TEXT: Complexity of Trap – roll 1 die
  1
  3 dice to see, 3 to disarm
  2
  4 dice to see, 4 to disarm
  3
  5 dice to see, 3 to disarm
  4
  4 dice to see, 5 to disarm
  5
  5 dice to see, 5 to disarm
  6
  4 dice to see, 6 to disarm
  Copyright © 2019, 2020 by Steve 
  Jackson Games Incorporated
   Some art copyright William McAusland, 
  used with permission
  TM
  Random Stocking
  The quick method of populating your labyrinth is the “random” method. 
  This offers less scope for creativity – but if you make up your own random 
  tables there is still plenty of room for originality.
  To stock a labyrinth by the random method, you first draw your map (or 
  use the one supplied with the game). You then number the rooms and begin 
  to make your key. For each room, you roll dice and consult tables (like the 
  ones shown below) to determine what, if anything, is found in that room. The 
  tables given below are simple; you may make up your own and add as much 
  complexity as you want.
  The first roll determines the 
  general contents of the room. 
  If you get a beast, roll on the 
  “beast” table, below, to see what 
  kind; if you get a humanoid, 
  consult the “humanoid” table, and 
  so on. If you get a 15 or higher, 
  you will roll two (or three) more 
  times, and all those things will be 
  in the room.
  Humanoids – roll 2 dice
  2, 3
  One wizard (40 points)
  4
  Two wizards (36 points each)
  5
  Two wizards (32 points each)
  6
  Two fighters and one wizard (32 points each)
  7
  Three fighters, one wizard (32 points each)
  8
  Two wizards, one fighter (32 points each)
  9
  Two fighters (32 points each)
  10
  Two fighters (36 points each)
  11, 12
  One fighter (40 points)
  Room Contents – roll 3 dice
  3, 4
  Treasure
  5
  Beast and treasure
  6, 7
  Beast
  8
  Looks empty but something is there, hidden or hiding. Roll 
  again to see what. Don’t tell the players unless they do the 
  right thing, whatever it is, to find it, or to have it find them!
  9, 10
  Empty
  11, 12
  Humanoid
  13, 14
  Nuisance creature
  15, 16
  Roll twice more
  17, 18
  Roll 3 more times
  Beasts – roll 2 dice
  2
  Two sabertooth tigers
  3
  Roll twice more
  4
  Five wolves
  5
  Six giant snakes
  6
  One lion
  7
  One large venomous snake
  8
  Two great apes
  9
  Three wolves
  10
  One 4-hex dragon
  11
  Roll twice more
  12
  Two Kodiak bears
  Nuisance Creatures – roll 1 die
  1
  One green slime
  2
  20 rats
  3
  Foot-long scorpions (roll 1 die for how many)
  4
  Spiders (roll 5 dice for how many)
  5
  10 vampire bats
  6
  Three red slimes
  Treasure – roll 2 dice
  2
  Gem worth 1,000 GP
  3
  Blur ring
  4
  Roll twice more
  5
  Copper pieces (5 dice × 10) 
  6
  Copper pieces (3 dice) 
  7
  Gold pieces (2 dice) 
  8
  Gold pieces (4 dice) 
  9
  Gold pieces (10 dice)
  10
  Healing potion (2 dice doses)
  11
  Magic sword: +2 on DX
  12
  Magic scroll (Any spell of IQ 14 or less; determine 
  however you like)
  Traps
  After the rooms are populated, go 
  back and roll to determine where 
  traps are located and what kind they 
  are. Roll for each door, and again for 
  each treasure except for those carried 
  on the person of a humanoid type. 
  (Note: A human guarding 100 gold 
  pieces will probably not have them in 
  his pocket – but a human with a +2 
  magic sword or a mage with a magic 
  scroll will have it in hand – and will 
  use it on you if attacked.) Roll one 
  die for each door or treasure. A door 
  is booby-trapped on a roll of 1. A 
  treasure is booby-trapped on a roll of 
  1, 2, or 3.
  Now determine the type of trap, 
  and the way it is built and concealed, 
  by using the following two tables.
  Type of Trap – roll 2 dice
  2 Trap door into spiked pit (covers 2 hexes, does 4 dice damage; saving roll 4 dice on DX).
  3 Giant crossbow (3 dice damage to person hit first; goes through and can hit a second person as 
  well, doing 2 dice damage; saving roll 3 dice on DX).
  4 Poison gas bomb (affects MH around hex where it explodes, does 2 dice damage to all in MH 
  who breathe it). Saving roll 4 dice on DX to jump out of the gas cloud.
  5 Sleep gas bomb. Puts all who breathe it to sleep for 10 minutes. Otherwise as above.
  6 Three arrows. All fire at once into different hexes. Each does 1 die damage. Saving roll 3 dice 
  on DX.
  7 One arrow. Does 1 die damage to person hit. Saving roll 3 dice on DX.
  8 Falling rocks. Affect 2 adjacent hexes; 2 dice damage to anyone hit. Saving roll 3 dice on DX.
  9 Alarm. Loud bell will attract potential enemies from as far away as 13 megahexes.
  10 Poison needle in lock. 3 dice damage. Saving roll 4 dice on ST.
  11 Grenade explodes. See Gunpowder Bombs, ITL p. 125.
  12 Petard explodes. And there was great lamentation. See Gunpowder Bombs, ITL p. 125.
  This table gives two things: the skill with 
  which the trap is hidden (that is, the number of 
  dice a character must roll against IQ to see it) 
  and the difficulty of disarming the trap without 
  setting it off (the number of dice that must be 
  rolled against DX to disarm it). See the section 
  on Traps for details.
  Now use the following tables to determine exactly what kind of beast, humanoid(s), nuisance, or treasure is in the room.
  You may determine the 
  exact ST, DX, and IQ of the 
  fighters and wizards, as well as their 
  weapons and/or spells, in any way you 
  choose, as long as their attribute totals 
  do not exceed the ones rolled up on 
  the table. They don’t have to be 
  hostile if not attacked!
  More Complex Tables
  After you have played with these tables for a while, you will want to alter them for 
  variety – or make up your own. The tables given here are very simple. Complicated 
  tables might include:
  Details on the humanoids encountered. You can have tables for friendliness, 
  race, employment, talents, and so on. If you like, you can simply use the Character 
  Generation Tables and work out everything about them randomly.
  Different Types of Beasts. You can have separate tables for large, small, magical, 
  or non-magical beasts – a separate table for the possibility of dragons – et cetera. 
  There are many different kinds of nuisance monsters, too!
  Detailed Tables for Treasure. Separate tables for money, gems, magical weapons, 
  magical items, potions and materials for making them, and so on.
  Hidden and Locked Doors can also be determined randomly.
  If your tables get very detailed, they will also probably be long. The tables given 
  here use 1, 2, or 3 dice – but you can use 4, 5, 6, or more. Keep in mind: When you 
  make up a table numbered 6-36, to use by rolling 6 dice, the numbers at the ends 
  of the scale will come up very rarely. You can solve this problem two ways: either 
  combine (for instance) 34, 35, and 36 into the same result, or let 6, 7, 35, and 36 be 
  extremely far-out possibilities – like two dozen drunken orcs in a friendly mood, or 
  an enchanted ring with three wishes!
  
SOURCE: textdata/thevault/The Fantasy Trip/The Fantasy Trip SJG/The Fantasy Trip SJG Decks Of Destiny/Add-Ons/Decks of Destiny Pocket Folder E.pdf