomness keeps players engaged, hungry, 
  searching, and always on their toes. Remember 
  well: The victors of combat deserve nothing, other 
  than survival! But there will be further rewards for the 
  victorious nonetheless … usually. 
  And too, you will want to keep the ideas of 
  “incidental” and “hoarded” treasures in mind as you 
  roll on the treasure table: 
  With non-sentient monsters, the treasure is 
  incidental. This means that the monsters don’t care 
  about the treasure, and that it was accidentally 
  hoarded. This might mean a treasure chest buried 
  under rubble, an adventurer’s corpse with a 
  treasure-filled backpack, or a pile of bones and 
  skulls interspersed with jewels and coins. In the case 
  of some larger stupid monsters (like giant lizards), 
  some of the treasure might even be in the monster’ 
  stomach (burp!). 
  With sentient monsters, the treasure is hoarded. 
  This means that the monsters care about the 
  treasure, and they accumulate and protect it. But 
  other monsters (and adventurers!) want that 
  treasure too, so if they’ve recently been stolen from 
  — or forced to pay “protection money” — the 
  sentient monsters might be penniless. All sentient 
  monsters acquire treasure, even if they don’t much 
  care for it. For example, intelligent undead might be 
  guarding family heirlooms, or even just gathering 
  treasure to bribe evil monsters into doing their 
  bidding. Everyone knows that treasure is valuable, 
  which in turn makes it more valuable even when you 
  don’t personally care for it. But the current amount of 
  treasure in any lair is based on luck, random fate, 
  
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  stealth, skullduggery, and acts of thieving and 
  cruelty … which means that a few tough monsters 
  might actually be broke (right now), while weaker 
  monsters might occasionally be “rich” (at the 
  moment). 
  So now that we’ve considered all of that, what do 
  you do next? You need to see how many times 
  you’re going to be rolling on the treasure table as 
  follows: 
  Random Treasure in Lairs of Non-Sentient 
  Monsters (INT 0-4): Roll 1D100. [01-50] No 
  Treasure, [51-75] 1 Treasure Table Roll, [76-97] 2 
  Treasure Table Rolls, [98-99] 3 Treasure Table 
  Rolls, [00] 4 Treasure Table Rolls. 
  Random Treasure in Lairs of Sentient Monsters 
  (INT 5+): Roll 1D100. [01-25] No Treasure, [26-50] 1 
  Treasure Table Roll, [51-75] 2 Treasure Table Rolls, 
  [76-97] 3 Treasure Table Rolls, [98-99] 4 Treasure 
  Table Rolls. [00] 5 Treasure Table Rolls. 
  Where Do You Go from Here?: Continue on to 
  the UNGUARDED TREASURE section (XII) to roll 
  those treasure dice! 
   
  TABLE VII: MONSTER LAIR 
  A monster lair is simply the home of one or more 
  monsters. Many monsters will defend their homes to 
  the death. 
  You can use your chosen game’s random tables 
  to generate a random monster lair of the appropriate 
  challenge level, if you like. Or you can see the old 
  school approach and modify it as you see fit. Here is 
  a sample table (1D1000) from my World of Oldskull 
  campaign if you would like some guidance and 
  inspiration. Please keep in mind that depending on 
  your campaign’s PC party size and your game’s 
  rules, these 1E figures which I provide for the 
  random “number appearing” might be just right … or 
  they may be in desperate need of adjustment! 
  These monsters are Lethality Level I for the most 
  part, which means that they are (relatively) weak in 
  the world while still being deadly. The entries 
  hereafter include the Oldskull monster name, as well 
  as recommended Blood Dice (and Hits to Kill, or 
  HTK) for general identification and research 
  purposes. So once you roll up a monster lair, you 
  know where to go digging in your game’s rules for 
  similar results! 
  Roll 1D1000 and determine the lair as follows: 
  [001-005] Ant, Giant, Worker (Blood Dice 3D8 
  HTK; 1D4 appearing). 
  [006-009] Baboon, Cave (Blood Dice 1D8+1 
  HTK; 1D6+1 appearing). 
  [010-012] Badger (Blood Dice 1D8+2 HTK; 1D4 
  appearing). 
  [013-021] Bat (Blood Dice 1D2 HTK; 6D6 
  appearing). 
  [022-027] Bat, Huge (Blood Dice 1D8 HTK; 
  2D4+1 appearing). 
  
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  [028-035] Bat, Large (Blood Dice 1D4 HTK; 
  2D6+4 appearing). 
  [036-040] Beastman, Thrall (Blood Dice 1D8 
  HTK; 1D4+4 appearing). 
  [041-048] Beetle, Large, Fire (Blood Dice 1D8+2 
  HTK; 1D4 appearing). 
  [049-055] Centipede, Giant (Blood Dice 1D2 
  HTK; 1D6 appearing). 
  [056-063] Centipede, Huge (1 HTK; 2D4 
  appearing). 
  [064-072] Centipede, Large (1 HTK; 4D6 
  appearing). 
  [073-076] Changeling, Skulking, aka Pestie 
  (Blood Dice 1D8-1 HTK; 1D4+1 appearing). 
  [077-080] Changeling, Tunnel, aka Mite (Blood 
  Dice 1D8-1 HTK; 3D6 appearing). 
  [081-085] Cockroach, Giant (Blood Dice 1D8+3 
  HTK; 1D4 appearing). 
  [086-090] Cockroach, Huge (Blood Dice 1D8-1 
  HTK; 1D6+1 appearing). 
  [091-095] Cockroach, Large (Blood Dice 1D4 
  HTK; 2D6+1 appearing). 
  [096-099] Demonling, Di Manes (Blood Dice 1D8 
  HTK; 1D4 appearing). 
  [100-103] Devil, Nipper (Blood Dice 1D8 HTK; 
  1D6+2 appearing). 
  [104-106] 
  Dinosaur, 
  Cave 
  Runner, 
  aka 
  Camptosaurus 
  (Blood 
  Dice 
  2D8 
  HTK; 
  1D4 
  appearing). 
  [107-109] 
  Dinosaur, 
  Tunnel 
  Fang, 
  aka 
  Euparkeria (Blood Dice 1D8+1 HTK; 1D4+1 
  appearing). 
  [110-116] Dwarf, Evil, aka Duergar (Blood Dice 
  1D8+2 HTK; 1D8+2 appearing). 
  [117-123] Dwarf Adventurer / Miner, Good 
  (Blood Dice 1D8 HTK; 2D6+2 appearing). 
  [124-130] Dwarf Adventurer / Miner, Neutral 
  (Blood Dice 1D8 HTK; 2D6+2 appearing). 
  [131-135] Ear Weevil (1 HTK; 1 appearing). 
  [136-141] Elf, Evil, Exile, aka Dokkalfar (Blood 
  Dice 1D8 HTK; 1D3 appearing). 
  [142-146] Elf Adventurer / Miner, Good (Blood 
  Dice 1D8+1 HTK; 1D8+3 appearing). 
  [147-151] Elf Adventurer / Miner, Neutral (Blood 
  Dice 1D8+1 HTK; 1D8+3 appearing). 
  [152-155] Fish, Fanged, Small (Blood Dice 1D8 
  HTK; 1D6+1 appearing). 
  [156-159] Fish, Fanged, Very Small (Blood Dice 
  1D2 HTK; 2D6+2 appearing). 
  [160-166] Fly, Bluebottle, Large (Blood Dice 1D8 
  HTK; 1D4+1 appearing). 
  [167-173] Frog, Large (Blood Dice 1D8 HTK; 
  1D6+1 appearing). 
  
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  [174-181] Frogmen (Blood Dice 1D8 HTK; 
  1D4+4 appearing). 
  [182-189] Fungus, Shrieking (Blood Dice 3D8 
  HTK; 1D2 appearing). 
  [190-195] Fungus Man, Sporeling (Blood Dice 
  1D8 HTK; 1D4+1 appearing). 
  [196-200] Gnome Adventurer / Miner, Good 
  (Blood Dice 1D8 HTK; 2D6+3 appearing). 
  [201-205] Gnome Adventurer / Miner, Neutral 
  (Blood Dice 1D8 HTK; 2D6+3 appearing). 
  [206-214] Goblin (Blood Dice 1D8-1 HTK; 
  1D10+5 appearing). 
  [215-219] Goblin, Gibbering (Blood Dice 1D8 
  HTK; 1D12+5 appearing). 
  [220-224] Goblin, Svart, aka Cave Goblin (Blood 
  Dice 1D8-1 HTK; 1D10+5 appearing). 
  [225-231] Gremlin (Blood Dice 1D4 HTK; 2D8+4 
  appearing). 
  [232-235] Halfling Adventurer / Scout (Blood 
  Dice 1D6 HTK; 1D8+8 appearing). 
  [236-240] Hawk, Cave (Blood Dice 1D8-1 HTK; 
  1D4+1 appearing). 
  [241-249] Hobgoblin (Blood Dice 1D8+1 HTK; 
  2D4 appearing). 
  [250-254] Hobgoblin, Tusked (Blood Dice 1D8+2 
  HTK; 1D6+1 appearing). 
  [255-257] Jellyfish, Large (Blood Dice 1D8 HTK; 
  1D6 appearing). 
  [258-267] Kobold (Blood Dice 1D4 HTK; 4D4+2 
  appearing). 
  [268-274] Kobold, Old Guard (Blood Dice 1D4+2 
  HTK; 1D10+4 appearing). 
  [275-279] Kobold, Old Guard, Veteran (Blood 
  Dice 1D4+4 HTK; 2D6+2 appearing). 
  [280-284] 
  Larva, 
  Booklouse 
  (1 
  HTK; 
  1 
  appearing). 
  [285-291] Larva, Flesh Grub (1 HTK; 1D3 
  appearing). 
  [292-298] Larva, Soul Maggot (Blood Dice 1D8 
  HTK; 1D4 appearing). 
  [299-304] Leech, Large (Blood Dice 1D8 HTK; 
  1D4 appearing). 
  [305-309] Living Stalactite, Large, aka Impaler 
  (Blood Dice 2D8 HTK; 1D3 appearing). 
  [310-314] Living Stalactite, Small, aka Impaler 
  (Blood Dice 1D8 HTK; 1D4 appearing). 
  [315-321] Lizard, Cave, Large (Blood Dice 1D8 
  HTK; 1D6 appearing). 
  [322-329] Man, Bandit (Blood Dice 1D6 HTK; 
  2D6+3 appearing). 
  [330-337] Man, Berserker (Blood Dice 1D6+1 
  HTK; 2D4+1 appearing). 
  
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  [338-345] Man, Brigand (Blood Dice 1D6 HTK; 
  2D6+3 appearing). 
  [346-353] Man, Cultist (Blood Dice 1D6 HTK; 
  2D6+3 appearing). 
  [354-361] Man, Deep Dweller (Blood Dice 
  1D6+1 HTK; 2D4+2 appearing). 
  [362-368] 
  Man, 
  Man-at-Arms, 
  Archer 
  / 
  Crossbowman (Blood Dice 1D6+1 HTK; 2D4 
  appearing). 
  [369-376] Man, Man-at-Arms, Heavy Footman 
  (Blood Dice 1D6+1 HTK; 2D4+1 appearing). 
  [377-384] Man, Man-at-Arms, Light Footman 
  (Blood Dice 1D6+1 HTK; 2D4+2 appearing). 
  [385-390] Man, Savage / Cannibal (Blood Dice 
  1D8 HTK; 1D4+1 appearing). 
  [391-398] 
  NPC, 
  Adventuring 
  Party, 
  Evil 
  (Experience Level 1; 1D4+1 appearing). 
  [399-406] NPC, Adventuring Party, Good 
  (Experience Level 1; 1D4+1 appearing). 
  [407-414] NPC, Adventuring Party, Neutral 
  (Experience Level 1; 1D4+1 appearing). 
  [415-418] 
  NPC, 
  Anti-Paladin, 
  Random 
  Alignment (Experience Level 1; 1D4 appearing). 
  [419-424] NPC, Barbarian, Random Alignment 
  (Experience Level 1; 1D4 appearing). 
  [425-428] NPC, Bard, Random Alignment 
  (Experience Level 1; 1D4+1 appearing). 
  [429-434] NPC, Cavalier, Random Alignment 
  (Experience Level 1; 1D4+1 appearing). 
  [435-442] NPC, Cleric, Random Alignment 
  (Experience Level 1; 1D4+1 appearing). 
  [443-448] NPC, Druid, Random Alignment 
  (Experience Level 1; 1D4+1 appearing). 
  [449-456] NPC, Fighter, Random Alignment 
  (Experience Level 1; 1D4+1 appearing). 
  [457-462] NPC, Hunter, Random Alignment 
  (Experience Level 1; 1D4 appearing). 
  [463-466] NPC, Illusionist, Random Alignment 
  (Experience Level 1; 1D4+1 appearing). 
  [467-470] NPC, Jester, Random Alignment 
  (Experience Level 1; 1D4+1 appearing). 
  [471-478] NPC, Magic-User, Random Alignment 
  (Experience Level 1; 1D4+1 appearing). 
  [479-484] NPC, Monk, Random Alignment 
  (Experience Level 1; 1D4+1 appearing). 
  [485-488] 
  NPC, 
  Mountebank, 
  Random 
  Alignment (Experience Level 1; 1D4+1 appearing). 
  [489-492] NPC, Mystic, Random Alignment 
  (Experience Level 1; 1D4+1 appearing). 
  [493-496] NPC, Paladin, Random Alignment 
  (Experience Level 1; 1D4 appearing). 
  [497-500] NPC, Ranger, Random Alignment 
  (Experience Level 1; 1D4 appearing). 
  
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  [501-504] NPC, Savant, Random Alignment 
  (Experience Level 1; 1D4+1 appearing). 
  [505-510] Ogre, Half-, aka Ogreling (Blood Dice 
  2D8 HTK; 1D4 appearing). These creatures are 50% 
  likely to be jovial, mercenary, and potentially friendly 
  (every adventuring party can use a battering ram!), 
  25% likely to be neutral, and 25% likely to be vicious 
  and evil. Technically, these are Lethality Level 2 
  monsters, but their potential usefulness puts them in 
  this table. 
  [511-525] Orc (Blood Dice 1D8 HTK; 1D6+6 
  appearing). 
  [526-535] Rat (1 HTK; 8D6 appearing). 
  [536-545] Rat, Giant (Blood Dice 1D4 HTK; 5D4 
  appearing). 
  [546-555] Rat, Huge (Blood Dice 1D3 HTK; 6D4 
  appearing). 
  [556-565] Rat, Large (Blood Dice 1D2 HTK; 7D4 
  appearing). 
  [566-573] Rat, Plague (1 HTK; 2D6 appearing). 
  [574-581] Rat, Plague, Large (Blood Dice 1D2; 
  1D8+1 appearing). 
  [582-587] Rat-Thing (Blood Dice 1D4 HTK; 
  1D6+1 appearing). 
  [588-593] Raven, Cave (Blood Dice 1D2; 1D8+1 
  appearing). 
  [594-600] Raven People, aka Dire Corvi (Blood 
  Dice 2D8; 1D4+1 appearing). 
  [601-607] Scorpion, Whip, Large (Blood Dice 
  1D8 HTK; 1D4 appearing). 
  [608-613] Serpent, Winged, aka Iaculus (Blood 
  Dice 1D8 HTK; 1D4 appearing). 
  [614-621] Skeleton (Blood Dice 1D8 HTK; 1D4 
  appearing). 
  [622-625] Skeleton, Beast (Blood Dice 1D8-1 
  HTK; 1D6+1 appearing). 
  [626-629] Skeleton, Beast, Small (Blood Dice 
  1D4 HTK; 2D4 appearing). 
  [630-633] Skeleton, Monster (Blood Dice 1D8+1 
  HTK; 1D3 appearing). 
  [634-637] Skeleton, Monster, Dragon Hatchling 
  (Blood Dice 1D8+1 HTK; 1D2 appearing). 
  [638-644] Snake, Non-Poisonous (Blood Dice 
  1D2 HTK; 2D6 appearing). 
  [645-651] Snake, Non-Poisonous, Large (Blood 
  Dice 1D4 HTK; 1D6+1 appearing). 
  [652-658] Swarm, Small, Flying Insect (Blood 
  Dice 2D8 HTK; 1 appearing). 
  [659-665] Swarm, Small, Insect (Blood Dice 2D8 
  HTK; 1 appearing). 
  [656-670] Swarm, Small, Scarab (Blood Dice 
  2D8 HTK; 1 appearing). 
  [671-677] Swarm, Small, Spider (Blood Dice 
  2D8 HTK; 1 appearing). 
  
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  [678-682] Termite, Giant, Worker (Blood Dice 
  1D8+2 HTK; 1D3 appearing). 
  [683-689] Toad, Large (Blood Dice 1D8-1 HTK; 
  1D4+1 appearing). 
  [690-694] Vulture, Cave (Blood Dice 1D8+1 
  HTK; 1D4+1 appearing). 
  [695-699] Vulture People, aka Feasters of 
  Anaxagoras 
  (Blood 
  Dice 
  1D8 
  HTK; 
  1D4+1 
  appearing). 
  [700-707] Zombie (Blood Dice 2D8 HTK; 1D3 
  appearing). 
  [708-711] Zombie, Beast (Blood Dice 1D8 HTK; 
  1D4+1 appearing). 
  [712-715] Zombie, Monster (Blood Dice 1D8+1 
  HTK; 1D4 appearing). 
  [716-850] Mixed Encounter: Roll twice, divide 
  numbers appearing by 2 and round up; mixed 
  monsters can be justified as mounts, guards, 
  prisoners, allies, symbiotic, tamed or captured 
  specimens, battling, cornered, etc. as appropriate; 
  reroll results above 715. 
  [861-950] Level II Monster: Includes possibilities 
  such as Di Lemures, Gnoles, Stryxes, Troglodytes, 
  level 2 NPCs, etc. Use appropriate tables; divide 
  number of monsters appearing by 2, and round any 
  fraction up (minimum number appearing = 1). Or, 
  watch for future Castle Oldskull supplements; or 
  reroll. 
  [961-000] Level III Monster: Includes possibilities 
  such as Bugbears, Gelatinous Slimes, Ogres, Very 
  Young Dragons, level 3 NPCs, etc. Use appropriate 
  tables; divide number of monsters appearing by 3, 
  and round any fraction up (minimum number 
  appearing = 1). Or, watch for future Castle Oldskull 
  supplements; or reroll. 
  Hey, Be More Specific!: Sorry, copyrights, 
  intellectual property, big meanie corporations, and 
  all that nasty stuff. 
  What is the Monster Doing Here?: That’s for you 
  to decide. This book does not deal with dungeon 
  ecology; check out the CDDG series for information 
  on that. Generally, if you feel the monsters need 
  water, put in barrels, a small pool, or stream. If you 
  feel they need food storage, put a 10’x10’ cell (or 
  alcove) within or adjacent to the lair, or a shallow pit. 
  (Of course, “food” can mean iron rations, fresh meat, 
  hosts, fungi, souls, or dead bodies …) If you feel they 
  need air, describe the grates and (impassable) wind 
  shafts here. If you feel they need light, put the light 
  source in and describe it. Beyond those concerns, 
  the game is really about adventurers killing stuff, not 
  “The lives and times of the poor little monster-
  nubblins who dwell in improper conditions,” so I 
  suggest you not overthink it. ☺ 
  NPCs in the Dungeon: Random Non-Player 
  Characters (NPCs) might be adventurers, explorers, 
  guardians, denizens, or cultists, depending on 
  alignment, location and circumstance. If, at a 
  
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  complete stretch, you cannot fathom how people 
  would possibly be there (for example, in a 
  submerged 10’x20’ room reached only through two 
  secret doors and surrounded by monsters), you can 
  just replace the encounter with Zombies (50%) or 
  Skeletons (50%) (of the indicated former character 
  class(es), of course!). In other words, the NPCs died 
  here 
  in 
  this 
  inhospitable 
  place, 
  and 
  were 
  reanimated. 
  Aquatic Monsters: Aquatic monsters will require 
  the presence of a deep pool, fountain, stream, 
  enchanted node of elemental water, etc.; you can 
  enclose this area within the room if you like, or you 
  can sketch a larger connecting area leading into a 
  larger water source (which is beyond the scope of 
  random dungeon generation). If you have any pools, 
  streams, or underground rivers on your map as the 
  result of random generation, consider adding in 
  small streamlets to connect this diverse bodies of 
  water. And yes, this does theoretically mean that 
  aquatic 
  monsters 
  could 
  potentially 
  flee 
  to 
  unreachable places, or attack from undiscovered 
  regions. Keep this in mind if the adventurers 
  undertake multiple expeditions throughout the 
  dungeon … they might find they have some wet and 
  scaly “friends” who want to speak to them about their 
  too-frequent visits. 
  Split Encounters: Please note that if more than 7 
  monsters appear, and if the room has more than one 
  exit, there is a 75% chance that half of the monsters 
  (rounded down) are situated in the current room, and 
  the other half (rounded up) are situated in an 
  adjacent room … whichever room you generate next 
  in this general direction. In combat or an altercation, 
  it is likely that the other half of the monsters will 
  arrive in 1D4+1 rounds. Use your best judgment, 
  looking at the map, doors, nature of the monsters, 
  etc. when determining if this can occur. The purpose 
  of split encounters is [1] to provide rational cohesion 
  to dungeon populations, by ensuring that similar 
  monsters are found in adjacent spaces, and [2] to 
  avoid randomly wiping out the adventurers because 
  you 
  rolled 
  high 
  on 
  the 
  random 
  monster 
  determination dice. 
  Monster Population Advanced Option: If you 
  want to add some thematic predictability to your 
  dungeon monster populations while still keeping the 
  monsters random, consider using the following 
  variant: 
  Every time a new monster type is encountered, 
  there is a 50% chance that the monster type is 
  Common on this dungeon level. Write it down on a 
  list (in your encounter key), which will eventually 
  include up to 6 different options (and you build up 
  this list as you go; e.g., “[1] Kobolds, [2] Orcs, [3] 
  Centipedes, [4] ??? (TBD), [5] ??? (TBD), [6] ??? 
  (TBD)”). When a monster lair is encountered, there 
  is a 25% chance that a Common monster type will 
  be encountered, and a 75% chance that a random 
  monster type will be encountered. If a Common 
  monster is found, roll the appropriate die (D2 if two 
  monsters are currently written down, D4 if four 
  
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  monsters are currently written down, etc.) to 
  determine the monster encountered. 25% of 
  Common monster encounters will be mixed, which 
  means you should halve the number of Common 
  monsters appearing and then roll on the main 
  (D1000) monster table to determine a second 
  monster type. This might give you interesting results 
  which you can develop a bit, such as “Kobolds and 
  Dwarves (prisoners),” “Kobolds and Gremlins 
  (allies),” “Kobolds and Giant Rats (pack and pack 
  handlers),” and so forth. 
  Again, Common monsters should be 25% of the 
  encounters as you continue to design the dungeon 
  level. Whenever a Common monster type is not 
  found (75%), you should roll normally on the 1D1000 
  table, which may result in a Common monster 
  randomly regardless (for example, you might roll 
  “Kobolds” randomly once again). 
  This may all sound a bit confusing, but after you 
  practice with the advanced population option once, 
  it will make intuitive sense thereafter. It’s just a bit 
  hard to describe the process in succinct terms. 
   
  TABLE VIII: ROOM GENERATOR 
  The following tables and guidelines can be used 
  to create any room in your dungeon. It will take you 
  a while to generate the first room, but thereafter the 
  procedure becomes very quick and intuitive. Here 
  we go! 
  Door Position: Very generally, when a door is 
  opened, the door should open in the center of the 
  new room’s wall. So if the room is 30’x30’, the door 
  would be equidistant between the two walls at the 
  15’ mark. If this is not possible due to other areas of 
  the map already being explored and filled in — for 
  example, if there is a known room to the west and an 
  unexplored blank to the east — then the door could 
  be in the western part of the room, and the room 
  would expand eastward. Necessarily, door position 
  calls for some judgment calls on your part. But if you 
  follow the “door in the center of the wall” guideline 
  whenever possible, you shouldn’t need to make 
  these judgment calls too frequently until you get 
  toward the end of a vast generation project. 
  Room Size and Shape: To map a room onto 
  graph paper, you need to know the room’s size 
  (dimensions) and shape (square, rectangular, etc.). 
  We assume here that you are using a 1 square = 10’ 
  (100 square feet) scale, so you will need to adjust 
  accordingly if you are using metrics or developing 
  battle maps or something else outside of the old 
  school standard. 
  A few quick explanatory notes for the table 
  below: A “short rectangle” means that when the door 
  is opened, the wall directly across is usually nearer 
  than the walls to the left and right (although this 
  depends on door position). For example, if the room 
  is a 20’x40’ rectangle, when the door is opened the 
  far opposite wall is 20’ away. A “long rectangle 
  means” that when the door is opened, the wall 
  
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  directly across is far away. For example, if the room 
  is a 20’x40’ rectangle, when the door is opened the 
  far opposite wall is 40’ away. 
  Advanced “Mad Wizard’s Labyrinth” Option: The 
  table below is intentionally designed so that about 
  80% of the random rooms will be square or 
  rectangular, and ~20% of rooms will be unusual. If 
  you want to have a bizarre set of rooms for the cool 
  aesthetics and the mapping challenge, you can 
  achieve this effect by rolling 3D20+40 instead of 
  1D100. 
   
  Table VIII-1: Room Size and Shape 
  To determine the approximate size and shape of 
  any chamber (or a cave, which will have irregular 
  wall surfaces), roll 1D100: 
  Squares (45%) 
  [01-15] Small and Square, 20’x20’ (400 sq. ft.), 
  1D3 exits. 
  [16-30] Medium-Sized and Square, 30’x30’ (900 
  sq. ft.), 1D4 exits. 
  [31-35] Fairly Large and Square, 40’x40’ (1,600 
  sq. ft.), 1D4 exits. 
  [36-40] Large and Square, 50’x50’ (2,500 sq. ft.), 
  1D4+1 exits. 
  [41-43] Very Large and Square, 60’x60’ (3,600 
  sq. ft.), 1D4+1 exits. 
  [44-45] Huge and Square, 70’x70’ (4,900 sq. ft.), 
  1D4+2 exits. 
  Short Rectangles (18%) 
  [46-47] Very Small and Rectangular, 10’x20’ 
  (200 sq. ft.), 1D3 exits. 
  [48-49] Small and Rectangular, 15’x20’ (300 sq. 
  ft.), 1D3 exits. 
  [50-51] Fairly Small and Rectangular, 15’x30’ 
  (450 sq. ft.), 1D3 exits. 
  [52-53] Somewhat Small and Rectangular, 
  20’x30’ (600 sq. ft.), 1D4 exits. 
  [54-55] Medium-Sized and Rectangular, 20’x40’ 
  (800 sq. ft.), 1D4 exits. 
  [56-57] Medium-Sized and Nearly Square, 
  30’x40’ (1,200 sq. ft.), 1D4 exits. 
  [58] Fairly Large and Rectangular, 30’x50’ 
  (1,500 sq. ft.), 1D4 exits. 
  [59] Fairly Large and Long, 30’x60’ (1,800 sq. 
  ft.), 1D4+1 exits. 
  [60] Large and Rectangular, 40’x60’ (2,400 sq. 
  ft.), 1D4+1 exits. 
  [61] Large and Long, 40’x70’ (2,800 sq. ft,), 
  1D4+1 exits. 
  [62] Huge and Rectangular, 50’x80’ (4,000 sq. 
  ft.), 1D4+2 exits. 
  [63] Huge and Nearly Square, 60’x80’ (4,800 sq. 
  ft.), 1D4+2 exits. 
  
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  Long Rectangles (18%) 
  [64-65] Very Small and Rectangular, 10’x20’ 
  (200 sq. ft.), 1D3 exits. 
  [66-67] Small and Rectangular, 15’x20’ (300 sq. 
  ft.), 1D3 exits. 
  [68-69] Fairly Small and Rectangular, 15’x30’ 
  (450 sq. ft.), 1D3 exits. 
  [70-71] Somewhat Small and Rectangular, 
  20’x30’ (600 sq. ft.), 1D4 exits. 
  [72-73] Medium-Sized and Rectangular, 20’x40’ 
  (800 sq. ft.), 1D4 exits. 
  [74-75] Medium-Sized and Nearly Square, 
  30’x40’ (1,200 sq. ft.), 1D4 exits. 
  [76] Fairly Large and Rectangular, 30’x50’ 
  (1,500 sq. ft.), 1D4 exits. 
  [77] Fairly Large and Long, 30’x60’ (1,800 sq. 
  ft.), 1D4+1 exits. 
  [78] Large and Rectangular, 40’x60’ (2,400 sq. 
  ft.), 1D4+1 exits. 
  [79] Large and Long, 40’x70’ (2,800 sq. ft,), 
  1D4+1 exits. 
  [80] Huge and Rectangular, 50’x80’ (4,000 sq. 
  ft.), 1D4+2 exits. 
  [81] Huge and Nearly Square, 60’x80’ (4,800 sq. 
  ft.), 1D4+2 exits. 
  Unusual Shapes (19%) 
  Note: Don’t worry about getting these shapes 
  and angles perfect, as these rooms are meant to be 
  strange and perhaps haphazardly built. Just rough it 
  out on the paper! Oddly-shaped rooms might have 
  “jagged” walls following the graph paper lines, or 
  they might be grottoes or caverns with very irregular 
  wall surfaces. If you can’t decide, there’s a 50% 
  chance of either option. 
  [82] Circular (or Oval) and Small (curving wall 
  surface), about 30’ across, 1D4 exits. 
  [83] Circular (or Oval) and Medium-Sized 
  (curving wall surface), about 40’ across, 1D4 exits. 
  [84] Circular (or Oval) and Large (curving wall 
  surface), about 50’ across, 1D4+1 exits. 
  [85] Diamond-Shaped (roll on the square section 
  of this table above, using 5D10-4, rerolling a result 
  of 46, and “rotate” the square 45 degrees), number 
  of exits determined by square room result. 
  [86] Triangular and Small (three wall surfaces), 
  longest wall 30’ long, 1D4 exits. 
  [87] Triangular and Medium-Sized (three wall 
  surfaces), longest wall 40’ long, 1D4 exits. 
  [88] Triangular and Large (three wall surfaces), 
  longest wall 50’ long, 1D4+1 exits. 
  [89] Trapezoidal and Small (four wall surfaces), 
  longest wall 30’ long, 1D4 exits. 
  [90] Trapezoidal and Medium-Sized (four wall 
  surfaces), longest wall 40’ long, 1D4 exits. 
  
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  [91] Trapezoidal and Large (four wall surfaces), 
  longest wall 50’ long, 1D4+1 exits. 
  [92] Parallelogram (four wall surfaces), longest 
  wall 40’ long, 1D4 exits. 
  [93] Pentagonal (five wall surfaces), longest wall 
  about 20’-25’ long, 1D4+1 exits. 
  [94] Hexagonal (six wall surfaces), longest wall 
  about 20’-25’ long, 1D4+1 exits. 
  [95] Octagonal (eight wall surfaces), longest wall 
  20’-25’ long, 1D4+1 exits. 
  [96-97] Oddly-Shaped and Small (multiple wall 
  surfaces), filling 4 to 6 (1D3+3) 10’x10’ squares 
  (400-600 sq. ft.), 1D3 exits. 
  [98] Oddly-Shaped and Medium-Sized (multiple 
  wall surfaces), filling 7 to 10 (1D4+6) 10’x10’ 
  squares (700-1,000 sq. ft.), 1D4 exits. 
  [99] Oddly-Shaped and Large (multiple wall 
  surfaces), filling 11 to 20 (1D10+10) 10’x10’ squares 
  (1,100-2,000 sq. ft.), 1D4 exits. 
  [00] Oddly-Shaped and Very Large (multiple wall 
  surfaces), filling 21 to 40 (1D20+20) 10’x10’ squares 
  (2,100-4,000 sq. ft.), 1D4+1 exits. 
   
  Table VIII-2: Room Exits and Exit 
  Locations 
  Once you have the room’s general configuration 
  in mind, you need to think about the exits. Rooms 
  with lots of exits imply a significant amount of future 
  growth for your dungeon level, while rooms with few 
  exits are perilous for adventurers (because they limit 
  potential escape routes from surprise encounters 
  with powerful monsters). 
  The potential number of exits from a room 
  depends on the relative size of the room, and a 
  random roll. Please note that in this system, the 
  place where the adventurers entered the room is 
  considered the “discovered exit,” and any other 
  ways out are “additional exits.” 
  The prior table, Room Size and Shape, indicates 
  how many exits a room will have. For example, a 
  Fairly Large and Square room will have 1D3 exits, 
  which means you should roll a three-sided die to 
  determine how many exits there are. (If you don’t 
  have a three-sided die, you can roll 1D6, where 1-2 
  = 1, 3-4 = 2, and 5-6 = 3, or you can use 
  =RANDBETWEEN(1,3) I Excel.) If the result is a 1, 
  the room is effectively a dead end, because the 
  adventurers are standing in the only exit. 
  You can always decide on the location of a 
  doorway intuitively, using what I call the “aim for the 
  white space” approach. Simply put the first new door 
  in the wall that leads to the largest blank area on 
  your current piece of graph paper; put the second 
  new door somewhere else, leading to the next 
  largest blank area; and so forth. This is a 
  preventative approach, where you are aiming the 
  random generation at “the Unknown” so that you will 
  
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  have fewer instances of potential overlap or 
  obstruction. 
  But if you dislike the intuitive approach and 
  prefer to determine things in a mathematical fashion, 
  you can determine the relative location of any room’s 
  additional exits by rolling 1D20 separately for each, 
  as follows: 
  [1] Door to the North. 
  [2] Archway (or opening) to the North. 
  [3] Door to the Northeast. 
  [4] Archway (or opening) to the Northeast. 
  [5] Door to the East. 
  [6] Archway (or opening) to the East. 
  [7] Door to the Southeast. 
  [8] Archway (or opening) to the Southeast. 
  [9] Door to the South. 
  [10] Archway (or opening) to the South. 
  [11] Door to the Southwest. 
  [12] Archway (or opening) to the Southwest. 
  [13] Door to the West. 
  [14] Archway (or opening) to the West. 
  [15] Door to the Northwest. 
  [16] Archway (or opening) to the Northwest. 
  [17-18] Door in the Directly Opposite Wall. 
  [19-20] Archway (or opening) in the Directly 
  Opposite Wall. 
  You as the GM and dungeon designer must 
  decide which exact 10’ length of wall that each 
  additional door is in. Your decision might well 
  change the “facing” of the door from the implications 
  given above, depending on the room shape and your 
  interpretation of the result. For example, in a 70’x70’ 
  room you will have about 4 different squares that a 
  “northeast” door could be positioned in, and the door 
  might face north, northeast, or east in that corner 
  region (depending on the graph paper square you 
  choose). As a rule of thumb, I recommend that (a) 
  the new door should be in the middle of the selected 
  area if it leads into the unknown (blank map space), 
  or (b) if the map is getting relatively full and crowded 
  in this region, the door should then take into account 
  the crowding locations of the known, adjacent areas. 
  Build in the door to lead toward blank space. I also 
  recommend that doors should usually lead out in 
  cardinal directions — in this example, either north or 
  east, not northeast on a diagonal — unless you find 
  odd, unexpected, and diagonal spaces especially 
  appealing. 
  If the random exit location result does not fit the 
  room’s dimensions (or it gets in the way of the 
  current entering party’s location), you should reroll. 
  The safest result is “opposite wall [17-20]” which you 
  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 
  
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  random 
  generation 
  features 
  strange 
  looping 
  switchbacks (which is possible, but rare and 
  statistically unlikely). 
  Please note also that if any exit leads into an 
  already-discovered room, then this is either an 
  undiscovered secret door (50%), a one-way secret 
  door that was not discovered before and is visible 
  from this side (25%), or it is a magical one-way door 
  which will disappear after it is used (25%). Archways 
  and openings which lead into already-discovered 
  rooms should be converted into one of these three 
  special door types so that the new room “makes 
  sense” and integrates smoothly into the existing 
  design. 
   
  Table VIII-3: Door Types 
  Doors can take a long time to generate, and they 
  can bog you down. But they do add a lot of 
  immersion and play style choices during exploration, 
  so there is a balance to be struck here between 
  design time and play time. If you don’t want 
  additional detail pertaining to door types, then every 
  door in the dungeon is a “basic” one with no special 
  featuers. But if you want more random detail, 
  consider the following (roll 1D100 for each new 
  door): 
  [01-40] Normal Door. In an advanced random 
  setting, I recommend that 40% of dungeon doors 
  should be “normal.” These are heavy, scarred, 
  oaken doors without windows. They are ironbound 
  (a bit rusty) and loud to open or close. By default, 
  they are closed. 
  [41-65] Stuck Door. 25% of dungeon doors 
  should be “normal and stuck.” These doors are 
  wedged a bit against the frame (a hinge is rusting 
  out), haphazardly repaired, waterlogged, or similarly 
  difficult to open the first time. A Strength (STR) roll 
  will be required to open these. 
  [66-75] Locked Door. 10% of dungeon doors 
  should be “normal and locked.” These doors have a 
  crude lock, which thieves should be able to pick with 
  a normal roll. You may be asking yourself, “Who has 
  the key?” The answer is usually (in order of 
  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 
  (it likely has an iron key ring filled with such things), 
  (d) the key is lost somewhere on this dungeon level 
  (under a pile of rubble near a skeleton, for instance), 
  or (e) the key is no longer in existence. Needless to 
  say, adventurers will almost never find such keys 
  before needing them, unless you specifically design 
  that circumstance into your dungeon. 
  [76-00] Unusual Door. For the remainder of 
  doors in the dungeon, roll on the following table. This 
  is where the fun begins! 
   
  Table VIII-4: Unusual Doors 
  Roll 1D100:  
  
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  [01] Archway, Bricked Up (bricks will be very 
  difficult to remove) 
  [02] Archway, Partially Bricked Up (bricks 
  already half-removed, remainder will be easy to 
  dislodge) 
  [03] Bookcase, Pivoting 
  [04] Bookcase, Sliding 
  [05] Burrow Opening (monstrous creator — 
  amber behemoth, brood of Xoron, dhole, etc.) 
  [06] Cave Mouth, Blocked (piled with stones, 
  crates, etc. that can be moved) 
  [07] Cave-In, Partially Cleared 
  [08] Cave-In, Uncleared 
  [09] Crawlway 
  [10] Door, with Alarm 
  [11] Door, Barred, Opposite Side 
  [12] Door, Barred, This Side 
  [13] Door, with Barred Window 
  [14] Door, Bifold 
  [15] Door, Blocked, Opposite Side (if blocked on 
  this side, it’s technically a concealed door) 
  [16] Door, Bronze 
  [17] Door, Concealed 
  [18] Door, Concealed, One-Way 
  [19] Door, Cyclopean (for Giants, Titans, etc.) 
  [20] Door, Double 
  [21] Door, Glyph-Engraved 
  [22] Door, Inscribed 
  [23] 
  Door, 
  Inside 
  Furnishing 
  (Armoire, 
  Wardrobe, etc.) 
  [24] Door, Iron 
  [25] Door, Iron, Rusted 
  [26] Door, Ironbound 
  [27] Door, Locked, with Hagoday Knocker 
  [28-29] Door, Locked and Stuck 
  [30] Door, with Magic Mouth 
  [31] Door, One-Way 
  [32] Door, One-Way, Secret 
  [33] Door, One-Way, Vanishing 
  [34] Door, with Peephole 
  [35] Door, Reinforced 
  [36] Door, Rotted 
  [37] Door, Sealed (with Lead) 
  [38] Door, Sealed (with Silver) 
  [39] Door, Secret 
  [40] Door, Secret (Chain-Activated) 
  [41] Door, Secret (Lever-Activated) 
  [42] Door, Secret, One-Way 
  [43] Door, Spiked Open 
  
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  [44] Door, Splintered 
  [45] Door, Spring 
  [46] Door, Stone 
  [47] Door, Stone, Pivoting 
  [48] Door, Stuck 
  [49] Door, Tiny (Alice in Wonderland) 
  [50] Door, Trapped 
  [51] Door, Trick (Magical) 
  [52] Door, with No Handle 
  [53] Door, with Tripwire 
  [54] Door, Walled-Over 
  [55] Door, Wizard Locked 
  [56] Door, Wooden (Unusual) 
  [57] Door Panel, Rotating 
  [58] Gate, Iron 
  [59] Gate, Magical 
  [60] Gate, Rusted 
  [61] Grate, Closed 
  [62] Grate, Raised 
  [63] Great Demonic Face 
  [64] Hole in Collapsed Wall 
  [65] Hollow Obelisk 
  [66] Illusionary Wall 
  [67] Lowering Wall 
  [68] Lychgate 
  [69] Membrane, Crystalline 
  [70] Membrane, Flesh 
  [71] Membrane, Fungal 
  [72] Mouth of the Colossus 
  [73] Opening, Behind Waterfall 
  [74] Opening, Hidden 
  [75] Opening, Ice-Covered (or Misty) 
  [76] Opening, Moss-Veiled 
  [77] Opening, Slime-Covered 
  [78] Opening, Triangular and Misty 
  [79] Opening, Vine-Covered 
  [80] Opening, Web-Covered 
  [81] Pipe Mouth, Dry 
  [82] Pipe Mouth, Flowing 
  [83] Pipe Mouth, Slimy 
  [84] Pipe Mouth, Sludge-Filled 
  [85] Portcullis, Closed 
  [86] Portcullis, Raised 
  [87] Portcullis, Rusted Open 
  [88] Portcullis, Rusted Shut 
  [89] Rising Wall 
  [90] Seam, Narrow (Coal) 
  [91] Seam, Twisting (Coal) 
  
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  [92] Sliding Wall 
  [93] Throne, Revolving 
  [94] Turnstile, Iron 
  [95] Turnstile, One-Way 
  [96] Turnstile, Rusted 
  [97] Valve, Iron 
  [98] Valve, Iron, Rusted 
  [99] Valve, Steam-Powered 
  [00] Wall, Crumbling 
  If you’ve reading this sentence, you probably like 
  the idea of atmospheric and challenging doors! So 
  consider this as well: If you need still more detail, 
  check out supplement CDDG2, The Classic 
  Dungeon Design Guide II, for many more thousands 
  of door (and lock) options. 
   
  Table VIII-5: Room Contents 
  This is necessarily a detailed section. Of all the 
  improvements that I have made to old school 
  random dungeon generation over the years, I have 
  found this table to be the most impactful and 
  rewarding for my game. But your mileage may 
  certainly vary, depending on how much design time 
  your current work and lifestyle allow you! 
  As the Game Master, you might not want random 
  room contents at all. You might just be using this 
  supplement to create a random map, and in that 
  case you should “stock” (detail) the rooms according 
  to your own creative preference. But if you want 
  random room results (or if you are using this 
  supplement to play solitaire), you will want random 
  room contents. And the next table is a very good 
  one. 
  The following system is as complex as I can 
  make it with a D100 system, balancing complexity 
  and variety as best I can. Please note that these 
  random contents are only for mega-dungeon level 1, 
  or for a dungeon intended to be explored by PCs of 
  experience levels 1 to 3. If there is further interest, I 
  will create separate generators for deeper dungeon 
  levels with the appropriate results. 
  To Generate Random Room Contents: Roll 
  1D100 on the table below. Then, you will need to roll 
  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 
  learn that the room is actually home to 7 orcs. 
  I recommend truly random dungeon contents 
  (and occurrence percentages) as follows: [1] You 
  can make up the particulars on your own, or [2] you 
  can roll on the tables found in the Classic Dungeon 
  Design Guide series of books, as you prefer. If you 
  don’t have the time to add atmosphere to an “Empty 
  Room” result, then the Empty Room is precisely that. 
  There is nothing in it at all. 
  You will soon find that you either love this table 
  (it produces amazingly diverse results), or you hate 
  
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  it (it takes a lot of time to get familiar with, and if 
  you’re not the author you’ll be struggling to 
  remember which information is where). Feel free to 
  overrule me if you decide that the extra detail level 
  is more trouble than it’s worth! 
  [01-02] Empty Room, Air Conduit. The air clarity 
  changes here. Optional: Refer to supplement 
  CDDG1, Section 7-2-3 for more detail. 
  [03-04] Empty Room, Air Shaft. The air current 
  changes here. Optional: Refer to supplement 
  CDDG1, Section 7-2-4 for more detail. 
  [05-09] Empty Room, Barren. The room is 
  completely barren, and the adventurers will feel as if 
  they are being watched. 
  [10-11] Empty Room, Bright / Dim. This room 
  has light sources, or a light level, that is unusual for 
  the dungeon. Optional: Refer to supplement 
  CDDG1, Sections 7-2-1 and 7-2-2 for more detail. 
  [12-13] Empty Room, with Cave Feature. There 
  is a strange “natural” (?) cave formation here. 
  Optional: Refer to supplement CDDG2, Section 3-1 
  for more detail. 
  [14-17] Empty Room, with Classic Dungeon 
  Dressing. This room has 1D3 random objects in it. 
  Optional: Refer to supplement CDDG1, Section 9-1-
  2 for more detail. 
  [18-19] Empty Room, with Container. There is an 
  unusual 
  container 
  here. 
  Optional: 
  Refer 
  to 
  supplement CDDG2, Section 3-2 for more detail. 
  [20-21] Empty Room, with Corpse / Skeleton. 
  There are one or more dead bodies here. Optional: 
  Refer to supplement CDDG2, Section 3-3 for more 
  detail. 
  [22-23] Empty Room, Evocative and Random. 
  This room is strange and unusual. Optional: Refer to 
  supplement 
  CDDG1, 
  Section 
  8-3 
  for 
  recommendations. 
  [24-25] Empty Room, Evocative and Unusual. 
  This room is bizarre. Optional: Refer to supplement 
  CDDG2, Section 3-15 for recommendations. 
  [26-27] Empty Room, Furnished. This room has 
  some kind of furnishings. Optional: Refer to 
  supplement CDDG1, Section 9-1-1 for more detail. 
  [28-29] Empty Room, Hideout. This room has 
  recently been used as a hideout. Optional: Refer to 
  supplement CDDG2, Section 3-8 for more detail. 
  [30-31] Empty Room, with Minor Life Forms. This 
  room has a few creepy crawlies in it. Optional: Refer 
  to supplement CDDG1, Section 7-2-5 for more 
  detail. 
  [32] “Empty” Room, Room of Madness. The 
  illusion over this room makes it appear empty until 
  adventurers step into it, when the illusion will melt 
  away … and they will realize it is not empty at all. 
  Optional: Refer to supplement CDDG3, Appendix B 
  for ideas. 
  [33] Empty Room, with Shard of Chaos. This 
  room has an eldritch magical relic of the past inside 
  
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  of it. Optional: Refer to the Appendix in supplement 
  CDDG1 for recommendations. 
  [34-35] Empty Room, with Strange Smell. This 
  room smells very odd. Optional: Refer to supplement 
  CDDG1, Section 7-2-6 for more detail. 
  [36-37] Empty Room, with Strange Sound. An 
  odd sound emanates from, or can be heard while 
  standing within, this room. Optional: Refer to 
  supplement CDDG1, Section 7-2-7 for more detail. 
  [38-39] Empty Room, Torture Chamber. This 
  room was once used, or is being used, as a torture 
  chamber. Optional: Refer to supplement CDDG2, 
  Section 3-14 for more detail. 
  [40-43] 
  Empty 
  Room, 
  Unique 
  Dungeon 
  Dressing. This room has 1D3 strange objects in it. 
  Optional: Refer to supplement CDDG2, Section 3-5 
  for more detail. 
  [44] Empty Room, with Unusual Door. This room 
  has an odd door. You can use the short table in this 
  book, or you can refer to supplement CDDG2, 
  Section 3-4 for more detail. 
  [45] Empty Room, with Unusual Exit. This room 
  has an odd corridor leading into (or out) of it. If the 
  room has multiple exits, I recommend that this effect 
  should apply to a “farther” exit; but if that is not 
  possible, the effect applies to the entry the 
  adventurers 
  are 
  using. 
  Optional: 
  Refer 
  to 
  supplement CDDG1, Section 9-3 for more detail. 
  [46-47] 
  Level 
  Connector, 
  Leading 
  Down. 
  Proceed to the LEVEL CONNECTOR table (V). 
  [48] Level Connector, Leading Up. Proceed to 
  the LEVEL CONNECTOR table (V). 
  [49] Level Connector with Trap, Leading Up 
  (50%) or Down (50%). Proceed to the LEVEL 
  CONNECTOR table (V). 
  [50] Level Connector with Trick, Leading Up 
  (50%) or Down (50%). Proceed to the LEVEL 
  CONNECTOR table (V). 
  [51] Level Connector with Trick and Trap, 
  Leading Up (50%) or Down (50%). Proceed to the 
  LEVEL CONNECTOR table (V). 
  [52-71] Monster Lair. Proceed to the MONSTER 
  LAIR table (VII). 
  [72] Monster Lair with Level Connector, Leading 
  Down. Proceed to the MONSTER LAIR table (VII) 
  and then the LEVEL CONNECTOR table (V). 
  [73] Monster Lair with Level Connector, Leading 
  Up. Proceed to the MONSTER LAIR table (VII) and 
  then the LEVEL CONNECTOR table (V). 
  [74] Monster Lair with Level Connector, Leading 
  Up (50%) or Down (50%). There is also a Trap here, 
  either on the monsters’ treasure (50%) or the level 
  connector (50%). Proceed to the MONSTER LAIR 
  table (VII) and then the LEVEL CONNECTOR table 
  (V), and also to the TRAP table (X) as needed. 
  
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  [75] Monster Lair with Level Connector, Leading 
  Up (50%) or Down (50%). There is also a Trick here, 
  which does not harm the monsters. Proceed to the 
  MONSTER LAIR table (VII) and then the LEVEL 
  CONNECTOR table (V), and also to the TRICK table 
  (XI) as needed. 
  [76-77] Monster Lair with Trap. The trap is 
  somewhere in the room (for example, on or before a 
  door). Proceed to the MONSTER LAIR table (VII) 
  and then the TRAP table (X). 
  [78-80] Monster Lair with Trapped Treasure. 
  This lair will have treasure 100% of the time (reroll 
  any “No Treasure” result. Proceed to the MONSTER 
  LAIR table (VII) and then the TRAP table (X), and 
  also to the MONSTER-GUARDED TREASURE 
  table (VI) as needed. 
  [81-85] Monster Lair with Trick. Proceed to the 
  MONSTER LAIR table (VII) and then the TRICK 
  table (XI). 
  [86] Trap, on Container. If you need help 
  designing the container, refer to supplement 
  CDDG2. Proceed to the TRAP table (X). 
  [87] Trap, on Door. The trap is on or before the 
  door which the adventurers have entered through. 
  Proceed to the TRAP table (X). 
  [88] Trap, on Door. If possible, the trap is on or 
  before a door which the adventurers have not 
  entered through. If there is only one entrance, of 
  course, the trap is in the entryway. Proceed to the 
  TRAP table (X). 
  [89] Trap, on Surface. This means a wall, floor, 
  or ceiling, as appropriate to the room and the 
  random trap type. Proceed to the TRAP table (X). 
  [90] Trap and Trick. You will need to decide 
  where things are within the room after you generate 
  the random contents. Proceed to the TRAP table (X), 
  and then to the TRICK table (XI). 
  [91-94] Trick. Proceed to the TRICK table (XI). 
  [95-96] Unguarded Treasure. Proceed to the 
  UNGUARDED TREASURE table (XII). 
  [97] Unguarded Treasure with Dead Bodies. The 
  bodies of the adventurers, or monsters, who recently 
  owned the treasure are still here. Why the treasures 
  were left undisturbed is anyone’s guess (dissipated 
  gas trap, or bodies were partially eaten by non-
  sentient predators, or adventurers and humanoids 
  all killed one another, or the treasure is hidden and 
  not discovered by the slayers, etc.). Proceed to the 
  UNGUARDED TREASURE table (XII). 
  [98] Unguarded Treasure and Trap. Proceed to 
  the UNGUARDED TREASURE table (XII) and then 
  to the TRAP table (X). 
  [99] Unguarded Treasure and Trick. It is very 
  likely that the Trick will need to be solved, or 
  bypassed, to acquire the treasure. Proceed to the 
  UNGUARDED TREASURE table (XII) and then to 
  the TRICK table (XI). 
  
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  [00] Unguarded Treasure, with Trick and Trap. It 
  is very likely that the Trick will need to be solved, or 
  bypassed, to acquire the treasure. Proceed to the 
  UNGUARDED TREASURE table (XII), and then to 
  the TRAP table (X), and then to the TRICK table (XI). 
  Quick Headache-Saving Tip: If you need to refer 
  to multiple tables to generate a room, write down the 
  sequence of tables you need to consult (e.g., “VII, V, 
  X”) on scrap paper, or even in your draft encounter 
  key. 
  More Detail! More Detail!: If you want more detail 
  for any and all entries (room type, room’s original 
  purpose, furnishings, dressing, air currents, light 
  levels, odors, noises, containers, etc.), the Classic 
  Dungeon Design Guide supplement series will help 
  you. 
   
  TABLE IX: SIDE PASSAGE 
  This table is fairly similar to the Corridor Crawl 
  table, but it tends to give simpler results more 
  frequently, and to give complex results more rarely. 
  The reason for this is because a side passage, by its 
  very nature, is branching off from another 
  passageway and it has been a while since a room 
  has been discovered. This separate Side Passage 
  table is designed to ensure that corridors don’t 
  branch all over the place without eventually leading 
  to a room. You’ll also find some cool old school 
  options here that require a fair amount of space, 
  including chasms and underground rivers. 
  Forcing the Issue: If you’d rather not design the 
  Side Passage and you’re in a rush, simply declare 
  the Side Passage to be a Dead End! Proceed to the 
  DEAD END table (IV) if you decide this. 
  To generate a side passage, roll 1D100: 
  [01-02] Chasm Bisecting Passage. The corridor 
  runs straight for another 60’. Then, it is bisected by 
  a chasm that is 70’-120’ ((1D6+6)x10) wide and 
  150’-200’ ((1D6+14)x10) deep. (You should draw 
  the chasm further throughout the map; this corridor 
  represents the center of the chasm, and it runs out 
  to its full width.) There may be a collapsed stone 
  bridge that only reaches 15’ across (50% on this 
  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 
  (20%), a wooden bridge (10%), or no bridge, and no 
  easy way across (10%). The corridor runs for 
  another 30’ beyond the stream and ends in a door. 
  Proceed to the ROOM GENERATOR tables (VIII) 
  once adventurers reach the door. 
  [03-04] Corridor Ends, Turns Left and Right, 
  Straight. 
   This is a fork, a T-intersection. The 
  corridor ends, but two new corridors of the same 
  width and type branch 90 degrees to the left, and 90 
  degrees to the right. These new corridors continue 
  on for 60’. Proceed to SIDE PASSAGE table (IX) 
  
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  once again to generate the branching corridor, 
  whichever one the adventurers choose. 
  [05-07] Corridor Trap. There is a trap here, in the 
  current square that the adventurers are standing in. 
  Proceed to TRAP table (X). 
  [08-09] Corridor Trick, Distant. There is a trick 
  60’ ahead. Beyond the trick, the corridor continues 
  straight for another 30’ beyond the trick. At that point, 
  if the party gets past the trick and continues along 
  the corridor, roll a new result on this table (IX). 
  Proceed to TRICK table (XI). 
  [10] Corridor Trick, Near. There is a trick 30’ 
  ahead. Beyond the trick, the corridor continues 
  straight for another 30’ beyond the trick. At that point, 
  if the party gets past the trick and continues along 
  the corridor, roll a new result on this table (IX). 
  Proceed to TRICK table (XI). 
  [11-12] Corridor Turns Left, Straight. This is a 
  right-angle turn. The corridor continues, with the 
  same width and type. But 30’ ahead, it turns 90 
  degrees to the left. In the new direction, the corridor 
  runs for another 60’. At that 60’ mark, roll a new 
  result on this table (IX). 
  [13-14] Corridor Turns Right, Straight. This is a 
  right-angle turn. The corridor continues, with the 
  same width and type. But 30’ ahead, it turns 90 
  degrees to the right. In the new direction, the corridor 
  runs for another 60’. At that 60’ mark, roll a new 
  result on this table (IX). 
  [15-20] Dead End. The corridor ends. There may 
  or may not be a secret door here. Proceed to DEAD 
  END table (IV). 
  [21-22] Door on the Left, Distant. There is a door 
  60’ ahead, in the left-hand wall. The corridor 
  continues on for another 30’ beyond this point as 
  well. At the 30’ mark, roll a new result on this table 
  (IX). Proceed to BEYOND THE DOOR table (II) if the 
  door is opened. 
  [23-24] Door on the Left, Fairly Near. There is a 
  door 30’ ahead, in the left-hand wall. The corridor 
  continues on for another 40’ beyond this point as 
  well. At the 40’ mark, roll a new result on this table 
  (IX). Proceed to BEYOND THE DOOR table (II) if the 
  door is opened. 
  [25-26] Door on the Right, Distant. There is a 
  door 60’ ahead, in the right-hand wall. The corridor 
  continues on for another 30’ beyond this point as 
  well. At the 30’ mark, roll a new result on this table 
  (IX). Proceed to BEYOND THE DOOR table (II) if the 
  door is opened. 
  [27-28] Door on the Right, Fairly Near. There is 
  a door 30’ ahead, in the right-hand wall. The corridor 
  continues on for another 40’ beyond this point as 
  well. At the 40’ mark, roll a new result on this table 
  (IX). Proceed to BEYOND THE DOOR table (II) if the 
  door is opened. 
  [29-32] Door Straight Ahead, Distant. The 
  corridor ends with a closed door 60’ ahead. Proceed 
  
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  to BEYOND THE DOOR table (II) if the door is 
  opened. 
  [33-34] Door Straight Ahead, Fairly Near. The 
  corridor ends with a closed door 40’ ahead. Proceed 
  to BEYOND THE DOOR table (II) if the door is 
  opened. 
  [35-36] Door Straight Ahead, Somewhat Near. 
  The corridor ends with a closed door 50’ ahead. 
  Proceed to BEYOND THE DOOR table (II) if the 
  door is opened. 
  [37-38] Grand Hall, with Double Row of 
  Columns. This passage is 50’ wide and 100’ long, 
  ending in a 10’ wide hallway at the opposite end. A 
  double line of columns runs down the center of the 
  hall; each column is 10’ away from an outer wall and 
  there are 5 (50%) or 9 (50%) pairs of columns. 
  Proceed to the CORRIDOR CRAWL table (III) to 
  determine what is found after the grand hall. 
  [39-40] Grand Hall, with Row of Columns. This 
  passage is 50’ wide and 100’ long, ending in a 10’ 
  wide hallway at the opposite end. A single line of 
  columns space 20’ apart runs down the center of the 
  hall. Proceed to the CORRIDOR CRAWL table (III) 
  to determine what is found after the grand hall. 
  [41-42] Grand Hall, with Side Columns and 
  Upper Galleries. This passage is 50’ wide and 100’ 
  long, ending in a 10’ wide hallway at the opposite 
  end. A double line of columns runs down the center 
  of the hall; each column is 5’ away from an outer wall 
  and there are 5 (50%) or 9 (50%) pairs of columns. 
  Additionally, there are two upper galleries above 
  floor level, supported by the columns. These 
  galleries are 10’ wide and overlook the floor level. 
  Each gallery has a corridor (50%) or door (50%) 
  leading off of it at the 50’-60’ mark. The stairs up to 
  the galleries are near the current entrance (50%) or 
  at the opposite end of the hall (50%). Proceed to the 
  CORRIDOR CRAWL (III) or BEYOND THE DOOR 
  table (II), as appropriate, when adventurers exit this 
  area. 
  [43-44] Great Hall, with Double Row of Columns. 
  This passage is 40’ wide and 80’ long, ending in a 
  10’ or 20’ wide hallway (50% / 50%) at the opposite 
  end. A double line of columns runs down the center 
  of the hall; each column is 10’ away from an outer 
  wall and there are 4 (50%) or 7 (50%) pairs of 
  columns. Proceed to the CORRIDOR CRAWL table 
  (III) to determine what is found after the great hall. 
  [45-46] Great Hall, with Row of Columns. This 
  passage is 40’ wide and 80’ long, ending in a 10’ or 
  20’ wide hallway (50% / 50%) at the opposite end. A 
  single line of columns spaced 20’ apart runs down 
  the center of the hall. Proceed to the CORRIDOR 
  CRAWL table (III) to determine what is found after 
  the great hall. 
  [47-48] Opening on the Left, Distant. There is an 
  opening or archway (without a door) 60’ ahead, in 
  the left-hand wall. It leads into a room. The corridor 
  continues on for another 40’ beyond this point as 
  well. At the 40’ mark, roll a new result on this table 
  
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  (IX). Proceed to ROOM GENERATOR tables (VIII) 
  once the adventurers reach the corridor space 
  adjacent to the opening. 
  [49-50] Opening on the Right, Distant. There is 
  an opening or archway (without a door) 60’ ahead, 
  in the right-hand wall. It leads into a room. The 
  corridor continues on for another 40’ beyond this 
  point as well. At the 40’ mark, roll a new result on 
  this table (IX). Proceed to ROOM GENERATOR 
  tables (VIII) once the adventurers reach the corridor 
  space adjacent to the opening. 
  [51-60] Room Straight Ahead, Distant. The 
  corridor runs straight for another 60’. Then, via an 
  opening or archway, in opens into a room without a 
  door 
  being 
  present. 
  Proceed 
  to 
  ROOM 
  GENERATOR tables (VIII) once the adventurers’ 
  light source reaches the nearest square within the 
  room. 
  [61-69] Room Straight Ahead, Fairly Near. The 
  corridor runs straight for another 40’. Then, via an 
  opening or archway, it opens into a room without a 
  door 
  being 
  present. 
  Proceed 
  to 
  ROOM 
  GENERATOR tables (VIII) once the adventurers’ 
  light source reaches the nearest square within the 
  room. 
  [70-77] Room Straight Ahead, Somewhat Near. 
  The corridor runs straight for another 50’. Then, via 
  an opening or archway, it opens into a room without 
  a 
  door 
  being 
  present. 
  Proceed 
  to 
  ROOM 
  GENERATOR tables (VIII) once the adventurers’ 
  light source reaches the nearest square within the 
  room. 
  [78-84] Straight Corridor, Long. The corridor 
  runs in the current fixed direction for 60’. At the 60’ 
  mark, roll a new result on this table (IX). 
  [85-87] Straight Corridor, Short. The corridor 
  runs in the current fixed direction for 30’. At the 30’ 
  mark, roll a new result on this table (IX). 
  [88-89] Straight Corridor, Very Long. The 
  corridor runs in the current fixed direction for 90’. At 
  the 90’ mark, roll a new result on this table (IX). 
  [90-91] Straight with River Bisecting Passage. 
  The corridor runs straight for another 60’. Then, it is 
  bisected by a river that is 30’ wide and 15’ deep. 
  (You should draw this river further throughout the 
  map, until you reach the edge of the paper.) There 
  may be a boat on the far side (10%), a boat on the 
  near side (10%), a ford that is only 3’ deep at the 
  center (10%), a rope bridge (10%), the rubble 
  remnant of a stone bridge (10%), a stone bridge 
  (20%), a wooden bridge (10%), a destroyed wooden 
  bridge (10%) or no bridge (10%). The corridor runs 
  for another 30’ beyond the stream and ends in a 
  door. Proceed to the ROOM GENERATOR tables 
  (VIII) once adventurers reach the door. 
  [92] Stream Bisecting Passage, Distant. The 
  corridor runs straight for another 60’. Then, it is 
  bisected by a stream that is 10’ wide and 3’ deep. 
  (You can draw this stream further throughout the 
  map if you like.) There may be a stone bridge (25%), 
  
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  a wooden bridge (25%), a destroyed wooden bridge 
  (25%) or no bridge (25%). The corridor runs for 
  another 30’ beyond the stream and ends in a door. 
  Proceed to the ROOM GENERATOR tables (VIII) 
  once adventurers reach the door. 
  [93] Stream Bisecting Passage, Fairly Near. The 
  corridor runs for another 40’. Then, it is bisected by 
  a stream that is 10’ wide and 3’ deep. (You can draw 
  this stream further throughout the map if you like.) 
  There may be a stone bridge (25%), a wooden 
  bridge (25%), a destroyed wooden bridge (25%) or 
  no bridge (25%). The corridor runs for another 50’ 
  beyond the stream and ends in a door. Proceed to 
  the ROOM GENERATOR tables (VIII) once 
  adventurers reach the door. 
  [94] Stream Bisecting Passage, Somewhat 
  Near. The corridor runs for another 50’. Then, it is 
  bisected by a stream that is 10’ wide and 3’ deep. 
  (You can draw this stream further throughout the 
  map if you like.) There may be a stone bridge (25%), 
  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. 
  Proceed to the ROOM GENERATOR tables (VIII) 
  once adventurers reach the door. 
  [95-98] Wandering Monster Approaching from 
  Ahead. The corridor runs in the current fixed 
  direction for 60’. 60’ away, a random wandering 
  monster is present. Beyond the monsters, the 
  corridor continues for another 30’. At that 30’ mark, 
  roll a new result on this table (IX). To determine the 
  wandering monster, roll on the MONSTER LAIR 
  table (VII). Halve the number of monsters appearing, 
  rounding up, and reroll any D1000 results above 
  715. 
  [99-00] Wandering Monster Approaching from 
  Behind. The corridor runs in the current fixed 
  direction for 60’. However, wandering monsters 
  have followed the party and are approaching from 
  behind. The monsters are 1D10x10’ away when the 
  party becomes aware of them. (Restrict this as 
  needed, depending on the circumstances; for 
  example, if the party closed a door to get here and 
  the door is 20’ behind them, the monsters — if 
  sentient and capable of opening doors — are 
  opening the door, which is heard, and they are 
  therefore only 20’ behind.) To determine the 
  wandering monster, roll on the MONSTER LAIR 
  table (VII). Halve the number of monsters appearing, 
  rounding up, and reroll any D1000 results above 
  715. 
   
  TABLE X: TRAP 
  Traps are designed to hinder and harm 
  adventurers in the short term, and to make them 
  careful (and more skilled at dungeon crawling, to be 
  honest) in the long term. 
  The general effect of a random trap is that it is 
  unpredictable, never-wracking, and unexpected 
  
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  (unless detected). In the World of Oldskull campaign 
  traps range from Lethality Level zero (scary, but 
  nothing really harmful) all the way up to Lethality 
  Level 10 (almost certainly fatal to anyone). On 
  mega-dungeon level 1, or in dungeons intended for 
  PC experience levels 1 to 3, I recommend only 
  including traps of Lethality Level zero, 1, or 2, with 2 
  being more rare. The table below reflects that design 
  mentality. 
  Traps can only be partially delineated in this 
  supplement, because each game’s rules for 
  detection, damage, effect, saving throw, etc. are 
  different. But I won’t leave you completely hanging 
  … I can provide a general guideline of what to 
  expect. 
  These results provided here are for mega-
  dungeon level 1, or a dungeon that is intended to be 
  explored by PCs of experience levels 1 to 3. If you 
  need more options than what this short guide can 
  provide, please refer to supplement BDT1, The Book 
  of Dungeon Traps. In that book, I provide much more 
  guidance on this subject than I can offer in the limited 
  space here. When in doubt, use your game’s rules 
  and your imagination! 
  To generate a quick trap, roll 1D100: 
  [01-02] Alarm, Alerts Monster(s) (Lethality Level 
  1) (Monsters within 120’, ignoring doors, cannot be 
  surprised. Walls however will block this effect.) 
  [03-04] Alarm, Beckons Monsters of Lethality 
  Level 1 (Lethality Level 1) (Roll on MONSTER LAIR 
  table (VII); attracted monsters will arrive in 1D4+1 
  rounds.) 
  [05-06] Alarm, Beckons Nothing (Lethality Level 
  zero) (Will frighten the PCs but nothing else occurs.) 
  [07-08] Already Triggered Trap (Lethality Level 
  zero) (Examples: corpse riddled with arrows, 
  skeleton crushed by boulder, etc.) 
  [09] Arrow Trap (Lethality Level 2) (Refer to 
  supplement BDT1 for recommended damage.) 
  [10] Bolt Trap (Lethality Level 2) (Refer to 
  supplement BDT1 for recommended damage.) 
  [11] Bridge, Illusionary, 10’ Fall (Lethality Level 
  2) (Refer to supplement BDT1.) 
  [12] 
  Cascade 
  of 
  Metal 
  Spheres, 
  Alerts 
  Monster(s) (Lethality Level 2) (Monsters within 120’, 
  ignoring doors, cannot be surprised. Walls however 
  will block this effect. Refer to supplement BDT1 for 
  additional effects.) 
  [13] Cascade of Metal Spheres, Beckons 
  Monster(s) (Lethality Level 2) (Roll attracted 
  monsters on MONSTER LAIR table (VII); refer to 
  supplement BDT1.) 
  [14-15] Corpse (Lethality Level zero) (Appears 
  as if it will animate due to pose / position, but it is 
  non-magical and harmless.) 
  [16-17] Corpse, Animating (Lethality Level 1) 
  (Number appearing: 1 zombie.) 
  
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  [18] Corpses, Animating (Lethality Level 2) 
  (Number appearing: 1D3+1 zombies.) 
  [19] Corpses, Diseased, Acute and Mild Affliction 
  (Lethality Level 2) (Touching will cause disease.) 
  [20-21] Corpses, Parasitically Infested, Acute 
  and Mild Affliction (Lethality Level 1) (Touching will 
  cause infestation.) 
  [22] 
  Corridor 
  Block, 
  Medium-Term 
  Reset 
  (Lethality Level 2) (Adventurers will be trapped, or 
  forced to move forward, for a short time; refer to 
  supplement BDT1.) 
  [23-24] Corridor Block, Short Reset (Lethality 
  Level 1) (Adventurers will be trapped, or forced to 
  move forward, for a short time; refer to supplement 
  BDT1.) 
  [25-26] Dart Trap (Lethality Level 1) (Refer to 
  supplement BDT1 for recommended damage.) 
  [27] Dart Trap, Double (Lethality Level 2) (Refer 
  to supplement BDT1 for recommended damage.) 
  [28] Dart Trap, Triple (Lethality Level 2) (Refer to 
  supplement BDT1 for recommended damage.) 
  [29-30] Deactivated Trap (Lethality Level zero) 
  (Example: opened pressure plate with smashed 
  cogs and pulleys visible, etc.) 
  [31-32] Door, False (Lethality Level 1) (Refer to 
  supplement BDT1.) 
  [33] Dweomer Bubble (Lethality Level 2) 
  (Number appearing: 1. Refer to supplement BDT1.) 
  [34] Enchanted Rune, Glyph of Warding, 
  Blinding (Lethality Level 2) (Similar to a spell trigger; 
  refer to supplement BDT1.) 
  [35] Enchanted Rune, Glyph of Warding, Frost 
  (Lethality Level 2) (Similar to a spell trigger; refer to 
  supplement BDT1.) 
  [36-37] Flesh Grub (Lethality Level 1) (Number 
  appearing: 1.) 
  [38] Flesh Grubs (Lethality Level 2) (Number 
  appearing: 1D2.) 
  [39-40] Fungus, Shrieking, Beckons Monster(s) 
  of Lethality Level 1 (Lethality Level 1) (Number of 
  fungi appearing: 1D2. Shrieking will bring monsters, 
  roll on MONSTER LAIR table (VII); attracted 
  monsters will arrive in 1D4+1 rounds.) 
  [41] Fungus, Shrieking, Beckons Monster(s) of 
  Lethality Level 2 (Lethality Level 2) (Number of fungi 
  appearing: 1D4. Refer above, and to supplement 
  BDT1.) 
  [42-43] Fungus, Shrieking, Beckons Nothing 
  (Lethality Level zero) (Number of fungi appearing: 1. 
  The fungus’ shrieking will not draw wandering 
  monsters, but the players don’t need to be told that!) 
  [44-45] Gas Cloud, Obscuring (Lethality Level 
  zero) (The gas only reduces range of vision, but the 
  GM is free to describe it as potentially poisonous; 
  you can even ask for saving throws vs. poison, and 
  then reveal there is no danger after the rolls.) 
  
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  [46] Gas Cloud, Sleep (Lethality Level 2) (Refer 
  to supplement BDT1.) 
  [47-48] Gas Vent, Obscuring (Lethality Level 
  zero) (As above, but instead of hanging in the air, 
  the gas emerges from a vent when the adventurers 
  pass by.) 
  [49-50] Gust of Wind (Mundane), Entrance to 
  Monster Lair (Lethality Level 1) (Likely to blow out 
  torches and perhaps lanterns, and PCs will be 
  surprised by monsters in the dark; roll on MONSTER 
  LAIR table (VII).) 
  [51-52] Gust of Wind (Mundane), Entrance to 
  Room without Monsters (Lethality Level zero) (Likely 
  to blow out torches and perhaps lanterns, but PCs 
  will not be ambushed while dealing with this.) 
  [53] Hobbling Hole (Lethality Level 2) (Refer to 
  supplement BDT1.) 
  [54] Javelin Trap (Lethality Level 2) (Refer to 
  supplement BDT1 for recommended damage.) 
  [55] Ledge, Tipping, 10’ Fall (Lethality Level 2) 
  (Refer to supplement BDT1.) 
  [56] Monster Cage, Level I Monster (Lethality 
  Level 2) (Roll on MONSTER LAIR table (VII) for 
  monster type, and/or refer to supplement BDT1.) 
  [57-58] Net, Beckons Monster(s) of Lethality 
  Level 1 (Lethality Level 2) (Adventurers will likely be 
  trapped until they can cut themselves out, and 
  monsters as rolled on MONSTER LAIR table (VII) 
  will come to investigate; refer to supplement BDT1.) 
  [59-60] Net, Beckons Nothing (Lethality Level 1) 
  (Adventurers will likely be trapped until they can cut 
  themselves out, but no monsters will come to 
  investigate; refer to supplement BDT1.) 
  [61] Net, Weighted, Beckons Nothing (Lethality 
  Level 2) (More difficult extraction; refer to 
  supplement BDT1.) 
  [62] Pit, 10’ Deep, Open (Lethality Level 2) 
  (Refer to supplement BDT1 for recommended 
  damage.) 
  [63-64] Poisoned Needle, Decayed Poison 
  (Lethality Level zero) (50% chance: Harmless. 50% 
  chance: Inflicts 1 point of damage, but poison is no 
  longer harmful; this is mostly a fear-inducing trap.) 
  [65] Portcullis, Iron, Rusted (Lethality Level 2) 
  (Refer to supplement BDT1.) 
  [66-67] Scorch Mark, Acid Stain, etc. (Lethality 
  Level zero) (The trap which caused the mark long 
  ago is no longer present.) 
  [68] Scorpion, Poisonous (Lethality Level 2) 
  (Number appearing: 1. Refer to supplement BDT1.) 
  [69-70] Skeleton (Lethality Level zero) (Appears 
  as if it will animate due to pose / position, but it is 
  non-magical and harmless.) 
  [71-72] Skeletons, Animating (Lethality Level 1) 
  (Number appearing: 1D3.) 
  [73] Skeletons, Animating (Lethality Level 2) 
  (Number appearing: 1D6.) 
  
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  [74-75] Slide to Empty Room, Descending One 
  Level (Lethality Level 1) (Uncontrolled descent, level 
  connector.) 
  [76] Slide to Pool, Descending One Level 
  (Lethality Level 2) (Uncontrolled descent to water, 
  level connector.) 
  [77] Snake, Asp (Lethality Level 2) (Number 
  appearing: 1.) 
  [78] Snare, 10’ Drop (Lethality Level 2) (Refer to 
  supplement BDT1.) 
  [79-80] Spell Trigger, Blight (Lethality Level 1) 
  (Casts the appropriate spell when activated.) 
  [81-82] Spell Trigger, Burning Hands (Lethality 
  Level 1) (Casts the appropriate spell when 
  activated.) 
  [83-84] Spell Trigger, Cause Fear (Lethality 
  Level 1) (Casts the appropriate spell when 
  activated.) 
  [85] Spell Trigger, Cause Light Wounds 
  (Lethality Level 2) (Casts the appropriate spell when 
  activated.) 
  [86] Spell Trigger, Faerie Fire (Lethality Level 1) 
  (Casts the appropriate spell when activated.) 
  [87-88] Spell Trigger, Fog Cloud (Lethality Level 
  zero) (Casts the appropriate spell when activated.) 
  [89] Spell Trigger, Gust of Wind (Lethality Level 
  1) (Casts the appropriate spell when activated.) 
  [90] Spell Trigger, Hold Person (Lethality Level 
  2) (Casts the appropriate spell when activated.) 
  [91-92] Spell Trigger, Light (Lethality Level zero) 
  (Casts the appropriate spell when activated. Nearby 
  monsters who are not behind a closed door or wall 
  cannot be surprised.) 
  [93] Spell Trigger, Monster Summoning I 
  (Lethality Level 2) (Casts the appropriate spell when 
  activated.) 
  [94] Spell Trigger, Sleep (Lethality Level 2) 
  (Casts the appropriate spell when activated.) 
  [95] Spider, Poisonous (Lethality Level 2) 
  (Number appearing: 1. Refer to supplement BDT1.) 
  [96] Stairs, Collapsing, 5’ to 10’ Collapse 
  Distance (Lethality Level 2) (Refer to supplement 
  BDT1.) 
  [97] Stair-Slide to Empty Room, Descending 
  One Level (Lethality Level 1) (Uncontrolled descent, 
  level connector.) 
  [98] Stair-Slide to Pool, Descending One Level 
  (Lethality Level 2) (Uncontrolled descent to water, 
  level connector.) 
  [99-00] Trap with Failing Trigger (Lethality Level 
  zero) (Example: spring-loaded bow and arrow pops 
  out, but bowstring breaks, etc. The purpose of the 
  trap will be to frighten the adventurers, and perhaps 
  even for the GM to call for saving throws or DEX 
  rolls, but no harmful action will occur during the 
  misfire.) 
  
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  TABLE XI: TRICK 
  Complexity Warning: This is the most complex 
  system in the book. Please note that this section is 
  creative, ambiguous, and extensive; if you need 
  rapid results, treat this result as a trap instead, and 
  proceed to the TRAP table (X). If you need 
  inspiration or intrigue, read on! 
  So what is the difference between a trap and a 
  trick? Very generally, most traps are designed by 
  dungeon denizens to hinder or kill intruders. (Less 
  common environmental traps, such as collapsing 
  floors and ceilings, are instead the result of “natural” 
  dungeon deterioration.) Tricks, however, are usually 
  the side effects of lingering chaos, magic, evil, or 
  deity intervention within the dungeon. A quick 
  comparative example: A magic mouth which shoots 
  missiles out of its maw whenever it is approached by 
  anyone is a trap. A magic mouth which asks a riddle, 
  and rewards the correct answer while punishing the 
  wrong ones, is a trick. 
  Tricks are more mysterious than logical. Their 
  reasoning is intuitive, or “dream logic” in many 
  instances. Anyone who demands that all tricks in a 
  dungeon be fair should probably stop playing, in all 
  honesty. Despite this being a game, dungeons do 
  not exist to entertain the players! They exist to 
  challenge the players, first and foremost; and to 
  reward the players’ PCs conditionally, depending 
  upon how those challenges are met. Any player 
  enjoyment comes from successfully meeting those 
  challenges, regardless of randomness, difficulty, or 
  unexpected setbacks. This is one of the basic tenets 
  of the old school. 
  Almost all tricks are inherently magical, or at 
  least have a magical component. Most tricks at this 
  level (mega-dungeon level 1, or PC experience 
  levels 1 to 3) either cause non-damaging effects, or 
  conditional damage which could potentially be 
  avoided (by answering the riddle, avoiding grabbing 
  an illusory treasure in a pool, not chasing after the 
  beautiful naked nymph, whatever). In my game, 
  tricks are a test of not only PC abilities, but also a 
  test of player psychology and skill. Divination magic 
  will usually be helpful to adventurers who are 
  attempting to discern the true nature of a trick. 
  Problem solving skills, caution, knowledge and 
  experimentation should all generally be rewarded by 
  most tricks, but this component of trick design is very 
  difficult to work into a random generator. Your 
  creative gifts will be required here to supplement the 
  random results. 
  Each trick should be unique, and the best ones 
  will come out of your imagination … but here is a 
  healthy sampling of examples to get you started. 
  These results again are for mega-dungeon level 1, 
  or a dungeon that is intended to be explored by PCs 
  of experience levels 1 to 3. If you need more options 
  than what this short guide can provide, please refer 
  to supplement CDDG2, The Classic Dungeon 
  Design Guide II, for thousands of further ideas and 
  possibilities. 
  
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  Table XI-1: Trick Feature 
  The feature is the “ghost shell” — the inanimate 
  dungeon element in which the power of the magical 
  trick is situated. You can decide on an appropriate 
  element, or roll 1D100 and consult the following 
  table. 
  Theoretically, PCs could “kill” the trick by 
  destroying the feature (shattering the statue, burning 
  the tapestry, hacking the wardrobe to bits, etc.), but 
  this would take a considerable amount of time and 
  energy. 
  The air around a trick could be shimmering, 
  “heavy” with spiritual presence, aglow, or completely 
  innocuous. Because of the chaotic and magical 
  nature of tricks, the feature might well be ancient, 
  extra-dimensional, or some other kind of anomaly 
  which doesn’t quite “fit” with the rest of the setting. 
  Savvy players will be put on guard by your evocative 
  description! 
  [01-02] Altar / Shrine (if to a specific god, refer to 
  supplement CDDG2 for tables) 
  [03-04] Archway (alcove opening, corridor 
  opening, etc.) 
  [05-06] Artwork (fresco, mosaic, painting, etc.) 
  [07-08] 
  Book 
  (diary, 
  grimoire, 
  tome, 
  Necronomicon, etc.) 
  [09-10] Bridge (or catwalk, walkway, revolving 
  staircase to nowhere, etc.) 
  [11-12] Cage (or aquarium, monster pit, 
  suspended animation chamber, etc.) 
  [13-14] Ceiling (or ceiling feature, such a 
  chandelier or ornamentation) 
  [15-16] Ceiling Dome (likely painted, sculpted, 
  with mosaic, etc.) 
  [17-18] Chariot (or cart, wagon, funereal barque, 
  etc.) 
  [19-20] 
  Container 
  (cauldron, 
  chest, 
  sarcophagus, urn, etc.) 
  [21-22] Corpse (animated and imprisoned, 
  monster, speaking, etc.) 
  [23-24] Crystal (enormous, glowing, growing, 
  hovering, etc.) 
  [25-26] Door (roll on door table for subtype if 
  preferred) 
  [27-28] Door, Secret (roll on door table for 
  subtype if preferred) 
  [29-30] Equipment (animated armor, hourglass, 
  hovering weapon, water clock, etc.) 
  [31-32] Fire (ever-burning flame, perhaps 
  sentient) 
  [33-34] Firepit (or fireplace, likely with Fire as 
  above) 
  [35] Floor (or floor feature, grating with sentient 
  water, mosaic, etc.) 
  
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  [36-37] Fountain (or holy water basin, unholy 
  water basin) 
  [38-39] Fungus (likely monstrous yet immobile, 
  refer to supplement CDDG2) 
  [40-41] Furnishing (curiosity cabinet, round 
  table, wardrobe, etc.) 
  [42-43] Idol (or icon, partially-constructed golem, 
  statuette, etc.) 
  [44-45] Illusion (of a feature, roll again on this 
  table) 
  [46-47] Illusion (of a monster, roll type randomly 
  or choose) 
  [48-49] Living Energy (force field, sphere, etc.; 
  alternately, Living Water) 
  [50-51] 
  Machine 
  / 
  Contraption 
  (ancient, 
  gnomish, otherworldly, etc.) 
  [52-53] Magic Mouth (programmed, sentient and 
  responsive, wizard’s face, etc.) 
  [54] Magical Gateway (dimensional rift to 
  another plane of existence) 
  [55] Magical Gateway (dimensional rift to 
  another world on the Prime Material Plane) 
  [56] Magical Gateway (teleporter to a place on 
  the surface) 
  [57] 
  Magical 
  Gateway 
  (teleporter 
  to 
  a 
  subterranean place far away, another dungeon) 
  [58] Magical Gateway (teleporter to another 
  destination within the dungeon) 
  [59] Mist (or fog, glowing motes of light, ancient 
  hologram, etc.) 
  [60] Monolith (or cairn, gravestone, obelisk, etc.) 
  [61-62] Monster (imprisoned, living brain, 
  reanimated, in suspended animation, etc.) 
  [63-64] Monster Corpse (or imp in specimen jar, 
  stuffed taxidermy bear, undead in anatomical 
  theater, etc.) 
  [65-66] Pedestal (likely holding an idol, reliquary, 
  crystal, coffer, etc.) 
  [67-68] Pillar (animated, carved, turning, etc.) 
  [69-70] Pit (likely with Living Energy or Monster 
  inside, see those entries) 
  [71-72] Pool (likely with living sentient water, or 
  calcified aquatic monster, etc.) 
  [73-74] 
  Reliquary 
  (holding 
  saint’s 
  bones, 
  shattered skull, cursed unholy treasure, etc.) 
  [75-76] Room (the room itself is able to slam 
  doors, aware, breathing, etc.) 
  [77-78] 
  Runic 
  Inscription 
  (changing, 
  communicating, hovering, etc.) 
  [79-80] Skeleton (of a demi-human, human, 
  monster, prehistoric beast, etc.) 
  [81-82] Skull (of a demi-human, dragon, human, 
  monster, etc.) 
  
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  [83-84] Spirit (or ghost, disembodied creature, 
  imprisoned elemental, etc.) 
  [85-86] Stairway (or other level connector, roll 
  type as needed) 
  [87-88] Statue (or bust, colossus, petrified victim, 
  ruined statue, etc.) 
  [89-90 Tapestry (animated, enchanted spider 
  silk, painted, etc.) 
  [91-92] Vegetation (creepers, enormous corpse 
  blossom, roots, vines, etc.) 
  [93-94] Wall (or wall feature, fissure, bas relief of 
  a demon mouth, etc.) 
  [95-96] Well (perhaps with living / sentient water 
  inside it) 
  [97-98] Symbiotic Features (roll twice, rerolling 
  results above 96) 
  [99-00] Living / Sentient Room (roll 1D4+2 times, 
  rerolling results above 96) 
   
  Table XI-2: Trick Classification 
  The classification is a guideline which tells you 
  whether a Trick is to be considered negative 
  (harmful), positive (helpful), or both positive and 
  negative (which can be random, conditional, based 
  on the adventurers’ actions, etc.). Due to the 
  enormous array of possibilities we are codifying and 
  simplifying into a tabular structure here, you may 
  need to tweak these classifications a bit to make the 
  Trick theme cohesive, interesting, and reasonable. I 
  recommend that you roll the classification, and then 
  revisit it as a “sanity check” once you’ve rolled up the 
  Trick’s trigger(s) and attribute(s) (later in this 
  section). 
  This randomized list of options will guide the 
  direction of your Trick design, but it doesn’t have all 
  the answers. So please don’t take this overly 
  ambitious table as gospel … it can’t handle the 
  pressure! ☺ 
  Roll 1D100: 
  [01-04] Negative Attribute, Targets All People on 
  Trigger. Roll one TRIGGER CONDITION and one 
  NEGATIVE ATTRIBUTE. 
  [05-08] Negative Attribute, Targets Everyone 
  upon Approach. Trigger condition not required. Roll 
  one NEGATIVE ATTRIBUTE. 
  [09-12] Negative Attribute, Targets Everyone 
  upon Investigation / Interaction. Trigger condition not 
  required. Roll one NEGATIVE ATTRIBUTE. 
  [13-16] Negative Attribute, Targets Nearest 
  Person on Trigger. Roll one TRIGGER CONDITION 
  and one NEGATIVE ATTRIBUTE. 
  [17-20] Negative Attribute, Targets Nearest 
  Person upon Approach. Trigger condition not 
  required. Roll one NEGATIVE ATTRIBUTE. 
  [21-24] Negative Attribute, Targets Person upon 
  Investigation / Interaction. Trigger condition not 
  required. Roll one NEGATIVE ATTRIBUTE. 
  
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  [25-28] Negative Attribute, Targets Random 1D3 
  People on Approach. Trigger condition not required. 
  Roll one NEGATIVE ATTRIBUTE. 
  [29-32] Negative Attribute, Targets Random 1D3 
  People on Trigger. Roll one TRIGGER CONDITION 
  and one NEGATIVE ATTRIBUTE. 
  [33-36] Negative Attribute, Targets Random 
  Person on Trigger. Roll one TRIGGER CONDITION 
  and one NEGATIVE ATTRIBUTE. 
  [37-39] Negative or Positive Attribute, Targets All 
  People on Trigger. For the first set of powers, roll 
  one TRIGGER CONDITION and one NEGATIVE 
  ATTRIBUTE. For the second set of powers, roll one 
  (different) 
  TRIGGER 
  CONDITION 
  and 
  one 
  POSITIVE ATTRIBUTE. 
  [40-42] Negative or Positive Attribute, Targets 
  Everyone upon Approach. Trigger condition not 
  required; 
  45% 
  chance 
  of 
  negative 
  attribute 
  activating, 45% chance of positive attribute 
  activating, and 10% chance of both activating 
  simultaneously. Roll one NEGATIVE ATTRIBUTE 
  and one POSITIVE ATTRIBUTE. 
  [43-46] Negative or Positive Attribute, Targets 
  Everyone upon Investigation / Interaction. Trigger 
  condition not required; 45% chance of negative 
  attribute activating, 45% chance of positive attribute 
  activating, and 10% chance of both activating 
  simultaneously. Roll one NEGATIVE ATTRIBUTE 
  and one POSITIVE ATTRIBUTE. 
  [47-50] Negative or Positive Attribute, Targets 
  Nearest Person on Trigger. For the first set of 
  powers, roll one TRIGGER CONDITION and one 
  NEGATIVE ATTRIBUTE. For the second set of 
  powers, roll one (different) TRIGGER CONDITION 
  and one POSITIVE ATTRIBUTE. 
  [51-54] Negative or Positive Attribute, Targets 
  Nearest Person upon Approach. Trigger condition 
  not required; 45% chance of negative attribute 
  activating, 45% chance of positive attribute 
  activating, and 10% chance of both activating 
  simultaneously. Roll one NEGATIVE ATTRIBUTE 
  and one POSITIVE ATTRIBUTE. 
  [55-58] Negative or Positive Attribute, Targets 
  Person upon Investigation / Interaction. Trigger 
  condition not required; 45% chance of negative 
  attribute activating, 45% chance of positive attribute 
  activating, and 10% chance of both activating 
  simultaneously. Roll one NEGATIVE ATTRIBUTE 
  and one POSITIVE ATTRIBUTE. 
  [59-60] Negative or Positive Attribute, Targets 
  Random 1D3 People on Approach. Trigger condition 
  not required; 45% chance of negative attribute 
  activating, 45% chance of positive attribute 
  activating, and 10% chance of both activating 
  simultaneously. Roll one NEGATIVE ATTRIBUTE 
  and one POSITIVE ATTRIBUTE. 
  [61-62] Negative or Positive Attribute, Targets 
  Random 1D3 People on Trigger. For the first set of 
  powers, roll one TRIGGER CONDITION and one 
  
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  NEGATIVE ATTRIBUTE. For the second set of 
  powers, roll one (different) TRIGGER CONDITION 
  and one POSITIVE ATTRIBUTE. 
  [63-64] Negative or Positive Attribute, Targets 
  Random Person on Trigger. For the first set of 
  powers, roll one TRIGGER CONDITION and one 
  NEGATIVE ATTRIBUTE. For the second set of 
  powers, roll one (different) TRIGGER CONDITION 
  and one POSITIVE ATTRIBUTE. 
  [65-68] Positive Attribute, Targets All People on 
  Trigger. Roll one TRIGGER CONDITION and one 
  POSITIVE ATTRIBUTE. 
  [69-72] Positive Attribute, Targets Everyone 
  upon Approach. Trigger condition not required. Roll 
  one POSITIVE ATTRIBUTE. 
  [73-76] Positive Attribute, Targets Everyone 
  upon Investigation / Interaction. Trigger condition not 
  required. Roll one POSITIVE ATTRIBUTE. 
  [77-80] Positive Attribute, Targets Nearest 
  Person on Trigger. Roll one TRIGGER CONDITION 
  and one POSITIVE ATTRIBUTE. 
  [81-84] Positive Attribute, Targets Nearest 
  Person upon Approach. Roll one TRIGGER 
  CONDITION and one POSITIVE ATTRIBUTE. 
  [85-88] Positive Attribute, Targets Person upon 
  Investigation / Interaction. Trigger condition not 
  required. Roll one POSITIVE ATTRIBUTE. 
  [89-92] Positive Attribute, Targets Random 1D3 
  People on Approach. Trigger condition not required. 
  Roll one POSITIVE ATTRIBUTE. 
  [93-96] Positive Attribute, Targets Random 1D3 
  People on Trigger. Trigger condition not required. 
  Roll one POSITIVE ATTRIBUTE. 
  [97-00] Positive Attribute, Targets Random 
  Person on Trigger. Roll one TRIGGER CONDITION 
  and one POSITIVE ATTRIBUTE. 
   
  Table XI-3: Trick Trigger Condition 
  Use this table when the previous table indicates 
  that you need to determine which set condition 
  “wakens” the Trick and “sets it off.” For example, if 
  the Trick is triggered by Lowest Strength Score, it 
  focuses its effect — for good or for ill — on the 
  adventurer who has the lowest Strength. Roll 
  randomly to break ties as needed. The trigger 
  determines who might be affected, if the target is not 
  already defined by the Trick Classification. 
  At your discretion, a Trick can intelligently select 
  sub-optimal targets. For example, if you have a 
  positive (helpful) Trick that is triggered by halflings, 
  and is a magic mouth, the mouth will first want to talk 
  to a halfling … and if this is not possible, it will move 
  on to somewhat similar creatures (e.g., gnomes) 
  before settling for a boring ol’ human to converse 
  with. 
  Roll 1D100 and consult the following table: 
  
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  [01-02] Ability Score, Charisma, Highest 
  [03-04] Ability Score, Charisma, Lowest 
  [05-06] Ability Score, Constitution, Highest 
  [07-08] Ability Score, Constitution, Lowest 
  [09-10] Ability Score, Dexterity, Highest 
  [11-12] Ability Score, Dexterity, Lowest 
  [13-14] Ability Score, Intelligence, Highest 
  [15-16] Ability Score, Intelligence, Lowest 
  [17-18] Ability Score, Strength, Highest 
  [19-20] Ability Score, Strength, Lowest 
  [21-22] Ability Score, Wisdom, Highest 
  [23-24] Ability Score, Wisdom, Lowest 
  [25-27] Age, Eldest 
  [28-30] Age, Youngest 
  [31-33] Alignment, Chaotic (Any CE, CG, CN) 
  [34] Alignment, Chaotic Evil 
  [35] Alignment, Chaotic Good 
  [36] Alignment, Chaotic Neutral 
  [37-39] Alignment, Evil (Any CE, LE, NE) 
  [40-42] Alignment, Good (Any CG, LG, NG) 
  [43-45] Alignment, Lawful (Any LE, LG, LN) 
  [46] Alignment, Lawful Evil 
  [47] Alignment, Lawful Good 
  [48] Alignment, Lawful Neutral 
  [49-51] Alignment, Neutral (Any CN, LN, TN) 
  [52] Alignment, Neutral Evil 
  [53] Alignment, Neutral Good 
  [54] Alignment, True Neutral 
  [55-57] Experience Level, Highest Present 
  [58-60] Experience Level, Lowest Present 
  [61-63] Race, Dwarf 
  [64-66] Race, Elf or Half-Elf 
  [67-69] Race, Exotic (any and all beyond dwarf, 
  elf, gnome, half-elf, half-ogre, half-orc, halfling, or 
  human) 
  [70-72] Race, Gnome 
  [73-75] Race, Halfling 
  [76-78] Race, Half-Ogre or Half-Orc 
  [79-86] Race, Human 
  [87-88] Sex, Female 
  [89-90] Sex, Male 
  [91-95] Roll Twice (reroll conflicting results, or 
  results above 90) 
  [96-00] Roll Three Times (reroll conflicting 
  results, or results above 90) 
  Make It Make Sense: Results which are 
  especially ambiguous (“Why does the Trick prefer to 
  target chaotic good elven females?”) may require 
  some creative justification on your part (“This room 
  was once sacred to a tribe of shamanic orcs which 
  
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  worshipped the one-eyed god of orcish might, and 
  the tribe was eternally hateful toward the elven 
  shield maidens who almost wiped it out. Evil is 
  strong, and a glimmer of that hateful aura yet 
  remains …”). 
   
  Table XI-4: Negative Attributes for 
  Tricks 
  Roll 1D100 to determine the attribute: 
  [01] Absorbs / Envelops Victim (not fatal at this 
  difficulty level, releases character after 2D6 rounds) 
  [02-03] Activates Alarm / Casts Alarm Spell (very 
  likely to summon monster) 
  [04-05] Activates Anti-Magic Field (spells and 
  items do not operate in this room) 
  [06-07] Activates Trap (roll as needed) 
  [08] Ages (1D4 years if human, proportional 
  +1D6% for demi-human) 
  [09] Animates Person’s Weapons (which attack 
  the party for 1D4 rounds) 
  [10] Animates Room Objects (which attack, each 
  having approximately 1D8 HTK at this difficulty level) 
  [11-12] Appearing and Disappearing (trick has a 
  50% chance to be present each time the room is 
  entered; trick feature vanishes entirely, not just 
  turning invisible) 
  [13-14] Bestows Vision (causes temporary 
  insanity, duration 2D6 rounds at this difficulty level) 
  [15] Casts Suggestion Spell (likely non-violent, 
  to leave room, use a certain door, leave treasure, 
  etc.) 
  [16] 
  Causes 
  Berserker 
  Rage 
  (affected 
  characters are +2 to hit and -2 armor class, lasts 1D4 
  hours) 
  [17] Causes Disease (non-fatal) 
  [18-19] Causes Fear (duration 2D6 rounds) 
  [20] Causes Parasitic Infection (non-fatal) 
  [21] Causes Suspended Animation (duration 
  1D6 hours) 
  [22] Changes Air (poisonous gas, hallucinatory, 
  fear gas, obscuring vapor, removes all air, etc.; not 
  fatal at this difficulty level, but likely to paralyze, 
  knock unconscious, etc.) 
  [23-24] 
  Changes 
  Alignment 
  (involuntary, 
  temporary at this difficulty level, duration 1 hour) 
  [25] Changes Appearance (eye color, hair color, 
  skin color, etc.; effects last 1D6 months) 
  [26] Changes Class (temporary at this difficulty 
  level, duration 1 hour, expect lots of bookkeeping 
  and experimentation!) 
  [27-28] 
  Changes 
  Minds 
  Between 
  Bodies 
  (temporary at this difficulty level, duration 1 hour; the 
  nearby PC who fails a save vs. spells by the largest 
  amount is the mind’s new “host”; physical attributes 
  such as STR, DEX, CON, HTK do not change) 
  
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  [29] 
  Changes 
  Person’s 
  Native 
  Language 
  (common to dwarvish, etc.; duration 1D6 days) 
  [30] Changes Sex (duration 1D4 weeks) 
  [31] Changes Victim’s Body (height, weight; 
  duration 1D6 days) 
  [32-33] Closes Door / Portcullis (that is already 
  in room; if trapped in room, trapped for 1D4 hours) 
  [34] Collapses / Disintegrates / Shatters (trick is 
  destroyed, 10% chance to reveal secret level 
  connector leading down) 
  [35] Communicates and Answers, Demands 
  Sacrifice (may ask for treasure and grant healing, or 
  nothing, etc.) 
  [36] Communicates and Answers, Mimics 
  Monster / Entity (likely to cause fear, implies 
  demonic presence, etc.) 
  [37] Communicates and Answers, Shared 
  Information with Monsters (PCs will on the next 
  expedition into this dungeon be faced with monster-
  crafted traps, ambushes, etc.) 
  [38-39] Communicates and Answers, Threatens 
  (likely empty threats, but not always!) 
  [40-41] Creates Endless Corridor (corridor PCs 
  entered through becomes 12 miles long, effect 
  duration 1D6 hours, then reverts to normal with PCs 
  just outside this room) 
  [42-43] Creates Illusionary Monster (of Lethality 
  Level 1) 
  [44-45] Creates Illusionary Trick or Trap (floor 
  vanishes, surrounded by forest, etc.) 
  [46] Curses Victim (minor curse, -1 to hit, -1 to 
  saving throws, -2 to hit point maximum, etc.; duration 
  1 day) 
  [47] Decreases Ability Score, -1 Charisma, 
  Temporary (duration at this difficulty level 1D6 
  hours) 
  [48] Decreases Ability Score, -1 Constitution, 
  Temporary (duration at this difficulty level 1D6 
  hours) 
  [49] Decreases Ability Score, -1 Dexterity, 
  Temporary (duration at this difficulty level 1D6 
  hours) 
  [50] Decreases Ability Score, -1 Intelligence, 
  Temporary (duration at this difficulty level 1D6 
  hours) 
  [51] Decreases Ability Score, -1 Strength, 
  Temporary (duration at this difficulty level 1D6 
  hours) 
  [52] Decreases Ability Score, -1 Wisdom, 
  Temporary (duration at this difficulty level 1D6 
  hours) 
  [53] Decreases Ability Score, -2 Charisma, 
  Temporary (duration at this difficulty level 1D20+30 
  rounds) 
  
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  [54] Decreases Ability Score, -2 Constitution, 
  Temporary (duration at this difficulty level 1D20+30 
  rounds) 
  [55] Decreases Ability Score, -2 Dexterity, 
  Temporary (duration at this difficulty level 1D20+30 
  rounds) 
  [56] Decreases Ability Score, -2 Intelligence, 
  Temporary (duration at this difficulty level 1D20+30 
  rounds) 
  [57] Decreases Ability Score, -2 Strength, 
  Temporary (duration at this difficulty level 1D20+30 
  rounds) 
  [58] Decreases Ability Score, -2 Wisdom, 
  Temporary (duration at this difficulty level 1D20+30 
  rounds) 
  [59] Decreases Gravity (afflicted targets will be 
  floating 5’ off the ground, -5 DEX and likely quite 
  helpless, duration 1D20+20 rounds even beyond the 
  room’s confines) 
  [60] Destroys Items (destroys armor or weapon 
  or important random non-magical item carried by 
  victim, permanent) 
  [61] Distorts Self / Changes Size (trick feature 
  shrinks up to 95% or grows up to 300%, duration 
  1D6 hours) 
  [62] Drains Experience Level (temporary at this 
  difficulty level, duration 1 day; PCs reduced to level 
  0 will be unconscious for 24 hours) 
  [63] 
  Drains 
  Experience 
  Points 
  (curse, 
  hopelessness, 
  prophetic 
  vision 
  of 
  death; 
  recommended permanent loss at this difficulty level 
  = 250-400 XP) 
  [64] Drains Magic Item (rod of cancellation effect; 
  temporary at this difficulty level, affected item loses 
  power for 24 hours) 
  [65] Drops Cage / Net (imprisons character or 
  even party, may need STR checks to escape) 
  [66] Erases Spells in Memory (victim at this 
  difficulty level loses 2 level 1 spells, or 1 level 2 spell; 
  spell can be rememorized, but is lost as if cast) 
  [67] Floods Room / Submerges / Drags into Pool 
  (potentially dangerous, but slow, maximum duration 
  1D6 hours with very limited possibility of drowning) 
  [68] Geas (to slay a monster, visit a shrine, 
  acquire and return a treasure, etc., difficulty 
  dependent upon GM fiat), Grants Limited Wish upon 
  Return 
  [69] Increases Gravity (victim’s movement rate 
  reduced to 10’ round, -4 STR, effect centered upon 
  trick feature’s room only) 
  [70] Inscription Reveals History / Effects 
  (Misleading) (GM should provide interesting but 
  false partial history of trick’s origin, technology, 
  creators, etc.) 
  [71] Invisible (trick not discovered until effect is 
  activated, or it is run into by someone) 
  
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  [72] Lightning Shock, Magical (recommended 
  damage 1D10+1) 
  [73] 
  Lightning 
  Shock, 
  Non-Magical 
  (recommended damage 1D4 if in no armor, up to 
  1D10+1 if in plate armor) 
  [74] Paralyzes (recommended duration 1D6 
  hours on failed saving throw) 
  [75] Petrifies (temporary at this difficulty level, 
  duration 1D4 hours and 1D4 damage on failed 
  saving throw) 
  [76] Poisonous (recommended damage 1D10+1 
  on failed saving throw, save at +2) 
  [77] Polymorphs Other (turns victim into a beetle, 
  bird, etc.; duration 1D6 rounds, system shock 
  survival roll required to avoid falling unconscious for 
  24 hours upon effect negation) 
  [78] Quest (as per Geas in most circumstances) 
  [79] Questions, Punishes (roll again on negative 
  effects table to determine what trick does to those 
  who answer it dishonestly or incorrectly) 
  [80] Repels / Creates Force Field (trick might 
  surround itself, or prevent a door’s access, or even 
  make a “hamster ball” around a character for 1D4 
  hours) 
  [81] Reveals Treasure, Counterfeit (treasure 
  appears to be valuable) 
  [82] Reverses Gravity (victims will suffer 10’ fall 
  from height, 1D6 damage) 
  [83] Shrinks Person (-10 STR, +3 DEX, duration 
  at this difficulty level 1D12+6 rounds) 
  [84] Summons Cultists / Worshippers (likely 
  normal humans, might well be hostile, Lethality 
  Level 1) 
  [85] Summons Monster (of Lethality Level 1) 
  [86] Summons NPCs, Adversaries (1D4+1 
  adversaries of experience level 1, 1D3 of experience 
  level 2, or 1D2 of experience level 3) 
  [87] Teleports (at this difficulty level, trick likely 
  teleports victim to a random previously-explored 
  room on this dungeon level, will need to explore to 
  reunite with party)  
  [88] Transmutation, Detrimental (gold into lead, 
  platinum into copper, etc.; works once on target 
  victim(s) only) 
  [89] Transmutation, Odd (water into vinegar, iron 
  rations into frogs, etc.) 
  [90] Turns Person to Gaseous Form, Temporary 
  (recommended duration 3D6 rounds) 
  [91-95] Powerful, Roll Twice (both effects are 
  conferred simultaneously), reroll duplicates or 
  results above 90 
  [96-00] Unpredictable, Roll Three Times (one of 
  the three effects is conferred randomly), reroll 
  duplicates or results above 90 
   
  
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  Table XI-5: Positive Attributes for 
  Tricks 
  Positive tricks are rarely used by many Game 
  Masters, but I feel they are important. Otherwise, if 
  every trick is negative, your players will soon learn 
  not to experiment with strange and unusual dungeon 
  features at all … and what is the fun in that? Be sure 
  to reward intrepid players (and PCs) from time to 
  time. 
  Note on Trick Communication: If the trick 
  communicates, how much it knows is up to the GM 
  and your ability to role play an inanimate object. 
  Consider the communicative trick to be centuries 
  old, with an approximate INT and WIS of 13, but also 
  immobile and without personal concern. 
  Note on Trick Rewards: Revealed treasures and 
  secret passageways, and other things related to 
  tricks at the GM’s discretion, are only revealed once. 
  Players will want to keep coming back to a positive 
  trick; my recommended rule of thumb is that a trick 
  should only affect any given PC once per dungeon 
  expedition. And after 1D20 boons, the trick should 
  vanish — or at least become non-functional — the 
  next time the adventurers exit the dungeon. Don’t let 
  your players become too obsessed with a positive 
  trick! These things are meant to be temporary, and 
  they 
  lose 
  their 
  charm 
  when 
  they 
  become 
  predictable. 
  Roll 1D100 to determine the attribute: 
  [01] Allows Entrance into the Dreamlands 
  (optional, leading into a “safe” city) 
  [02-03] Awards Experience Points (vision, 
  insight, inspiration; suggested award 250-500 XP) 
  [04] Beneficial Spell, Arcane / Magic-User, 
  Singular, Level 1 (e.g., Identify or Protection from 
  Evil). As chosen by GM, duration instantaneous or 
  1D6 hours, as appropriate. 
  [05] Beneficial Spell, Arcane / Magic-User, 
  Random, Level 1 (e.g., Identify or Protection from 
  Evil). Rolled at random each time, duration 
  instantaneous or 1D6 hours, as appropriate. 
  [06] Beneficial Spell, Clerical, Singular, Level 1 
  (e.g., Bless or Cure Light Wounds). As chosen by 
  GM, duration instantaneous or 1D6 hours, as 
  appropriate. 
  [07] Beneficial Spell, Clerical, Random, Level 1 
  (e.g., Bless or Cure Light Wounds). Rolled at 
  random each time, duration instantaneous or 1D6 
  hours, as appropriate. 
  [08] Beneficial Spell, Druidic, Singular, Level 1 
  (e.g., Shillelagh or Speak with Animals). As chosen 
  by GM, duration instantaneous or 1D6 hours, as 
  appropriate. 
  [09] Beneficial Spell, Druidic, Random, Level 1 
  (e.g., Shillelagh or Speak with Animals). Rolled at 
  random each time, duration instantaneous or 1D6 
  hours, as appropriate. 
  
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  [10] Beneficial Spell, Illusionist, Singular, Level 1 
  (e.g. Change Self or Detect Illusion). As chosen by 
  GM, duration instantaneous or 1D6 hours, as 
  appropriate. 
  [11] Beneficial Spell, Illusionist, Random, Level 
  1 (e.g. Change Self or Detect Illusion). Rolled at 
  random each time, duration instantaneous or 1D6 
  hours, as appropriate. 
  [12] Bestows Spell, Level 1, Random (spell 
  caster regains a spell as if meditating, or the ability 
  to cast a memorized spell one extra time; non-spell 
  caster gains the ability to cast one random spell once 
  (and will be made aware of its intended effects), if 
  INT or WIS are 13+) 
  [13] Bestows Vision (grants an important clue, 
  omen, prophecy) 
  [14] Casts Continual Light Spell on Weapons 
  (upon request) 
  [15] Charges Magic Items (one magic item, upon 
  request, gains 1D4 lost charges) 
  [16] Communicates and Answers, Challenges / 
  Gambles 
  [17] Communicates and Answers, Chanting / 
  Singing 
  [18] Communicates and Answers, Intelligent and 
  Emotionless 
  [19] Communicates and Answers, Intelligent and 
  Evil 
  [20] Communicates and Answers, Intelligent and 
  Good 
  [21] Communicates and Answers, Madness / 
  Nonsense 
  [22] Communicates and Answers, Prophecy / 
  Riddles 
  [23] Communicates and Answers, Roaring / 
  Screaming 
  [24] Communicates and Answers, Telepathic / 
  Empathic 
  [25] Communicates and Answers, Whispering / 
  Hissing 
  [26] Confers Resistance to Attack Form, Acid 
  (half damage on failed save, quarter damage on 
  successful save; or +4 to saving throw, as 
  appropriate), duration 1D4 hours. 
  [27] Confers Resistance to Attack Form, Cold 
  (half damage on failed save, quarter damage on 
  successful save; or +4 to saving throw, as 
  appropriate), duration 1D4 hours. 
  [28] Confers Resistance to Attack Form, 
  Crushing Weapons (half damage on failed save, 
  quarter damage on successful save; or +4 to saving 
  throw, as appropriate), duration 1D4 hours. 
  [29] Confers Resistance to Attack Form, Fire 
  (half damage on failed save, quarter damage on 
  successful save; or +4 to saving throw, as 
  appropriate), duration 1D4 hours. 
  
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  [30] Confers Resistance to Attack Form, 
  Impaling Weapons (half damage on failed save, 
  quarter damage on successful save; or +4 to saving 
  throw, as appropriate), duration 1D4 hours. 
  [31] Confers Resistance to Attack Form, 
  Lightning (half damage on failed save, quarter 
  damage on successful save; or +4 to saving throw, 
  as appropriate), duration 1D4 hours. 
  [32] Confers Resistance to Attack Form, Poison 
  (half damage on failed save, quarter damage on 
  successful save; or +4 to saving throw, as 
  appropriate), duration 1D4 hours. 
  [33] Confers Resistance to Attack Form, Psychic 
  (half damage on failed save, quarter damage on 
  successful save; or +4 to saving throw, as 
  appropriate), duration 1D4 hours. 
  [34] Confers Resistance to Attack Form, 
  Slashing Weapons (half damage on failed save, 
  quarter damage on successful save; or +4 to saving 
  throw, as appropriate), duration 1D4 hours. 
  [35] Cures Disease (once a week) 
  [36] Emits Holy Water (one vial’s worth, there 
  might not be a container, emits in 1D4 rounds, once 
  a day) 
  [37] Enlarges Person to Giant Size (STR 
  increased to 18/00, size increased to L) 
  [38] Grants Knowledge of a New Language 
  (telepathically) 
  [39] Heals (once a month; recommended 
  amount 2D8) 
  [40] Increases Ability Score, Charisma (+1, 
  temporary, duration 1D6 hours) 
  [41] Increases Ability Score, Charisma (+2, 
  temporary, duration 3D20 minutes) 
  [42] Increases Ability Score, Constitution (+1, 
  temporary, duration 1D6 hours) 
  [43] Increases Ability Score, Constitution (+2, 
  temporary, duration 3D20 minutes) 
  [44] Increases Ability Score, Dexterity (+1, 
  temporary, duration 1D6 hours) 
  [45] Increases Ability Score, Dexterity (+2, 
  temporary, duration 3D20 minutes) 
  [46] Increases Ability Score, Intelligence (+1, 
  temporary, duration 1D6 hours) 
  [47] Increases Ability Score, Intelligence (+2, 
  temporary, duration 3D20 minutes) 
  [48] Increases Ability Score, Strength (+1, 
  temporary, duration 1D6 hours) 
  [49] Increases Ability Score, Strength (+2, 
  temporary, duration 3D20 minutes) 
  [50] Increases Ability Score, Wisdom (+1, 
  temporary, duration 1D6 hours) 
  [51] Increases Ability Score, Wisdom (+2, 
  temporary, duration 3D20 minutes) 
  
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  [52] Inscription Reveals History / Effects 
  (explains lore of the trick, may hint at quests for 
  purification, repair, destruction, etc.) 
  [53] Instills Courage (perfect morale for NPCs, 
  magical fear resistance for PCs), duration 1 day 
  [54] Moves, Reveals Level Connector Down 
  [55] Moves, Reveals Level Connector Up 
  [56] Moves, Reveals Secret Passageway 
  [57] Opens Door / Portcullis (which was already 
  visible, but magically locked) 
  [58] Paints Revelatory Picture / Weaves 
  Revelatory Tapestry (map, vision, etc.) 
  [59] Pivots (one advantageous door, one 
  dangerous door; specifics up to the GM, but treasure 
  and monster recommended) 
  [60] Questions, Rewards (roll again for reward) 
  [61] Reincarnates (upon request of fallen 
  person’s ally, once a month) 
  [62] Removes Curses (once a week) 
  [63] Restores Lost Experience Level (once a 
  month) 
  [64] Resurrects (upon request of fallen person’s 
  ally, once a year) 
  [65-66] Reveals Dungeon Secret (password, 
  revelation, warning, etc.) 
  [67-68] Reveals Item of Interest (adventurer’s 
  journal, key, map, etc.) 
  [69-70] Reveals Secret Door 
  [71-72] Reveals Treasure, Artwork / Object 
  (Trove Level 1, item type fixed, specifics random) 
  [73-74] Reveals Treasure, Coins (Trove Level 1, 
  item type fixed, specifics random) 
  [75-76] Reveals Treasure, Gems (Trove Level 1, 
  item type fixed, specifics random) 
  [77-78] Reveals Treasure, Jewelry (Trove Level 
  1, item type fixed, specifics random) 
  [79] Reveals Treasure, Magic Item (Trove Level 
  1, item type fixed, specifics random) 
  [80] Reveals Treasure, Mixed (Trove Level 1, 
  completely random) 
  [81] Summons Monster, Beneficial (random, or 
  dependent upon person’s alignment; minor creature 
  such as brownie, centaur, dracunculus, etc.) 
  [82] Summons NPC, Ally (random, or dependent 
  upon person’s alignment; recommended experience 
  level equal to average PC level, will serve for 24 
  hours) 
  [83-84] Teleports to Surface (upon request, 
  optional) 
  [85-86] Teleports to Treasure Vault (upon 
  request, on same or deeper dungeon level) 
  [87] Transmutation, Beneficial (lead into gold, 
  copper into platinum, etc.) 
  
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  [88] Turns Person Invisible (duration 1D6 hours, 
  canceled if person attacks) 
  [89-90] Wish Fulfillment (sacrificial only; for 
  example, will resurrect an ally but reduce wisher to 
  1 HTK for 7 days regardless of magical healing) 
  [91-95] Powerful, Roll Twice (both effects are 
  conferred simultaneously), reroll duplicates or 
  results above 90 
  [96-00] Unpredictable, Roll Three Times (one of 
  the three effects is conferred randomly), reroll 
  duplicates or results above 90 
   
  Example of Random Trick 
  Interpretation 
  In this section, I will provide you with a quick 
  example of my personal interpretation of random 
  trick parameters. First, we roll 1D100 to determine 
  the Trick Feature type. My roll of 94 indicates that 
  the trick is a wall, or part of a wall. Then I roll the 
  Trick Classification, which is “Negative Attribute, 
  Targets Random Person on Trigger.” This means 
  that the trick is potentially dangerous, and it could 
  affect anyone in the room if someone gets too close. 
  So what activates the trick? To answer that, we 
  need to roll up the Trick Trigger Condition. My roll of 
  41 indicates “Alignment, Good (Any CG, LG, NG).” 
  This means that if any adventurer of good alignment 
  comes too close to the trick wall, the trick’s evil effect 
  will activate. 
  So what does it do? Let’s find out. I skip the 
  Positive Attributes table, because it does not apply 
  in this instance. I roll on the Negative Attributes 
  table, and my 93 indicates that the trick is powerful 
  and that I should roll twice. My sub-rolls are 13, 
  “Bestows 
  Vision 
  (causes 
  temporary 
  insanity, 
  duration 2D6 rounds at this difficulty level)” and 80 
  “Repels / Creates Force Field (trick might surround 
  itself, or prevent a door’s access, or even make a 
  “hamster ball” around a character for 1D4 hours).” 
  So what do I do with all of this? Let’s say that I’m 
  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) 
  crusaders hammered the altar that was here into bits 
  several centuries ago, but their efforts revealed a 
  creepy fissure in the wall which they could not 
  destroy. So the remaining trick is a shimmering tear 
  in reality, which reeks of seaweed. Occasional 
  bubbles of blackish-green goo rise out of it and hover 
  toward the ceiling. If anyone evil prays at this shrine 
  remnant, there is a fair chance that Dagon will hear 
  (and paw through, and eat) the worshippers where 
  they stand. 
  But that’s just creepy color, and maybe some 
  inspiration for a cultist scene I will include later. For 
  now, we need to know what it does when PCs first 
  discover it. If the PCs are neutral, nothing happens 
  … unless they’re stupid enough to put their hand into 
  the goo. I rule (off the top of my head) that no one 
  
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  can fit through the fissure, but that touching the goo 
  with flesh would cause 1D4 damage. 
  If anyone of good alignment comes within 30’ of 
  the fissure, the shrine remnant protects itself. It puts 
  a force field around the fissure (takes 100 points of 
  magical damage to destroy), and simultaneously 
  gives a vision to a random person. It shows them 
  Dagon’s dreams and how he is plotting beneath the 
  seas to waken the Great Cthulhu, and at the end of 
  the vision the victim is psychically seen by Dagon 
  and goes temporarily insane. 
  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 
  answers to those questions are all beyond the scope 
  of this book, but it’s really up to you as the Game 
  Master. The trick might have no further substance; 
  or, it might be a gateway to a deadly dungeon 
  beneath the ocean; or, there could be 3D6 Deep 
  Ones protecting this chamber (and warring with 
  monsters throughout the dungeon level) the next 
  time the PCs come through. Who knows? If you 
  don’t want to develop the idea, then “It does what it 
  says on the package” and nothing else. But if your 
  players want to keep poking at the thing, you can 
  keep adding dread and detail until your campaign 
  changes direction to deal with it … or until the 
  players lose interest. 
  Again, this is just an example … but you can 
  always turn random results into something coherent 
  and interesting with a little imagination. And, some 
  encouragement: Don’t ever be afraid to use out-of-
  universe, pulp fiction, or science fantasy trappings to 
  justify your trick designs … the original “old 
  schoolers” such as Arneson, Bledsaw, Blume, 
  Gygax, and Kuntz did this all the time! These 
  dungeon tricks are often glimmers of the distant past 
  (and your FRPG world is almost certainly post-
  apocalyptic), or other worlds. Let your imagination 
  turn these cryptic results into intriguing hints at the 
  true nature of the world beneath, and let your players 
  marvel over the unpredictable results! 
   
  Table XI-6: Advanced Trick Types 
  Advanced Trick Option: If you own supplements 
  CDDG1 and CDDG2, you might want to use some 
  of those greatly expanded tables for random 
  dungeon “Trick” entries as well. I recommend the 
  following percentages: 75% of Tricks should be 
  “normal” (as detailed above), while 25% should be 
  “unusual.” For unusual tricks, roll 1D100 as follows: 
  [01-10] Altar or Shrine (see supplement CDDG2, 
  Section 3-13). 
  [11-53] 
  Evocative 
  Random 
  Room 
  (see 
  supplement CDDG1, Section 8-3). 
  [54-58] Fountain (see supplement CDDG2, 
  Section 3-6). 
  [59-63] Immobile Abomination (see supplement 
  CDDG2, Section 3-7). 
  
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  [64-73] Laboratory or Magical Room (see 
  supplement CDDG2, Section 3-9). 
  [74-78] Magical Gateway (see supplement 
  CDDG2, Section 3-10). 
  [79-83] Pool (see supplement CDDG2, Section 
  3-6). 
  [84-85] Shard of Chaos (see supplement 
  CDDG1, Appendix). 
  [86-00] 
  Unusual 
  Evocative 
  Room 
  (see 
  supplement CDDG2, Section 3-15). 
  The feature will still be a Trick; for example, if you 
  roll a pool using CDDG2, you can further assume 
  that it is magical and use the Trick tables here to sort 
  things out. Mix and match! You can always feel free 
  to use the other tables in this section in conjunction 
  with CDDG1 and CDDG2 to hash out the particular 
  powers, triggers, and so forth as needed. 
   
  TABLE XII: UNGUARDED 
  TREASURE 
  (Note: You can also get to this table when you 
  are generating Monster-Guarded Treasures. The 
  table appears here once to keep this book short and 
  sweet, even though the table is used for all treasure 
  generation in your random dungeon.) 
  This section will help you to determine fair and 
  desirable treasure amounts for your dungeon level. 
  The amounts, values, and items in this section are 
  based on Gygaxian precepts, with a bit of Holmes 
  and Moldvay thrown in for spice. I find that these 
  values work well, but I know that every campaign is 
  different … so if the treasures seem too rich or too 
  poor for your campaign, just adjust all treasure rolls 
  accordingly (typically by adding one roll to every 
  result to make it richer, or subtracting one roll from 
  every result to make it poorer). 
  For Unguarded Treasure: Roll on the treasure 
  table as follows (D100): [01-75] 1 Treasure Table 
  Roll, [76-97] 2 Treasure Table Rolls, [98-99] 3 
  Treasure Table Rolls, [00] 4 Treasure Table Rolls. 
  For Monster-Guarded Treasure: You already 
  rolled up how many times you are going to roll on the 
  table below, back in section VII (didn’t you?). 
  A Note on Coinage: Recommended coin values 
  are from the World of Oldskull campaign; you can 
  adjust these values and amounts as needed to suit 
  your game world. In my campaign, copper pieces 
  are equivalent to pennies, silver pieces are 
  equivalent to dimes, electrum pieces are “fifty-cent 
  pieces,” gold pieces are “dollars,” and platinum 
  pieces are “five dollar bills.” You’ll find some other 
  interesting extra (nearly worthless!) coin types listed 
  below, too. 
  A Note on Treasure Duplication: Be sure to keep 
  identical results; for example, if you roll “Coins, Gold 
  Pieces” twice, that simply means that you will double 
  the number of gold pieces present. 
   
  
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  Table XII: Treasure Table, Trove Level 1 
  Roll 1D1000 and consult the following: 
  Coinage (45%) 
  [001-030] Coins, Minor, (3D6) x 1,000 Iron 
  Pieces (3,000 to 18,000), value 0.00125 each, total 
  value 3.75 to 22.5 GP). 
  [031-040] Coins, Ancient, Iron Pieces: As above, 
  but value per coin is doubled if sold to a dwarf, 
  gnome, historian, noble, or collector. 
  [041-070] Coins, Minor, (2D4+1) x 1,000 Brass 
  Pieces (3,000 to 9,000), value 0.0025 GP each, total 
  value 7.5 to 22.5 GP). 
  [071-080] Coins, Ancient, Brass Pieces: As 
  above, but value per coin is doubled if sold to a 
  dwarf, gnome, historian, noble, or collector. 
  [081-110] Coins, Minor, (1D4+1) x 1,000 Bronze 
  Pieces (2,000 to 5,000, value 0.005 GP each, total 
  value 10 to 25 GP). 
  [111-120] Coins, Ancient, Bronze Pieces: As 
  above, but value per coin is doubled if sold to a 
  dwarf, gnome, historian, noble, or collector. 
  [121-170] Coins, Common, (3D10+10) x 100 
  Copper Pieces (1,300 to 4,000, value 0.01 GP each, 
  total value 13 to 40 GP). 
  [171-190] Coins, Ancient, Copper Pieces: As 
  above, but value per coin is doubled if sold to a 
  dwarf, gnome, historian, noble, or collector. 
  [191-260] Coins, Common, (1D20+1) x 100 
  Silver Pieces (200 to 2,100, value 0.1 GP each, total 
  value 20 to 210 GP). 
  [261-280] Coins, Ancient, Silver Pieces: As 
  above, but value per coin is doubled if sold to a 
  dwarf, gnome, historian, noble, or collector. 
  [281-310] Coins, Common, (5D10) x 5 Electrum 
  Pieces (25 to 250, value 0.5 GP each, total value 
  12.5 to 112.5 GP). 
  [311-320] Coins, Ancient, Electrum Pieces: As 
  above, but value per coin is doubled if sold to a 
  dwarf, gnome, historian, noble, or collector. 
  [321-390] Coins, Valuable, (4D10) x 5 Gold 
  Pieces (20 to 200, value 1 GP each, total value 20 
  to 200 GP). 
  [391-400] Coins, Ancient, Gold Pieces: As 
  above, but value per coin is doubled if sold to a 
  dwarf, gnome, historian, noble, or collector. 
  [401-440] Coins, Valuable, 2D20+5 Platinum 
  Pieces (7 to 45, value 5 GP each, total value 35 to 
  225 GP). 
  [441-450] Coins, Ancient, Platinum Pieces: As 
  above, but value per coin is doubled if sold to a 
  dwarf, gnome, historian, noble, or collector. 
  Gems (10%) 
  [451-460] Gems, 1D100 Crystals: These pretty 
  stones (typically rock crystals or roughly-polished 
  quartz) are worth 1 Gold Piece each. 
  
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  [461-465] Gems, 1D100 Touchstones: These 
  small shards of precious stones (typically the 
  fragments left over from failed and/or successful 
  attempts at gem cutting) are worth 1 Gold Piece 
  each. 
  [466-470] Gems, 5D4 Flawed Ornamental 
  Stones: These damaged stones (agates, azurite, 
  malachite, obsidian, etc.) are worth 5 Gold Pieces 
  each. 
  [471-480] 
  Gems, 
  5D4 
  Uncut 
  Ornamental 
  Stones: These minor stones (agates, azurite, 
  malachite, obsidian, etc.) are worth 5 Gold Pieces 
  each. They can be cut by a skilled gem cutter to 
  potentially improve their value. 
  [481-490] Gems, 1D10 Ornamental Stones: 
  These minor stones (agates, azurite, malachite, 
  obsidian, etc.) are worth 10 Gold Pieces each. 
  [491-495] Gems, 1D4+1 Large Ornamental 
  Stones: These fine minor stones (agates, azurite, 
  malachite, obsidian, etc.) are worth 20 Gold Pieces 
  each. 
  [496-500] Gems, 1D4 Flawed Semi-Precious 
  Stones: 
  These 
  lesser 
  gems 
  (bloodstone, 
  moonstone, onyx, zircon, etc.) are worth 25 Gold 
  Pieces each. 
  [501-510] Gems, 1D4 Uncut Semi-Precious 
  Stones: 
  These 
  lesser 
  gems 
  (bloodstone, 
  moonstone, onyx, zircon, etc.) are worth 25 Gold 
  Pieces each. They can be cut by a skilled gem cutter 
  to potentially improve their value. 
  [511-520] Gems, 1D2 Semi-Precious Stones: 
  These lesser gems (bloodstone, moonstone, onyx, 
  zircon, etc.) are worth 50 Gold Pieces each. 
  [521-525] Gems, 1D2 Flawed Fancy Stones: 
  These lesser gems (amber, amethyst, garnet, jade, 
  etc.) are worth 100 Gold Pieces each. 
  [526-535] Gems, 1D2 Uncut Fancy Stones: 
  These lesser gems (amber, amethyst, garnet, jade, 
  etc.) are worth 100 Gold Pieces each. They can be 
  cut by a skilled gem cutter to potentially improve their 
  value. 
  [536-540] Gem, 1 Flawed Precious Stone: This 
  gem (aquamarine, black pearl, peridot, topaz, etc.) 
  is worth 250 Gold Pieces. 
  [541-550] Gem, 1 Uncut Precious Stone: This 
  gem (aquamarine, black pearl, peridot, topz, etc.) is 
  worth 250 Gold Pieces. It can be cut by a skilled gem 
  cutter to potentially improve its value. 
  Jewelry (10%) 
  [551-570] Jewelry, Small, Ivory, 1D2: These 
  items (brooches, earrings, rings, etc.) are worth 100 
  Gold Pieces each. 
  [571-600] Jewelry, Small, Wrought Silver, 1D2: 
  These items (brooches, earrings, rings, etc.) are 
  worth 100 Gold Pieces each. 
  
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  [601-615] Jewelry, Ivory, 1: This item (bracelet, 
  cameo, necklace, etc.) is worth 300 Gold Pieces. 
  [616-630] Jewelry, Wrought Silver, 1: This item 
  (bracelet, cameo, necklace, etc.) is worth 300 Gold 
  Pieces. 
  [631-640] Jewelry, Small, Wrought Silver and 
  Gold, 1: This item (brooch, earring, ring, etc.) is 
  worth 300 Gold Pieces. 
  [641-650] Jewelry, Small, Wrought Gold: This 
  item (brooch, earring, ring, etc.) is worth 300 Gold 
  Pieces. 
  Magic Items (15%) 
  Note: If any randomly rolled magic item in your 
  game’s system seems too powerful for this difficulty 
  level, replace the random result with 1D2 random 
  potions of value 750 Gold Pieces or less. 
  [651-659] Magic Items, Consumable, Missiles: 
  This might be 1D4+1 arrows +1, 1D4+1 crossbow 
  quarrels +1, 1D3 darts +1, 1 javelin +1, 1D4+1 sling 
  bullets +1, etc. 
  [660-665] Magic Item, Consumable, Clerical 
  Scroll: A scroll with 1 random level 1 or 2 cleric spell. 
  [666-671] Magic Item, Consumable, Clerical 
  Scroll: A scroll with 2 random level 1 cleric spells. 
  [672-674] Magic Item, Consumable, Druidic 
  Scroll: A scroll with 1 random level 1 or 2 druid spell. 
  [675-676] Magic Item, Consumable, Druidic 
  Scroll: A scroll with 2 random level 1 druid spells. 
  [677-679] Magic Item, Consumable, Illusionist 
  Scroll: A scroll with 1 random level 1 or 2 druid spell. 
  [680-681] Magic Item, Consumable, Illusionist 
  Scroll: A scroll with 2 random level 1 illusionist spells. 
  [682-689] Magic Item, Consumable, Magic-User 
  Scroll: A scroll with 1 random level 1 or 2 magic-user 
  spell. 
  [690-697] Magic Item, Consumable, Magic-User 
  Scroll: A scroll with 2 random level 1 magic-user 
  scrolls. 
  [698-707] Magic Item, Consumable, Potion of 
  Healing: A single potion of healing. 
  [708-715] Magic Item, Consumable, Minor 
  Potion: A random potion of value 400 Gold Pieces or 
  less. 
  [716-723] Magic Item, Consumable, Minor 
  Potions: 1D2 random potions, each of value 400 
  Gold Pieces or less. 
  [724-731] Magic Item, Consumable, Lesser 
  Potion: A random potion of value 750 Gold Pieces or 
  less. 
  [732-735] Magic Item, Consumable, Poison: A 
  corrupted potion which has turned to poison. At this 
  difficulty level, I recommend that the poison be non-
  lethal, inflicting 1D4 damage on a successful save, 
  or 2D4+1 damage with a failed one. This amount of 
  damage could still kill a badly-wounded or fragile 
  adventurer! 
  
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  [736-748] Magic Item, Armor: A random piece of 
  armor of +1 dweomer, relatively weak (leather 
  armor, ring mail, shield, etc.). 
  [749-758] Magic Item, Minor Weapon: A 
  relatively weak random weapon of +1 dweomer 
  (club, dagger, knife, etc.). 
  [759-762] Magic Item, Cursed: A miscellaneous 
  item or weapon that isn’t good for you (-1, 
  contrariness, delusion, etc.). 
  [763-787] Magic Item, Miscellaneous: A nice 
  item of relatively low power (crystal ball with no 
  special abilities, elven boots, elven cloak, owl 
  figurine, +1 ring of protection, etc.). 
  [788-800] Magic Item, Weapon: A random 
  weapon of +1 dweomer (hand axe, short sword, 
  spear, etc.). 
  Valuable Commodities (20%) 
  [801-810] Alcohol: A cask of fine drink (ale, 
  brandy, mead, wine, etc.) worth 5D6x5 Gold Pieces. 
  [811-825] Artwork: A fine art object (idol, 
  painting, statuette, etc.) worth 5D6x5 Gold Pieces. 
  [826-835] Clothing: One or more valuable pieces 
  of clothing (ceremonial vestment, fur-trimmed cloak, 
  silk doublet, wooden ritual mask, etc.) worth 5D6x5 
  Gold Pieces. 
  [836-845] Curiosity: Something unusual (an 
  antique, fossil, piece of petrified wood, rare seashell, 
  etc.) worth 5D6x5 Gold Pieces. 
  [846-850] Fine Armor: A quality piece of armor 
  (bronze plate mail, heraldic shield, partial plate mail, 
  etc.), possibly damaged, currently worth 5D6x5 Gold 
  Pieces. 
  [851-860] Fine Weapon: A quality weapon 
  (ceremonial axe, dark elven dagger, long bow, silver 
  dagger, etc.), non-magical, worth 5D6x5 Gold 
  Pieces. 
  [861-870] Ingots: Slabs of precious metal 
  (typically silver, gold, or platinum) worth 5D6x5 Gold 
  Pieces. The number of ingots, and their weight, 
  depends on their value and their metal type, as 
  extrapolated from your game’s coin values (see also 
  the Coinage section of this table). 
  [871-880] Lore Works: Valuable non-magical 
  books, scrolls, or tablets (of art, charts, history, 
  maps, etc.), which as a collection are worth 5D6x5 
  Gold Pieces. 
  [881-890] Luxuries: Fine, typically lightweight but 
  fragile items (incense, perfume, silk, unguents, etc.), 
  worth 5D6x5 Gold Pieces. 
  [891-900] Metalwork: Fine items of pewter, 
  ceramic, iron, etc. (chalices, plates, silverware, urn, 
  etc.) that include elements of precious metal (silver, 
  gold, platinum, etc.), worth 5D6x5 Gold Pieces. 
  [901-910] 
  Reagents 
  or 
  Material 
  Spell 
  Components: Strange arcane items (bottled demon 
  ichor, runic dragon’s claws, powdered gemstones, 
  etc.) used to cast spells, worth 5D6x5 Gold Pieces. 
  
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  [911-920] Relics: Sacred non-magical items 
  (holy symbols, holy water, runic divination sticks, 
  temple service, totems, etc.) worth 5D6x5 Gold 
  Pieces. 
  [921-930] Spices: Satchels of valuable savory 
  spices (cinnamon, healing herbs, pepper, saffron, 
  etc.) worth 5D6x5 Gold Pieces. 
  [931-940] Textiles: One or more finely-crafted 
  miscellaneous items (carpets, cloth of gold, rugs, 
  tapestries, etc.), typically bulky, worth 5D6x5 Gold 
  Pieces. 
  [941-950] Tools or Instruments: One or more 
  well-crafted objects of use (electrum-shod staff, 
  ivory walking stick, musical instrument, fine ceramic 
  cups, etc.), tough enough to be used normally, worth 
  5D6x5 Gold Pieces. 
  [951-960] Trade Goods: Miscellaneous heavy 
  bulky goods (cured leather, bundles of dried herbal 
  roots, marble blocks, vellum, etc.) worth 5D6x5 Gold 
  Pieces to a knowledgeable artisan or craftsman. 
  [961-970] Treasure Map: Leads to a trove worth 
  1D6+4 treasure rolls, hidden on this dungeon level, 
  or the one below (50% / 50%). The treasure might 
  well be guarded. 
  [971-980] Treasure Map, False: As above, but 
  the treasure is either not real (if the map is 
  deliberately false) or the treasure has already been 
  plundered (if the map is out of date). The true 
  circumstance won’t be known until the indicated 
  treasure location is searched. 
  [991-990] Trophies: Valuable Beast- or Monster-
  Derived Items (furs, ivory tusks, pelts, teeth, etc.) 
  worth 5D6x5 Gold Pieces. 
  [991-000] 
  Something 
  Bizarre: 
  Use 
  your 
  imagination, or mine (Cthulhu dream drippings, a 
  still-moving Eye of Azathoth eyeball in a specimen 
  jar, a disembodied brain that is somehow still alive, 
  a clockwork puppet that moves on its own, etc.) for 
  this strange and rather disturbing thing, which is 
  worth 5D6x5 Gold Pieces to the right (eccentric) 
  buyer. 
  Additional Treasure Details?: Sorry, that’s part of 
  your game’s rules, and far beyond the scope of this 
  already-sizeable volume … and I’m sticking to my 
  guns for those readers who have asked for smaller 
  books. If you need to know a treasure’s location, 
  container, etc. I recommend supplement CDDG2 for 
  starters. (If there is sufficient interest, I will develop 
  a more elaborate Castle Oldskull treasure system 
  derived from my campaign, but these diverse 
  options should get you started.) You might also be 
  interested in my old supplement MDMT1, Mega-
  Dungeon Monsters & Treasures, Book 1; which is 
  useful, but I will warn you that it’s out of date and 
  only available on the Amazon Kindle. Don’t worry, I 
  pulled most of the useful treasure info from MDMT1 
  into this book already! ☺ 
   
  
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  APPENDIX: 
  THE LAWS OF CHAOS: 
  Problem Solving Rules and Guidelines 
  The following helpful notes and bits of advice can 
  help you to make this supplement easier to use, and 
  to solve the occasional problems which random 
  generation can cause to arise. When in doubt, use 
  your best judgment. 
   
  Cutting it Short 
  If you’re not interested in generating a sprawling 
  mega-dungeon (which will almost always be created 
  by these rules), you can dictate a predetermined 
  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 
  be small, 30 rooms if you want it to be medium, or 
  40 rooms if you want it to be fairly large. 
  If you do this, the following things occur when the 
  last room you want is generated: 
  [1] All remaining doors that have not been 
  opened are false doors, or piles of rubble (as you 
  deem appropriate). 
  [2] All remaining archways and openings are 
  alcove areas, of mere 10’x10’ size. 
  [3] All remaining corridors that have not been 
  explored are dead ends without any secret doors. 
  [4] If you wanted a level connector down and one 
  has not been randomly generated yet, place one in 
  the last room discovered and keyed. 
   
  Speeding It Up 
  If you just want to use this supplement to 
  determine architectural features, and not to fill out 
  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 
  types, monster lairs, treasure types, etc. and just fill 
  in whatever you think should go in each room. In 
  other words, you can use this book as a map 
  generator, and not as a random dungeon generator. 
   
  Leaving the Graph Paper 
  When a random result would force your design 
  to go over the edge of your paper, I recommend that 
  you allow it to do so. Simply tape or clip another 
  blank sheet to the edge, and keep going. 
  But if you are not interested in a sprawling super-
  dungeon that never ends (I love that!), you can force 
  the newly-generated space to be clipped off at the 
  edge of the paper. For example, if the random 
  results call for a 60’ long corridor and you only have 
  3 squares remaining in that direction, then the 
  corridor runs for 30’ and then abruptly ends with no 
  secret doors or other way to turn. 
   
  
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  Overlapping Rooms 
  If a newly-generated room would take up space 
  that is already filled by previously-created areas, you 
  should instead fill up all of the available open space, 
  without overlapping previous spaces. This example 
  shows you how to cram an irregularly-shaped room 
  into a space when the system calls for the 
  generation of a new 50’x50’ room: 
  This might result in a strangely-shaped room, or 
  it might result in a very cramped space (such as 
  10’x20’). 
  I advise that when you are forced to problem 
  solve in this way, the newly-created room should 
  have no exits. In other words, it should be a dead 
  end. You can feel to disagree, but if you do, be ready 
  to revisit this section in short order because the 
  system does not deal well with repeated “hacks” that 
  force you to cram unexpected irregular rooms into 
  small areas. 
   
  Going Deeper 
  If you like, you can continue to use this 
  supplement for dungeon level 2, 3, etc. and more 
  challenging environs. But to do so, you will need to 
  come up with your own more lethal monsters, traps, 
  and tricks. You will also need to come up with 
  proportionally more valuable treasures, too. I will 
  create further books in this series if you like, but keep 
  in mind that this book is written specifically to design 
  mega-dungeon level 1. If you want to go deeper, you 
  will need to come up with a lot of your own content 
  to keep it challenging! 
  (More books in this series will appear if there is 
  interest.) 
   
  Playing Solitaire 
  This option is largely beyond the scope of this 
  supplement (Hmm, I say that a lot when I’m made to 
  keep things short!), and beyond my ability to predict 
  which game system you are using … but I can 
  provide some guidance. Here’s a very basic 
  framework that you can build on. You will need to 
  design your own “house rules” as you go, and as you 
  come up with strange situations that force you to 
  kludge together an unexpected sub-system of 
  personal rulings and judgment calls. 
  A friendly tip before we get started: Always 
  generate an encounter key for the dungeon as you 
  go. If your random dungeon is entertaining in 
  solitaire play, it will probably be fun for your future 
  players, too. Then, you’re just test driving your 
  scenario design before your play it more seriously 
  with a group of players. 
  Basically, solitaire play involves you rolling up 
  level 1 characters (say, 5 to 9 of them, however 
  many you think you can handle, and it’s good 
  practice) and then rolling up a random dungeon for 
  them to explore. You will be beginning play with the 
  starting area on a blank piece of paper, and rolling 
  up the passages, rooms, and lairs as your party 
  
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  explores the Unknown. This can be a fun way to 
  waste a few hours, or to measure the complexity and 
  challenge level inherent in this system. 
  You will need to track time, light sources, 
  consumable use, fatigue, encumbrance, wounds, 
  spell use, men-at-arms, and so on according to your 
  system’s rules. 
  You will need to assume that all monster 
  encounters are hostile, or alignment-based, or you 
  can use your game’s reaction roll system to 
  determine what happens when the adventurers try 
  to parley. Non-sentient monsters will almost always 
  attack, or at least intimidate and frighten intruders 
  away. Some monsters might be temporarily 
  charmed, tamed, subdued, turned into allies, etc. 
  according to various circumstances which you will 
  decide. 
  Secret doors should be searched for wherever 
  they exist, but only once. Similarly, you can try to 
  detect a trap when you generate it, but each relevant 
  character (dwarf or thief, perhaps?) only gets one roll 
  to search and possibly detect it before the activation. 
  If anyone finds the door or trap, that’s great; but 
  unfound secret doors can only be mapped, not used, 
  and undiscovered traps will “attack” the party as they 
  go off. 
  Discovered treasures should be randomly 
  determined; don’t just cherry pick magic items that 
  are useful to your favorite character. Hidden 
  treasures must be searched for and discovered in a 
  logical manner. (But most hidden treasures should 
  be found, assuming that adventurers are typically 
  intelligent and greedy!) You should be sure to 
  include unusable and valuable items if they are 
  rolled up; the adventurers can sell these items on the 
  surface, or barter them away to resurrect fallen 
  brothers (and sisters) in arms. 
  Fallen characters who cannot be resurrected can 
  be replaced by newly-rolled level 1 allies “from the 
  tavern.” 
  When tricks are discovered, always assume that 
  the adventurers are curious enough to tinker and 
  trigger the thing, even if you personally already know 
  it’s bad news. 
  When monster lairs are discovered, you can 
  assume that your best listener (character) attempts 
  to hear noises once. If the monsters are heard, then 
  the party cannot be surprised. But in my games, if 
  the party’s size is 9 or more individuals, then the 
  monsters cannot be surprised either! 
  Roll initiative normally, and for surprise if need 
  be. And it’s fine if you decide that your characters 
  use random divination magics or whatever “just 
  because” as you’re rolling up a monster lair, and 
  before the room is entered; we can assume that 
  there are signs (footprints in the dust, bloody paw 
  marks, half-eaten food, whatever) that indicate to the 
  adventurers that adversaries might well be near. 
  And yes, the adventurers can choose not to open a 
  door, after you roll up the monsters, and before they 
  
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  know what the monsters (and their numbers) are. 
  Assume that the adventurers are a bit reckless, yes, 
  but they’re not stupid. 
  But I recommend not rolling up treasure until 
  after the monsters are defeated. Why? Because 
  otherwise, you’ll be tempted to cherry pick the rich 
  monsters and to avoid the poor ones, and that simply 
  is not how the game is to be played. Your characters 
  do not possess that level of knowledge. 
  Whenever combat occurs, don’t cheat! Play both 
  sides fairly based on intelligence, make all of the 
  needed rolls, and abide by the will of the dice. If one 
  or more PCs are slain, you can decide if surrender 
  occurs, or paying tribute, or escape, or whatever 
  else might happen. You can certainly lose the game 
  when all of the characters die, and this is likely to 
  happen until you learn the ins and outs of your 
  newly-created mega-dungeon! You will decide when 
  the adventurers return to the surface, if they can … 
  and then they will heal, gain experience, cash in 
  some of their goods, and possibly return for more 
  delving (in this dungeon, or an entirely new and 
  different one). Who knows? Maybe even some of the 
  survivors will reach experience level 2. 
  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!) 
   
  CONCLUSION 
  That’s all I have for now! I hope you find this 
  system as rewarding and enjoyable as I have. It took 
  a lot of time to design, and it has gone through many 
  iterations over the years. But I’m very confident that 
  you’ll find it extremely useful if you have a little 
  patience with the learning curve. 
  If I have any last words of advice, I would offer 
  you this: Don’t complain if the system feels too 
  complex, or too simple … do something about it! 
  This book is peppered with dozens of recommended 
  shortcuts to make it simpler, and many advanced 
  options if you want it to get more involved, detailed, 
  and “guided.” The turning of that preferential dial is 
  entirely up to you. So experiment, dabble, try the 
  options, find your comfort zone, push a bit beyond it, 
  expand your imagination, and above all have lots of 
  fun! 
  Oh, and don’t forget: The quick hyperlink menu 
  is at the back of this book. It makes things faster 
  once you get used to it. 
  So until next time, happy dungeon crawling to 
  you and yours. Thank you for reading. (31,000 
  words.) 
   
   
  
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  CASTLE OLDSKULL (AND 
  OTHER FRPG PRODUCTS) 
  AVAILABLE FROM 
  WONDERLAND IMPRINTS 
  ACR1: Advanced OSR Character Record, 
  Fighter Class. 
  BDT1: The Book of Dungeon Traps. 
  CDDG1: Classic Dungeon Design Guide I. 
  CDDG2: Classic Dungeon Design Guide II. 
  CDDG3: Classic Dungeon Design Guide III. 
  CSE1: City State Encounters. 
  DC2: Random Dungeon Room Generator (DM’s 
  Guild offering). DC2-S: 1,000 Rooms of Madness 
  (DM’s Guild offering). 
  DDE1: Dungeon Delver Enhancer. 
  DR1: Old School Dragons – Molting Wyrmlings 
  (DM’s Guild offering). 
  ELD2: City State Creator I (DM’s Guild offering). 
  ELD3: City State Creator II (DM’s Guild offering). 
  GEN1: Oldskull D100 NPC Generator. 
  GEN2: Oldskull Dungeon Generator, Level 1. 
  GG1: Guy de Gaxian’s Dungeon Monsters, 
  Level 1 (DM’s guild offering). 
  GWG1: Game World Generator. 
  GWG2: Oldskull Adventure Generator. 
  HM: Hawk & Moor (The Unofficial History of 
  Dungeons & Dragons), Books I-V. 
  LOV1: The Oldskull Necronomicon I. 
  ORG1: Oldskull Rogues Gallery I (DM’s Guild 
  offering). 
  ORG2: Oldskull Rogues Gallery II (DM’s Guild 
  offering). 
  PM1: The Pegana Mythos. 
  RTT1: Random Treasure Trove Generator (DM’s 
  Guild offering). 
  SP1: Spawning Pool of the Elder Things (DM’s 
  Guild offering). 
  TT1: Treasure Trove 1 – Challenge 1 Treasures 
  (DM’s Guild offering). 
  TT2: Treasure Trove 2 – Challenge 2 Treasures 
  (DM’s Guild offering). 
  TT3: Treasure Trove 3 – Challenge 3 Treasures 
  (DM’s Guild offering). 
  Please see: 
  http://www.drivethrurpg.com/browse.php?keywords
  =kent+david+kelly&x=0&y=0&author=&artist=&pfro
  m=&pto 
  ~ 
  http://www.dmsguild.com/browse.php?keywords=k
  ent+david+kelly&x=0&y=0&author=&artist=&pfrom=
  &pto 
   
   
  
  P a g e  | 83
   
   
  QUICK-ACCESS TABLE MENU 
  Come here to the back of the e-book, whenever 
  you need a quick hyperlink shortcut to a table: 
  TABLE I: THE STARTING AREA 
   
  TABLE II: BEYOND THE DOOR 
   
  TABLE III: THE CORRIDOR CRAWL 
   
  TABLE IV: DEAD END 
   
  TABLE V: LEVEL CONNECTOR 
  Table V-1: Level Connector Type 
  Table V-2: Level Connector Subtype 
  Table V-3: Unusual Level Connector 
   
  TABLE VI: MONSTER-GUARDED TREASURE 
   
  TABLE VII: MONSTER LAIR 
   
  TABLE VIII: ROOM GENERATOR 
  Table VIII-1: Room Size and Shape 
  Table VIII-2: Room Exits and Exit Locations 
  Table VIII-3: Door Types 
  Table VIII-4: Unusual Doors 
  Table VIII-5: Room Contents 
   
  TABLE IX: SIDE PASSAGE 
   
  TABLE X: TRAP 
   
  TABLE XI: TRICK 
  Table XI-1: Trick Feature 
  Table XI-2: Trick Classification 
  Table XI-3: Trick Trigger Condition 
  Table XI-4: Negative Attributes for Tricks 
  Table XI-5: Positive Attributes for Tricks 
  Table XI-6: Advanced Trick Types 
   
  TABLE XII: UNGUARDED TREASURE 
  Table XII: Treasure Table, Trove Level 1 
   
  And remember, whenever you’re severely 
  pressed for time, keep the game moving … abandon 
  these 
  systems 
  and 
  use 
  your 
  imagination, 
  intelligence and judgment to deliver a rapid 
  response! As you gain knowledge and confidence in 
  this book, the development of a random dungeon will 
  eventually become second nature to you. 
  
SOURCE: textdata/thevault/Castle Oldskull/Castle Oldskull Dungeon Generator.pdf