TEXT: Primordial
  
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  How to Host a Dungeon 
  by Tony Dowler, copyright © 2008
  How to Host a Dungeon is part solo game, part toy, part 
  toolkit for creating dungeons in the style of the Dungeons 
  and Dragons role-playing game. In this game, you will use an 
  assortment of art supplies to create an underground realm 
  from the first monster civilizations through Ultimate Evil to 
  the inevitable heroic denouement or apocalypse.
  You will need:
  A pad of tracing paper and some tape (optional).
   
  
  Blue, black, and red pens.
   
  
  A pencil and eraser.
   
  
  Some small colored beads in three colors.
   
  
  A token to represent the adventurers.
   
  
  An assortment of dice: d4, d6, d8, d10, d12, d20.
   
  
  This game uses polyhedral dice (abbreviated d#, where # is the 
  number of sides). A d6 is a regular six-sided die. A d10 has 10 
  sides. You can get these dice at any hobby or game store.
  If you don't have any tracing paper, you can play the 
  game on a single sheet of regular paper. It works just fine. 
  You can also play the game on a PC with any drawing pro-
  gram and a little effort.
  Order of Play
  The game is played in successive ages, each of which has 
  special rules. To begin play, proceed to the Primordial Age 
  section and follow the rules written there. Play usually pro-
  ceeds in the following order:
  The Primordial Age
   
  
  The Age of Civilization
   
  
  The Age of Monsters
   
  
  The Age of Villainy
   
  
  Some special rules may alter this order.
  Conventions
  Here's how we measure things in this game:
  1 thumb is the width of your thumb.
   
  
  1 bead is a circle or polygon big enough to surround 
   
  
  one of your beads, but not much bigger.
  1 finger is the length of your pointer finger, and a half finger 
   
  
  is the distance from the point to the middle knuckle.
  Usually you will draw with the black pen. Alternately, you can 
  use a different color pen for each civilization or monster group.
  A group is a collection of affiliated creatures. A civiliza-
  tion is a group, as are monster tribes and colonies. A single 
  alpha monster, like an ogre, is also a group. 
  Most actions in the game use two colors of beads. We'll use 
  this symbol ● for one color, this symbol ○ for the other.
  The Historical Record
  Set aside a blank page to serve as the historical record of 
  events. Each year, write down notable events and the year 
  number in a historical record.
  Strata
  As you play, you will add pages, or strata. Anything you 
  can see on previous strata is still there; it's simply forgotten, 
  empty, choked with debris and vermin, or otherwise fallow. 
  A new group can move into it, in which case you redraw it, 
  maybe altering its shape a bit to suit the new owners.
  Drawing
  You will do some drawing in this game. Draw things in 
  a way that makes sense to you and makes the game fun.
  See more at the How to Host a Dungeon Web page:
  http://www.planet-thirteen.com/Dungeon.aspx   
  If you liked this game (or even if you didn't), let me 
  know what you think: tony.dowler@gmail.com. 
  
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  The Primordial Age
  In the primordial phase we lay down some fundamental shapes around which your dungeon will grow.
  Take a blank sheet of paper to be your dungeon map. Draw a rough line across the page the long way a bit less than 
  two inches from the edge.  This is the ground surface. Everything in the narrow area is above ground; everything below 
  it is under ground.
  In pencil, write the numbers 1-6 down each narrow side of the page evenly spaced in the underground area.
  Roll a D6 on top of the dungeon map. Consult the appropriate entry in the Primordial Events table for instructions. 
  Repeat this process three times, then proceed to the Age of Civilization.
  Roll
  Primordial Event
  1
  Mithral: Drop two dice on the map. At the point where each die falls, draw a triangle about half a finger on each side 
  pointing towards the nearest corner of the map. Label the triangle as mithral ore.
  2-3
  Natural Caverns: Roll another D6 on the map. In pencil, draw a natural cavern about 1 bead in size at its landing point. 
  Consult the Natural Caverns table. Continue to do this until you roll a 6 or have 6 caves. → Natural Caverns
  4
  Gold Vein: Roll a D6, then roll another one and make note of what you rolled. In red, draw a line from the first number on the left 
  to the second number on the right. This is a underground vein of gold-bearing rock.
  5
  Cave Complex: In pencil, draw three bead-sized natural caves near where the die landed. Connect them to each other 
  with pencil lines. Place a ● in each cave. These are primordial beasts. If any of the caves is within a half finger of the sur-
  face, connect it to the surface with a pencil line. Beasts fight as wandering monsters (see the Age of Monsters).
  6
  Underground River: Roll a D6. Starting from that number, draw an underground river, following the instructions on 
  the Underground River table. If an underground river touches the surface, place a lake or sinkhole, then angle downwards 
  again. Continue river until it passes off the page. → Underground River
  7
  Ancient Wyrm: Draw a natural cavern 2 beads in size at the point where the die landed and place 1● and 1○ in it. Make 
  up a name for the ancient wyrm that lives therein and write it on the map. During the Age of Civilization, any civilization 
  that encounters the Wyrm cave loses 1○ to the Wyrm. During the age of monsters, the Wyrm becomes an alpha preda-
  tor.
  8
  Roll 1D6. On a 6, make up your own primordial event or choose one from this table. Otherwise, roll on the natural disas-
  ters table later in these rules.
  Roll
  Natural Cavern
  1
  Draw a tunnel 1 finger long that passes through the 
  cave.
  2
  Roll 1d4. Write plague and the number rolled in the 
  cave. Any group that encounters this cave will lose this 
  number of ●.
  3
  Gemstones: Draw a cave 1 bead in size. Roll 1d4 and 
  place that many ○ in the cave.
  4
  This is an empty cave
  5
  Place 1● in the cave. This represents primordial 
  beasts that fight just like a wandering monster.
  6
  Write Fate in the cave. If any civilization tunnels into 
  this cavern, the civilization will come to a natural end. 
  If this occurs, the Fate cavern becomes a normal emp-
  ty cavern.
  Roll
  Underground River
  1-3
  River moves 1 finger horizontally across the page
  4-5
  River changes angle sloping upwards while continuing 
  across the page. If an underground river touches 
  the surface, it ends in a lake.
  6-7
  River changes angle sloping downwards while con-
  tinuing across the page
  8-9
  The river moves 1 finger horizontally across the page, 
  with a natural cave 1 bead in diameter in the middle of 
  it. If the river is within 1 thumb of the surface.
  10
  Waterfall, dropping  1 half finger straight down
  
  The Age of Civilization
  In this age, a great civilization appears in the dungeon, prospering for a period of years then ending.
  If you have tracing paper, take a sheet and tape it over your first strata. Copy the surface line onto the tracing paper.
  Choose a civilization, or roll randomly on the Civilization table. If this is your first time playing, I recommend choos-
  ing the Dwarves.
  Each age from this point onwards is played in turns, called years. Each year is broken up into seasons. 
  C1
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  Roll
  Civilization
  1-3
  Dwarven civilization → C2
  4-6
  Dark Elf civilization → C3
  7-9
  Demon civilization → C4
  10
  Custom: Make up your own civilization. If you 
  don't have any ideas, use one of these as a model but 
  change its name and at least one other detail. Keep a 
  record of your civilization for future use.
  Two Civilizations at Once
  You may choose to run two civilizations at once. Don't 
  do this the first time you play How to Host a Dungeon.
  The civilizations take alternating turns each year. The 
  civilization with the most loot goes first. 
  Any time a civilization encounters tunnels or rooms dug 
  by another civilization, roll on the Civilized Conflict table.
  When a Dark Elf colony encounters another civiliza-
  tion, the colony and the main Dark Elf city add their popu-
  lations together for the encounter.
  Roll
  Civilized Conflict
  1-2
  Skirmish: The civilization with lower population 
  loses 1●. On a tie, both lose 1●.
  3
  Dwarven Supremacy: If one of the civilizations is 
  Dwarven, it loots 2○ from the other. If both are 
  Dwarven, the one whose turn it is loots the other. If 
  none are Dwarven, both lose 1●.
  4
  Dark Elf Might: If one of the civilizations is Dark Elf, 
  it steals away 2● from the other and turns them into 
  slaves. If both are Dark Elf, the one whose turn it is 
  loots the other. If neither are Dark Elf, both lose 1○.
  5
  Demon Wrath: If one of the civilizations is Demon, 
  it kills 2● of the other. If both are Demon, the one 
  whose turn it is kills 2●. If neither is Demon, each 
  loses 1●, 1○.
  6
  All-Out War: A great battle takes place. Each civili-
  zation rolls a d6, adding their population. The higher 
  result is the winner, and eliminates 1● from the losing 
  civilization for each point by which their roll exceeded 
  the other. The winner also loses half as much popula-
  tion as the loser.
  
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  Dwarves are highly motivated, industrious creatures whose 
  love of family and clan is only exceeded by their greed for 
  treasure dug from the depths of the earth.
  Draw caves of the Dwarven civilization in blue. Dwarves prefer to 
  make square rooms and tunnel in straight horizontal or vertical seg-
  ments. If you don't have a gold vein or a good size mithral deposit, 
  create a gold vein right now as described in the Primordial Age rules. 
  Pick a spot on the surface above a gold vein or mithral 
  deposit. Draw a Dwarven shaft vertically from that point 
  until you hit the mithral or gold. Draw a mine 1 bead in 
  size and put a ○ in it. Draw a Dwarven barracks on the 
  shaft (that's a room 1 bead in size), and place a ● in it. 
  A Dwarven barracks with a ● in it represents 1 unit of Dwar-
  ven population. Each ○ represents some form of treasure.
  Make up a name for your Dwarven tribe and write it 
  somewhere on the map in pencil.
  It is now year zero in the Dwarven Era.
  If there are ever no Dwarves left, the Dwarven Age ends 
  and the  Great Disaster occurs. 
  The Dwarven Year
  In spring, Dwarves gather, mate, and pay to have their 
  relatives move in with them. Gather up all ○ that are con-
  nected to Dwarven tunnels and are not Dwarven Trea-
  sures. Draw a new room to store each ○ gathered, or place 
  them in existing rooms where there is space.
  For each ○ gathered, draw a Dwarven barracks con-
  nected to some other Dwarven construction and put a new 
  ● in it. Dwarves don't like to be too near to the noise of 
  mining, so try not to put it on a mining tunnel.
  In summer, Dwarves mine. If possible, draw a tunnel a 
  half finger long that connects to a source of ore. Draw a mine 
  chamber 1 thumb in size and put 1○ in it. If there's no ore in 
  reach, draw a tunnel 1 finger long towards the nearest source 
  of ore. If there's no un-mined ore left on the map, 1● imme-
  diately emigrates off the map looking for greener pastures.
  In fall, Dwarves build. Tally the current Dwarven pop-
  ulation. Find the entry matching this population on the 
  Dwarven Construction table. If that construction hasn't 
  been added yet, the Dwarves build it now.
  In winter, the Dwarves mourn. If any Dwarves died this 
  year, draw a Dwarven tomb. This is a room 1 bead in size 
  with a skull and crossbones (or just an X) in it. Move one 
  Dwarven ○ to the tomb. If there are lots of unoccupied 
  Dwarven barracks, you may convert one to a tomb instead.
  End of the Dwarven Age
  When the Dwarven Age ends, remove the Dwarves and 
  their loot from the board, but leave the Dwarven Treasures 
  in the Great Hall, Hall of Records, Dwarven City, Trea-
  sure Room, and each Tomb.  → D1
  Dwarven Civilization
  Pop
  Dwarven Construction
  3
  Workshops: Draw a collection of variously shaped rooms filling an area about the size of your thumb and connected to a mine 
  site. Dwarves don't like noise when they sleep, so don't build any workshops too close to the barracks if you can help it.
  4
  Great Hall: Draw a fancy hall, probably somewhere connected to the shaft. It should be about a half finger long and a bead 
  high, maybe with a vaulted ceiling. Give it a name and write it on the map. Put 1○ in it. This is a Dwarven Treasure.
  5
  Exploratory Shaft: Extend the main shaft 1 thumb further down. If this hits the bottom of the page, The Great Disaster 
  happens and the Dwarven Age ends.
  6
  Hall Expansion: Make the Great Hall about 2 beads longer.
  7
  Hall of Records: Draw a cool room somewhere with a tunnel about a half finger long connecting it to the Great Hall or 
  main shaft. Put 1○ there. This is a Dwarven Treasure. Label the room 'Hall of Records.'
  8
  Founding of the Dwarven City in the Golden Age: Draw a Dwarven City somewhere about a finger long and a bead high 
  connected to the other Dwarven tunnels. Put 1○ in it. This is a Dwarven Treasure. Give the city a good Dwarven name.
  9
  Treasure Room: Somewhere at least a thumb away from any other Dwarven construction, make a treasure room 2 beads 
  in size. Put 2○ in it. These are Dwarven Treasures. Don't connect it to the other Dwarven works with a tunnel. The en-
  trance is too secret to be discovered.
  10
  They Delve Too Deep: Draw a vertical shaft downwards from the Dwarven works to the bottom of the page. The Dwar-
  ven Age ends, and the Great Disaster occurs.
  
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  Dark Elves are arcane beings from deep within the earth. 
  They possess a high culture of art and science, but harbor a 
  cruel streak fostered by worship of a dark goddess.
  Draw constructions of the Dark Elf civilization in black. 
  Dark Elves prefer clean tunnels that are straight or curve gently.
  If you don't have a gold vein or a good size mithral de-
  posit, create mithral deposits right now as described in the 
  Primordial Age rules.
  Dark Elf ● represent nobles, while ○ represent slaves. If 
  a city ever has twice as many ○ as ●, there is a slave revolt.
  Pick a spot along this tunnel. Above it draw three 1 bead 
  rooms and put 1● in each. These are Dark Elf noble palaces. 
  Below the spot draw three 1 bead rooms and put 1○ in each. 
  These are slave pits. This is the Dark Elf great city. As the 
  population grows, draw more rooms to contain them. When 
  Dark Elves take casualties, remove ○ before removing ●.
  In pencil, draw a tunnel that passes all the way across the page 
  from left to right and stays in the bottom two inches of the page.
  Make up a name for your great city and write it on the 
  map. It is now year zero of the Dark Elven civilization. 
  If at any time Dark Elf tunnels reach the surface, the 
  great Human-Dark Elf war occurs, and the Dark Elf Age 
  ends. Likewise, if any Dark Elf city reaches 10 total popu-
  lation, the Dark Elf Age ends in chaos. 
  The Dark Elf Year
  Any time you move beads from the great city to a colo-
  ny, you must leave at least 1● and 1○ behind. If you can't 
  do this, don't move the beads.
  In spring, Dark Elves scout for new colony sites. If the 
  great city has more ● than ○, add 1●. If the main Dark 
  Elf city has more than 1●, it can found a new city on any 
  site with gold, mithral, or gems within 1 finger of any tun-
  nel that's connected up to the Dark Elf city. 
  If there are suitable sites, but they are too far from the great 
  city, the Elves dig a tunnel 1 finger towards the closest site.
  Here's how to found a new city: Take 1● and 1○ from 
  the great city. Create new rooms at the colony site for these 
  beads. Give the colony city a snappy, Dark Elf-sounding name. 
  The colony will now mine valuables and grow on its own.
  If there are no new colony sites to exploit, add 1○ to 
  the Dark Elf city.
  In summer, the Dark Elves mine for goods. Each mining 
  colony can mine out an area of ore or gold 1 thumb in size in a 
  summer. Mark out the area mined. Expand the colony 1●. If 
  there are more ● than ○, add 1○ to the Dark Elf colony. 
  If the Dark Elves are mining gems instead of gold or 
  ore, each turn remove 1○ in gemstones from the board 
  and expand the colony as if they had mined ore.
  In fall, the Dark Elves build. Tally the population (slaves 
  and nobles) of each colony and the city and draw in any 
  Dark Elf Constructions marked at that population level 
  that have not already been built. You decide what the con-
  structions look like.
  In winter, the City acquires new slaves. Add 1○ to the city. 
  If there are any non-Elven ● in tunnels connected to the 
  great city, take one of them and turn it into a ○ at the city.
  Slave Revolts
  When the slaves revolt in a colony or city, all Dark Elves 
  are killed. Remove all the slaves and replace them with 3●. 
  These are freed slaves who now act as independent monsters. 
  Finally add 1○ to every Dark Elf city still remaining.
  End of the Dark Elf Age
  When the Dark Elf Age ends, remove all Dark Elf no-
  bles and slaves from the map. In each city and colony, place 
  1● in the slave area (leftover slave beasts), and 1○ in the 
  noble area (abandoned goods). Then → D1
  Dark Elf Civilization
  Pop
  Dark Elf City Construction
  Dark Elf Colony Construction
  4
  None
  Torture Pit 
  5
  Great Temple of Dame Chaos (contains 1○ in treasure)
  Dark Shrine to Dame Chaos (contains 1○ in treasure)
  6
  Tomb (mark an X on it so we know it's a tomb)
  Tomb (mark an X on it)
  7
  Exploratory tunnel towards surface 1 finger long
  Exploratory tunnel towards surface 1 finger long
  8
  Breeding Pit: Change 1● into a ○
  Arena: Remove 1●.
  9
  Extend an exploratory tunnel 1 finger upwards from the city.
  Reanimation Tanks: Add 1○ to the colony.
  
  C4
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  Demons are destructive, factious creatures from another 
  dimension, banished here until one gains enough power to 
  stage a triumphal return, or they all perish.
  Draw constructions of the Demon civilization in red. 
  Demons are unpredictable, so their tunnels can be straight, 
  curvy, or zigzag.
  If there are no primordial beasts in the world, add some 
  now at a random location as described in the Primordial 
  Age rules.
  Each Demonic ● represents a single Demon prince. De-
  monic ○ represent artifacts and treasures created through 
  dark rituals.
  At a random location about 1 inch from the bottom of 
  the bottom of the page, place 10 ● together. Draw a cham-
  ber big enough to contain all of them. This is the Demon 
  Pit. It has no name mortals can speak.
  If at any time, there is only 1 Demon ● left, remove 
  it from the map. This Demon prince has returned to its 
  realm. If the tunnel worm reaches the surface, the Demons 
  make war with heaven. Mark the battlefield site and remove 
  all Demons from the pit. If at any time there are no ● left, 
  the Demonic Age ends. 
  The Demon Year
  The Demons employ a tunnel worm to dig all their tun-
  nels. Mark its location with a unique bead or die. The tun-
  nel worm starts at the Demon Pit. Whenever the Demons 
  dig a tunnel, move the worm to the end of that tunnel and 
  make a room for it to rest in.
  In the spring, infighting leads to the death of 1 Demon 
  prince. Remove 1● from the Pit.
  In the summer, the Demons seek sacrifice. If there's a ● 
  at the tunnel worm's current location, remove it and carve a 
  Demon Palace construction. If not, move the tunnel worm 
  from its current location (creating new tunnels or follow-
  ing existing ones as seems best) 1 finger towards the near-
  est non-Demon ●. If the Tunnel Worm reaches any ●, 
  remove 1 and build a Charnel Shrine construction.
  In the fall, the Tunnel Worm nests. If there are any ○ 
  within a half finger of the worm, move 1 to its current lair. 
  These ○ stay with the tunnel worm whenever it moves.
  In the winter, the Demons hunger.
  If no sacrifices were found this turn, the tunnel worm 
  digs a tunnel 1 finger long in a random direction. If the 
  tunnel worm encounters any of the following features, the 
  Demons make the appropriate construction:
  Plague: Build a Bile Pit.
   
  
  Mithral: Build an Infernal Engine.
   
  
  Gold: Build a Gateway Stone.
   
  
  River: Build a Soul Mill.
   
  
  Bound Demons
  Some Demon constructions contain bound Demons. 
  When a Demon is bound, remove it from the Pit and place 
  it at the same location as the construction. This ● now 
  counts as a bound Demon monster and fights as a wander-
  ing monster. Tunnel worms ignore bound Demons.
  End of the Demonic Age
  When the Demonic Age ends, replace the tunnel worm 
  with a ●. The Demon Pit becomes a Plague 1 cavern, as 
  described in the Primordial Age rules (P2). → D1
  Demon Civilization
  Construction
  Details
  Demon Palace
  Draw a Demon palace connected to the Pit. Move 1● from the Pit to the palace and place 1○ with it. This 
  Demon has elected to stay on this place of existence and no longer counts as part of the Demon civilization.
  Charnel Shrine
  At the tunnel worm's current location, draw a bead-sized shrine and place 1○ in it. Mark it with an X to 
  show that it is also a tomb.
  Bile Pit
  Beneath the plague cave, create a bile pit and bind one demon there.
  Infernal Engine
  Dig out a room in the mithral vein and draw an infernal engine in it. Bind 1 Demon in the engine and add 
  1○.
  Gateway Stone
  Draw a room with a gateway stone in it. Bind 1 Demon to the stone.
  Soul Mill
  Draw a room near the river and label it Soul Mill. Bind 1 Demon to the Mill.
  
  D1
  D
  1
  The Great Disaster
  The world convulses in an age of cataclysm lasting a decade.
  Take a fresh sheet of tracing paper and tape it on top of the current strata. Don't forget to check the end of civilization 
  rules for the civilization you just completed. Re-draw the surface line. Transfer all beads from the old strata onto the new, 
  then roll on the Great Disaster table.
  Roll
  Great Disaster
  1-3
  Earthquake: The Earth shakes and fragments. In pencil, draw a ragged line representing a natural cave running from a 
  random point on the left of the page to a random point on the right. Cross it in two places with shorter tunnels 1 finger 
  long. Do the same running from the top of the page to the bottom.
  4
  Volcanic Eruption: At a random point in the bottom inch of the page, draw a lava chamber about 2 thumbprints in di-
  ameter. Draw a volcanic shaft rising from this chamber to the surface. At the surface, draw a volcanic cone at the eruption 
  point.
  5
  The Great River: Follow the underground river instructions in the Primordial Age rules. If there is already an under-
  ground river on this map, treat this result as the earthquake, above.
  6
  The Plague: In every natural cave that is not connected by tunnels to at least one side of the page, write plague 1. If no 
  such caves exist, draw three new caves in the center of the largest empty portion of the world and write plague 1 in each. 
  Any monster group that tunnels into a plague cave loses 1 population.
  7
  The Fallen Star: Pick a random location on the surface and draw a meteorite crater there with 1 WB in it. Draw three 
  natural tunnels one finger long radiating outwards from the crater.
  8
  Roll a d6. On a 6, make up your own disaster. On any other roll, make a roll on the Primordial Events table instead.
  After processing the Great Disaster, proceed to the Age of Monsters → M1.
  
  M1
  M
  1
  Here's where it starts getting really good. 
  In the Age of Monsters, ● represent units of monster 
  population. ○ represent units of loot. If at any point, 1 
  monster group has 6 or more ○, an arch-villain is attracted 
  to the dungeon and the Age of Monsters comes to an end.
  Monster groups come in different flavors. The flavors 
  often have rules that supersede the normal rules for that 
  group.
  If a monster group is wiped out, write abandoned next 
  to its name on the map. Dead groups leave their loot be-
  hind. If there are too many groups to manage, just move on 
  to the Age of Villainy.
  If at any point there are no monster groups (not includ-
  ing wandering monsters), have another Great Disaster and 
  then start the Age of Monsters over.
  Setup and Turn Order
  The Age of Monsters is played out in rounds, called 
  years. The surface kingdoms are a special monster group 
  that acts every year. In the first year, instead of following 
  the turn order below, follow the setup rules for the surface 
  kingdoms. Then set up 1 delving group, 1 breeder group, 
  and 1 alpha predator on the map at random.
  Each year thereafter, do the following:
  Roll a d6 on the map, and consult the Monster table. As 
  1. 
  always, the position of the die on the map matters—that's 
  where you'll carry out setup.
  If a monster group has been rolled, carry out setup for 
  2. 
  that group. 
  Resolve a year according to the rules for each monster 
  3. 
  group on the map in the order they arrived. 
  Any time you place a monster, roll to determine its flavor 
  on the relevant table and read the special rules for that flavor.
  Roll
  Monster
  1
  A delving group arrives.
  2
  A breeder group arrives.
  3
  An alpha predator arrives.
  4
  Wandering monsters move in.
  5
  A special feature is placed.
  6
  Adventurers enter the underground in search of for-
  tune whilst undead stalk ancient halls.
  Encounters
  When a monster group bumps up against another 
  group, there's an encounter. Each monster group has its 
  own rules for how it encounters its neighbors. 
  Wandering Monsters
  When wandering monsters encounter other monsters 
  or groups, no dice are rolled. 
  A wandering monster's strength is equal to its number of 
  ● (usually 1). When a wandering monster encounters anoth-
  er wandering monster or a group, it kills population equal to 
  its ●, but loses 1● for each point of damage it does. 
  Usually this means that a wandering monster will kill 
  1● for each ● it has. However, alpha predators gain +2 
  in conflicts, so a wandering monster usually needs 3● to 
  harm an alpha predator at all! Alpha predators will almost 
  always defeat wandering monsters handily.
  When a wandering monster meets another wandering mon-
  ster of the same type, they join forces, combining their ●.
  Monster Groups
  When a monster group encounters another group on 
  its turn, each group rolls a d6, adding its population to the 
  roll. This is called the encounter roll. The higher result is 
  the victor. See the rules for the group that's taking its turn 
  to find out what happens as a result.
  Zones of Control
  Monsters have zones of control (hereafter called 
  ZOCs). These are the areas where they have influence over 
  the dungeon. By default, a group's ZOC extends one bead 
  width out from all beads in the group.
  Some groups also have special rules about expanding 
  their ZOC. See the rules for each type of group.
  Invasions
  If a monster group arrives on the map in another group's 
  ZOC, an invasion occurs. The arriving group immediately 
  encounters the group it arrived on. 
  If the invaders survive the encounter and do not destroy 
  the group, move them 1 thumb away from the defender's 
  ZOC. If this puts them on another group's ZOC, they 
  invade that group in turn. An arriving group may bounce 
  from group to group until it is destroyed or finally finds a 
  safe location to make its lair.
  The Age of Monsters
  
  M
  2
  M2
  The kingdoms of humans dot the surface of the world, liv-
  ing in a complex but usually unfriendly relationship with 
  the underworld. 
  The surface kingdoms are raided by monsters, but also 
  give rise to adventuring groups and expeditions that enter 
  the dungeons in search of treasure and glory.
  The surface kingdoms are of lawful alignment.
  Setup
  Surface kingdom ● represent knights and peasants. ○ 
  represent loot.
  At a randomly select point in the surface section of the 
  page, draw a castle about 1 bead in size and give it a name. 
  Place 2●, 1○ on this castle.
  Each surface construction (castle, farm, or city) acts as if 
  it were a single wandering monster during encounters, e.g. 
  if an underground breeder group encounters an occupied 
  farm near an entrance to the dungeon, the ● in the farm 
  fights as though it were a lone wandering monster.
  If the surface kingdoms are ever entirely wiped out by 
  monsters, the Age of Monsters ends, and the Age of Vil-
  lainy begins. If this happens, re-set the Surface Kingdoms 
  as soon as you start the Age of Villainy.
  The Season
  Add 1● to the castle up to a maximum of 5. 
  Each ● in the castle requires 1 occupied farm to sup-
  port it.
  If the castle is not fully supported
  If there are any empty farms, move 1● from the castle 
  to a farm.
  If there are no empty farms, draw a new one somewhere 
  in the surface realm at least 1 bead away from any other 
  construction. Place 1● on the farm.
  If there are at least 2● on the castle, and no ○, place 
  1○ on the castle.
  If the castle is fully supported
  If there are any occupied farms that aren't needed for 
  castle support, move 1● from a farm to the castle, other-
  wise, create a new farm with 1 ● on it.
  If there are at least 4● in the castle, launch an excur-
  sion as a group. Move 3 of them (and up to 1○, if there 
  are any in the castle) to the nearest dungeon entrance. The 
  group enters the dungeon, travelling up to 1 finger in dis-
  tance, encountering groups along its path.
  Remember that surface kingdom groups encounter as if 
  they were wandering monsters.
  If the excursion is not wiped out, return it (and any 
  loot it may have gathered) to the castle and create a Special 
  Construction (see table). This includes cases where the ex-
  cursion doesn't encounter any monsters at all! The knights 
  consider themselves lucky to have gotten off so lightly.
  If the castle is supported, but doesn't have enough ● to 
  launch an excursion, dig a dungeon room 1 bead in size un-
  der the castle. Add new dungeon levels underneath existing 
  ones. If the dungeon levels connect to any existing dungeon 
  tunnel or room, cease adding dungeon levels to the castle.
  Important: If the surface kingdoms end the Age of 
  Monsters by accumulating 6○, take 5 of those and set 
  them aside, then give them to the arch-villain when the Age 
  of Villainy begins.
  The Surface Kingdoms
  Order
  Special Construction
  First
  The City: At a random point in the surface kingdom, draw a small city and place 2●, 1○ in the city. Draw a dungeon 
  chamber underground beneath the city 1 bead in size. If the city is ever wiped out by monsters, move 1●, 1○ from 
  the castle to the city.
  Second
  Wizard's Tower: At a random point in the surface kingdom, draw a wizard's tower with a 1 bead sized dungeon room 
  underneath it. Place 1● in the tower, 1○ in the dungeon. If the ● is ever wiped out, the tower can be occupied by 
  monsters as though it were an underground room.
  More
  A different construction: Make up a new construction and draw it on the map.
  
  M
  3
  M3
  Delvers are intelligent, well-organized groups of monsters. Delv-
  ers prefer to live in finished rooms and tend to tunnel in straight 
  lines where possible. Unless otherwise stated, delving groups are 
  of lawful alignment.
  Setup
  Find the room nearest where the die landed on the map. 
  An organized group of delvers has decided to set up a col-
  ony at this location. Place 3● and 2○ on the map at this 
  location. Draw new rooms and add them to the colony as 
  needed to house population and loot. Write a name for the 
  colony next to it on the map.
  The Season
  At the beginning of the season, the group seizes all ○ 
  within its ZOC.
  If their ZOC touches an un-mined ore source, each 
  turn the delvers mine out a room 1 thumbprint in size. 
  Place 1○ in the room. If it is still there the next time the 
  delvers take a turn, they may loot it.
  If they did not mine, the group patrols, expanding their 
  ZOC 1 half finger along a randomly selected tunnel that 
  touches their current ZOC.
  If the group has no ○, the colony is abandoned.
  If the group has more ○ than ●, add one ●.
  If the group didn't encounter any other groups this 
  turn, but has neighbors it has encountered in the past, it 
  encounters one randomly selected neighbor.
  Re-draw any natural caves or tunnels in the ZOC as 
  improved tunnels in pen.
  If the group has no tunnels along which its ZOC may 
  expand, dig a new tunnel up to 1 half finger long to connect 
  with another dungeon tunnel or natural cavern.
  Encounters
  With Lawful Groups
  A skirmish occurs, each group losing 1●.
  With Alpha Predators
  The delvers attempt to drive the monster away. Make an 
  encounter roll:
  Win: Delvers loot 1○ from the monster. If the delvers win 
  by 4 or more, the alpha is killed. Otherwise the alpha is 
  driven out and moves to a new lair at least 1 thumb further 
  away from the delvers.
  Tie or loss: Delvers lose 1●.
  With Chaotic Groups
  War erupts. Make an encounter roll:
  Win: Opponents lose 1● and delvers loot 1○ from them.
  Tie: Both groups lose 1●.
  Loss: Delvers lose 1● and opponents loot 1○ from them.
   
  Roll Delver Flavor
  1
  Antlings: Antlings do not mine. Antlings do not skir-
  mish with other Antlings.
  2
  Dark Elf: Dark Elves are of chaotic alignment. Dark Elves 
  come from deep within the earth, so start them near the 
  bottom of the page below where the die landed.
  3
  Darrow: Start with 4●, 1○.
  4
  Druegar: Alignment is chaotic.
  5
  Dwarves: No special rules.
  6
  Earth Devils: Start with 2○.
  7
  Fungaliths: Start with 2●, 2○.
  8
  Hobgoblin Miners: Alignment is chaotic, use breeder 
  encounter rules.
  9
  Human Miners: Start with only 1○. Starting point 
  is on the surface directly above the point where the die 
  landed. Human miners will tunnel 1 half finger down-
  wards every turn until they encounter a mineable area 
  or a dungeon tunnel.
  10
  Magma Spirits: Draw a room near their lair, labeled 
  Magma Pool.
  11
  Neanderthal: Start with 4●, but do not mine.
  12
  New Delver: Make up your own Delver type.
  Delving Groups
  
  M4
  M
  4
  Breeders are monster groups that rely on their ability to re-
  place losses quickly in order to survive and thrive. Breeders 
  have little preference of living quarters. Breeder groups are 
  of chaotic alignment by default.
  Setup
  Find the room nearest where the die landed on the map. 
  An organized group of breeders has decided to set up a 
  colony at this location. Place 2● and 1○ on the map at 
  this location. Draw new rooms and add them to the colony 
  as needed to house population and loot. Write a name for 
  the breeder tribe on the map beside their colony.
  The Season
  At the beginning of the season, the group seizes all ○ 
  within its ZOC.
  Each turn the breeders breed, adding 1● to their group. 
  If the group has more loot than population, add one more 
  population.
  Expand the breeder group's ZOC 1 bead down all con-
  nected tunnels. If the group has only 1 direction (or none) 
  in which their ZOC may be expanded, dig a new natural 
  tunnel up to 1 half finger long to connect with a different 
  section of the dungeon.
  Breeder groups need 1○ to support every 3● in the 
  group. If the group is not supported, remove 1●. If the 
  group is still out of support and has at least 4● and 1○, it 
  splits. Take half the ● and ○ (rounded down), and move 
  them 1 finger away, where they immediately found a new 
  breeder colony.
  If the group has not encountered any other groups this 
  turn, but has neighbors it has encountered in the past, it 
  now encounters its weakest neighbor.
  Encounters
  With Lawful or Chaotic Groups
  Hit and run battle, make an encounter roll:
  Win: Loot 1○ from opponent.
  Tie: Both groups lose 1●.
  Loss: This group loses 1●.
  With Alpha Groups
  If this group is supported, it may attempt to bribe. Like 
  an encounter roll, roll a d6 for each side but add ○ to 
  each.
  If this group wins, it gives 1○ to the alpha. The alpha is 
  now bribed. It will ignore this breeder group in the future 
  as long as the breeders have any ○. Note that this does not 
  mean that the breeders get to ignore the alpha on future 
  turns. They may encounter it again, obliging them to offer 
  more bribes.
  If this group cannot make a bribe or loses the bribe roll, 
  make an encounter roll:
  Win: The alpha is driven out to a new lair 1 finger further 
  away.
  Tie: Loot 1○, but lose 1●.
  Loss: Lose 2●.
  Roll
  Breeder Flavor
  1
  Ants: Ants never have to pay bribes.
  2
  Earth Men: Start with zero ○, random alignment.
  3
  Gnolls: Start with 1●.
  4
  Gnomes: Alignment is lawful. Gnomes will mine like 
  delvers if they are unsupported.
  5
  Goblins: No special rules.  
  6
  Goblin Miners: Goblin miners will mine just like 
  delvers.
  7
  Cave Giants: Start with 1●, but each ● counts in a 
  conflict as if it were 2.
  8
  Kobolds: Start with 3●, zero ○.
  9
  Orcs: Start with 2○ and never split.
  10
  Outsiders: Draw a room near their lair, labeled Pla-
  nar Warp.
  11
  Tunnel Wyrds: Start with 1●, 2○.
  12
  New Breeder: Make up your own!
  Breeding Groups
  
  M
  5
  M5
  Alpha predators are top level monsters, big beasties who 
  tend to look on everything else as food. They are of hun-
  gry alignment by default. Alpha predators still count as a 
  group even if there's just 1 of them.
  Setup
  Find the room nearest where the die landed on the map. 
  Place 1● in this room. An alpha predator has chosen this 
  spot as its lair. Write the type of predator next to its lair, 
  along with a name for the beast.
  The Season
  Alpha predators need to hunt in order to live. 
  The alpha predator forages up to 1 finger from its lair 
  along tunnels until it encounters ●. This may be a group 
  the alpha has encountered before.
  If no ● is available, the predator will content itself with 
  gathering ○.
  If the alpha has no ● or ○ in range, it will spend one 
  of its ○ to acquire food. If it has no ○ to spend, it moves 
  its lair to a new location up to 1 finger away.
  Encounters
  Alpha predators always gain +2 to encounter rolls.
  If an alpha predator destroys a group, it may immedi-
  ately loot 1○ from that group.
  With Lawful or Chaotic Groups
  The alpha predator demands tributeñmake an encounter roll:
  Win: Opponent pays alpha 1○. If no ○ are available, op-
  ponent loses 1●.
  Tie: Alpha kills 1● of opponent's group.
  Loss: Alpha is driven off. It leaves behind 1○ and relo-
  cates to a new lair at least 1 half finger further away from 
  the opponent.
  With Alpha Predators
  There is a battle for dominance; make an encounter 
  roll:
  Win: Opponent is killed.
  Tie: Opponent relocates to a new lair 1 finger away, leaving 
  1○ behind (if it has any).
  Loss: This alpha relocates to a new lair 1 finger away.
  Roll
  Flavor
  1
  Dragon: Dragons start with 2○. Dragons have a ran-
  dom alignment and will be friendly with adventuring 
  groups of that alignment. Dragons never expend ○ to 
  survive, preferring to sleep for a turn instead.
  2
  Ettin: Ettin starts with 2●.
  3
  Fire Giant: When a giant wins an encounter against 
  breeder or delver groups, it demands 2○ instead of 1○. 
  4
  Minotaur: If a minotaur has 1○ at the end of its turn, 
  it may spend it to turn its lair into a maze. The mino-
  taur rolls +1 in conflicts on a maze.
  5
  Ogre: Ogres prefer lairs in natural caves.
  6
  Ogre Magi: Ogre magi start with 1○.
  7
  Owlbear: No special rules. 
  8
  Purple Worm: Instead of placing the purple worm in 
  a room, create a new natural cavern for it where the die 
  lands and dig a new tunnel connecting this room to the 
  dungeon. The purple worm may dig natural tunnels to 
  reach prey and loot if necessary. Purple worms start 
  with 1○.
  9
  Rakshasa: Rakshasa gain +1 to their die roll if they have 
  more than one ○ in their possession during conflicts.
  10
  Sphinx: Sphinx start with 1○. Their alignment is 
  random.
  11
  Xorn: When a xorn forages, it may choose to dig a new 
  tunnel in a straight line to any prey in range. Xorn pre-
  fer to loot, and only forage if no free loot is available.
  12
  Make up your own: Write it down for future use.
  Alpha Predators
  
  M6
  M
  6
  The dungeons are full of vermin, beasts, and monsters of 
  all sorts. A few of the more successful ones aspire to the 
  status of wandering monster. Wandering monsters are lone 
  creatures that do not enjoy the advantages of a group or the 
  strength of an alpha predator, yet do fulfill an important 
  role in the dungeon ecosystem.
  Setup
  Drop 3● onto the map. Each of these represents a 
  wandering monster. Place each wandering monster in the 
  nearest room or corridor to the bead and then roll on the 
  Flavor table.
  The Season
  Roll a d4 for each wandering monster on the map. On a 
  roll of 1, the monster wanders 1 half finger down random 
  tunnels from its current location, collecting any ○ it comes 
  across.
  If a wandering monster encounters any group, it en-
  counters as per the wandering monster conflict rules. 
  Wandering Monsters
  Roll Flavor
  1
  Ankheng: Instead of following tunnels, when wandering 
  the ankheng may dig a natural cave up to 1 half finger in 
  length that connects to a different area of the dungeon.
  2
  Giant Slug: If desired, you may write slimy on the map 
  at any location where a giant slug camps.
  3
  Giant Spider: The spider starts with 1○. When not 
  wandering, the spider creates a web at its current loca-
  tion. If delvers or breeders encounter the spider at this 
  location, they lose 1● and the spider is unaffected.
  4
  Green Slime: If the green slime destroys a monster 
  group, adventuring group, or wandering monster in 
  conflict, do not remove any ● from the slime. Instead, 
  add 1●. Green slime does not collect ○.
  5
  Itinerant Wizard: The itinerant wizard starts with 1○.
  6
  Lone Hobgoblin: If the hobgoblin encounters a goblin 
  group, it joins the group instead of conflicting.
  7
  Mimic: The mimic starts with 1○. Mimics never wander.
  8
  Ooze: An ooze kills 2● instead of 1●.
  9
  Scavenger Jelly: No special rules.  
  10
  Skeletons: If skeletons appear inside a tomb or wander 
  into one, add 1●.
  11
  Troll: The troll starts with 1○. The troll is never killed 
  except by adventuring groups. Instead, it wanders away 
  leaving its loot behind.
  12
  Make up your own: make a note of it for future use.
  
  M
  7
  M7
  Special Features
  The dungeon is full of strange features, odd creatures, and unexpected discoveries.
  Roll on the table below and follow the instructions.
  Roll
  Feature
  1
  Dungeon Engineer: The monster group with the most loot hires an engineer to add a unique feature to their home. Add 
  a room to their realm and name it whatever you wish. The group loses 1○.
  2
  The Artifact: An artifact has been created. The artifact begins in the castle. Any adventuring group or excursion starting 
  at the castle will take the artifact with it. Use a coin or unique bead to represent the artifact. It acts as a unit of loot; how-
  ever, any group that possesses it gains +1 to all conflict rolls. Don't forget to name your artifact. If an adventuring group 
  or excursion gets back out of the dungeon with the artifact, they deposit it back at the castle.
  3
  Great Statue: In a room near where the die landed, a unique statue has been created or discovered. Draw a star to denote 
  its location and give it a unique name.
  4
  Temple of Evil: An evil cult has founded a temple in the dungeon. The temple acts as a new monster group. In a room 
  near where the die landed, place 1● and 1○. Each turn, the temple will send missionaries to the nearest group with no 
  shrine. 
  If the group is chaotic or hungry, draw an evil shrine in its territory and add 1○ and 1● to the Temple. 
  If the group is lawful, roll a conflict between it and the Temple. If the temple wins, the group becomes chaotic, otherwise 
  the temple loses 1●.
  Monster groups with a shrine conflict with +1 to the roll.
  5
  Shrine of Law: In a room near where the die landed, a shrine of law has been founded. Lawful adventuring groups that 
  find the shrine may replace 1● that they have lost in previous encounters in the dungeon.
  6
  Natural Cavern: Near the location where the die landed, create a new natural cavern. Roll on the Natural Cavern table to 
  determine its contents. →P2
  7
  Crypt: The monster group with the largest population digs a crypt for a great king of its race. The crypt should be a fancy 
  new room, 1 bead in size. If the group has loot, they move 1○ to the crypt. This ○ no longer counts as loot for the mon-
  ster group. Also, mark the crypt with an X to show that it is a tomb.
  8
  Oubliette: The monster group with the largest combined population and loot digs an oubliette. This is a shaft about 1 half 
  finger long with a small room at the bottom. Put 1● in the room. This bead conflicts as if it were a wandering monster, 
  but never encounters the group that dug the oubliette.
  9
  Dimensional Gate: A gate has opened to another dimension! In a room near where the die landed, draw a dimensional 
  gate. 2● enter the dungeon through the gate. These ● fight as wandering monsters.
  10
  Disaster! Roll a disaster on the Great Disaster table. Every monster group affected by the disaster (i.e. a natural cave or 
  volcanic pipe moves through their region) loses 1●.
  If the dungeon is very crowded, add a new strata to the dungeon first, transferring everything from the current strata up 
  to the new strata.
  If you really like your current dungeon and think a disaster will just make a mess of it, ignore this result and roll again.
  11
  Haunting: In an empty room near where the die fell, place 3● and 1○. These are unquiet dead guarding the treasures 
  they owned in life. Undead fight as wandering monsters.
  12
  Make up your own!
  
  M
  8
  Inevitably, adventurers enter the dungeon realm in order to 
  kill monsters and take their loot. 
  Adventure groups will not enter the dungeon unless 
  there are at least 3 monster groups.
  Setup
  The adventurers begin at a randomly-selected entrance 
  to the dungeon. Use a miniature or other marker to indi-
  cate the location of the adventuring party. 
  If there is no passage from the surface to the dungeon lev-
  el, create a tunnel connecting the two at their closest point.
  Roll a d6 to determine the alignment of your adventur-
  ing party. On a roll of 6, the party is of chaotic alignment. 
  On any other roll, they are lawful.
  Roll a d6 to determine the size of your party. Set this 
  many ● and 1○ aside. 
  The Adventure
  Move the adventuring party indicator through the dungeon, 
  following unexplored tunnels at random. This continues until the 
  adventurers are killed, reduced to 1●, or have no foes left to fight.
  If at any time, the group is reduced to 1● and is not in-
  volved in an encounter, the lone adventurer (undoubtedly the 
  party's thief) flees the dungeon with all accumulated loot. Ig-
  nore this rule if the party only contained 1● to begin with.
  If the adventurers kill all the monsters in the dungeon, 
  re-start the Age of Monsters.
  Encounters
  When adventurers encounter a monster group that shares 
  their alignment, the group will give them a quest. The adventur-
  ers move to the next nearest group and fight them immediately.
  If the adventurers succeed, the friendly group pays them 1○.
  If the group does not have the ○ to pay, they must also 
  fight the adventuring group instead.
  When an adventure group encounters a monster group 
  that doesn't share their alignment, they fight immediately.
  Fight!
  Make an encounter roll. If the adventurers:
  Win by more than 1: Opponent is killed and the adven-
  turing group takes their loot.
  Win by 1: Opponent is killed and the adventuring group 
  takes their loot, but loses 1● in the process.
  Tie: The adventuring group loses 1●, then goes on its way, 
  avoiding this group in future.
  Lose by 1: The adventuring group loses 1● for each ● in the 
  opposing group then goes on its way, leaving 1○ behind.
  Lose by more than 1: The adventuring group is destroyed, 
  leaving its loot behind.
  Any time an adventuring group destroys a monster 
  group, they loot all its ○ and take it with them.
  Slumbering Undead
  If there are too few monster groups in the dungeon to 
  attract adventurers, the undead rise in the empty dark in-
  stead to guard the treasures of the dead.
  If there are any empty tombs in the dungeon, place 1● 
  and 1○ in any 1 tomb.
  If there are no empty tombs, place 1● next to any un-
  owned treasure in the dungeon.
  If there are also no un-owned treasures in the dungeon, 
  place 2● and 1○ in a randomly selected empty room and 
  mark it with an X to show it is now a tomb.
  Slumbering undead act just like wandering monsters in 
  encounters. 
  Adventurers and Undead
  M8
  
  V1
  V
  1
  In time, your dungeon will likely grow to the point where it 
  is large enough to attract one of those arch-villains who are 
  ever seeking world domination. This occurs when a single 
  monster group accumulates 6 loot (remember, this includes 
  the surface kingdoms), or when the surface kingdoms are 
  overrun by monsters.
  Setup
  Place a new sheet of tracing paper on top of the dun-
  geon and attach it. Transfer all monsters and loot from the 
  lower strata. Re-draw any occupied areas of the dungeon 
  on the new strata, along with major landmarks.
  Roll randomly on the Arch-Villain table to determine 
  which arch-villain arrives.
  Roll
  Arch-Villain
  1
  The Dungeon Master
  2
  The Thought Lord Cult
  3
  The Liche King
  4
  Alpha Villain
  If you've played this game a few times, you can try two vil-
  lains at once. 
  The Season
  The arch villain takes its turn before any monster groups 
  each season. No new monster groups enter the world once 
  the Age of Villainy has begun (optional rule: they do!).
  Adventuring Groups
  During the Age of Villainy, an adventuring group ap-
  pears every year after all monster groups have completed 
  their turn.
  Add +1 cumulatively to the size roll for the group each 
  turn after the first.
  In the Age of Villainy, all adventuring groups are con-
  sidered lawful.
  Building Strong Villainies
  Sometimes the villain is just plain weak. An arch-villain 
  can simply fizzle out after a couple of seasons with a bit 
  of bad luck and a tough adventuring group. If you want to 
  make sure you get more bang for your villainy, choose a vil-
  lain well-suited to your dungeon. Here are some pointers:
  The Age of Villainy
  If there's a Wizard's Tower with any loot in it, this 
   
  
  gives a bit of a boost to the Dungeon Master.
  Un-mined mithral or gold can also be a boon to the 
   
  
  Dungeon Master, as long as he can survive long enough 
  to use it.
  For the Thought Lords, infiltrating a group early is the 
   
  
  key to survival. Consider allowing them to automatically 
  win their first infiltration attempt.
  Breeder groups are very useful to the Thought Lords, 
   
  
  as they provide a steady stream of sacrifices.
  The Liche King gets a weak start in games where the 
   
  
  Age of Villainy is triggered by a strong lawful group. The 
  more strong and/or wealthy chaotic groups there are, the 
  stronger the Liche King will be.
  The Liche King also gets strong more quickly if there 
   
  
  are tombs already in the dungeon.
  If there's already a powerful alpha predator, this makes 
   
  
  for a strong Alpha Villain.
  
  V2
  V
  2
  The Dungeon Master seeks to bring order to the dungeon, 
  enslave monsters, and use them as an army to rule the world.
  Setup
  If the dungeon contains an itinerant wizard wandering mon-
  ster, remove him and start the Dungeon Master at his location. 
  Otherwise, if there is a Wizard's Tower, set up the Dungeon Mas-
  ter there. Any monster group already occupying that location is 
  immediately enslaved. If neither of these is available, start the Dun-
  geon Master in the largest unoccupied room in the dungeon.
  Mark his (or her) starting location as the Dungeon 
  Master HQ and place 1 unique bead there. The Dungeon 
  Master always adds 2 to its combat roll. Give your Dun-
  geon Master a name and write it on the map.
  Draw a room near the Dungeon Master and place 1● 
  in it. This is an army in its barracks.
  If adventurers encounter the Dungeon Master, they 
  fight its army first, then face the Dungeon Master alone.
  The Season
  At the start of the season, if the Dungeon Master has 
  no loot, it gains 1○.
  Each turn, the Dungeon Master may pay 1○ to add 1 
  unit to its army. Draw a new barracks, the size of 1 bead, 
  near the Dungeon Master's HQ and place 1● in it. 
  If the Dungeon Master encountered a group last turn 
  and failed to enslave them, it encounters that group again. 
  Otherwise, extend the Dungeon Master's ZOC 1 finger 
  into the dungeon, gathering any unprotected ○, conflict-
  ing with wandering monsters and monster groups.
  If the Dungeon Master has more than 3○, he spends 
  them on a random Dungeon Master Construction.
  Encounters
  When the Dungeon Master conflicts with a group, 
  roll either using the Dungeon Master alone, or his army, 
  whichever is bigger. If the Dungeon Master takes casual-
  ties, always remove them from armies first.
  With Lawful Groups
  The group resists. Make an encounter roll:
  Win: The group is enslaved.
  Tie: The group loses 1● and the Dungeon Master loses 1 
  army (if any are available).
  The Dungeon Master
  Loss: The Dungeon Master loses 1●, 1○.
  With Chaotic Groups or Alpha Predators
  The group fights the Dungeon Master. Make an en-
  counter roll:
  Win or tie: The group is enslaved.
  Loss: The Dungeon Master pays 1○ to the group and 
  loses 1●.
  Enslaved Groups
  Enslaved groups do not take a normal season. Instead, 
  they do the following:
  Delvers pay 1○ to the Dungeon Master. If they have no 
  ○, they may be moved to a location where they can mine 
  an ore pocket. Each turn thereafter, the delvers dig out a 1 
  bead area and provide 1○ to the Dungeon Master.
  Breeders bolster the Dungeon Master's army. If the breed-
  er population is 2 or less, add one population. Otherwise, 1● 
  leaves the group and joins the Dungeon Master's army. 
  Alpha Predators pay protection. If the Alpha has more 
  than 1○, it pays 1○ to the Dungeon Master.
  The Dungeon Master's Army
  The Dungeon Master's army fights as a single wandering 
  monster against any adventurer group that encounters it. 
  Any time the Dungeon Master defeats an adventuring 
  group, add 1● to its army.
  If the army reaches 10●, the Dungeon Master attacks the 
  surface world. If the surface world has less than 10● (which 
  is very likely), the Dungeon Master has conquered the world. 
  Otherwise, he is defeated and the Age of Villainy ends.
  Roll
  Dungeon Master Construction
  1
  Trap: Drop a bead on the map. At the nearest dungeon 
  tunnel location, draw a trap and place 1● on it. If an 
  adventuring group encounters the trap, they lose ● 
  and the trap is gone.
  2
  Lab: Add a lab 1 bead in size to the Dungeon Master's 
  realm. 
  3
  Prison: At the border of the ZOC between the Dun-
  geon Master and the largest population enslaved group, 
  draw a prison and place 1● in it. If an adventuring 
  group reaches this prison, the ● inside joins them.
  4
  Hall: Add a fancy hall 1 bead in size to the Dungeon 
  Master's HQ, or expand an existing hall by 1 bead.
  
  V3
  V
  3
  The Thought Lords are evil mind controllers who come 
  from deep within the Earth or perhaps another plane of 
  existence to bring all intelligent beings under their thrall.
  Setup
  Find the largest area of dungeon on the lower half of the 
  page that contains no caverns or rooms. Create four rooms 
  in this area, one large central chamber and two bead-sized 
  rooms connected to it as well as a bead-sized prison room. 
  The central chamber is the Mind Pool, a mysterious arti-
  fact that allows the Thought Lords to control minds. 
  Place 1○ in the central chamber.
  Place 1● on each of the side rooms. 
  You will need beads in a third color. These are control 
  beads. Place a control bead in the Mind Pool. Any group 
  with a control bead adds +1 to all its encounter rolls.
  Connect the Thought Lord area with the nearest cham-
  ber or hall that is connected to the dungeon at large.
  Place 1● inside the prison. This is a prisoner, who 
  may be used for sacrifices, but doesn't count towards the 
  Thought Lords' strength.
  If at any time the Thought Lords have no ●, they are wiped 
  out. If all the monster groups and the surface castle have been 
  infiltrated, the Thought Lords have achieved their ends.
  The Season
  Each turn, the Thought Lords may attempt to infiltrate 
  the nearest un-infiltrated monster group. Make an encoun-
  ter roll between the Thought Lords and the group with the 
  Thought Lords rolling at +3 (their Mind Pool bonus). 
  Thought Lords ignore farms, but may attempt to infiltrate 
  cities or castles.
  Win: The group is infiltrated and the Thought Lords gain 
  1●.
  Tie: The group loses 1●.
  Loss: The group loses 2●, and the Thought Lords lose 
  1●.
  If the Thought Lords have 3○, they may exchange 
  them for 1●.
  At the end of the season, the Mind Pool requires the 
  sacrifice of 1●. This may be a ● from an infiltrated mon-
  ster group, a prisoner, or (if nothing else is available) a 
  Thought Lord.
  The Thought Lord Cult
  Infiltrated Groups
  Mark infiltrated groups with a control bead. This is a 
  Thought Lord agent directing the group. If the group is in-
  volved in an encounter, the control bead adds 1 to their roll.
  Infiltrated groups never encounter other infiltrated 
  groups. Infiltrated delvers do not mine and infiltrated 
  breeders do not breed at the beginning of their turn.
  Each turn, if an infiltrated group has more than 1○, it 
  gives 1○ to the Thought Lords.
  Adventurers
  If adventurers encounter an infiltrated group that 
  shares their alignment, there is a chance they will come to 
  mischief. Roll a conflict between the adventurers and the 
  Mind Pool itself.
  Adventurers Win
  The control bead is removed from the group and it is no 
  longer infiltrated.
  Tie
  The group fights the adventurers.
  Adventurers Lose
  One member of the adventurer group is removed to the 
  prison. If the prison is already full, add a room to it for the 
  new prisoner.
  
  V4
  V
  4
  An ancient wizard grown corrupted and evil, the Liche 
  King likes dead things and loves undead things. If it can 
  amass an army of sufficient size, it will rule the world. 
  During the Liche King's reign, all ● in tomb rooms 
  are undead legions. Undead legions conflict like wandering 
  monsters.
  Setup
  Find the place on the map with the largest concentra-
  tion of tombs. If there are no tombs, pick a random room. 
  In this area, draw and label a lair for the Liche King. Place 
  1● in it (the Liche King itself).
  The Liche King takes possession of all the tombs in the 
  dungeon. Gather all ○ currently in tombs and move it to 
  the Liche King. If any of these tombs contain monsters, 
  remove them.
  The Liche King also stores its cash in tombs. Each tomb 
  may contain 1● OR 1○, but not both.  
  If the Liche King ever has 10 tombs with undead le-
  gions in them, its armies ravage the countryside and the 
  game ends. Likewise, if adventurers kill the Liche King, the 
  game ends.
  When the Liche King arrives, it immediately dominates 
  the richest monster group in the dungeon. They become 
  minions of the Liche King and no longer take regular sea-
  sons. Take all but 1○ from it and move them to the Liche 
  King. 
  Proceed down the Liche King Construction table, con-
  structing each item in turn until the Liche King has no ○ 
  left. Skip items that can't be afforded.
  The Liche King and all its undead legions count as 1 big 
  wandering monster for purposes of conflict.
  The Liche King
  The Season
  If there are any empty tombs, place an undead legion ● 
  in one of them.
  The Liche King's minions encounter the nearest monster 
  group:
  Win: The monster group loses 1
   
  
  ● and the Liche 
  King gains 1○.
  Tie: The monster group loses 1
   
  
  ●.
  Loss: The minions lose 1
   
  
  ●. If the Liche King has any 
  empty tombs, then place 1● in a tomb.
  If the Liche King has no minions, then it may take up to 
  3● out of tombs and set them up as a new minion group.
  If the Liche King has no empty tombs, it may immedi-
  ately build 1 tomb for free. If the Lich Lord has any ○, it 
  may immediately pay 1○ to place a ● in this tomb.
  If there are any gate rooms (described in the Liche King 
  Construction table) without minions, the Liche King may 
  move 1 breeder minion to a gate room, providing that will 
  not reduce the population of a breeder group below 2.
  If at any time the Liche King and its undead legions defeat a 
  group of adventurers, it may put 1● in an unoccupied tomb.
  Cost Liche King Construction 
  3
  The Lab: This is a bead-sized room adjacent to the Li-
  che King's lair. Place 1● in it. 
  2
  Menagerie: Take 1 wandering monster and place it in 
  a new room near the Liche King's lair. The Liche King 
  gets any loot the monster has. If there are no wander-
  ing monsters on the map, roll one up at random. This 
  monster still counts as a wandering monster, but does 
  not move.
  3
  Bone Pit: Draw a fancy-looking pit descending from 
  the Liche King's lair.
  2
  Shrine of Evil: Add this room near the Lich Lord's lair 
  and place 1○ in it. This ○ does not count as part of 
  the Liche King's loot.
  2
  Gate Room: Draw a gate room at a randomly selected 
  entrance to the dungeon. Place 1● (a guard) minion 
  in the room. This guard now fights as a wandering 
  monster. This may be built once for each entrance to 
  the dungeon.
  1
  Tombs: Build additional empty tombs until the Liche 
  King has no ○ left.
  
  V5
  V
  5
  Sometimes an alpha predator amasses enough power and 
  loot that it becomes a threat to the world at large. These 
  creatures vary widely in their methods and motivations, 
  but the danger is the same.
  Alpha Villain ● represent the villain and its growing 
  retinue of followers and offspring. As the villain's power 
  grows, create a new room for each ● added.
  Setup
  If the Age of Monster ended because an alpha predator 
  amassed 6○, that monster becomes the new Alpha Villain. 
  If the Age of Monsters did not end this way, find the 
  richest alpha predator in the dungeon and give it 3○. This 
  creature is the new Alpha Villain.
  If there is no alpha predator on the map, a new one ar-
  rives immediately at a random location. If the new arrival 
  invades an existing group, it automatically wipes it out and 
  takes all its loot.
  Now proceed down the Alpha Villain Construction 
  table starting from the top, spending ○ and adding to the 
  Alpha Villain's lair until no more ○ can be spent.
  If at any time the Alpha Villain has 7●, it has grown 
  powerful enough to dominate the surface kingdoms and 
  the Age of Villainy ends.
  Any time the Alpha Villain slays an adventuring group 
  in its lair, it gains 1●.
  The Season
  If the Alpha Villain has at least 3○, spend 3 to add 1●.
  Expand influence: The Alpha expands its ZOC 1 bead 
  down all connecting tunnels. If there are unconnected ar-
  eas of the dungeon, the Alpha may tunnel 1 bead towards 
  them.
  Forage: The Alpha forages, just as described in the Alpha 
  Predator rules. However, the Alpha uses the following en-
  counter tables:
  With Chaotic or Lawful Groups
  The Alpha Villain exerts its dominance:
  Win: The Alpha kills 2●. If this wipes out the group, the 
  Alpha grows +1● and loots 1○.
  Tie: The Alpha kills 1●. If this wipes out the group, the 
  Alpha grows +1●.
  The Alpha Villain
  Loss: The Alpha loses 1●. If this is the Alpha's last ●, it 
  may lose 1○ instead.
  With Alpha Predators
  Win: The predator is destroyed, and the Alpha gains +1●.
  Tie or Loss: The predator loots 1○ from the Alpha Villain.
  Cost
  Alpha Villain Construction 
  3
  The Grand Lair: Expand the Alpha Villain's lair into 
  a suitably grand habitation, at least 3 rooms in size.
  1
  Temple Complex: If the Alpha Villain is either lawful 
  or chaotic, add an appropriate temple, 1 bead in size.
  1
  Inner Sanctum: See the Inner Sanctum rules above 
  for details
  1
  Defensive Works: Build defensive works across any en-
  trance to the Alpha Villain's lair. Any time adventurers en-
  counter the Alpha in its lair and it has defensive works, the 
  Alpha rolls at +1. After the roll, destroy one of the defensive 
  works. You may build as many defensive works as there are 
  entrances to the lair, as long as the Alpha has enough ○.
  Alpha
  Special Inner Sanctum
  Owlbear 
  Great Nest. Place 1 ● in the nest when it is 
  built.
  Minotaur 
  Labyrinth (surrounds the lair). Adventurers who 
  enter the labyrinth lose 1 ●.
  Dragon 
  Hoard. The dragon never spends ○ unless it 
  can leave 1 ○ in its hoard.
  Xorn 
  Heartgem. Place 1○ in the Heartgem. The xorn 
  never spends this treasure.
  Purple Worm Midden. This construction costs nothing.
  Ogre Magi Library.
  Ogre 
  Throne Room.
  Ettin 
  Arena of Death. Place 1● in the arena. This crea-
  ture fights adventurers as a wandering monster.
  Rakshasa 
  Palace. This construction costs 2 ○. Rakshasa 
  add +1 to encounter rolls in their palace.
  Sphinx 
  Grand Gallery. This construction should be at 
  least 3 beads in size.
  Fire Giant 
  Drinking Hall or Forge (you choose). 
  
  A1
  A
  1
  Acknowledgements
  Thanks
  A bunch of people have been kind enough to play this game, offer suggestions, and spread the word about it on mes-
  sage boards and by word of mouth. Thank you!
  In no particular order: Selentic (http://selentic.livejournal.com), Chris Chalfant (http://chrischalfant.blogspot.
  com/), Kellri, Evreux and the folks at Dragonsfoot (http://www.dragonsfoot.org/), Kalman Farago, Ben Lehman, Colin 
  Cummins, Wydraz (who made a Photoshop template, available on the Web site, for playing How to Host a Dungeon), 
  Claudio Cipolla, Sami Tabiki, and Jeff Rients (http://jrients.blogspot.com/). 
  Special thanks to Ben Lehman whose enthusiasm for this game helped inspire me to finish making this game publishable.
  Some Influences
  Influences for this game are too many to name, but here are a few important ones:
  Nethack:
   
  
   The greatest ever solo dungeon game (IMHO) (http://www.nethack.org/) 
  Dwarf Fortress:
   
  
   A Rogue-like Dwarf sim (http://www.bay12games.com/Dwarves/features.html) 
  The Moldvay 1981 edition
   
  
   of Dungeons & Dragons (as well as every other edition)
  Dungeons & Dragons modules
   
  
  , in particular: Keep on the Borderlands, Tomb of Horrors, In Search of the Unknown
  The 
   
  
  artwork of Erol Otus, David Trampier and others
  The megadungeon mapping forum
   
  
   at Dragonsfoot (http://www.dragonsfoot.org/)
  
  A2
  A
  2
  Minor Features
  Roll
  Minor Feature 1
  Minor Feature 2
  Minor Feature 3
  Minor Feature 4
  1
  The Hall of Tiles
  The Iron Chute
  Caves of Confusion
  Ambuscade
  2
  Tomb of a Warrior
  The Gemstone Trap
  Misty Vale
  Altar of the Horned God
  3
  Cauldron of Bones
  Very Cold
  Thrice Cursed
  Orrery
  4
  The Magic Mouth
  Terror Cave
  Earthstone
  Blackmoor
  5
  Forsaken Chamber
  Halls of Decay
  Flame Temple
  Rat King
  6
  An Evil Smell
  Secret Chamber
  Tin Mine
  Twisty Hall
  7
  Slimepit
  Safe Refuge
  Grim Flare
  Glowing Pool
  8
  Crude Glyphs
  The Lost Heart
  Arcane Crystals
  Abandoned Lab: Dangerous!
  9
  The Library
  Chamber of Heroes
  Bubbling Mud
  Tomb of the Honest Knight
  10
  Defaced Statue
  Mirror of Dis
  Seeing Stone
  Bed Chamber
  11
  Mysterious Statue
  The Flume
  Ice Grotto
  Keystone
  12
  Room of Riddles
  Cursed Battlefield
  Otus Shrine
  Hall of Chains
  13
  Throne of Iron
  Crossroads
  Tar Pit
  Endless Wyrm
  14
  Crown of Stones
  Guiding Light
  Water Weird
  Secret Stair
  15
  The Observatory
  Awful Small
  Musty Smell
  Glass Chute
  16
  Ever-Burning Flame
  Bartertown
  Grave Marker
  Pillar of Knowledge
  17
  Stagnant Pond
  Blade of Flame
  Elemental Revenge
  Sinkhole
  18
  Natural Spring
  Earth Shrine
  Lost
  Stendec
  19
  Shaft of the Winds
  Demon Haunt
  Mushrooms
  Treasure Pool
  20
  A Tight Squeeze
  Standing Stone
  Gas Leak
  Obsidian Vault
  Optional rule: Any time a monster group is wiped out, add  
  one minor feature to the map inside or near their former ZOC.
  Optional rule: Any time you add a minor feature to the map,  
  cross it off this list and make up a new feature to replace it on the list.
  
  A
  3
  A3
  Dungeons made using this game can be adapted pretty eas-
  ily for use in most any dungeon-crawling RPG. There are 
  a bunch of ways to do this, but here's how I do it. This is 
  working pretty well for a 1981-edition Dungeons & Drag-
  ons game I'm running right now (January 2008).
  If you're going to use your dungeon for role-playing, I rec-
  ommend you play right up until the start of the Age of Vil-
  lainy, or possibly 1-2 turns into the Age of Villainy. That gives 
  you a big bad to fight at the bottom of the dungeon, but leaves 
  some of the other monster groups independent as well.
  Make a Surface Map
  Take a sheet of hex or blank paper for your campaign 
  1. 
  map. In pencil, write the numbers 1-8 down one side of the 
  campaign map.
  Take your dungeon map. Moving left to right, find the 
  2. 
  first dungeon entrance.
  Roll 1d8. Place the dungeon entrance on your campaign 
  3. 
  map about the same distance across the page left-to-right 
  and at the height that matches the number you rolled (or 
  you could ignore the dice roll and put it wherever it will 
  look coolest). Your entrance can be a natural cave, ruin, 
  sinkhole, sewer, or anything else that appeals to you.
  Continue this process for each dungeon entrance.
  4. 
  Now place towns: for each farm area on your dungeon 
  5. 
  map, draw a town on your campaign map. If the farm is 
  close to a dungeon entrance on your dungeon map, try to 
  place it near that entrance on the campaign map.
  If there are any cities, castles, towers, or other landmarks 
  6. 
  on the dungeon map that haven't been placed on the cam-
  paign map, draw them in wherever seems to make sense.
  Now fill out your map with terrain, roads, and so on.
  7. 
  Add 2-3 locations in your world where specific races 
  8. 
  may be found. If your map includes Dwarven ruins, place 
  a Dwarf settlement or two on your map. These can be the 
  descendents of the ancient Dwarves who built part of your 
  dungeon.
  Using the Dungeon Map
  Think of the dungeon map as a macro-scale picture of 
  your dungeon campaign. It shows the main monsters and 
  power groups in the underworld of your campaign, but 
  it doesn't show all the lesser monsters and minor details. 
  Here are some things to ask yourself as you're preparing 
  your game:
  Monsters:
   
  
   The monsters in How to Host a Dungeon 
  are strongly skewed to classic Dungeons & Dragons. If 
  you're playing a radically different game, consider replac-
  ing some of the monsters in these rules with monsters 
  appropriate to your game.
  Filling in the Details: 
   
  
  If you've got a set of rooms 
  with gnolls living in them, that doesn't mean they have to 
  be the only monsters there. It just means that the gnolls 
  are the most important monster in that area. There may 
  be rooms the gnolls haven't explored, or monsters they 
  avoid, fight with, or have a truce with. Fill in extra details 
  when you need them to make the dungeon interesting.
  Scale:
   
  
   If you're planning a short adventure then each 
  room in your dungeon map might only correspond to 
  1-2 rooms of dungeon crawling. If you're planning a long 
  campaign, then one spot on the map might correspond to 
  several rooms in your RPG.
  Legends and Rumors:
   
  
   One of the great things about 
  having a dungeon world planned out ahead of time is that 
  when the players look for rumors or do research on the 
  dungeon, it's easy to come up with stuff for them to dis-
  cover. One of my favorite parts of the game is tempting 
  the players on with rumors of what lies ahead.
  Let me Know how it Went
  I'd love to hear about your game of How to Host a Dun-
  geon. Send me an email at tony.dowler@gmail.com. If you 
  send me a picture of your map, I'll post it on the Web site.
  Using the Dungeon in your RPG
  
SOURCE: textdata/thevault/_GM Books/World Building & Game Design/ Misc G, H, I/How to Host a Dungeon [oef_2007].pdf