TEXT: Tricks,
  Empty Rooms,
  & Basic Trap 
  Design
    
  By Courtney C. Campbell
  
  PREFACE
  From the Dungeon Master’s Guide, page 171
  Table V. F.: Chamber or Room Contents
   
  1-12 
   
  Empty 
   
  13-14  
  Monster Only 
   
  15-17  
  Monster and Treasure 
   
  18 
   
  Special 
   
  19 
   
  Trick/Trap 
   
  20 
   
  Treasure
  And right there is the heart of the issue. Gygax lays out the essence of role-playing games in that single 
  table. He provides methods of producing flowcharts (the random dungeon generator) and fills each node with 
  an encounter: Empty rooms, monsters, traps, treasure and “special”. This system maps to any role playing game 
  since. There is a scene: either nothing happens, you have an antagonist, you deal with a threat, or you receive a 
  reward. There are a selection of options of which scene to reach next (often depending on the events in the first 
  scene). One is selected, you move onto the next scene (room) and repeat the process again.
  What a wonderful concept! Brilliant in the way it cuts right to the heart of what makes a role-playing game 
  fun. Immediately after (or before in the case of the Monster Manual) and in the years following several of 
  these items were given great support. Across the various iterations of Dungeons and Dragons there are literally 
  thousands of monsters and dozens of books and tables devoted to traps.
  But what about the other 70% of the table?
  I’ve already addressed the treasure entry, in my document “Treasure”, available at http://hackslashmaster.
  blogspot.com/2010/11/treasure-update.html giving you the tools to create tons of interesting treasure. Instead of 
  “gold+magic” it provides tables and keys to produce and describe anything from furniture to goods to gems to 
  detailed works of art. It does more than just give a gold piece value to objects, it lets you describe each unique 
  item then grin as your players struggle to move the antique armoire out of the dungeon.
  But what of empty rooms? What of “special”? What of tricks? Surely Gygax didn’t intend for the Dungeon 
  Master to say, “This is a bare room with nothing of interest.” 60% of the time. As for specials and tricks, he gives 
  an excellent, really outstanding list of features and attributes, and then has this to say. “From these examples you 
  will note that nearly endless combinations are possible, even without your own ideas for additions - and these 
  will surely come.” Surely they will, right? And they do - but suddenly, you’re making the classic mega dungeon, 
  and you need two of these per twenty rooms - an average of five or six per sheet of graph paper! To say nothing 
  of empty room after empty room!
  He does give relatively excellent tools, but this doesn’t resolve the problem. It’s just lists of items. And it’s 
  necessary to come up with example after example in any long term campaign. Just randomly using the lists 
  doesn’t fix the situation either. “This room has *clatter* a slight breeze and *clatter* dung on the floor” is no better 
  and no more meaningful than “This room is empty.”
  It’s not that we all can’t come up with empty rooms or tricks - it is simply the sheer volume of such that we must 
  create. I know if you’ve ran a game before, you know the feeling. That is what this document is designed to do, 
  assist with this process.
  It contains lists, much like those in other rule books, but it also does something more - it catalogs the ways a 
  room may be empty or special in exhaustive detail. Now, instead of trying to fit together a bunch of disparate 
  random stuff in an interesting way without a guideline, you have a structure - a guide to your creativity!
  
  A short note on dungeons:
  One of the most disturbing trends of the ‘new-school’ gaming philosophy was the inordinate focus on having 
  things “make sense”. Creating dungeons that only have realistic ecosystems of magical creatures is an exercise in 
  futility glorified by those of small imagination and little creativity.  There are several factors that address this very 
  issue and more.
  • 
  The high number of empty rooms addresses the large predator issue directly.
  • 
  Part of the cultural zeitgeist of Dungeons and Dragons was the mystique of the dungeon or underworld as 
  the unknown. When playing the brave heroes who leave the realm of the known world and travel past the 
  threshold to unknown depths, anything is possible.
  • 
  Monsters, humanoids and magical beasts in particular are not just animals or men with different hats on. 
  They are the physical manifestations of our fears and risk. You don’t have to worry about what they eat 
  or how they live. Orcs are the ancient ancestor with superior physical strength and squad tactics who we 
  ran into extinction, vampires our fear of rape, the lich our fear of ancient rulers imposing their unending 
  rule upon us, flesh golems the fear of what might come back if we were to raise the dead, skeletons 
  and zombies our fear of the relentless nature of what is to come. To acknowledge a fireball, yet express 
  disbelief that the owlbear can’t live off the caloric content of vermin on dungeon level two is petty indeed.
  Remember, it is a game. There is no need to waste time wondering why there’s a flaming vent trap here, who 
  cares why it’s set or why it’s still working. The dungeon itself might be hundreds of thousands of years old! Just 
  think of who could have owned it during all that time. 
  PREFACE 
  2
  TABLE OF CONTENTS 
  3
  EMPTY ROOMS 4
   – TABLE I: ROOM TYPES 
  4
   – TABLE IA: ROOMS OF PUBLIC ASSEMBLY 
  4
   – TABLE IE: ROOMS OF WAR AND CONFLICT 4
   – TABLE IB: ROOMS OF CONTAINMENT AND IMPRISONMENT 
  4
   – TABLE IF: ROOMS OF DEITIES AND WORSHIP 
  4
   – TABLE IC: ROOMS OF PLEASURES AND RELAXATION 
  4
   – TABLE IG: ROOMS OF LEARNING AND KNOWLEDGE 4
   – TABLE ID: ROOMS OF GENERAL FUNCTION 4
   – TABLE IH: ROOMS OF SPECIFIC UTILITY 
  4
   – ROOM DESCRIPTIONS AND STANDARD CONTENTS 
  5
   – INTERESTING EMPTY ROOMS 
  10
   – COMPREHENSIVE LIST OF THINGS IN ROOMS 
  11
  SPECIAL AND TRICK 
  13
   – TRICK TYPES 13
   – TABLE II: RANDOM TRICK TYPE SELECTION 15
   – TRICK EFFECTS 
  16
   – BIG ‘OLE LIST OF TRICKS 17
  BASIC TRAP DESIGN 
  18
   – TRAP TRIGGERS 
  18
   – TRAP CATEGORIES 
  19
   – EXAMPLES OF BASIC TRAPS 
  20
  APPENDICES 
  22
   – APPENDIX A: DOORS 
  22
   – TABLE 
  III: 
  TYPES 
  OF 
  DOORS 
   
  22
   – SPECIAL DOOR TYPES 
  23
   – APPENDIX B: WALLS / FLOORS / CEILINGS 24
   – APPENDIX C: MAGIC POOLS AND FOUNTAINS 
  25
   – TABLE IV: # OF DRINKS  25
   – TABLE V: # OF EFFECTS PER DRINK 25
   – TABLE VI: DURATION 
  25
   – TABLE VII: EFFECT TYPE 25
   – APPENDIX D: CURSES 
  26
   – APPENDIX E: DUNGEON MONSTERS 
  26
   – APPENDIX F: QUESTS / GEASES 
  26
   – APPENDIX G: CONTENTS OF A PIT 
  27
   – APPENDIX H: CORRIDORS & HALLWAYS 
  27
   – APPENDIX I: RANDOM TRAP GENERATION 28
   – TABLE VIII: RANDOM TRAP TYPE 
  28
   – TABLE XIII: SPELLS 
  28
   – TABLE XIV: MAGIC DEVICE 
  28
   – TABLE XVIII: EFFECTS 
  28
   – TABLE IX: TRIGGERS 
  28
   – TABLE XV: VENTS/SPRAYS 
  28
   – TABLE X: PIT LID TYPE 
  28
   – TABLE XI: RANGED ATTACK TYPE 28
   – TABLE XVI: RESTRAINTS/HAZARDS 28
   – TABLE XIX: TRAP THAC0 28
   – TABLE XII: MELEE ATTACK TYPE 
  28
   – TABLE XVII: SPECIAL 
  28
   – TABLE XX: AVERAGE TRAP DAMAGE RANGE 28
   – APPENDIX J: RIDDLES 
  29
   – APPENDIX K: GLOSSARY 
  30
   – APPENDIX L: BIBLIOGRAPHY 
  30
  TABLE OF CONTENTS
  
  authored by campbell@oook.cz http://hackslashmaster.blogspot.com/  
   
   
   
   
   
   
   
   
  4
  EMPTY ROOMS
  The first and most important thing to remember is that empty rooms aren’t. “Empty” refers to the fact that they lack an antagonist, threat, reward, or 
  something ‘unusual’. The purpose of an empty room is to insure the players never know which one of these options they are going to face - all rooms 
  devoid of antagonists should appear empty, so that the players never know when a trap, trick or treasure is hidden in front of them. This also increases the 
  tension as the players explore the dungeon, as well as their excitement when something is discovered. Much like gambling, erratic reinforcement with make 
  encounters all that much more exciting.
  On to useful tools. First, let’s look at differing categories and types of rooms. It’s easy to use this as a straightforward guide for quick room generation, but 
  consider that this dungeon could have stood for millennia and had countless owners in that time. You could roll multiple times to determine how the room is 
  changed or discover a bit about its history or just roll quickly to get a sense of what each basic room is. Either way, this is just a shortcut to create an “unin-
  teresting” empty room. Note that because of the large variety of rooms, the random selection system only in the broadest possible manner represents the 
  frequency at which these rooms appear. Roll 50%/50% for any table which runs 1-X twice.
  Table I: Room Types
  1
  Rooms of Public Assembly
  2
  Rooms of Containment and Imprisonment
  3
  Rooms of Pleasure and Relaxation
  4
  Rooms of General Function
  5
  Rooms of War and Conflict
  6
  Rooms of Deities and Worship
  7
  Rooms of Learning and Knowledge
  8
  Rooms of Specific Utility
  Table Ia: Rooms of Public 
  Assembly
  1
  Assemblage
  2-3
  Antechamber
  4
  Amphitheater
  5
  Audience Hall
  6
  Courtroom
  7
  Great Hall
  8
  Throne Room
  Table Ib: Rooms of 
  Containment and 
  Imprisonment
  1
  Aviary
  2
  Bestiary
  3
  Cage
  4-5
  Cell
  6
  Kennel
  7
  Oubliette 
  8
  Padded Room
  9
  Pen
  10
  Prison
  11
  Stockade
  12
  Zoo
  Table Ic: Rooms of Pleasures 
  and Relaxation
  1
  Arena
  2-3
  Banquet
  4
  Combat pit
  5-6
  Den
  7
  Game Room
  8-9
  Gallery
  10
  Harem
  11
  Maze
  12-13
  Museum
  14
  Music Room
  15
  Pool
  16
  Sauna
  17
  Seraglio
  18
  Statuary
  19
  Torture Chamber
  20
  Trophy Room
  Table Id: Rooms of General 
  Function
  1
  Bathroom
  2
  Bedroom
  3
  Cistern Room
  4-5
  Closet
  6
  Dining Room
  7
  Dressing Room
  8
  Foyer (Entry Room)
  9
  Hall
  10
  Lair
  11
  Larder / Pantry
  12
  Lounge
  1
  Map Room
  2
  Privy
  3
  Planning Room
  4
  Reception Chamber
  5
  Salon
  6
  Servants Dorm
  7
  Storage
  8
  Waiting Room
  9
  Wardrobe
  10
  Well Room
  11
  Vault
  12
  Vestibule
  Table Ie: Rooms of War and 
  Conflict
  1
  Armory
  2
  Arsenal
  3
  Barracks
  4
  Guardroom
  5
  Gymnasium
  6
  Interrogation Room
  7
  Mess Hall
  8
  Training Room
  Table If: Rooms of Deities 
  and Worship
  1
  Chantry
  2-3
  Chapel
  4
  Crypt, Human
  5
  Crypt, Animal
  6
  Confessional
  7
  Crematorium
  8
  Embalming Chamber
  9
  Meditation Chamber
  10
  Monk Cell
  11
  Mass Grave
  12-13
  Robing Room
  14-15
  Shrine
  16
  Scriptorium
  17-18
  Temple
  19
  Tomb
  20
  Vestiary 
  Table Ig: Rooms of Learning 
  and Knowledge
  1
  Classroom
  2
  Conjuring Room
  3
  Divination Chamber
  4
  Inscription Chamber
  5
  Laboratory
  6-7
  Library
  8
  Morgue 
  9
  Observatory
  10
  Study
  11
  Solar
  12
  Summoning Room
  Table Ih: Rooms of Specific 
  Utility
  1
  Barn
  2
  Kitchen
  3
  Forge
  4
  Meeting Chamber
  5
  Mine
  6-7
  Office
  8
  Pool / Water Room
  1
  Stable
  2
  Treasury
  3
  Garage
  4
  Smokehouse
  5
  Tannery
  6
  Work Pit / Workshop
  
  authored by campbell@oook.cz http://hackslashmaster.blogspot.com/  
   
   
   
   
   
   
   
   
  5
  ROOM DESCRIPTIONS AND STANDARD CONTENTS
  This section contains a short definition of each room type as well as a 
  small section of what items may regularly be found in each type of room. 
  Not every item on the list will be in the area, but the most common are 
  listed. The lists are given simply as a quick and general aide as to what the 
  contents of the rooms might be.
  Room vs. Chamber
  A room is any sort of walled enclosure inside a dwelling. Chamber literally 
  means room, but sounds florid and carries several connotations. A chamber 
  will more often have unblocked entrances, and will generally be larger 
  and have a higher ceiling than a room. A chamber can refer to a natural 
  enclosed space, whereas a room refers to a partitioned space.
  Room Descriptions:
  Amphitheater: This is an oval or round room filled with seats around a 
  central open area. The general idea is that spectators surround the central 
  area, which is often used for combat. (arch, armorial bearings, drapery, flag, 
  relief, dirt/mud, dome (ceiling), brazier, coals, torches, scratches, coins, earthy 
  odor, blood, fingers, toes, legs, arms, curtains, manacles, chains, depressions, 
  balcony, tapestry, trash/refuse) 
  Antechamber: This is a room or chamber that serves as a waiting room 
  or entrance to a larger room or apartment. (arch, basket, cabinet, chest, 
  pottery, shadow box, clock (mantle, grandfather, wall), drapery, mirror, bench, 
  chair, table, cushion, desk, screen, shelves, quilt, shrine, lamps, flowers, ashtray, 
  wall or shelf decorations (see “Things” under comprehensive list of things in 
  rooms)) 
  Arena: This is a central stage, ring, or something similar used for 
  entertainment, often surrounded by seats. Historically this area was sandy 
  and was a place of conflict.  (arch, armorial bearings, drapery, flag, relief, 
  sand, dome (ceiling), brazier, coals, torches, scratches, coins, earthy odor, 
  blood, fingers, toes, legs, arms, curtains, manacles, chains, depressions, balcony, 
  tapestry, trash/refuse) 
  Armory: A place where weapons, war equipment and armor are stored. 
  It may also refer to a headquarters or center for drill (practice) of a military 
  unit, or more explicitly a place where arms and armor are manufactured. 
  (shelves, racks, weapons/armor (all), mat, practice targets, forge, hammer, 
  tongs, furnace, anvil) 
  Arsenal: A place for the storage and collection of weapons, arms, military 
  equipment and munitions for military service. (shelves, racks, weapons/
  armor (all)) 
  Assemblage: This room can either be a place where people may 
  assemble or gather, or it can be a room where a system of components are 
  assembled together for a specific or particular purpose. (podium, lectern, 
  benches, carpet, desks, tables, chairs, clock (wall), tapestries or arras, dias, 
  stadium seating, lamps) 
  Audience Hall: This is a room for holding formal interviews or hearings. 
  (clock, arras, flags, map, relief, painting/fresco, benches, chair, lectern, podium, 
  lamp, candles, books) 
  Aviary: This room or chamber is a place where many birds are kept. (cages 
  (bird), sand, sundials, birdbath, bags, barrels, bins, basin, bowl, decanter, chest, 
  apron, gloves, smock, dome, font, fountain, chair, cupboard, cabinet, mat, wall 
  basin, workbench, grain, candles, lamp, acrid odors, feathers, birds) 
  Banquet: This room or chamber is designed to accommodate banquets 
  and dining. (chalice, goblet, vase, flowers, table, bench, chairs, tablecloth, fork, 
  spoon, knife, platters, plates, china, arras, alcohol, food, candles, chandelier, 
  brazier, torches, tapestry, mug, pitcher, tablecloth) 
  Barn: A room or building for the storage of animals and livestock as well as 
  their feed. (cages, bestiaries, dias, pedestal, walking paths, benches, statues) 
  Barracks: A room or structure used to house personnel, traditionally 
  military structure. Due to the unaesthetic nature of these buildings, they 
  are often used to refer to any structure that is large and bleak. (bed (bunk/
  single), blanket, trunk/foot locker/sea chest, weapons/armor) 
  Bathroom: This is a room or chamber designed for taking a bath, shower, 
  or toilet. (toilet, wall basin, bath, leaves / corncob / sponge on stick in salt 
  water, paper, rope, perfume, cloth) 
  Bedroom: This is a room or chamber used for the purpose of rest and 
  sleep. (altar, bed (all), basket, cabinet, chest of drawers, foot locker, hamper, 
  pill box, powder box, vase, clothing (all), closet, furs, blanket, comforter, quilt, 
  tapestry, carpet, rugs, armoire, bookshelves, end table, pillow, stool, lamp, 
  candles) 
  Bestiary: This room or chamber is a place where a group of magical 
  beasts or creatures are kept. (cages (animal), butchery, fish, meat, sand, 
  sundials, birdbath, bags, barrels, bins, basin, bowl, decanter, chest, apron, 
  gloves, smock, dome, font, fountain, chair, cupboard, cabinet, mat, wall basin, 
  workbench, grain, candles, lamp, acrid odors, feathers, animals) 
  Cage: This room is an enclosure formed of wires, bars, or the like, for 
  displaying birds, animals, or people. (bench, privy, straw, cot, stool, waste, 
  stale or urine odor, blood, skeletons, manacles, wall cressets, trash/refuse, jug, 
  plate, fork, spoon, file, barred window) 
  Cell: This can refer to any small room, but most often refers to a grouping 
  of small rooms. (pallet, bed, desk, quill, paper, scrolls, books, bench, privy, 
  straw, cot, stool, waste, stale or urine odor, blood, skeletons, manacles, wall 
  cressets, trash/refuse, jug, plate, fork, spoon, file, barred window) 
  Chantry: This is a place for the singing, mass, or reverence for the 
  souls of founders. (i.e. ‘chant’ry)  It can refer to a chapel endowed for this 
  purpose. A more general usage is a church used for minor services. (Altar, 
  arch, drapery, gilt, inlay, relief (all), dias, dome, font, fresco, mosaic, painting, 
  pews, podium, idol, magic, candelabra, lamp, torches, pedestal, pillar, column, 
  tapestry, offertory container, reliquary, offertory dish, oil, perfume, alcove, glass 
  window, incense burner, alcohol, holy symbols) 
  Chapel: This is a room used for private worship. It is often a separate 
  dedicated part of a church and may be used for special services. (Altar, 
  arch, drapery, gilt, inlay, relief (all), dias, dome, font, fresco, mosaic, painting, 
  pews, podium, idol, magic, candelabra, lamp, torches, pedestal, pillar, column, 
  tapestry, offertory container, reliquary, offertory dish, oil, perfume, alcove, glass 
  window, incense burner, alcohol, holy symbols, pallet, bed, desk, quill, paper, 
  scrolls, books, bench, privy, straw, cot, stool, jug, plate, fork, spoon) 
  Cistern Room: This is a room or chamber containing a tank, reservoir, or 
  container which stores or holds some kind of liquid. It can also be a room 
  with access to an underground reservoir for water. (Dirt/mud, bang/slam, 
  
  authored by campbell@oook.cz http://hackslashmaster.blogspot.com/  
   
   
   
   
   
   
   
   
  6
  hissing, bubbling, pipes, protrusions, trash/refuse, wrench, puddle, trickle) 
  Classroom: A room or chamber where classes are held. (chalkboard, 
  sticks, chairs, desks, chalk, books, bookshelves) 
  Closet: This room or chamber is characterized by being small, often 
  enclosed and recessed within a larger room used for clothing, or the 
  storage of food or goods. Sometimes it refers to any small private room 
  often used for study or prayer. It is literally a small enclosure. (bin, hamper, 
  chest, chest of drawers, iron bar, hangers, clothing, tools (any), things (any)) 
  Combat Pit: This is a lowered area often with a dirt or sand floor where 
  fighting takes place. A combat pit is more likely to have animal or monster 
  opponents than an Arena. (clay/dirt/mud/sand, brazier, torches, scratches, 
  coins, blood, limbs, bones, skeletons) 
  Confessional: A place designed for the hearing of confessions by a 
  priest. (bench, screen, closet, cushion, drapery) 
  Conjuring Room: A room or chamber devoted to the purpose of 
  summoning and binding extra or intradimensional items or forces. (chalk, 
  runes, summoning runes, brazier, dome, magic) 
  Courtroom: In this room sessions of legal proceedings occur. (gavel, clock, 
  arras, flags, map, relief, painting/fresco, benches, chair, lectern, podium, lamp, 
  candles, books) 
  Crematorium: A place where bodies are cremated (i.e. burned to ashes). 
  (fireplace, furnace, fire poker, broom, urns, shovel, coals) 
  Crypt, Human: This is a chamber or vault that is underground, often 
  beneath a church used as a burial place, or a place for secret meetings. 
  (coffin, casket, urn, things (any), corpse, skeleton) 
  Crypt, Animal: As above, but for animals. (coffin, casket, urn, things (any), 
  corpse, skeleton) 
  Den: This room or chamber is designed to provide a quiet, comfortable 
  and informal atmosphere for conversation, reading, writing and other 
  quiet activities. This room is often secluded. (basket, bin, box, cabinet, chest, 
  chest of drawers, foot locker, lock box, music box, tinder box, trunk, vase, clock 
  (any), cloak, cowl, coat, boots, cap, hood, purse, scarf, mirror, armchair, armoire, 
  blanket, bookshelves, chair, coat-rack, couch, cushion, desk, divan, end table, 
  fireplace, mat, sofa, shrine, table, alcohol, coca, coffee, nuts, candles, lamp, 
  books, hourglass, coins, musical instruments, pets, plants, tapestries, carpets, 
  rugs, paintings, ashtray, cards, comforter, cover, humidor, ice chest, feather 
  duster, file, finger-pick, fire poker, shovel, brush, broom, game pieces, mug, 
  curios, masks, weapons/armor (display), statues, statuary, figurines, oil, trophies, 
  dice, drinking jack/horn) 
  Dining Room: This is a room or chamber in which people take their 
  formal or primary meal of the day. (chalice, goblet, cup, jar, jug, pans, chairs, 
  tables, alcohol, food, lamp, chandeliers, candles, decanter) 
  Divination Chamber: A room or chamber devoted to the purpose 
  of augury, divination, prophecy, soothsaying, aeromancy (air/sky), 
  tasseography (tea leaves), astrology, and haruspication (inspecting the 
  entrails of animals) as well as many dozens of other methods of predicting 
  the future. (somewhat dependent on the method. arch, drapery, gilt, inlay, relief 
  (all), dias, dome, font, fresco, mosaic, painting, podium, idol, magic, candelabra, 
  lamp, torches, pedestal, pillar, column, tapestry, oil, perfume, alcove, glass 
  window, incense burner, alcohol) 
  Dressing room: This is a literal room or chamber for getting dressed. It is 
  often found where clothes are changed often, backstage at a theater, etc. 
  (stool, clothes (all), desk, mirror, pin, clothespin, clothing rack, chest of drawers, 
  closet, chair, lamp, candles, perfume, oils, make-up) 
  Embalming Chamber: A room set aside for the embalming of bodies. 
  This process prevents decomposition to assist in the viewing of the body. 
  (table, embalming machine, chemicals, tools, hook) 
  Forge: A room or workshop that contains a special fireplace, hearth, 
  or furnace where metal is heated before shaping. (forge, furnace, anvil, 
  hammer, tongs, font) 
  Foyer: This is a lobby, vestibule or entrance chamber to a house, 
  apartment, theater, or hotel. It is a gateway between the interior and 
  exterior of a building. It often has a fireplace. (arch, basket, cabinet, chest, 
  pottery, shadow box, clock (mantle, grandfather, wall), drapery, mirror, bench, 
  chair, table, cushion, desk, screen, shelves, quilt, shrine, lamps, flowers, ashtray, 
  wall or shelf decorations (see “Things” under Comprehensive List of Things in 
  Rooms)) 
  Gallery: This refers to a variety of rooms and chambers with similar 
  purposes. It is often a raised area with a sloping floor or stairs to 
  accommodate either spectators or an exhibit. It can also be a series of 
  rooms dedicated to the display of art objects or statuary. Corridors of 
  architectural importance are also considered galleries, and finally it may 
  be a raised balcony passage or platform running along an exterior wall of 
  a building. (box (display), arras, curtains, drapery, dias, dome, fresco, mosaic, 
  painting, idol, braziers, candles, chandelier, lamp, pedestal, pillar, column, plant, 
  alcove, balcony, catwalk, tapestry) 
  Game Room: This room or chamber is used for recreation and games. 
  It often is a place for noisy activity and games played on tables or sand 
  tables. It is sometimes referred to as a rumpus room. (bags, boxes, baskets, 
  cabinets, chest, chest of drawers, trunk, curtains, arras, fresco, mosaic, painting, 
  bench, bookshelves, chair, cupboard, cushion, table, candles, lamp, manuals 
  / books, carpets, rugs, balls, beads, blocks, chalk, dolls, doll houses, figurines, 
  marbles, mask, mobile, puppets, ribbon, sand, toys, toy soldiers, trophies, cards, 
  game pieces) 
  Garage: An indoor area for the storage of vehicles or transport equipment. 
  The root word means to provide shelter. (vehicle (any), things/tools (any)) 
  Great Hall: This is a principal hall in a mansion or castle. It is often used 
  for dining and entertainment. (downdraft, basket, chalice, goblet, jar, jug, 
  pans, arras, armorial bearings, flag, benches, chairs, tables, throne, alcohol, 
  food, braziers, chandelier, torches, smoky odor, bones, dung, vomit, rats, plants, 
  balcony, glass window, tapestry, trash/refuse, silverware, plates, platters, 
  tablecloth) 
  Guardroom: A room used either by military personnel when on duty or 
  a place where military prisoners are kept. (chair, table, spittoon, cards, dice, 
  alcohol, weapons/armor (all)) 
  Gymnasium: A room used for exercise, indoor sports, or physical 
  education, originally from the Greeks who derived it from their word for 
  training in the nude. (Towel, balls, nets, bars, targets) 
  
  authored by campbell@oook.cz http://hackslashmaster.blogspot.com/  
   
   
   
   
   
   
   
   
  7
  Hall: This is a corridor or passage in a building. It can also colloquially 
  refer to  a large building or room for some purpose, most often residence or 
  learning. (clock (any), arras, flags, maps, relief (any), painting, fresco, mosaic, 
  benches, chair, torches, breeze/downdraft, chill, banners, carpet, rug) 
  Harem: This is a room or chamber reserved for women only. It is where 
  they reside, acting as quarters specifically for women. They are often wives 
  and concubines. (bed (all), basket, cabinet, chalice, chest of drawers, closet, 
  hope chest, jewelry box, music box, vase, wineskin, apron, blouse, coif, corset, 
  dress, frock, garter, girdle, gorget, gown, hose, petticoats, robe, scarf, shawl, 
  shift, slippers, toga, tunic, veil, curtains, drapery, furs, hides, fresco, mosaic, 
  painting, armchair, couch, divan, end table, pillow, mattress, quilt, braziers, 
  candles, chandelier, lamps, books, musical instruments (all), pets, pedestals, 
  plants, flowers, alcove, tapestries, banners, carpets and rugs, comforter, cover, 
  cushion, dye, fake jewelry, headdress, ivory, jewelry, mask, oil, perfume, pipe, 
  ribbon, shears, scissors, yarn, thread, cloth, thimble, needle, pincushion, knitting 
  needle) 
  Inscription Chamber: A chamber underground where many people 
  have written upon the walls. (writing on walls) 
  Interrogation Room: A room used for the purpose of questioning 
  prisoners, suspects, witnesses and victims. May contain the ability for 
  others to see into the room that cannot be observed, and also, often a 
  way for others to see out into an area that cannot be observed to identify 
  people. (chair, lamp, table, restraint/torture (any)) 
  Kennel: This room or chamber is a place for sheltering animals kept 
  as pets. These rooms focus on the breeding, raising, and training of the 
  animals (cages (animal), butchery, fish, meat, sand, sundials, birdbath, bags, 
  barrels, bins, basin, bowl, decanter, chest, apron, gloves, smock, dome, font, 
  fountain, chair, cupboard, cabinet, mat, wall basin, workbench, grain, candles, 
  lamp, acrid odors, feathers, animals) 
  Kitchen: A place used to prepare food. (Pots, pans, silverware, cabinets, 
  oven, stove) 
  Laboratory: A place equipped to conduct any sort of rigorous 
  investigation or observation. (amblic, beaker, bottle, bowl, cauldron, furnace, 
  decanter, ewer, flask, font, fountain, tables, desk, chair, torches, candles, lamps, 
  astrolabe, alembic, balance & weights, callipers) 
  Lair: This room or chamber is the resting place of a wild animal. It is often 
  concealed or secret. (nest (any), dirt/mud/filth, lake, waste, scratches, stale or 
  urine odor, plants, fungus, trash/refuse, river, stream organic (any)) 
  Larder / Pantry: The larder is a room where food is stored. It is 
  traditionally “a place for meats”. A pantry is a small room or cupboard 
  which contains provisions, as well as cooking utensils and dishes are kept. 
  It is traditionally a “bread room”, or the office or room of a servant who 
  has charge of food. (shelves, food (any), broom, dust pan) 
  Library: A room, chamber, or building set apart to contain books, 
  manuscripts, publications, periodicals, and other material for reading, 
  viewing, listening, study, or references. (bookshelves, chairs, couches, 
  ladders, books, tomes, manuals, scrolls) 
  Lounge: This room or chamber is a comfortable place to rest. It is designed 
  for sitting, smoking or reading. It often has privies nearby. (basket, arras, 
  armorial bearings, drapery, fur, hides, fireplace, fresco, mosaic, painting, food 
  (any), waste, torches, lamps, candles, brazier, couch, divan, armchair) 
  Map Room: A room or chamber for the storage, creation, or display of 
  maps. (table, chairs, knife, quill, ink pot, maps) 
  Mass Grave: This is a grave containing multiple corpses. (dirt/filth, 
  corpses, clothing (all), rotted things (any)) 
  Maze: This is a system of passageways and chambers designed to be 
  confusing due to their interconnections. This room is also referred to as 
  a labyrinth which originally meant ‘exhausting labor’.  The purpose is 
  to disorient, bewilder, and delude those who travel through it.  (this may 
  literally contain any item, though bones, monsters, and refuse/trash are most 
  common) 
  Meditation Chamber: A space set aside for the purposes of meditation 
  and solitary spiritual pursuits.
  Meeting Chamber: A space devoted to meeting. (arch, basket, cabinet, 
  chest, pottery, shadow box, clock (mantle, grandfather, wall), drapery, mirror, 
  bench, chair, table, cushion, desk, screen, shelves, quilt, shrine, lamps, flowers, 
  ashtray, wall or shelf decorations (see “Things” under comprehensive list of 
  things in rooms)) 
  Mess Hall: A room where a group eats with regular frequency. (cups, jars, 
  jugs, pans, benches, tables, alcohol, food, lamp, torches, decanters) 
  Mine: This is a subterranean passage either where minerals are retrieved, 
  or an extension under an enemy’s works or position to either access or 
  destroy their position. (pick axe, support, ore vein, chest, bag, sack, dust/dirt/
  grime, fungus) 
  Monk Cell: A small sparse chamber used for rest and habitation for the 
  spiritual disciple. (pallet, bed, desk, quill, paper, scrolls, books, bench, privy, 
  straw, cot, stool, jug, plate, fork, spoon) 
  Morgue: A place devoted to the storage of bodies, or, less frequently, the 
  place where old records, information, and objects are kept for unexpected 
  but possible future use. (coffin, casket, urn, things (any), corpse, skeleton) 
  Museum: This is a room or chamber where important objects of permanent 
  value are kept. It is literally a place devoted to learning or the arts, a place 
  sacred to the muses. (arras, armorial bearings, dias, fresco, mosaic, painting, 
  benches, idol, lamps, box, statue, pedestal, column, tapestry) 
  Music Room: This chamber (literally) is often pertaining to the performance 
  of chamber music. The room is often vaulted for improved acoustics. (arch, 
  bowl, dias, dome, podium, chairs, benches, pews, stadium seating, lamps, 
  braziers, torches, metronome, money (in bowl), alcove, balcony, musical 
  instruments (any)) 
  Observatory: A room devoted to making observations of natural 
  phenomena. This can include astronomical or meteorological phenomena. 
  (amblic, beaker, bottle, bowl, cauldron, furnace, decanter, ewer, flask, font, 
  fountain, tables, desk, chair, torches, candles, lamps, astrolabe, alembic, 
  balance & weights, callipers) 
  Office: A room where the business of a professional person is conducted.
  (arch, basket, cabinet, chest, pottery, shadow box, clock (mantle, grandfather, 
  wall), drapery, mirror, bench, chair, table, cushion, desk, screen, shelves, quilt, 
  
  authored by campbell@oook.cz http://hackslashmaster.blogspot.com/  
   
   
   
   
   
   
   
   
  8
  shrine, lamps, flowers, ashtray, wall or shelf decorations (see “Things” under 
  comprehensive list of things in rooms)) 
  Oubliette: This is a room or chamber that is a secret dungeon with an 
  opening or trap door only located in the ceiling. (hazy, dust, cold/damp 
  breeze, filth, waste, scratches, dank odor, blood, skeleton, chains, cressets, 
  hooks, ropes, manacles) 
  Padded Room: This is a room or chamber with cushions lining the walls. 
  Also sometimes known as a rubber room. (walls, padding) 
  Pen: This room is often a small enclosure for animals, or occasionally an 
  enclosure created for the purpose of confinement or safekeeping. (filth, 
  mud/dirt, trough, food/waste, animals) 
  Planning Room: This is a room or chamber designed for forming 
  drawings, sketches, and a scheme of action that will form a detailed 
  program intended to be followed. (trunk, clock (tall, wall), flags, gilt, inlay, 
  map, dias, chairs, table, sand table, torches, lamps) 
  Pool / Water Room: A room used for the storage, transport, cleansing, 
  reclamation, or enjoyment of water. (fountain/lake/pool/font/well/bath/
  river/stream, tile, towel) 
  Prison: This is a room or chamber designed for the purpose of confining 
  people awaiting trial or sentencing. (pallet, bed, desk, quill, paper, scrolls, 
  books, bench, privy, straw, cot, stool, waste, stale or urine odor, blood, skeletons, 
  manacles, wall cressets, trash/refuse, jug, plate, fork, spoon, file, barred 
  window) 
  Privy: This is a room or chamber designed for the elimination of human 
  waste. (toliet, leaves/sponge on stick/wool/corncob/rope/cloth) 
  Reception Chamber: this is a room for receiving clients, patients, or 
  visitors for the purposes of official business.(arch, basket, cabinet, chest, 
  pottery, shadow box, clock (mantle, grandfather, wall), drapery, mirror, bench, 
  chair, table, cushion, desk, screen, shelves, quilt, shrine, lamps, flowers, ashtray, 
  wall or shelf decorations (see “Things” under comprehensive list of things in 
  rooms) 
  Robing Room: A room or chamber where official robes of office are 
  donned. (stool, clothes (all), desk, mirror, pin, clothespin, clothing rack, chest of 
  drawers, closet, chair, lamp, candles, perfume, oils, make-up) 
  Salon: This room or chamber is a drawing or reception room. It can also be 
  a place designed for the display of art. (arras, armorial bearings, dias, fresco, 
  mosaic, painting, benches, idol, lamps, box, statue, pedestal, column, tapestry 
  arch, basket, cabinet, chest, pottery, shadow box, clock (mantle, grandfather, 
  wall), drapery, mirror, bench, chair, table, cushion, desk, screen, shelves, quilt, 
  shrine, lamps, flowers, ashtray, wall or shelf decorations (see “Things” under 
  comprehensive list of things in rooms)) 
  Scriptorium: Any room or chamber where manuscripts are stored, read, 
  or copied. (pallet, desk, shelves, bookshelves, ink, ink pot, blotter, quill, paper, 
  scrolls, books, bench) 
  Seraglio: This is another word meaning harem, with a word root meaning 
  ‘animal cage’ or from the original Latin, meaning bolt/door bar. The word 
  also has Turkish associations with palace. Often with connotations of 
  restricted freedom in relation to the women. (padlocks, chains, manicles, 
  stocks, pillory, rope, bed (all), basket, cabinet, chalice, chest of drawers, closet, 
  hope chest, jewelry box, music box, vase, wineskin, apron, blouse, coif, corset, 
  dress, frock, garter, girdle, gorget, gown, hose, petticoats, robe, scarf, shawl, 
  shift, slippers, toga, tunic, veil, curtains, drapery, furs, hides, fresco, mosaic, 
  painting, armchair, couch, divan, end table, pillow, mattress, quilt, braziers, 
  candles, chandelier, lamps, books, musical instruments (all), pets, pedestals, 
  plants, flowers, alcove, tapestries, banners, carpets and rugs, comforter, cover, 
  cushion, dye, fake jewelry, headdress, ivory, jewelry, mask, oil, perfume, pipe, 
  ribbon, shears, scissors, yarn, thread, cloth, thimble, needle, pincushion, knitting 
  needle) 
  Servants Dorm: This is a living space for servants. They may vary wildly 
  in quality. (altar, bed (all), basket, cabinet, chest of drawers, foot locker, 
  hamper, pill box, powder box, vase, clothing (all), closet, furs, blanket, comforter, 
  quilt, tapestry, carpet, rugs, armoire, bookshelves, end table, pillow, stool, lamp, 
  candles) 
  Shrine: A structure or building of some sort, often stately or sumptuous in 
  design, character, or architecture, designed for the purpose of either being 
  a consecrated place of a saint, holy person, or deity, or for literally enclosing 
  the remains or relics of the same. Often the place of religious veneration 
  and target of a pilgrimage. Sometimes referred to as a reliquary.  (Altar, 
  arch, drapery, gilt, inlay, relief (all), dias, dome, font, fresco, mosaic, painting, 
  pews, podium, idol, magic, candelabra, lamp, torches, pedestal, pillar, column, 
  tapestry, offertory container, reliquary, offertory dish, oil, perfume, alcove, glass 
  window, incense burner, alcohol, holy symbols, remains) 
  Smokehouse: A place where fish, meat, etc. are cured with smoke. 
  (shelves, food (any), broom, dust pan, hooks, stick, hangers, brazier, coal, fire, 
  smoky) 
  Solar: This is any private or upper chamber in a house or domicile. (altar, 
  bed (all), basket, cabinet, chest of drawers, foot locker, hamper, pill box, powder 
  box, vase, clothing (all), closet, furs, blanket, comforter, quilt, tapestry, carpet, 
  rugs, armoire, bookshelves, end table, pillow, stool, lamp, candles) 
  Stable: A space devoted to the lodging and feeding of horse, cattle and 
  other service animals. It usually contains stalls. (cages (animal), butchery, 
  fish, meat, sand, sundials, birdbath, bags, barrels, bins, basin, bowl, decanter, 
  chest, apron, gloves, smock, dome, font, fountain, chair, cupboard, cabinet, mat, 
  wall basin, workbench, grain, candles, lamp, acrid odors, feathers, animals) 
  Statuary: This is a room or chamber with a group or collection of statues. 
  (dias, pillar, column, pedestal, statue, fresco, mosaic, painting, bas relief, torches, 
  brazier) 
  Stockade: This is a room or enclosure that is a prison for military personnel. 
  This can refer to a small space surrounded by posts or stakes. (bench, privy, 
  cot, stool, jug, plate, spoon, fork, canteen) 
  Storage: This is self-explanatory. It is a room used for storage. (bookshelves, 
  shelves, boxes, cans, jars, sea chest, trunk, chest of drawers, stool, candle, lamp) 
  Study: A room set aside for any sort of private activity, reading, study, 
  writing and similar. (pallet, chair, cushion, bench, divan, desk, shelves, 
  bookshelves, quill, paper, scrolls, books, bench) 
  Summoning Room: A room or chamber devoted to the purpose of 
  summoning and binding extra or intradimensional beings. (chalk, runes, 
  summoning runes, brazier, dome, magic, podium, tome) 
  
  authored by campbell@oook.cz http://hackslashmaster.blogspot.com/  
   
   
   
   
   
   
   
   
  9
  Tannery: A space where skins and hides are tanned. (skins, furs, animals, 
  corpses (animal), knives, racks, rags, bucket) 
  Temple: Any room, chamber, place or structure used for the purpose of 
  service or worship to a deity. It also refers to any large or pretentious building 
  devoted to public use. Traditionally a space set aside (demarcated) by an 
  augur for taking auspices.  (Altar, arch, drapery, gilt, inlay, relief (all), dias, 
  dome, font, fresco, mosaic, painting, pews, podium, idol, magic, candelabra, 
  lamp, torches, pedestal, pillar, column, tapestry, offertory container, reliquary, 
  offertory dish, oil, perfume, alcove, glass window, incense burner, alcohol, holy 
  symbols) 
  Throne Room: A room or chamber that contains a throne, used by a 
  king or sovereign. Also a colloquialism for a room that is the location of 
  the actual power or authority of a business or government. (pedestal, 
  pillar, column, dias, downdraft, basket, chalice, goblet, jar, jug, pans, arras, 
  armorial bearings, flag, benches, chairs, tables, throne, alcohol, food, braziers, 
  chandelier, torches, smoky odor, bones, dung, vomit, rats, plants, balcony, glass 
  window, tapestry, trash/refuse, silverware, plates, platters, tablecloth) 
  Tomb: Simply put, a grave. Any excavation in earth for the purpose of 
  corpse burial. Can also refer to a mausoleum, or chamber used for burial. 
  Often this space commemorates the dead person. Broadly refers to any 
  sepulchral structure  (any structure having to do with burial, tombs, storage 
  of the dead, etc.). (coffin, casket, urn, things (any), corpse, skeleton) 
  Torture Chamber: This is a room or chamber in which torture is 
  performed. (“restraints/torture” (any), bucket, stool, brush, broom, weapons, 
  torches, coals, brazier) 
  Training Room: Self-explanatory.  A room used for training. (weapons/
  armor (any), mat, training targets) 
  Treasury: A place where funds and money are kept. (arch, shelves, locks, 
  padlocks, treasure) 
  Trophy Room: This is a room or chamber designated for the display of 
  trophies. (dias, pedestal, box (glass), shelf, lamp, trophies) 
  Waiting Room: A room used explicitly for the purpose of waiting. 
  (bench, chair, end table, books, cushion, lamps, torches, vase with flowers, wall 
  decorations (see “Things” under Comprehensive List of Things in Rooms)) 
  Wardrobe: This is a room or place in which to keep costumes or clothing. 
  (stool, clothes (all), desk, mirror, pin, clothespin, clothing rack, chest of drawers, 
  closet, chair, lamp, candles, perfume, oils, make-up) 
  Well Room: This is a room where a spring or a well is located, usually 
  referring to a structure built over a natural mineral spring or well. (well, 
  rope, crank, bucket, iron bar, clay/dirt/mud) 
  Work Pit / Workshop: a room or grouping of rooms in which work is 
  conducted. Often refers to some sort of mechanical work. (tables, chairs, 
  lamps, torches, tools (any)) 
  Vault: Traditionally this referred to a room with a vaulted or arched ceiling. 
  Since these are very stable structures, this type of architecture was often 
  used for below ground settings, which both tended to be secure and used 
  for the storage of valuable goods. This is a room or compartment reserved 
  for the safekeeping of valuables. It is often underground and lined with 
  metal. (arch, shelves, locks, padlocks, treasure) 
  Vestiary: A room for storing clothes or dressing in. (stool, clothes (all), 
  desk, mirror, pin, clothespin, clothing rack, chest of drawers, closet, chair, lamp, 
  candles, perfume, oils, make-up) 
  Vestibule: This is a space separating the interior and exterior of a 
  building. It’s often a chamber, hallway or passage. It can also be used 
  to mean any enclosed space forming an approach, bridge, or entrance 
  to any other section or interior space. (arch, basket, cabinet, chest, pottery, 
  shadow box, clock (mantle, grandfather, wall), drapery, mirror, bench, chair, 
  table, cushion, desk, screen, shelves, quilt, shrine, lamps, flowers, ashtray, wall 
  or shelf decorations (see “Things” under comprehensive list of things in rooms)) 
  Zoo: This room is a park or garden-like area where animals are kept in 
  cages or large enclosures. (cages, bestiaries, dias, pedestal, walking paths, 
  benches, statues) 
  Materials that may be used in construction of buildings or 
  rooms
  Foundation/Exterior
  Adobe 
  Brick 
  Brick & Timber 
  Cloth & Poles 
  Rammed Earth 
  Felt (Yurt) 
  Grass & Poles 
  Metal Sheet 
  Matting 
  Plaster Board & Timber 
  Sod 
  Stone 
  Timber 
  Wattle 
  Wattle & Daub 
  Walls/Interior
  Bamboo 
  Board 
  Brick (Glazed, Mud) 
  Cloth Drapery 
  Frame & Paper 
  Lath & Plaster 
  Leather Curtain 
  Rammed Earth 
  Rattan 
  Stone 
  Tile 
  Timber (log) 
  Tin 
  Wickerwork
  Surface/Floor
  Clay 
  Dirt (Packed) 
  Stone (Flag, Field) 
  Timber (Log, Split) 
  Wood (Plank, Split)
  
  authored by campbell@oook.cz http://hackslashmaster.blogspot.com/  
   
   
   
   
   
   
   
   
  10
  INTERESTING EMPTY ROOMS
  Now that the basics are out of the way, we’re going to discuss ways to make empty rooms interesting. Using a combination of room type for basic goods, 
  and these tables for interesting empty rooms, you can lay out entire interiors before even assigning monsters and treasures. It is important that “interesting” 
  empty rooms be kept somewhat rare - perhaps 5-10% of the total room count. Otherwise they are so common that they become uninteresting. This 
  percentage of interesting empty rooms should overlap with the rooms that contain monsters and tricks and treasure also.
  Ways in which a room may be interesting:
  It may contain something.
   
  +
  Worthless items (clothing / furniture)
   
  +
  Worthless treasure (rat skins, fake coins)
   
  +
  A substance or material that covers the floor (mud, ice, sand, broken glass, 
  candy, maggots)
   
  +
  Objects piled in room
   
  +
   
  Objects piled into a shape
   
  +
  Object(s) that rest on floor
   
  +
  Object(s) that hang on walls
   
  +
  Object(s) that hang from ceiling
   
  +
  Plants growing in room (mushrooms, fungus, trees)
   
  +
   
  Plants that grow in strange formation
   
  +
  Damaged items or goods (sacks of rotting grain)
   
  +
  Animal sign (slug trails, fur, molted skin, feathers, footprints, camp remains)
  It may serve an unknown purpose
   
  +
  Wildly incongruous contents (tiles in a cave)
   
  +
  Containers filled with unusual substances (Cauldron filled with wax, tub 
  filled with jelly)
   
  +
  An unusual selection of common goods (forge, foundry, oven, sink)
   
  +
  Holes in walls or floors
  It may be damaged
   
  +
  The floor / ceiling / wall may be broken or destroyed. 
   
  +
  There may be melted stone or metal
   
  +
  A portion of the room is collapsed
   
  +
  There may be stains /discoloration / magical energies on the floor / 
  ceiling / wall
   
  +
  There may be incomplete construction
   
  +
  There may be damage to structure (cracks, holes, rubble)
   
  +
  Something may be used up (candle holders burned to wax nubs)
  It may have something unusual about the floor / ceiling / wall
   
  +
  There may be a depression / protrusion
   
  +
  Walls may be angled
   
  +
  There may be a substance on the floor / ceiling / wall (water, slime, dust 
  ooze)
   
  +
  There may be marks on the walls (scratch marks, writing, pictures)
   
  +
  Something may be coming through the ceiling (roots, dirt, water)
   
  +
  Surfaces in the room may be translucent /transparent / reflective
   
  +
  Surfaces may be made from an unusual material (glass, magic, steel, 
  marble)
   
  +
  The room may contain bas / alto relief (runes, images, animals, people, 
  warnings)
  It may have an unusual shape
   
  +
  Vaulted ceiling
   
  +
  Building(s) in room (shed, greenhouse, outhouse)
   
  +
  Adjunct space (crawlspace, closet, attic, partitions, pits, floor niche, all 
  either covered or uncovered)
   
  +
  Varying floor levels, steps, stairs
   
  +
  Things or structures in the room that changes the shape of the room
  It may vary in quality
   
  +
  It may be very clean or filthy
   
  +
  It may contain normal animals (vermin, pets)
   
  +
  It may have a change in air quality (mist, smoke, scent)
   
  +
  It may contain corpses (monster, animal, human)
   
  +
  It may be an incomplete scene (pews without altars, cooked food without 
  cookware or silverware, clothes but not closet
   
  +
  The temperature may vary
  It may be magical
   
  +
  Effects that are magical (unseen servant, no shadows may be cast, reverse 
  gravity, items floating)
   
  +
  Auditory or visual illusion
  Other
   
  +
  Sounds (footfalls, whispers, moans, whistling)
   
  +
  Light sources (torches, braziers, continual light, unnatural shade)
   
  +
  Environmental (filled with water, fire, smoke, hard to breathe, cold)
   
  +
  Old
   
  +
  Water in a bucket
   
  +
  Mosaic
   
  +
  Canals
   
  +
  Symbols or Numbers
   
  +
  Concealed door (bricked up)
  
  authored by campbell@oook.cz http://hackslashmaster.blogspot.com/  
   
   
   
   
   
   
   
   
  11
  COMPREHENSIVE LIST OF THINGS IN ROOMS
  Interesting empty rooms and tricks need a greater depth of options for contents. Following is a list of things that can be found inside interesting empty rooms, 
  expanding upon and giving you possibilities for “objects”. This table is also of use for tricks and special rooms. Bold entries are well suited for related 
  objects that are factors in tricks.
   
  +
  Altar
   
  +
  Air (clear, foggy, steamy, hazy (dust, smoke), misted)
   
  +
  Air Currents (breeze (slight, damp, gusting), cold, downdraft, still (chill, 
  warm, hot), updraft, wind (strong, gusting, moaning))
   
  +
  Arch
   
  +
  Bed (feather, water, bunk, canopied, curtained, enclosed) 
   
  +
  Container (amblic, backpack, bale, bag, barrels, basket, bin, bread box, 
  basin, beaker, bottle, bowl, box, bucket, cabinet, can, canister, canteen, 
  carafe, case, cashbox, cask, casket, cauldron, chalice, chest, chest of 
  drawers, closet, coffer, coffin, crate, cup, decanter, drinking glass, ewer, 
  flask, foot locker, goblet, gourd, hamper, hatbox, hope chest, jar, jewelry 
  box, jug, lock box, molds, music box, narrow-mouthed jar, pan, pannier, 
  phial, pillbox, pitcher, portmanteau, pot, pottery, pottle, pouch, powder 
  box, puzzle box, sack, satchel, sea chest, shadow box, shelves, strong box, 
  spittoon, tinder box, trough, trunk, tub, urn, valise, vase and wineskin. Any of 
  these may be broken, in shards, full, empty, or torn)
   
  +
  Clock (small, grandfather, mantle, pocket watch, table, tall, wall)
   
  +
  Clothing (apron, belt, blouse, bodkin, boots, braies, buskins, cap, cape, 
  cowl, barbette and fillet, cloak, coat, coif, doublet, dress, fez, frock / 
  pinafore, garter, gauntlets, girdle, gloves, gorget, gown, hat, habit, hood, 
  hose, jerkin, jupon, kerchief, kirtle, leggings, linen, mantle, pantaloons, 
  petticoat, pouch, purse, robe, sandals, scarf, shawl, shift, slippers, smock, 
  stockings, surcoat, toga, trousers, tunic, veil, vest, wallet, wrapper)
   
  +
  Decoration (arras, armorial bearings, bell, column (half), curtains, drapery, 
  flag, fur, gilt/gilding, hide, inlay (ivory, metal, tile stone, wood), map, mirror, 
  molding (plaster, wood carved), niche, paneling, paint, plaster, rail chair, 
  relief (molded, sculpted, bas, high, sunken), sconce, sheeting (metal, stone), 
  shield, skin, tile (mineral tile, wood), wallcloth, wallpaper, whitewash, 
  weaving) 
   
  +
  Dias
   
  +
  Clay / Dirt / Mud / Dust / Filth / Sand / Sewage
   
  +
  Dome
   
  +
  Fasteners (banding, bolt & nut, nail, peg, pin, cotter pin, clothespin, rivet, 
  screw, strapping, washer)
   
  +
  Fireplace (firepit)
   
  +
  Forcefield
   
  +
  Fountain / Lake / Pool / Font (holy, unholy, magical, poisoned, birdbath)
   
  +
  Fresco / Mosaic / Painting (parchment / tiles)
   
  +
  Furnishings (armchair, armoire, bedroll, bench, blanket, bookshelves, buffet, 
  bunks, chair, coat rack, cots, couch, cresset, cupboard, cushion, desk, divan, 
  end table, forge, furnace, futon, hamper, kneeling bench, lectern, loom, mat, 
  mattress, oven, pallet, platters, pews, pillow, podium, quilt, rocking chair, 
  sand table, screen, shelves, shrine, sofa, stool, stove, table, throne, torture 
  equipment, tub, wall basin, workbench)
   
  +
  Food / Waste (alcohol, butchery, carnage, cocoa, coffee, cooking oil, fish, 
  flour, grain, herbs/spices, honey, lard, meat, molasses, nuts, salt (fish, meat), 
  syrup (corn, maple), tea, toilet, vanilla, vinegar)
   
  +
  Idol
   
  +
  Illusion / Magic (crystal ball, magic circle, rune stones)
   
  +
  Light (brazier, candles, candelabra, chandelier, coals, fire, lamp, lantern, 
  oily rags, smoke, torches, torch stub, and wax)
   
  +
  Markings (books, tomes /manuals, scrolls,  runes, scratches, summoning 
  runes, writing)
   
  +
  Machine (buttons, crane, crank, gantry, hourglass, inclined plane, levers, 
  metronome, pendulum, pulley, switch, sundial, telescope)
   
  +
  Monster (you’ve got to be kidding me)
   
  +
  Money (coins)
   
  +
  Musical Instruments (bagpipes, bells, blocks, chimes, cymbals, didgeridoo 
  drums, dulcimers, fiddles, fifes, flute, gongs, harp, horns, hurdy-gurdy, lutes, 
  lyres, mandolins, ocarina, organ, pan pipes, recorders, tambourine, triangle, 
  trumpet, whistle, and xylophone)
   
  +
  Nests (web)
   
  +
  Odors (acrid, chlorine, dank, earthy, fetid, manure, metallic, moldy, ozone, 
  putrid, rotting vegetables, salty, smoky, stale, sulphurous, urine)
   
  +
  Organic (animal parts (wings, bones), arms, ashes, bees, blood, bones, 
  bugs, buzzing, dung, ears, eyeballs, feathers, fingers, fish, furs, guano, hides, 
  horsehair, ichor, insects, legs, petrified body, pets, rats, skeletons (animal, 
  human, monster, giant),  skins, slime, snakes, spiders, toes, and vermin)
   
  +
  Passage / Door / Hallway / Portal / Gate / Tunnel
   
  +
  Pedestal
   
  +
  Pillar / column
   
  +
  Plant (flowers, fungi, fruit, leaves, mold, pipe weed, seeds, spores, straw, 
  tobacco and trees)
   
  +
  Restraints / Torture (bastinadoes, branding irons, cage (bird, animal), 
  chains, chain with straps, clamps, cressets (wall), fetters, finger stocks, 
  gags, gate, glue, grill, hooks, hoists, iron boot, iron maiden, irons (branding, 
  poker), locks, manacles, needles and pins, padlocks, pillory, pliers, huge 
  pot, portcullis, pressing board & weights, rack, ropes, stocks, strappado, tar, 
  tongs, thumbscrews, “u” rack, vice, wheel, and whips)
   
  +
  Sounds / Noises (bang/slam, bellow, bong, bubbling, buzzing, chirping, 
  chanting, chiming, clanking, clashing, clicking, coughing, creaking, 
  drumming, footsteps (ahead, approaching, behind, receding, side, faint), 
  gong, grating, groaning, grunting, hissing, hooting, horn/trumpet, howling, 
  humming, jingling, knocking, laughter, moaning, murmuring, music, rattling, 
  ringing, roaring, rustling, scratching/scrabbling, screaming, scuttling, 
  shuffling, slithering, snapping, sneezing, sobbing, splashing, splintering, 
  squeaking, squealing, tapping, thud, thumping, tinkling, twanging, whining, 
  whispering, whistling)
   
  +
  Stairway (chute, elevators, ladders, shaft, slide)
   
  +
  Statue
   
  +
  Structure (alcove, balcony, barred window, bridge, catwalk, depressions, 
  freestanding wall, glass window, hook, iron bar, mirrors, nails, pipes, 
  protrusions, railing, rope bridge, stadium seating, stone slab and walking 
  paths)
  
  authored by campbell@oook.cz http://hackslashmaster.blogspot.com/  
   
   
   
   
   
   
   
   
  12
   
  +
  Surface / Floor / Ceiling / Wall
   
  +
  Tapestry (banners, carpets, and rugs)
   
  +
  Traps (pit - see trap section)
   
  +
  Trash/refuse (broken arrow, broken bottle, corroded chain, splintered club, 
  bent coin, hilt, dung, dust, cracked flask, food scraps, fungus, guano, hair/
  fur, cracked hammerhead, badly dented helmet, bent rusted iron bar, leather 
  boot, leaves & twigs, mold, handle, broken pole, pottery shards, rags, rotten 
  rope, rubble & dirt, torn sack, rusted spike, sticks, small stones, straw, broken 
  blade, loose teeth, loose fangs, torch stub, wax blobs, rotting wood.)
   
  +
  Things (ashtray, ambergris, balls, beads, blocks, blotter, cards, chalk, 
  comforter, cover, crystals, curios, cushion, dolls, doll houses, dye, fake 
  jewelry, kaleidoscope, figurine, gambling chips, geode, gravels, gypsum, 
  headdress, hook, humidor, ice chest, jacks, incense, incense burner, ivory, 
  jewelry, lye, makeup, marbles, mask (animal, demonic, exotic, feather), 
  metal ingots, metal sheets, mobile, offertory dish, oil, perfume, pipe (brass, 
  briar, calabash, clay, corncob, meerschaum, stone, reamer), pitch, potash, 
  practice targets, prayer wheel, puppets, quilt, reliquary, resin, ribbon, rosary, 
  sand, seashells, sheets, symbol (holy, unholy), tablecloth, tack, tallow, tar, 
  tiles (ceramic, slate), tea leaves, towel, toys, toy soldiers, trophies, turpentine, 
  washcloth, whale bone, and wool)
   
  +
  Tools (adhesive, astrolabe, alembic, adze, ankus (to prod animals with), 
  anvil, athame (wood, gilded, bone, ivory) auger, awl, balance & weights,  
  bangles, beaker, bell, bellows, belt axe, binoculars, bladder, block and 
  tackle, bottle, bow drill, bowl, branding iron, brush, broom, buckle, stopper, 
  callipers, candelabra, candlestick, cards, carding comb, carpenter’s 
  square, cauldron, chain cutter, china, chisel, cigar cutter, clamp, cloth, coffin, 
  combs, compass, cord, corkscrew, crowbar, crucible, cup, dice, drill bits, 
  drill, drinking jack, drinking horn, dolls, door handles, dust pan, ewers, 
  eye-patch, feather duster, file, finger-pick, fire poker, fish-hooks, flagon, 
  forge, fork, game pieces, gavel, gimlet, grindstone, goblet, gouge, hangers, 
  hammer, hatchet, hilt, hoe, hook, hollow reed, holy symbol, ink, ink pot,  
  kettle, key ring, knives, ladle, loom, mallet, mantle, masks, maul, measuring 
  (line, stick), mirrors, molds, mortar & pestle, monocle, mop, mug, nails, 
  needles (knitting, other), nippers, offertory container, paint, pan, peg-legs, 
  pickaxe, pitcher, pitchfork, pen case, planner, plates, platters, pliers, plow, 
  plumb line, pots, potters wheel, pouches and small boxes, pulley, quill, 
  rake, rasp, right angle, rope, salt cellar, saw, sawhorse, scissors, scepters, 
  scythe, shears, shepherd’s crook, shovel, sledge, spade, spit, spikes, 
  spoon,spyglass, straight edge, stein, string, thimble, thread, tiles, trays, tongs, 
  toys, vestments, vise, wedge, wheelbarrow, whetstone, whitewash, wire, 
  whistle, wrench, and yarn)
   
  +
  Vehicle (boat, chariot, and wagon)
   
  +
  Water (aquarium, bath, damp, moisture, puddle, trickle, river, stream, and 
  waterway)
   
  +
  Weapons / Armor (broken, cracked, dented, and rusted)
   
  +
  Well
  
  authored by campbell@oook.cz http://hackslashmaster.blogspot.com/  
   
   
   
   
   
   
   
   
  13
  SPECIAL AND TRICK
  These are perhaps best defined by a short examination of what they are not. The encounter system provides us with five options: Empty rooms, Monsters, 
  Traps, Treasure, and Special/Tricks. 
  Empty rooms are the blank encounters. They contain nothing of relevance to the party, but often appear as if they do. Their purpose is to heighten the 
  tension for one of the other results and increase the fear of the unknown.
  Monsters are the antagonists for the party to interact with. They may threaten, fight, talk, or help the party.
  Traps represent danger and risk. They are triggered encounters with a negative outcome for the party. They are defined by their hidden and threatening 
  nature, as well as their exclusively negative outcomes (death, damage, imprisonment).
  Treasure is a reward. It may be hidden or protected, but it is exclusively made up of a positive benefit to the party. (gold, wishes).
  So what are Tricks / Special? Everything else. Tricks are encounters that don’t only depend on might, magic and skills, but also depend on the wits and 
  chutzpa of your players. All tricks fit into one of the categories below.
  So what is a trick? Let’s see.
  TRICK TYPES
  Bait: This trick is designed to allow the players to be the architects of their 
  own misfortune. An object or item of high value is presented and has a risky 
  means of obtaining it with many consequences for failure. This is similar to 
  defended, but differs in certain key ways. The object must be non-essential 
  and it must be presented in such a way to tempt the victims into bad 
  decisions.
  Examples of Bait:
   
  +
  A crown sits inside a force field on a pedestal with six flower shaped 
  knobs surrounding it. Activation of each knob produces the following 
  result. 1) Lower attribute. 2) Shock. 3) Turns the user gaseous. 4) 
  produce a scroll with a clue on how to deactivate the force field. 5) 
  Turn the crown invisible. 6) Trigger a trap
   
  +
  Treasures which are part of dangerous monsters: A scorpion with an 
  admantium shell, or a minotaur with diamond horns. 
  Boon/Bane: The most straightforward of the tricks. It is simply a triggered 
  positive or negative effect or event. Different than the trap in that the trigger 
  is not necessarily hidden, the effect can be positive, and is not limited in any 
  way.
  Examples of Boon/Bane:
   
  +
  An altar to a nature god radiates neutrality, providing a bless spell to 
  all true neutral characters that pass with 10’. It lasts 2-12 turns.
   
  +
  Strange torches glow with blue light. Anyone who passes within the 
  light radius of the torches gains infravision until the next full moon.
   
  +
  A room contains gas which causes all party members to save or attack 
  each other.
  Confusion/Misdirection: This trick is relatively straightforward, but the 
  results are not! It is defined by creating a situation in which the players 
  think they are dealing with one threat, only to discover it’s not what they 
  originally thought.
  Examples of Confusion / Misdirection:
   
  +
  A golden platter sits in the floor. The platter is not actually gold, but 
  covered in yellow mold.
   
  +
  A monster is not what it appears, a woman in robes is actually a 
  medusa. An ox was crossbred with a gorgon, a golem is covered in 
  gold so it appears to be a statue.
  Defended: This trick is some sort of guardian, either a creature, a situation, 
  a physical structure, or a magical effect. It may or may not be guarding a 
  passage, object, monster or other item, thing or person.
  Examples of Defended
   
  +
  A room is filled with furniture, which animates to attack or trip up 
  anyone trying to take anything from the room.
   
  +
  A passageway forward fills with water when the players attempt to 
  cross.
  Puzzle: This trick presents a conundrum. Fairly straightforward, this is 
  a broad category encompassing many different options. Puzzle tricks 
  are usually structured so that failing the puzzle or making mistakes carry 
  consequences of some sort. Puzzle tricks have flexibility within the game 
  format, in that they may be magical puzzles, abstract puzzles (like sudoku 
  or a cryptoquote) or a physical situation with multiple correct answers. (How 
  do we cross the chasm?) Chess tricks (which are not used or covered in this 
  document) are puzzle tricks.
  Examples of Puzzles:
   
  +
  A statue of a cyclops has the pupil of its eye missing. A nearby monster 
  has the eye, which is actually a large black pearl. Inserting the pearl 
  into the eye will cause the statue to come to life and indicate the 
  existence of a secret passage. 
   
  +
  A room is bisected by a deep chasm with a rapid river flowing across 
  the bottom. small circular wooden platforms hang by thick chains from 
  the ceiling at irregular intervals and heights.
  Quest: This trick provides (voluntarily or not) a task or goal for the party.
   
  +
  A fountain statue animates and speaks a riddle hinting at the existence 
  of a magic weapon that will slay the beast nearby.
   
  +
  An unopenable door requires a special key.
  Random: Who knows what will happen? This is the trick version of the Deck 
  of Many Things or the Wand of Wonder. Interacting with this trick causes a 
  variety of non-themed effects to occur.
  Examples of Random:
   
  +
  An arch will randomly appears in a doorway after someone passes 
  through. Passing through the arch will cause one of the following to 
  happen. Permanently reverse the PC’s gender, reduce or enlarge the 
  PC by 50%-90%, or teleport the pc to a secret chamber where plants 
  bear gems instead of fruit.
  
  authored by campbell@oook.cz http://hackslashmaster.blogspot.com/  
   
   
   
   
   
   
   
   
  14
   
  +
  A statue that randomly performs one of these actions when 
  approached within 20’. Turn and point in a random direction, scream, 
  recite a meaningless poem, or pontificate.
  Riddle: A challenge is given, if solved correctly it gives a positive result. 
  Otherwise. . . Riddles are often exactly that - spoken riddles. The riddle trick 
  is a very specific kind of puzzle trick. They are often used to bar passage or 
  provide hints to the location of treasure. See the appendix section on riddles 
  for many examples and advice on how to create your own.
  Examples of Riddles:
   
  +
  An idol sits on a pedestal in the far end of the room. When the party 
  enters, its eyes turn red and it recites a riddle in Draconic. It repeats the 
  riddle once a minute for five minutes If the riddle is answered correctly 
  the players receive one wish. If the players fail to answer the riddle 
  poison gas streams from its ears.
   
  +
  A door has a riddle on it in ancient Elven. It will only open once the 
  answer is said.
  Secret: This trick works best in a sandbox game because of the frequency in 
  which the players tread the same ground. Vary rarely or only under certain 
  conditions something special happens.
  Examples of Secrets:
   
  +
  A door that pivots to the left, with a non-cumulative 1% chance that 
  a secret stud will be noticed when passing through the door. When 
  depressed the door instead, pivots to the right, leading to a secret 
  chamber with a magic fountain.
   
  +
  On nights of the full moon, a doorway appears in the enchanted fen. 
  If unlocked with a pearl of at least 100 gp value, it opens to a secret 
  underwater Elven palace.
  Shiny: This trick looks strange and pretty, but does little else.
  Examples of Shiny:
   
  +
  Encased in a crystal floor is the skeleton of a large dragon.
   
  +
  A room is filled with plants that when a breeze blows, they catch the 
  wind and sing.
  Shop: This trick is a very specific kind of tool trick. It works very simply, give 
  or sell something - get something in return. This trick is best if it’s located in 
  a fairly distant or inhospitable place or only works intermittently (1/week or 
  less) or is expensive. Otherwise your campaign should be prepared for the 
  results.
  Examples of Shops:
   
  +
  A crystal statue of a man with a small pile of gems inside his hollow 
  body. If a gem is placed in his outstretched cupped palms of at least 
  100 gp value, the statue will answer 1 question.
   
  +
  A powerful group of creatures run a forge where adventurers can trade 
  certain regular goods for enchantments or unique magical items.
  Terraformer: This trick is a specific form of Boon/Bane. It alters the 
  environment in some way, either making the passable impassable or 
  creating an alteration of some sort to the space.
  Examples of Terraformers:
   
  +
  A room is filled with a dark mist, which clings and grabs, causing 
  everyone to act as if they are entangled while in the room.
   
  +
  A lever across the room will flood the two recessed tunnels that 
  monsters are coming out of.
   
  +
  A room containing monsters has a central light source that randomly 
  illuminates a section of the room. Every time it does there is a chance it 
  sucks the soul of anyone caught inside. 
  Time-Waster: The sole purpose of this trick is either to slow the party down 
  or make them waste time, so that additional wandering monster checks are 
  made.
   
  +
  An unopenable door covered in lights and levers has a distinctive 
  keyhole. Pulling a lever changes the colors of the lights. Inserting a key 
  causes the door to “eat” the key
   
  +
  At the bottom of a pit sits a (literal) ton of broken furniture. Glints and 
  reflections indicate not treasure, but worthless tin shavings.
  Tool: This trick performs a specific function. Unlike Shop, it does not always 
  require a cost, and unlike Bane/Boon the effect may not be negative or 
  positive - it simply is.
  Examples of Tools:
   
  +
  A contraption that when a gem is placed inside and a button 
  depressed it tumbles the gem into a smooth cut gem
   
  +
  A face is carved into the wall. Anything said within earshot of the face 
  is repeated in dwarven. 
  Transmutation: This trick is related to Confusion/Misdirection, differing in 
  the fact that the thing is actually a different and unknown situation.
   
  +
  Water in a pool is actually sharp like razors, cutting and slashing 
  anything in the water for damage every round.
   
  +
  A large banquet is laid out, but when examined, all the food is actually 
  made of stone.
  Transport: This trick is in some way related to locomotion. Transport tricks 
  either transport the party mechanically or magically or allow them to access 
  new and different areas.
  Examples of Transport:
   
  +
  A lengthy corridor 20’ wide, with a 20’ wide room at the end. When 
  entered and doors shut, it imperceptibly slides back over the same 
  length of corridor.
   
  +
  The archetypical elevator room.
  Weirdness: This is a catchall category for anything that doesn’t fit one of 
  the above categories.
   
  +
  Players enter a room, where a tightly packed group of humanoids 
  move laterally to the party, shifting one step closer every time they hit a 
  wall. An orc holding a treasure on the other side of the room occasion-
  ally runs between two doors.
   
  +
  There are nine holes in the ground, and once a round a giant mole 
  pops out of a hole and whacks anyone nearby.
   
  +
  The players open a door and it leads to outer space.
  Designing a trick
  It is a bad idea to exclusively use random generation to design your tricks. It 
  can be useful for inspiration, but if every decision is without rhyme or reason 
  then all decisions are meaningless. 
  What is it that makes a good trick? Player agency, significant and 
  noticeable consequences for choices, and verisimilitude. 
  Wait! you say. Does this mean you’re crazy because of hyperbolic 
  
  authored by campbell@oook.cz http://hackslashmaster.blogspot.com/  
   
   
   
   
   
   
   
   
  15
  strawmen?!
  Lets examine what is meant by each of these three factors.
  Player agency. What this means is that the person sitting at the table must 
  make an informed choice at some point in order for the trick to exert some 
  consequence for the player.
  Does this mean you have to give the trick away? Absolutely not! Here is an 
  example of a trick without player agency.
  DM: You see a room through the doorway.
  PC: We enter the room.
  DM: The ceiling falls on you and you die.
  Now here is an example of the same trick with player agency.
  DM: You see a room through the doorway. The floor inside the room has a 
  light coating of dust.
  PC: We enter the room.
  DM: The ceiling falls on you and you die.
  You don’t have to tell them that the dust is pulverized rock, but you must give 
  them some indicator of abnormality so that their choice has meaning. If you 
  are concerned that they will notice anything interesting you describe, use 
  empty rooms and addition unimportant details to obfuscate the issue.
  Significant and notable consequences. It is important for the enjoyment of 
  the players sitting at your table that their consequences be both significant 
  and notable. If you have a room filled with 10 levers and all of the levers 
  affect things 4 dungeon levels (and 2 months of play) away, then there is 
  no consequence for pulling the levers. Regardless if it changes anything or 
  not, if they players don’t notice the change then the change doesn’t occur. If 
  there aren’t any consequences to pulling the lever, then the choice to pull or 
  not pull the lever is essentially meaningless.
  Another example of this is the unforeseen secret solution. No one wants 
  to guess at one specific chain of actions that lead to a solution. Having to 
  befriend an unremarkable innkeeper for a hoozit, which then goes into an 
  unmarked tree in the forest to get a doohicky, activated by a command 
  word that can only be discovered by magic so that it can be used in a 
  totally unrelated room later on or your passage is barred from the rest of 
  the adventure, and the only way to discover this is a wizard who lives in a 
  tower forty miles to the east, but it has never come up in game once so the 
  players have never heard of him - isn’t enjoyable for the players. This isn’t a 
  question of intelligence, people are unable to read minds. If you wish them 
  to solve a puzzle, a good rule of thumb is that you must ensure the players 
  have a minimum of three (normally five) clues to every step in the process. 
  You may not simply place the clues, but you must make sure the players 
  have seen them (i.e. If you put them in out of the way places, then you really 
  aren’t giving out the clues).
  In the lever example above, clues could be a secret passage in the room 
  that leads to where the levers activate, symbols over each lever that are 
  matched by a similar symbol near what they affect (or effect, depending), 
  and a guide in an ancient language that describes each lever and what 
  they do on a shelf with other books in a room nearby. Nearby monsters 
  could also be questioned and have some information about the levers. 
  The consequences of an action must be significant otherwise they are 
  meaningless and are de facto not consequences. A trick that raises a stat 
  1/1000th of a point might as well not have done anything at all.
  Verisimilitude. This word means that although we are playing a game 
  where much is abstracted, this does not allow you to break the suspension 
  of disbelief or dictate the actions of the player characters. You cannot 
  make the players do anything - only describe the situation, listen to their 
  responses, and describe the results of their actions. These results should be 
  at a minimum possible - better even if they are logical and reasonable. “You 
  can’t walk that way” and “He makes you” come to mind as examples of 
  non-logical and unreasonable results.
  Remember, every trick, empty room and trap is an encounter. Each should 
  be set up just like any monster encounter. It is important that tricks provide 
  reasonable consequences - per OD&D Greyhawk “It therefore behooves 
  the campaign referee to include as many mystifying and dangerous areas 
  as is consistent with a reasonable chance of survival remembering that the 
  monster population already threatens this survival.”
  Important! Another key factor is that tricks must occasionally have a positive 
  (and rarely a very positive) effect. If every trick results in something negative, 
  then your players will quickly learn to avoid your dungeons. If forced into 
  them, they will cover their peripheral vision and walk straight to the goal as 
  quickly as possible. (The “Death Frost Doom effect”)
  While researching tricks for this book, I found many that broke these basic 
  principles. Some of the worst (and most entertaining) examples are below
  “The players are walking through a forest and step into a small pit which 
  traps their feet. They only way to get out is by taking off the shoes. . .”
  “The party is walking down a slippery hall, when after the party has passed 
  the mid-way point in the hall, one player trips, slips, whatever. To keep from 
  falling, they grab a torch holder. . .”
  “The party triggers the door, and the area is filled with magical darkness. If 
  they move closer to the wall they will all fall into a slide. . .”
  “Several gust of wind spells cast through needle holes in wall. . . the trap 
  essentially creates an air laser with the ability to cut in half anyone that 
  steps through. . .”
  “If he decides to reach in the hole, he falls in. . .”
  Table II: Random Trick Type Selection
  1
  Bait
  11
  Shop
  2
  Boon/Bane
  12
  Terraformer
  3
  Confusion/Misdrection
  13
  Timewaster
  4
  Defended
  14
  Tool
  5
  Puzzle
  15
  Transmutation
  6
  Quest
  16
  Transport
  7
  Random
  17
  Weirdness
  8
  Riddle
  18
  Monster + Roll again
  9
  Secret
  19
  Trap + Roll Again
  10
  Shiny
  20
  Treasure + Roll Again
  
  authored by campbell@oook.cz http://hackslashmaster.blogspot.com/  
   
   
   
   
   
   
   
   
  16
  TRICK EFFECTS
  The list of effects is a combination of several different things; it is a comprehensive list of everything that can be mechanically altered on the character’s 
  sheet, as well as a variety of actions that affect the game world. All are designed as leaping off points. The examples provided in parenthesis, though 
  extensive, are not comprehensive. Let your imagination run like a drunk naked ape through the green. For an example of a complex selection of these in use, 
  see appendix C: Magic Pools & Fountains.
  Absorbs (air, magic, light, sound)
  Ability Scores (raises/lowers, switches)
  Activates / Deactivates
  Ages (grows/matures)
  Appearing / Disappearing (flaming letters, body 
  parts)
  Animates (animated, alive, licks, pushes, moans, 
  giggles)
  Anti-magic
  Attacks
  Banishes
  Blesses / Curses (see appendix D: Curses)
  Bonds (life-force, fortune)
  Changes (alignment, attribute, body, class, 
  clothing, color, enchantments, looks, race, size 
  (enlarges, reduces), temperature, weight)
  Collapses
  Conceals / Reveals
  Creates (food, music, spiked tentacles, object, 
  thirst, cleanliness, useful item)
  Condition (nauseated, stunned)
  Converts (gold, food, weapons, magic, 
  experience)
  Desaturates
  Decapitates
  Detect (invisible, undead, alignment, magic)
  Devours (soul, keys, teeth)
  Disintegrates
  Directs
  Distorts (confuses, mazes, fascinates)
  Disease (vomits)
  Divines (augury)
  Drops
  Duplicates (transcribes, mimics, copies, retains 
  image, retains presentation)
  Entraps (adhesive, encases, iron cage, force 
  field, bear trap, pins pocket dimension, portcullis, 
  secret room, new level, new plane, magic jar, 
  mosaic, painting, crystal, gem, traps soul, gates, 
  quicksand)
  Enrages (courage, blood lust)
  Explodes / Implodes
  Fires (projectiles, spells, poison, disease)
  Floods (gas (see gas list), water, acid, lava/
  magma)
  Freezes (cold, stasis, suspended animation)
  Gas (blinding, acid, fear, nausea, disease, 
  obscuring, poison, sleep, slowing, weakness, fire, 
  laughing)
  Gravity (reverse, anti-, fluctuations)
  Greed Producing
  Heals (disease, poison, resurrects)
  Illusion
  Imitates (monster, water rippling, voices)
  Infects / Implants / Infests / Imbues
  Intelligent / Sentient (living)
  Insanity (hallucination)
  Incorporeal
  Invisible
  Knowledge / Ignorance (secrets)
  Light / Darkness (ignites, phosphorescent, 
  flaming, glows in the dark)
  Loses / Gains (spell, literacy, speech, understand-
  ing, body part, magical ability, gills, wings, claws, 
  fangs)
  Locks/Unlocks
  Memory
  Moves (floats, levitates, rolls / rolling, unstable)
  Metagame (all random values to be rolled by 
  player are now automatically the statistical mean)
  Noise (silence, singing, humming, laughter, music, 
  alarms)
  Opens (pit, door, cage)
  One Way
  Precipitation (hail, rain, eyeballs, fire, frogs, 
  snakes, vermin, insects)
  Petrifies
  Polymorph (small harmless animal, frog)
  Planeshift
  Pivots / Spins
  Points
  Poisons / Purifies
  Quest/Geas
  Releases (coins, counterfeit, electricty, gems, 
  jewels, magic items, map, monster, hazard, 
  poison, weight)
  Repels / Attracts (metal)
  Replaces (internal organs)
  Reverses (age, alignment, gender, wear and tear)
  Rots
  Rises / Sinks 
  Senses (blinds, deafens, feebleminds)
  Shifts
  Shrivels
  Shocks
  Shoots
  Smells
  Spells / Magic (enchants, recharges, increased 
  effect)
  Sprays (beer, slime, shrapnel, cold, acid, boiling 
  water, flaming oil/tar, sewage, mummy dust, 
  poison dust, dust of sneezing and choking)
  Slides
  Slopes
  Steals
  Summons
  Suggest
  Switches (minds)
  Symbotic
  Smokes / Sparks / Glows
  Talks (asks, answers, alternate language, normal, 
  nonsense, oinks, rhymes, sings, spellcasting, tells, 
  telepathy, warns)
  Teleports
  Time (slows, stops, speeds up)
  Traps / Trapped
  Triggers
  Transmutes (elements, holy water, metals, people, 
  weapons, food, gear, ground, air)
  Vents (acid, fire/magma, poison gas, stinking 
  cloud, smoke, methane, boiling water, freezing 
  water, sand, slime, steam, sulphur)
  Wish
  
  authored by campbell@oook.cz http://hackslashmaster.blogspot.com/  
   
   
   
   
   
   
   
   
  17
  BIG ‘OLE LIST OF TRICKS
   
  +
  An invisible bridge
   
  +
  An appearing bridge
   
  +
  Object out of reach
   
  +
   
  High up
   
  +
   
  In a narrow hole
   
  +
   
  Only a reflection
   
  +
  Dungeon continues from bottom of pit
   
  +
  Enemies / archers in a tactically advanta-
  geous position
   
  +
  Napalm that looks like green slime
   
  +
  Hidden trapdoor in ceiling in room with 
  stone block
   
  +
  A floating body part (e.g. a grin) regularly 
  appears near the party
   
  +
  A statue that answers a limited number 
  of questions that contain the word what 
  (mostly truthfully) 
   
  +
  A hole is bottomless
   
  +
  Treasure is contained inside the gullet of a 
  humanoid animal or monster
   
  +
  A partial invisible force field blocks the 
  parties way (open on one side)
   
  +
  Loose gold is holding the floor down
   
  +
  A downward slope gets steeper and has 
  treasure past the point of no return
   
  +
  Doppleganger
   
  +
  A huge fungus blocks the path. It is safe 
  to touch and climb over, but is filled with 
  poison spores if punctured
   
  +
  A demon is trapped in a pentagram
   
  +
  An event or item gives a great positive effect 
  the first time (e.g. stat raises by 3, produces 
  gold, etc.) then returns a negative result 
  thereafter
   
  +
  One impassable pit is followed by another 
  so that jumping the first pit puts you in the 
  second.
   
  +
  Mislabeled potions
   
  +
  A treasure item activates defenses (animates 
  statues, triggers traps)
   
  +
  “Vines” for swinging or avoiding pits are 
  actually limbs of a monster
   
  +
  Treasure, when taken A) becomes cursed 
  and B) triggers a trap. Adding new items 
  gives a reward
   
  +
  A chain hangs over a pit, attached to a 
  hidden pulley. Putting weight on the chain 
  adds extra length
   
  +
  Illusionary or fake treasure leads the players 
  into a trapped room or monster
   
  +
  A player is instantly given improved invis-
  ibility and silence
   
  +
  A maze has invisible walls
   
  +
  Monsters have and use magical items
   
  +
  A nondescript chest sits alone in the center 
  of the room. Opening this chest disarms the 
  door trap
   
  +
  Accessing the treasure room fills the 
  dungeon with a new obstacle
   
  +
  Extradimensional rooms
   
  +
  Safe room where the party can rest
   
  +
  Tesseract room
   
  +
  A monster shows up and gives a party 
  member gold. (It’s a secret to everyone)
   
  +
  A vending machine sells food.
   
  +
  A travelling merchant of some indeterminate 
  power travels the dungeon
   
  +
  A pool will transmute gems into different 
  armor enhancements
   
  +
  An archway causes items to be repaired
   
  +
  A dumbwaiter leads players from the 4th 
  floor to right near the entrance
   
  +
  Anything placed upon a pedestal shrinks to 
  1/6th it’s normal size
   
  +
  105 tapestries hang in a 20’ section of 
  corridor - each showing a letter, and a 
  series of 12 different symbols
   
  +
  Open flames bar passage in a room with an 
  iron boot. Someone using the iron boot will 
  cause the flames to die down
   
  +
  Magic item is hidden in plain sight (scroll in 
  painting)
   
  +
  Coins appear to be of higher value then 
  they are (plated, illusion)
   
  +
  A teleporter transports to multiple locations
   
  +
  There is a treasure in a dangerous pit trap
   
  +
  Trap has a delay or targets companions
   
  +
  Teleport infinite loop
   
  +
  If players step on one color of tile, spikes 
  appear on other tiles. If they step on another 
  color pits appear on different tiles
   
  +
  A clock sits on a mantle, moving the hands 
  forward will cause bricks to decay and 
  open a passage
   
  +
  A fireplace that when lit opens a gate to the 
  elemental plane of fire
   
  +
  Coins that are actually candy. (not wrapped 
  chocolates, actual candy that is gold 
  colored)
   
  +
  Statues of humanoids near a basilisk lair 
  that are actually monsters like golems or 
  gargoyles.
   
  +
  A statue repels eyeballs
   
  +
  A fountain in a central room that has a fish 
  spout that always points in the direction that 
  the party enters the room
   
  +
  A stairway covered in poison spores
   
  +
  nails in a wall, that when removed summon 
  ancient long dead officials
   
  +
  A magic circle that when erased, causes 
  an invisible demon to appear and grant a 
  “wish”
   
  +
  A column is covered in draped cloth. If 
  looked beneath, strange runes run up 
  and down the column. Anyone of good 
  alignment who reads the runes gains an 
  insanity
   
  +
  Chalk that only marks in one direction
   
  +
  A ladder to a secret floor is made from 
  spiders
   
  +
  A mirror reverses the gender of whoever 
  looks in it one time
   
  +
  Ball lightning floats through the room
   
  +
  A room is filled with smoke
   
  +
  Taking any of the treasure causes everyone 
  to be greedy and try to take the treasure 
  from that person
   
  +
  A goblin sells body parts - including rare 
  components
   
  +
  On the hour a clock strikes and on the last 
  strike it drinks a soul
   
  +
  A tree with magical succulent fruit levitates 
  higher and higher as the PC’s approach
   
  +
  A small plate will tell the future if anyone 
  gazes at it
   
  +
  A shimmering field is filled with statues, 
  anyone that enters is trapped inside and 
  turned to stone.
   
  +
  Teleportation mazes
   
  +
  Monsters are aligned by fashion style, 
  instead of race or culture (blue! purple!)
   
  +
  Monsters are engaged in social activities 
  and are not aggressive (tea party, parade)
   
  +
  Small or unusual creatures make a safe 
  activity dangerous (ear mites on doors, a 
  curse in a book)
  
  authored by campbell@oook.cz http://hackslashmaster.blogspot.com/  
   
   
   
   
   
   
   
   
  18
  BASIC TRAP DESIGN
  In spite of a seemingly endless variety of traps, they all break down into a number of simple categories. The nature of old school play demands more 
  description then a simple difficulty class (DC) to locate a trap, though it is always recommended that thieves be allowed the chance to use their very specific 
  class ability. It is also recommended that the Dungeon Master design his traps independently of his knowledge of the party’s standard trap detection 
  procedure, so as not to influence the design of the trap. And in systems in which this is not already explicit, it is recommended to only allow thieves, not 
  other thief-like classes with the Find/Remove Traps skill, to locate and disarm magical traps.
  Traps are any sort of triggered environmental hazards that damage, imprison, hinder, or disable. Any more complex facet and it begins to be more of a trick 
  then a straightforward trap.
  Traps can be defended against in a variety of ways. Some may roll to hit, using Armor Class as the defense; others may require quick reflexes, intelligence, 
  or strength to avoid, using Ability checks as a defense; others may simply require saving throws. When assigning saving throws, use Poison and Death 
  Magic for instant kill effects; Petrification and Polymorph for effects that coerce, manipulate or restrain; Rod, Staff and Wand for any targeted effects or other 
  non-user (non-will-driven) effects; and Breath Weapon for any affect that resembles an area effect; use spell as a saving throw if no other save applies. 
  Remember the advice from the Dungeon Masters Guide, Page 81. You should feel free to modify these attacks, ability checks and saves using both Dungeon 
  Master stipulations and circumstantial adjustments.
  There are two varieties of trap - Magical and Mechanical. Any creature may describe what they are doing to locate mechanical traps and have a 
  possibility based on their description to locate the trap successfully. This should not be a random determination - if what they are describing that their 
  character is doing would locate the trap, then their character locates the trap. If however what they are doing may locate the trap, but it is not certain 
  (e.g. there is a hidden panel that an arrow files out of, and they are “looking at the walls for holes”, they won’t see a hole, but they may notice a secret 
  panel). Then give them a 1 in 6 chance for well hidden traps and a 2 or 3 in 6 chance for  concealed traps. Moving about while checking for traps is slow. 
  Assume they will travel their movement in tens of feet once per turn. (A fighter with a move of 9” will cover 90’ a turn). Any thief may state he is looking for 
  magic traps, and then receive his base chance to locate them. It is recommended that if a thief states “I am checking for traps”, even if he doesn’t describe 
  something that would locate a trap, that he still receive his base Find Traps percentage. 
  TRAP TRIGGERS
  Mechanical Triggers
  Pressure plate: These may have a variety of resistances, each pressure 
  plate requiring different weights to trigger it, or they may even keep a 
  tally of the amount of weight that has crossed them. Note that prodding 
  the floor with a 10’ pole will be less and less likely to discover pressure 
  plates the larger and more weight that is required to trigger the plate. 
  Pressure plates may be any size, from that of a small dime to the size of 
  a large room. They are often the width of a corridor or on the threshold 
  of a door. They may also be triggered, not when stepped on but when 
  the weight leaves the plate or the plate may even disable the trap.
  Latch or Switch: These refer to any device that triggers a trap based 
  on the stated action of the player character. (e.g. “I open the chest,” or 
  “I sit on the bench”). It often consists of a literal latch or switch. A latch is 
  detectable by looking for where it is attached or where it connects to the 
  trap. A switch is detectable by some give or looseness in the object to 
  the point where the switch is triggered. This type of trigger also includes 
  gear and lever triggers, though the players should be unaware they are 
  triggering a gear or lever.
  Tripwire or Trigger Wire: These refer to strings or wires stretched 
  taut that will trigger the trap of their tension is altered. Although difficult 
  to see against a varied background, these can often be detected by 
  careful observation and bright light. In addition to being strung across 
  corridors, they may be attached to the inside of lids of containers, 
  behind doors, along stairs, or to objects on pedestals. 
  Lids: These “mechanical” triggers are very simple - any object that 
  covers a pit that doesn’t look like the top of a pit is a lid. This may also 
  refer to false doors that open into walls that spring traps. Prodding and 
  tapping are very effective at detecting these kinds of traps.
  Proximity: This trigger is an extremely sensitive device that detects 
  vibrations, most often transmitted through the air. They are generally 
  very sensitive and only used in out of the way places. Note that because 
  they detect vibrations in the air, they are also extremely sensitive to 
  sound. Non-thieves have a difficult time detecting these traps. There 
  is little that you can do to notice this trigger, but the area around a 
  proximity trap has no breeze, is very quiet, and often has either a thick 
  layer of dust on the floor or no dust at all. Disarming it is a difficult and 
  time consuming process - increase the length of time required to disarm 
  a proximity trigger by 10 times. On the positive side, these triggers 
  usually only trigger alarms or summon guardians of some sort.
  Light Detection: This trigger only functions in always lit or never lit 
  areas. It works by using materials that react to the interruption or exposure 
  to light. The source of light can be natural (sunlight/moonlight), magical 
  (light, continual light), or man made (incandescent, torchlight, lasers). 
  The trigger can be set to go off after the first interruption or detection of 
  light, or it can be set to be triggered after a certain number of counted 
  interruptions or time exposed to light.
  Timed: This trigger just regularly springs the trap. Note that the trap 
  may be set to use a timed trigger after the inital trigger is sprung.
  Magical Triggers
  Magical triggers work on the same principles as mechanical triggers, but 
  with fewer restrictions. Only thieves and characters using detect magic may 
  detect magical traps.
  Proximity: Magical proximity triggers may differentiate between type 
  (e.g. evil only or all but Kobolds) at a set distance.
  Sound: Any noise made in the vicinity (~150’ maximum - less for 
  enclosed spaces, soft objects, etc.) will trigger the trap. Moving Silently, 
  Silence, or offensive effects like Deafness can bypass the trap.
  
  authored by campbell@oook.cz http://hackslashmaster.blogspot.com/  
   
   
   
   
   
   
   
   
  19
  Visual: unlike the mechanical light detection, this works like a physical 
  eye, springing the trap when it detects a target. it may also differentiate 
  by type, visually. (e.g. Shorter than 4’, no hair, etc.)
  Touch: Requires contact only. No pressure need be applied.
  Special Effects
  There are a few different kinds of effects that can be applied to traps. These 
  are special traits that alter some aspect of the trap
  Gas: Gas often takes time to clear after being released.
  Liquid: Liquid means that there is some sort of liquid involved in the 
  trap. This is often designed to cause serious damage or death and is 
  often combined with onset delay.
  Never Miss: These traps offer no save and always hit. The only way to 
  save versus the trap is to avoid it in the first place. Conveniently death 
  traps often leave some sign of their presence. 
  Onset Delay: The trap takes several rounds before the effects activate.
  Poison: The trap uses poison in its construction.
  Multiple Targets: The trap affects more than on target.
  Alchemical Device: The trap uses an alchemical substance or item in 
  it’s construction.
  Bypassing a trap
  Often there is a switch, trigger, lever or other item that allows the owners 
  to bypass the trap. Sometimes these bypasses are within the trigger (the 
  owners can fly, so they don’t trigger the floor plate, the trap doesn’t trigger 
  unless more than 300 pounds are applied and the inhabitants are Kobolds). 
  Sometimes they are a lock or switch that disarms the trap, or both, either or 
  both of which could be concealed or secret.
  Duration:
  It should be specified in the trap description how long the traps last. Almost 
  all will be relatively quick with no lasting effects (a quick attack, a burst 
  of flame). Some may be set to last a specified amount of time (a vent that 
  releases lava for 1 turn (10 rounds)). These durations may be arbitrarily set 
  by the Dungeon Master. 
  Poison gas, smoke, and magical clouds have special rules regarding 
  duration related to their dispersion time. Assuming an average ventilation 
  system for a dungeon, smoke filled rooms will be breathable in 5 turns, 
  poison gas will take an average of 14 turns to disperse an allow the area 
  to be safely breathable, and magical clouds resist dispersion until the 
  spell duration terminates (though they may be moved about in a cohesive 
  manner by prevailing air currents). In areas with better ventilation, you 
  should decrease the duration of these hazards proportionally to the increase 
  in ventilation. (in an area with ventilation twice as good, smoke disperses 
  in 2 turns, 5 rounds, and poison gas in 7 turns). Alchemy labs will have 
  ventilation 10-100 times as good as normal
  Resets
  There are 3 ways that traps can be constructed to reset. Resetting a trap 
  allows it to be triggered again. A trap can have no reset, a manual reset, 
  and an automatic reset. No reset means the trap must be reconstructed. A 
  manual reset means someone or something must come along and set the 
  trap back up. Automatic reset means that after a given period of time the 
  trap will automatically reset itself.
  TRAP CATEGORIES
  Pits, Ranged Attacks, Melee Attacks, Spells, Special, Magic Devices, Vents/
  Sprays, Restraints/Hazards
  Pits
  Pits are the archetypical classic trap. There are many variations - some of 
  the most common are listed below.
  Open: These pits are primarily deterrents, and may be compli-
  cations for nearby melees.
  Central Latch: It is particularly difficult to arrest your fall in a 
  pit like this, giving a penalty to your save.
  Edge Latch: It is easier to grab a hold of the 
  opposite wall. Attempting to grab a hold of the lid edge forces a 
  second check at a penalty due to the impact.
  Breakaway: These are disguised to resemble the surrounding 
  area, falling through often incurs additional damage due to 
  falling debris.
  Teeter-totter: This spinning lid is heavy and difficult to move. 
  Illusionary: This should not allow a chance to disbelieve until 
  victims actually see something pass through the floor.
  Lumberjack: This pit has a single pole (or log) that traverses its length. There 
  are a selection of specific modifications to lumberjack pits. Greased poles 
  make it more difficult to cross the pit. Rolling poles remove stability and 
  make the check more difficult. Trapped poles are designed to breakaway, 
  fire crossbow bolts, trigger spikes, cause pendulum axes to fall, or have pits 
  filled with fire. The lumberjack pole could also have a section be “fake” or 
  illusionary with appropriately entertaining results.
  There are a number of standard modifications that are often applied to pits. 
  The most frequent is the addition of a second trap triggered when the victim 
  falls into the pit. The most common of these is the spike filled pit (melee 
  attack/pit), and spikes covered with poison, rust or barbs (melee attack/
  pit/hazard). Other ways that combine the pit with deadly components 
  include the pit bottom triggering a dart trap (ranged attack/pit), the pit 
  triggers magical silence at the bottom (magical devices/pit), the pit releases 
  poison gas (vents/sprays/pit), the pit reseals, locks, and floods (restraints/
  vents/sprays/pit) and the pit is bottomless (restraints/pit).
  More unusual suggestions for pits include inverse pits using reverse gravity 
  (spell/pit), pits where monsters live in the bottom (hazard/pit), and pits 
  where the bottom teleports you elsewhere (magical devices/pits).
  Pits can be some of the most complicated traps available when used in 
  combination with other trap types. Examples include a pit that teleports 
  you to above the pit over and over until you reach terminal velocity, or pits 
  that reverse gravity in different direction every time you land leading you 
  painfully a different section of the dungeon. 
  Pits can also be some of the most deadly combinations with other traps. 
  Examples include an pit with an illusionary pit lit at the bottom covering a 
  20’ deep pit filled with strong acid. A pit with a locking lid and walls that 
  crush anything in the center in 3 rounds. An open pit with a trigger that 
  drops the ceiling trapping the characters in the pit leaving them to suffocate, 
  or worse. . . and of course the pit that is followed by the crushing block.
  
  authored by campbell@oook.cz http://hackslashmaster.blogspot.com/  
   
   
   
   
   
   
   
   
  20
  Pits are often filled with a random assortment of damaged goods, as well 
  as things like water, mold, garbage, and webs. (see appendix G: contents 
  of pits)
  Ranged attack trap
  A ranged attack trap is characterized by any trap that attacks its target by 
  making a ranged attack roll. This includes arrows and darts (which may be 
  poisoned, rusty, or diseased), but also spells which require an attack roll 
  (acid arrow) and more interesting projectiles like alchemical items and small 
  planetoids (er, boulders).
  Melee attack trap
  A melee attack trap is characterized by any trap that attacks its target using 
  a melee attack roll. This includes the large collection of pendulum traps 
  (ball, log, axe, scythe) as well as less common manacle traps, rolling ball 
  or cylinder, collapsing ceiling, trick spring door, the spear thrust, spikes, the 
  falling portcullis, and the spring that slams you into the ceiling (manufac-
  tured by acme).
  One of the nice features of the melee attack trap is that it can be used to 
  produce targeted damage. Blades that spring out of stairs to catch the 
  unarmored calf or a scythe at neck level allows you to target the armor class 
  of the body part and possibly maim your target if you fail to kill.
  Spell
  These are literally spells that are traps, such as alarm, fire trap, symbol, 
  etc. Any spell that acts as a trap is in this category. This can also include 
  permanent effect spells that act as traps.
  Magic Devices
  The magic device trap is simply a trap that casts a spell. The spell is treated 
  in all respects as if it were normally cast. These traps almost universally have 
  a magical trigger. Common spells used in traps include burning hands, cone 
  of cold, lightning bolt, and fireball.
  Vents/Sprays
  These traps are characterized by a variety of factors that separate them 
  from spells or ranged attack traps. First, they often involved gasses or liquids 
  and often have the property of never missing. In many cases there is also an 
  onset delay. Example of the things that might be vented or sprayed included 
  slime, shrapnel, cold, acid, boiling water, flaming oil/tar, sewage, mummy 
  dust, poison, fire, magma, smoke, methane, sand, steam, sulphur, and 
  water.
  If a to hit roll is required it will always ignore armor, but not necessarily 
  shield bonuses. Saving throws may apply
  Restraints/Hazards
  These traps are characterized by the nature of the results. They inhibit 
  or restrict the mobility of the targets in some direct way. A pit inhibits the 
  movement of the victim by separating him down a pit with walls he has to 
  climb. When you grease the walls of the pit however, it becomes a hazard 
  in its own right. Restraints and hazards include such brilliant classics such 
  as the bear trap, caltrops, and greasy oil. Other examples include cages, 
  force fields, stainless steel balls, portcullis, darkness, spinning corridors, 
  elevator rooms, one way doors, bottomless pits, falling rocks that pin party 
  members, slopes, slides, teleports and inopportune monsters. Very rarely is 
  the restraint or the hazard what kills the victim - it’s what makes killing the 
  victim possible.
  Special
  This is a catch-all category for twists, and traps that straddle the border on 
  tricks.
  EXAMPLES OF BASIC TRAPS
  Crushing Cylinder Hallway Trap
  Trigger: Pressure Plate
  Effects: Never miss
  Save: none
  Duration: 1 round
  Resets: Manual
  Bypass: None
  Description: A door opens up into a hallway 10’ wide. This hallway 
  runs for 100’ to a dead end. About 25’ into the hallway the players can 
  notice circular gouges and marks on the surface of the walls, along with 
  a dark stain on the floor. The hallway also slants down at approximately 
  a 5 degree angle. When over 300 lbs. of pressure crosses the center 
  fulcrum 50’ down the hall, a plate is depressed dropping slanted ramp 
  from the ceiling at the 20’ mark in the hall. This does 8d8 damage to 
  anyone standing in that area. Save versus petrification for half damage. 
  Down this ramp rolls a 25 ton cylinder as wide as the corridor. It then 
  rolls down the corridor crushing everything in its way. Instant death, no 
  save.
  Detection/Disarming: There are many ways to detect this trap 
  before it’s triggered. First, only members of the party that are past the 
  20’ mark are trapped when the ramp falls. Anyone on the ramp space 
  takes damage. It is possible that the entire party may take up more than 
  35’ of length, since the trap is only triggered once 300 lbs crosses that 
  center line.
  The players may note that the hallway is a dead end. The fact that the 
  corridor slants down is suspicious, many subterranean races can detect 
  this. The gouges on the walls can tell a smart player something rolled 
  down this corridor, and a close examination of the stain will show it to 
  be blood and pulped organs.
  Dart Trap
  Trigger: Proximity (Magical)
  Effects: Poison
  Save: AC + Poison
  Duration: Instant
  Resets:  Automatic
  Bypass: None
  Description: This trap is used to construct a maze without walls. A 
  room is filled with columns. Between some of these columns are magical 
  sensors that when triggered release a cavalcade of darts. If caught 
  between or ducking between columns, you will be hit by 4d6 darts. 
  Each dart does 1d6-2 damage and is coated in poison (-/1d4). Each 
  dart poisons only if it does 1 or more points of damage
  Detection/Disarming: It is impossible to determine which holes fire 
  darts. Detect magic will indicate where the proximity triggers are. A thief 
  has his normal % to detect this trap. The triggers are attuned to any 
  living creatures, so waving a pole between the columns will not work 
  (although hirelings will).
  Pendelum Axe
  Trigger: Pressure Plate
  Effects: none
  
  authored by campbell@oook.cz http://hackslashmaster.blogspot.com/  
   
   
   
   
   
   
   
   
  21
  Save: AC
  Duration: Instant
  Resets: Automatic unless hits
  Bypass: none
  Description: A sensitive pressure plate disguised as a flagstone sits in a 
  hallway floor. Anyone passing has a 50% chance of setting it off. If so an 
  axe swings down from the ceiling and attacks with a THAC0 of 14. It does 
  2d4+8 damage if it hits.
  Detection/Disarming: Hitting the pressure plate while prodding the 
  floor will trigger the trap. Also, close examination of the walls and ceiling 
  will reveal the space from which the axe attacks. Due to the sensitive 
  pressure plate this is a difficult trap to disarm. The chance to disarm is at 
  -15%, and any failure of 30% or more will trigger the trap to strike the thief 
  with a THAC0 of 16. 
  Pit Trap 10’ Deep
  Trigger: Lid - Edge Latch
  Effects: Multiple Targets
  Save: Dexterity -2/-4
  Duration: Instant
  Resets: Manual Reset
  Bypass: None
  Description: This is your basic pit trap. Stepping on the center of the 
  lid with over 100 lbs. of pressure will trigger the trap. Catching the edge 
  requires a dexterity ability check at -2. If you grab the side that slams into 
  the wall, you must make a second dexterity ability check at -4 or fall. The 
  pit does 1d6 damage to anyone that falls. There is a lever in a nearby 
  chamber that resets the trap
  Detection: This lid is snug until triggered, and will not wobble or give 
  itself away when prodded. Astute players may hear a hollow sound if 
  trapping or prodding the floor ahead of them.
  Poison Gas Room
  Trigger: Proximity (mechanical)
  Effects: Gas, Poison, Never Miss, Multiple Targets
  Save: Poison
  Duration: 14 Turns
  Resets:  Automatic
  Bypass: None
  Description: This is a large room that contains four pillars, each of which 
  has a gem atop it. The floor also has a grate in the center of the pillars. 
  Near the grate are several corpses of monsters. 
  Approaching the pillars or the center of the room sets off the proximity 
  alarm, releasing poison gas into the room (6d6/death). Anyone within the 
  room must save. The poison gas will naturally dissipate in 14 turns. The 
  trap will automatically reset by having the poison gas reservoir fill again 
  in 2d10 turns. 
  Detection/Disarming: The corpses surrounding the grate are an 
  excellent clue, as is the relative stillness of the room indicating the 
  mechanical proximity trap.
  Recessed Arm Scythe
  Trigger: Latch
  Effects: None
  Save: AC of Arm (no Dexterity)
  Duration: Instant
  Resets: Automatic Reset
  Bypass: Key
  Description: A metal door with no apparent means of opening it stands 
  in the way. To the left is around hole in the wall 8” in diameter and 1’ deep. 
  Within this hole is a handle which will open the door. Difficult to notice, 
  there is a smaller keyhole next to this hole. Pulling the handle even the 
  tiniest bit without inserting the key will cause a scythe to swing out making 
  an attack against the wrist with a THAC0 of 12. It does 3d4 damage if it 
  hits, disabling the wrist if it does 15% of the characters total hit points and 
  severing it if it does 30%.
  Obviously recall that many armors will not protect the wrist. You may not 
  use your dexterity for your armor class because of the confined space your 
  arm is in. If your players are adamant about “Trying to yank their hands out 
  before something bad happens”, just roll the to hit versus their hand armor 
  class (AC 10 unless wearing gloves (AC 9) or a gauntlet)  and if it hits, the 
  scythe catches their fingers. Each finger can take 1% of the total hit points of 
  the character before being disabled, and 2% before being severed. 
  It is necessary to grasp the handle strongly, twist it clockwise 180 degrees, 
  and pull to open the door, and the latch is triggered once the pull begins.
  Detection/Disarming: Any examination in good light will reveal the 
  keyhole and the space where the scythe strikes out inside the recessed 
  handle hole. Disarming the trap is done though the keyhole.
  Spear Trap
  Trigger: Trip Wire
  Effects: None
  Save: AC
  Duration: Instant
  Resets: Manual 
  Bypass: None
  Description: A tripwire is strung across the hall approximately 1” off 
  the floor. There is an 85% chance of triggering this trap. Setting it off will 
  launch 3 spears from the nearby wall. These spears each have a ThAC0 
  of 16 and do 1d8+1 damage each.
  Detection/Disarming:  The tripwire is difficult to see and may be 
  triggered with the same chance by prodding the floor ahead of the party. 
  Careful visual inspection will reveal the wire. The holes where the spears 
  fire from are not hidden and if the characters approach from the correct 
  direction may be seen fairly easily (2 in 6) even if not looking for the trap.
  Oh Noes! This is all too Deadly!
  Concerned that save or die is too rough? Convinced that there would be some way to avoid automatic death from the ceiling crushing the players? Don’t 
  want anything bad to happen to you players? Like to fudge those dice?
  If it is not possible to die or miss treasure or lose - if the only path is the one to victory, then there is no victory at all. When you cheat and lie by mis-reporting 
  the results on the dice, then you are cheating the players of their free will and any sense of accomplishment they may gain. Without consequences, there 
  can be no meaning or value to decisions made. If nothing bad can happen then nothing the players do matters. As the dungeon master you are responsible 
  for not ruining their fun in this way. 
  The key here is player choice and empowerment. Go ahead and give a death trap or two a try (along with appropriately rich rewards in other places) and 
  see how much more engaged your players become when they realize the choices they make matter. Then watch how much fun they have to strive with the 
  honest possibility of loss and snatch victory from the jaws of defeat.
  
  authored by campbell@oook.cz http://hackslashmaster.blogspot.com/  
   
   
   
   
   
   
   
   
  22
  APPENDICES
  APPENDIX A: DOORS
  There are several kinds of doors relevant to play 
  The first are normal doors, used in establishments such as an inn. Normally these do not require any type of check to open.
  The other type of door is the mildewed, warped, swollen and bent door within dungeons. These doors (noted as ‘stuck’) do not open. Every player character 
  has a chance to force open such doors based off their strength, by knocking the door down or kicking it off its hinges. Rams may be used to combine 
  strengths to open narrow doors. This method has several consequences - the door is ruined, every attempt attracts wandering monsters, monsters in the 
  room beyond cannot be surprised, and each attempt becomes more difficult (cumulative -1 on roll). Depending on the material of the door, and the degree 
  of ‘stuckness’ some doors may be easier to open then others. 
  Finally, if you are unable to kick down a door, you may if the door is wooden (or rarely stone) hack the door apart. A wooden door takes 1 turn to hack apart, 
  if reinforced by bars 2 truns. A stone door can be destroyed in 4 turns. If players are hacking down or through a door, roll 3 wandering monsters checks each 
  turn and assume all monsters within 50’-200’ are aware of the attempt. Make sure if an inappropriate non-magical weapon is used to save vs. normal blow 
  every round. Certain materials may make it more or less difficult to force a door (notably metal ones) may not be forced. Some doors may not be destroyed. 
  Table III: Types of Doors
  Door Material
  Bonus open Door
  1-2
  Wood, Simple
  +2
  3-10
  Wood, Good
  0
  11-14
  Wood, Strong
  -2
  15-18
  Stone
  -4
  19-20
  Metal
  -10
  Table IIIa: Door Condition
  1-6
  Free
  7-12
  Locked (Roll on Table IIIb)
  13-18
  Stuck
  19-20
  Unusual, specially locked or trapped 
  (roll again on this Table and on Table 
  IIIc)
  Table IIIb: Lock Quality and Stuck difficulty 
  lock Quality
  MoDifier
  1
  Wretched
  +6/+30%
  2-3
  Poor
  +3/+15%
  4-10
  Fair
  0/0%
  11-13
  Average
  -1/-5%
  14-15
  Good
  -2/-10%
  16-17
  Excellent
  -3/-15%
  18
  Strong
  -4/-20%
  19
  Very Strong
  -5/-25%
  20 (1-10)
  Fullproof
  -6/-30%
  20 (11-15)
  Superior
  -8/-40%
  20 (16-19)
  Masterful
  -12/-60%
  20 (20)
  Impossible
  -16/-80%
  Table IIIc: Special
  1-2
  Wizard Locked
  3-4
  Padlocked
  5-9
  Trapped
  10-11
  Magically Trapped
  12-19
  Door has Unusual Features
  20
  Door is Special (see Special Door 
  types)
  Table IIId: Unusual Features
  1
  Door Slides Left/Right
  2
  Door Slides Up/Down
  3
  Door hinged on top
  4
  Knocker
  5
  Peephole
  6
  Window (% false image)
  7
  Door Spiked Closed
  8
  Doorbell
  9
  Doorknob falls off
  10
  Locking Bar
  11
  Binding Metal
  12
  Door Bolt
  13
  Wood Bracing
  14
  Door Chain
  15
  Sign hangs from door
  16
  Door is warped and will not reshut
  17
  Things nailed to the door
  18
  Door has a portal covering 
  19
  Door is abnormal size
  20
  Door is strange shape
  Door Materials:
  Woods: Alder, Applewood, Ash, Aspen, Cherry, 
  Chestnut, Elm, Hickory, Maple, Oak, Poplar, Teak, 
  Walnut
  Stones: Marble, Slate, Basalt, Obsidian, Pumice, 
  Quartz, Chalk, Coal, Flint, Sandstone, Shale, 
  Granite
  Metals: Bronze, Brass, Copper, Electrum, Gold, 
  Iron, Lead, Platinum, Silver, Steel, Titanium, Cobalt, 
  Nickel, Palladium, Tungsten
  Metal doors are bars, grating, or solid
  Normal doors open right to left or left to right 
  either by pushing or pulling (depending on 
  where the hinges are located.
  There are a variety of door forms.
   
  +
  Single or Double Doors
   
  +
  Large Double doors with small inset door
   
  +
  Double door with horizontal separation
   
  +
  Double door with vertical separation
   
  +
  Hatch
   
  +
  Large single with small door inset
   
  +
  Trapdoor
  Portal 
  Coverings
   
  +
  simple cloth
   
  +
  arras, 
   
  +
  bead curtain
   
  +
  jalousie
   
  +
  lambrequin
   
  +
  heavy cloth
   
  +
  drape
   
  +
  leather 
   
   
  +
  draw curtain
   
  +
  mini-blind
   
  +
  pleated shade
   
  +
  portiere
   
  +
  purdah
   
  +
  roller shade
   
  +
  shutter
   
  +
  venetian blinds
   
  +
  valence 
  Depending on the original architects of the structure a single basic door type should be selected for 
  each builder or modifier of the original architecture. Having every door be completely random within a 
  structure can truly strain the suspension of disbelief. Check for special door types in more unusual places, 
  when the architecture shifts, when chambers have doors, in special rooms or rooms that link sections of 
  the structure, or when intelligent creatures may have replaced the door. Let there be a small chance (1 or 
  2 in 20) for individual random doors to be made from a peculiar substance. 
  Once the basic door type is determined (e.g. Chestnut good doors, or Copper grating doors) each door 
  can be checked for condition.
  
  authored by campbell@oook.cz http://hackslashmaster.blogspot.com/  
   
   
   
   
   
   
   
   
  23
  SPECIAL DOOR TYPES
   
  +
  Without password, casts spell on those who pass through the door
   
  +
  Door gates people elsewhere
   
  +
  Door is trapped with symbol
   
  +
  Every third time used, it casts a spell on any who pass
   
  +
  Negation (as the wand) on magic items that pass through the door
   
  +
  Door temporarily animates the dead
   
  +
  Door Blinds/Feebleminds those that pass
   
  +
  Door gives visions
   
  +
  Door creates duplicates that attack or merge causing damage and 
  confusion
   
  +
  Door is electrified
   
  +
  Door summons monsters
   
  +
  Door is intelligent and aligned
   
  +
  Door is polymorphed monster
   
  +
  Door is an illusion
   
  +
  Contact with door turns it into mud, sand, mire, dung
   
  +
  Contact with door causes it to cast spell
   
  +
  Doorknob falls off
   
  +
  Door is thief proof
   
  +
  Door is rotten
   
  +
  Door has knocker
   
  +
  Door is invisible
   
  +
  Door is magnetized
   
  +
  Door is hot
   
  +
  Door hinged at the bottom
   
  +
  Door teleport switches Player Character with Monster
   
  +
  Door is coated in acid
   
  +
  Door vanishes when closed
   
  +
  Door glass steeled
   
  +
  Door is a revolving door
   
  +
  Door fakes noises for listeners
   
  +
  Door locked, destroys weapons used to break it down
   
  +
  Door is magically locked, it is unopenable unless the people who wish 
  to pass knock politely.  
   
  +
  Door slams in players face
   
  +
  Door is unopenable, but has distinctive lock. When distinctive key is 
  found, door eats the key and remains unopenable.
   
  +
  Carved in door is guardian. If door is forced/picked, guardian screams
   
  +
  Door is a mirror
   
  +
  Door teleports people past
   
  +
  Door revolves on horizontal bar in middle 
   
   
   
  +
  Door is demi-human sized
   
  +
  Door is on fire when touched
   
  +
  Door is 5’-10’ off floor
   
  +
  Door opens 5’-10’ above floor on other side
   
  +
  Door has contact poison on surface
   
  +
  Door only opens in, cannot be opened from inside
   
  +
  A skeleton hangs on one side of the the door
   
  +
  Door has continual light
   
  +
  Door has silence cast on it
   
  +
  Door requires password
   
  +
  Door is covered in blood
   
  +
  Door smells repulsive when touched
   
  +
  Door is in invisible wall
   
  +
  Door is sticky
   
  +
  Door is curtain of darkness
   
  +
  Door requires blade instead of key
   
  +
  Door missing feature, will open after feature replaced
   
  +
  Door is fake -> magic/trapped
   
  +
  Door plays music when open
   
  +
  Door is fire/acid/water etc. proof
   
  +
  Door repels metal
   
  +
  Door protected by demon
   
  +
  Door prevents multiple passings
   
  +
  Door doesn’t open in torchlight
   
  +
  Door only opens with group effort
   
  +
  Door is of a strange material (glass, bone, force, solid fire)
   
  +
  Unopenable
   
  +
  Door is covered in levers and lights. Pulling any lever electrocutes 
  everyone and all lights change color
   
  +
  Door magically gates / teleports to different area
   
  +
  Using key on door sets off trap
   
  +
  A talking door with a known password that the door must be tricked 
  into saying
   
  +
  Door is repaired after being knocked down
   
  +
  Door is transparent from one side
   
  +
  Door falls on anyone who opens it
   
  +
  Door causes fear when touched with bare skin
   
  +
  Door with a hand shaped doorknob
  
  authored by campbell@oook.cz http://hackslashmaster.blogspot.com/  
   
   
   
   
   
   
   
   
  24
  APPENDIX B: WALLS / FLOORS / CEILINGS
  Like doors; walls, floors, and ceiling deserve special mention. They are components of every room, and constants within the dungeon. Occasionally having 
  a strange or special effect associated with the structure of the dungeon itself can keep a party on its toes. Surface refers to the appropriate wall. These are 
  also useful as examples of standard tricks also.
   
  +
  Surface acts like water, rippling when touched
   
  +
  Surface is unstable, constantly rolling
   
  +
  Surface retains impression of whatever comes into contact with it for 
  a few minutes
   
  +
  Surface is covered somehow (vegetation, skin, scales, cloth, crystals)
   
  +
  Surface is translucent, reflective, transparent
   
  +
  Surfaces is gone
   
  +
   
  Net or Web or Grate
   
  +
   
  Pool or Molten Substance
   
  +
  Surface absorbs sound
   
  +
  Surface is removed / partially incomplete
   
  +
   
  Only a path around perimeter
   
  +
   
  Stepping stones suspended in air
   
  +
   
  No floor, but magical transport
   
  +
   
  Tightrope and rope bridge
   
  +
  Surface is aligned. Differently aligned creatures take damage when 
  crossing.
   
  +
  Surface causes spell effect
   
  +
  Surface moves in some way
   
  +
  Surface is carved
   
  +
  Surface is of a strange material (block of ice, metal)
   
  +
  Surface has mosaic
   
  +
  Surface acts like a trampoline
   
  +
  Surface divided into sections that have various heights. These may 
  rise and fall at random
   
  +
  Surface is divided and records something about the players as they 
  pass (name, portrait)
   
  +
  Surface is magnetic
   
  +
  Surface has sections “removed”. These may be filled with 
  dimensional viewing portals
   
  +
  Surface has unusual shape
   
  +
   
  Bowl
   
  +
   
  Dome or Bubble
   
  +
   
  Pyramid
   
  +
   
  Upside down pyramid
   
  +
  Surface turns anything it touches invisible
   
  +
  Invisible caltrops on floor
   
  +
  Surface alternates between 2 states (rock/mud, water/ice, stone/air, 
  acid/base)
   
  +
  Surface is electrified
   
  +
  Surface is quicksand (looks like sandstone)
   
  +
  Surface makes noises when touched
   
  +
  Surface is phosphorescent
   
  +
  Anyone touching surface speaks a different language
   
  +
  Anyone touching surface blinks
   
  +
  Use a combination of the above.
   
  +
  Floor is 30’ deep except for a single path, room is filled with water 1’ 
  higher than the path
   
  +
  Surface drops for every increment of weight applied
   
  +
  Surface is spongy, may or may not be covered in liquid/damp
   
  +
  Surface releases disease or spores on contact
   
  +
  Surface is illusionary
   
  +
  Surface glows
   
  +
  Contact with surface extinguishes all torches
   
  +
  Surface exudes anti-magic zone
   
  +
  Surface is covered in spikes, blades or nails
   
  +
  Surface is uneven or not level
   
  +
   Surface produces its own gravity
   
  +
  Walking in a certain direction across a surface grows or shrinks 
  players
   
  +
  Touching surface disintegrates anything that comes into contact with 
  it
   
  +
  Anyone touching surface can communicate telepathically with 
  anyone else touching surface
   
  +
  Surface is covered in a strong adhesive
   
  +
  Touching surface creates a double or doppleganger that hates you
   
  +
  Surface acts like a forbiddance spell, preventing inappropriately 
  aligned planar creatures from touching surface.
  
  authored by campbell@oook.cz http://hackslashmaster.blogspot.com/  
   
   
   
   
   
   
   
   
  25
  APPENDIX C: MAGIC POOLS AND FOUNTAINS
  Often the strange energies of the subworld collect and coalesce into stagnant water or plants. Consider any standing water source to be magical or unusual on a roll of 6 on 1-6. 
  As a side effect of the magical nature when infused with the water - fountains, pools, and magical plants do not detect as magical. The only way to discover what they do is to try 
  them. (These tables may also be used for altar blessing or other random effects).
  There is traditionally only enough energy in the water for a limited number of drinks, and the water cannot be bottled for use later - you must drink from the source. Positive effects 
  are to the left of the slash. Do not give out durations. * means reference the appropriate subtable. Effects that make sense to always be permanent are marked below with a (+)
  Table IV: # of Drinks 
  1-8
  1
  9-12
  2
  13-15
  3
  16-17
  4
  18-19
  5
  20
  6
  Table V: # of effects per drink
  Positive
  Negative
  1-7
  0 (1)*
  1-12
  0 (1)*
  8-17
  1
  13-17
  1
  18-19
  2
  18-19
  2
  20
  3
  20
  3
   
  * if both rolls come up 0, there is a 50/50 shot at 
  the single effect being positive or negative
  Table VI: Duration
  1-9
  3-30 Rounds
  10-16
  2-12 Turns
  17-18
  2-24 Hours
  19
  1-8 Days
  20 (1-16)
  1-6 Weeks
  20 (17-18)
  1-4 Months
  20 (19-20)
  Permanently
  Table VII: Effect Type
  1-6
  Enscrollment (Table VIIa)
  7-12
  Attribute (Table VIIb)
  13-17 
  Enchantment (Table VIIc)
  18-19
  Luck and Chance (Table VIId)
  20
  Experience (Table VIIe)
  Table VIIa: Enscrollment
  1-2
  Bravery/Cowardice
  3-4
  Feather/Burden
  5
  Toughness/Delicacy
  6
  Haste/Slow
  7-8
  Healing/Harming
  9-10
  Resistance/Poison
  11-12
  Infravision/Blindness
  13
  Invisibility/Luminescence 
  14-15
  Knowledge/Forgetfulness* (+)
  16-17
  Protection/Effect
  18
  True-sight/Delusion
  19
  Immunity/Disease
  20
  Roll Twice (ignore this result a second time)
   
  * Roll on Knowledge Subtable
  Results:
  Bravery/Cowardice: for the duration character 
  receives +2 to hit and +4 saves vs. fear. Cowardice 
  reverses the effect.
  Feather/Burden: For purposes of carrying capacity 
  only, consider strength doubled when calculating 
  encumbrance. If burden, cut strength in half.
  Toughness/Delicacy: The character gains a resis-
  tance to pain. Any damage the character receives 
  is cut in half. If delicacy damage is doubled.
  Haste/Slow: The character is affected by the 
  appropriate spell. System shock rolls for every 
  period of time (hour) to survive being hasted is 
  reasonable.
  Healing/Harming: Roll a d4. This determines the 
  die of healing (d4, d6, d8, d10) then roll 2d4 to 
  determine the number of dice to roll.
  Resistance/Poison: Resistance gives a +4 bonus to 
  poison saves. Poison gives poisoning type. Select  
  randomly from ingested poisons. If your system  
   
  doesn’t use ingested poison types, use healing/
  harming table for dice of damage.
  Infravision/Blindness: Self-explanatory
  Invisibility/Luminescence: As the spell. Attacking 
  someone nullifies the effect for 1-4 rounds. Lumi-
  nescence causes the character to glow, shedding 
  light for a 10’ radius
  Knowledge/Forgetfulness: Unlike the other effects, 
  this one is always permanent. Roll on the Knowl-
  edge sub-table
  Protection/Effect: This result either gives the effect 
  or provides immunity to it. Roll a d6. (paralysis, 
  sleep, petrification, polymorph, death, disintegra-
  tion). Saving throws apply.
  Truesight/Delusion: The character gains the benefit 
  of true seeing, or the mental illness of delusion.
  Immunity/Disease: Characters recieve +4 (+20%) 
  on rolls to resist disease, or contract 1 random 
  disease.
  Knowledge subtable
  1-8
  Gain knowledge of the dungeon / amnesia
  9-12
  Gain/Lose one proficiency slot
  13-14
  Gain/Lose expertise in 1 weapon (+/-1)
  15-18
  Gain/Lose one skill
  19-20
  Gain knowledge of nearest treasure / amnesia
  Table VIIb: Attribute (+)
  1-2
  Strength
  3-4
  Dexterity
  5-6
  Constitution
  7-8
  Intelligence
  9-10
  Wisdom
  11-12
  Charisma
  13
  Comeliness
  14
  Prime Requisite
  15
  Highest
  16
  Lowest
  17
  Closest to Mean
  18
  Size
  19
  Speed
  20
  Roll Twice
   
  Roll a d4 for number of points lost/gained. 
  For Size/Speed this determines “ lost
  Table VIIc: Enchantment (positive effects)
  1
  Bless
  11
  Sanctuary
  2
  Strength
  12
  Shield
  3
  Prayer
  13
  Speak with *
  4
  Spider climb
  14
  Water Breathing
  5
  Clairaudience
  15
  Enchant Weapon (+1-4)
  6
  Clairvoyance
  16
  Enchant weapon (+2-5)
  7
  Comp.Lang.
  17
  Resistance
  8
  Detection *
  18
  Feather Fall
  9
  Fly
  19
  Obscurement
  10
  Mind blank
  20
  Gain Psionics
   
  * Roll on Detection or Speak With Subtable
  Table VIId: Luck & Chance
  1-4
  +/- 1 on Saves*
  5-8
  +/- 2 on Saves*
  9-12
  +/- 3 on Saves*
  13-14
  Longevity/Aging (+)
  15-16
  Love/Enmity (+)
  17-18
  Blessed/Cursed by gods
  19
  Switch 2 stats (+)
  20
  Wish/Anti-Wish (+)
   
  * Roll on Saving throw subtable.
  Table VIIe: Experience 
  1-4
  1d6*100 (+)
  5-8
  1d12*100 (+)
  9-12
  2d10*200 (+)
  13-15
  3d12*500 (+)
  16-17
  1d12*1000 (+)
  18
  +5%
  19
  +10%
  20
  +/- Level (+)
  Saving throw subtable
  1-3
  Poison
  4-6
  Petrification
  7-9
  Paralyzation
  10-12
  Polymorph
  12-14
  Death Magic
  15-17
  Breath Weapon
  18-19
  Rods/Staves/
  Wands
  20
  Spells
  Detection subtable
  1
  Evil
  5
  Invisible
  2
  Good
  6
  Undead
  3
  Magic
  7
  Charm
  4
  Traps
  8
  Poison
  Table VIIc-2: Enchantment (negative effects)
  1
  Curse (reverse of bless)
  11
  Curse weapon (-1)
  2
  Weakness
  12
  Curse weapon (-1-4)
  3
  Clumsy
  13
  Curse weapon (-2-5)
  4
  Deafness
  14
  Enraged/Berserk
  5
  Feeblemind
  15
  Geas/Quest
  6
  Confusion
  16
  Phobia (random)
  7
  Maze
  17
  Babble
  8
  Bestow Curse
  18
  Incorporeal
  9
  Delusion (as potion)
  19
  Darkness
  10
  Stunned (-4 to AC)
  20
  User smells terrible
  Speak with subtable
  1-5
  animals
  6-10
  plants
  11-13
  stone
  14-16
  undead
  17-18
  dragons
  19-20
  monsters
  
  authored by campbell@oook.cz http://hackslashmaster.blogspot.com/  
   
   
   
   
   
   
   
   
  26
   
  +
  Giant microscopic creatures 
  (Amoebae)
   
  +
  Beetles 
   
  +
  Demi-lich
   
  +
  Djinn (Djinn, Dao, Efreeti, Jann, 
  Madrid)
   
  +
  Elementals
   
  +
  Fungus
   
  +
  Gargoyle / Margoyle
   
  +
  Golems
   
  +
  Insects 
   
  +
  Invisible Stalker
   
  +
  Iron or Rock creatures (iron 
  cobra, tin soldiers, stone 
  guardian)
   
  +
  Jelly (gelatinous cube)
   
  +
  Living trap
   
  +
  Magical and animated objects 
  (Portal of Devouring, Rift 
  Vortex)
   
  +
  Mimic
   
  +
  Mold
   
  +
  Ooze
   
  +
  Para-elementals
   
  +
  Parasite
   
  +
  Piercer
   
  +
  Rats
   
  +
  Roper 
   
  +
  Scarabs
   
  +
  Scarecrow
   
  +
  Scorpion
   
  +
  Shadows
   
  +
  Slime
   
  +
  Trapper
   
  +
  Undead
  APPENDIX E: DUNGEON MONSTERS
  In spite of earlier comments regarding dungeons making sense - sometimes when exploring an ancient crypt it can totally break the suspension of disbelief 
  to run across a large warm-blooded predator. What follows is a list of monster that could conceivably survive for hundreds of years shut away in a 
  dungeon.
  APPENDIX D: CURSES
   
  +
  Outlined in fairy fire
   
  +
  Teleport away magic items
   
  +
  All drawn/held weapons float to ceiling
   
  +
  Reverse Gravity
   
  +
  Lose memorized spell
   
  +
  Target of monster
   
  +
  Gold to lead
   
  +
  Paper becomes blank
   
  +
  Animal Companion injured
   
  +
  Drain charges
   
  +
  Confusion/feeblemind/unconsciousness
   
  +
  Hallucination/insanity
   
  +
  Noise follows party
   
  +
  Magic items produces unstable result
   
  +
  Petrified
   
  +
  Animated items
   
  +
  Magic items cease to function
   
  +
  Uncontrolled blinking
   
  +
  Storm generation
   
  +
  Paralyzed
   
  +
  Must lie
   
  +
  Must tell truth
   
  +
  Must eat only meat 
   
   
   
  +
  Must not eat meat
   
  +
  Nausea
   
  +
  Disease
   
  +
  Chronic nose bleeds/drooling
   
  +
  Lycanthropy
   
  +
  Cannot Speak
   
  +
  Vision impaired/blinded
   
  +
  Driven insane
   
  +
  Feebleminded
   
  +
  Crippled
   
  +
  Warts
   
  +
  Skin color
   
  +
  Smelly
   
  +
  Nearsighted
   
  +
  Farsighted
   
  +
  Taller
   
  +
  Shorter
   
  +
  Giant body part
   
  +
  Small body part 
   
  +
  Grows new body part
   
  +
  Loses body part
   
  +
  Deaf
   
  +
  Fits, crying/laughing/nervous tic 
   
   
   
  +
  Drunkenness
   
  +
  Addiction
   
  +
  Fanaticism
   
  +
  Misanthropy
   
  +
  Items never work when needed
   
  +
  Stress causes physical change
   
  +
  Cannot speak in front of Men/Women
   
  +
  Skin itches constantly
   
  +
  Face is frozen in twisted aspect (hideous 
  grin, half twisted in grimace)
   
  +
  Cannot stay still
   
  +
  Catatonic
   
  +
  Aphasia (word salad)
   
  +
  Polymorphed
   
  +
  Appear as hideous monster
   
  +
  Penalty to saves
   
  +
  Clumsy
   
  +
  Change in values/morals
   
  +
  Psychosis/Psychotic
   
  +
  Kleptomania
   
  +
  Grow / loses hair
   
  +
  Chronic flatulence
   
  +
  Albino
   
  +
  Narcolepsy
  APPENDIX F: QUESTS / GEASES
  These can seem more complicated then they actually are - and you have a lot of leeway as to the difficulty of these tasks. For quests or geases gained 
  through no fault of the players (random fountain result or trick effect) it is suggested that you limit the scope of the quest to the current dungeon level. There 
  are a limited number of things that you could be asked to accomplish - an overview and limited discussion follows.
  Guard: You could recieve a geas/quest to protect something for a limited amount of time or from a specific threat.
  Kill/Destroy: This requires the elimination of 1 or more creatures, or the destruction of a specific object
  Fetch: This requires going to retrieve something. A variation on this is Rescue where the thing or person to be retrieved is in danger.
  Carry: The reverse of fetch, this is where you take a thing somewhere else. A variation which involves a person is an Escort.
  Locate: To be given the task to find a specific object, person, or thing.
  and finally the catch all category of perform where you must simply perform some act.
  
  authored by campbell@oook.cz http://hackslashmaster.blogspot.com/  
   
   
   
   
   
   
   
   
  27
  01 Bent coins
  02 Arrowheads
  03 Gnawed Bones
  04 Offal
  05 Garbage
  06 Rags/Tatters
  07 Small Broken Stick
  08 Rusty Dagger
  09 Chain links
  10 Rotted leather straps
  11 Spikes
  12 Old Cheese
  13 Old Fruit
  14 Moldy Cheese
  15 Moldy Fruit
  16 Rotting meat
  17 Humanoid skull
  18 Humanoid skull, cracked
  19 Cobwebs
  20 Dead spider carcasses
  21 Beetle shells
  22 Monster
  23 Rat skeletons
  24 Hand axe with broken handle
  25 1-3 10gp or less precious stones
  26 Iron nails
  27 Broken hammer
  28 A water sack
  29 A small steel flask
  30 A few human hands
  31 Spiked bucker
  32 Small metal mirror
  33 Pit of acid
  34 Dirty feathers
  35 Pair of throwing knives
  36 Snake skeleton
  37 Snake skin
  38 A broken ceramic jug
  39 A crushed tin cup
  40 Walls covered in grease / oil / lard.
  41 Chalk
  42 Brass ring
  43 3d4 keys on iron ring
  44 Water
  45 Burned out torch stubs
  46 1 torch
  47 A candle
  48 Bloodstained cloak
  49 A mud stained left boot
  50 A shit stained right boot
  51 Phosphorescent mold
  52 Dice
  53 Incomplete deck of cards
  54 A game piece
  55 Lava
  56 Hard tack biscuts
  57 Iron rations
  58 Hat with hole in it
  59 Broken wooden ladder rungs
  60 5’ broken wooden pole
  61 Blood stained left glove
  62 Right glove with unidentifiable stain
  63 Iron spike(s)
  64 Iron Hammer
  65 Empty canvas sack
  66 A second trap
  67 Rusted chain coif
  68 15’ rope (cut)
  69 Bent silver amulet with broken chain
  70 Rusty or dented helm
  71 Scales
  72 Ivory scroll case
  73 Hay
  74 Urine
  75 Broken chair
  76 Dented cup
  77 Human skeleton with basic gear
  78 Smashed eggs
  79 Dried ears
  80 A humanoid head
  81 1-12 eyeballs
  82 2-5 actual balls (testes)
  83 A pile of skin
  84 Humanoid hair
  85 Hair
  86 Feces
  87 Humanoid limbs
  88 A skinned animal
  89 Humanoid torso
  90 Teeth
  91 Lantern
  92 Vial of Acid/Poison
  93 Shortsword +1
  94 Musical instrument
  95 A treasure map
  96 Book
  97 Roll twice
  98 Roll three times
  99 treasure
  100 a magic item
  APPENDIX H: CORRIDORS & HALLWAYS
  100 Strange things that can be found in corridors or hallways
  APPENDIX G: CONTENTS OF A PIT
  Here are 100 things you can find in a pit. (1d4+1 rolls)
  01 Completely spotless and clean
  02 Covered in straw
  03 Feces smeared on wall
  04 Footprints
  05 Shelves line the walls
  06 Corridor peaks in the middle
  07 A pile of bolts lies in the center
  08 The bottom 4’ of the walls have 
  reflective steel sheets bolted to them
  09 Cracks run along the walls
  10 The floor is covered in clay
  11 There is an open pit
  12 A vaulted ceiling
  13 Chains hang from the ceiling
  14 A few feathers lie on the ground
  15 A small alcove contains a privy
  16 Ripped tapestries hang on the wall
  17 Strange luminescent fungus grows on 
  the ceiling
  18 The walls emit a bright light
  19 Ashes rest on the floor
  20 The stone is painted
  21 A stone has fallen from the ceiling
  22 A small sapling grows out from the 
  floor
  23 A message is scrawled on the wall
  24 Several bricks have runes engraved 
  on them
  25 Nails are hammered into the wall 5’ 
  off the ground
  26 A corpse lies in the hallway
  27 The corridor is very hot
  28 Black ice covers the floor
  29 Tapestries line the walls
  30 Bas relief line the walls
  31 Mist fills the hallway
  32 Empty alcoves line the walls
  33 Alcoves with pedestals line the walls
  34 Alcoves with pedestals and busts line 
  the walls
  35 The corridor is a catacomb (corpses 
  line the walls)
  36 Sheets of darkness hang every 10’
  37 Braziers sit in the center of the hallway
  38 Insects cover the floor
  39 A man’s outfit lies discarded on the 
  ground
  40 The corridor contains raised and 
  lowered sections
  41 Rings made from brass are attached to 
  the wall 8’ off the ground
  42 Tiles line the hall
  43 A mosaic is on the floor
  44 The ceiling is collapsed
  45 The corridor is triangle shaped
  46 The corridor is spherical
  47 There are holes in the walls
  48 Paper litters the floor
  49 Stacks of bricks line the hall
  50 Glass panes block passage
  51 Roots grow through the ceiling
  52 Footsteps echo down the hall
  53 There is an echo
  54 All the doors in the corridor are open
  55 Flames lick up the walls
  56 Water covers the floor
  57 Smoke covers the ceiling
  58 The floor is electrified
  59 The floor is magnetic
  60 Stuffed giant insect heads line the 
  hallway
  61 There is a painting of a door on the 
  wall
  62 There is a painting of a corridor on 
  the wall
  63 Skulls and bones litter the halls
  64 The corridor is an illusion
  65 A small streams flows down the center 
  of the hallway
  66 There is a depression in the corridor
  67 A trail of sand leads down the hall
  68 A section of the hallway is made from 
  crystal
  69 Semicircular grates line the wall 
  bottoms
  70 Slippery slime covers the floor
  71 A transparent ceiling shows the sky 
  above
  72 A hole leads to the surface, letting 
  natural light in
  73 The floor contains several 1” diameter 
  holes
  74 Rubble lines the hall
  75 Narrow recesses run floor to ceiling, 
  at regular repeating distances
  76 Several flagstones click when stepped 
  on
  77 Fake tripwire
  78 small cages sit in alcoves in the walls
  79 A mop and bucket sit against the wall
  80 Roots grow up out of the floor
  81 Arches intersperse the hallway
  82 Brass poles with ropes run down the 
  hall
  83 Blue light fills the hall
  84 Whispers sound to anyone who 
  stands in the hall
  85 Illusions of monsters are in the corridor
  86 Hooks line the walls
  87 Moisture  fills the hallway
  88 Copper coins lie on the floor
  89 A helmet is on the floor
  90 A filled weapons rack sits in an 
  alcove
  91 Silver coins sit on the floor
  92 Bronze handles are attached to the 
  wall
  93 Gems sit in sockets along the walls
  94 Gold coins rest on the floor
  95 A dead adventurer lies on the ground
  96 Platinum coins lie on the floor
  97 roll twice
  98 roll three times
  99 trap + roll again
  00 A magic item
  1
  gnoll
  3
  slime trail
  2
  boot
  4
  something 
  with a tail
  1
  black
  5
  green
  2
  red
  6
  white
  3
  blue
  7
  pink
  4
  stripes
  8
  polka dots
  1
  gnoll
  4
  crab
  2
  lizard man
  5
  goblin
  3
  rat
  6
  spider
  
  authored by campbell@oook.cz http://hackslashmaster.blogspot.com/  
   
   
   
   
   
   
   
   
  28
  APPENDIX I: RANDOM TRAP GENERATION
  Use these tables to randomly generate traps
  Table VIII: Random Trap Type
  1-4
  Pit (see Table X)
  5-8
  Ranged Attacks (see Table XI)
  9-12
  Melee Attacks (see Table XII)
  13-14
  Spells (see Table XIII)
  15-16
  Magical Devices (see Table XIV)
  17-18
  Vents/Sprays (see Table XV)
  19
  Restraints/Hazards (see Table XVI)
  20
  Special (see Table XVII)
  For all results excepting Pit, Spells, and Special, 
  roll on Table IX and then proceed to the table 
  indicated above.
  Table IX: Triggers
  1-4
  Latch/Switch
  5-8
  Pressure Plate
  9-12
  Tripwire
  13
  Proximity (mechanical)
  14
  Light Detection
  15
  Timed
  16
  Proximity (magical)
  17
  Sound (magical)
  18-19
  Visual (magical)
  20
  Touch (magical)
  Table Xa: Pit Depth
  1-12
  10’
  13-16
  20’
  17
  30’
  18
  40’
  19
  50’
  20
  60’
  Roll either 1d6 per 10’ or 1d6 cumulative 
  per 10’ to a maximum of 20d6 (1d6, 
  3d6, 6d6, 10d6, 15d6, 20d6)
  Table Xb: Lumberjack Pole
  1-12
  Normal Pole
  13-14
  Greased Pole
  15-16
  Rolling Pole
  17-18
  Rigged Pole (Breaks)
  19-20
  Trapped Pole (See Table VIII)
  Table Xc: Pit Bottom
  1-8
  Bare
  9-12
  Spike (See Table XIX 
  & XX)
  13-14
  Spike (Poison) (See 
  Table XIX & XX)
  15-16
  Spike (Rusty) (See 
  Table XIX & XX)
  17-18
  Spike (Barbs) (See 
  Table XIX & XX)
  19
  Water
  20 (1-10)
  Acid (See Table XX)
  20 (11-20)Trapped (See Table VIII)
  Roll 1d8 for the # of spikes may hit, 
  Rusty gives chance for disease, and 
  Barbs do damage twice
  Table X: Pit Lid Type
  1-3
  Open
  4-6
  Central Latch
  7-9
  Edge Latch
  10-12
  Breakaway
  13-15
  Teeter-Totter
  16-18
  Illusionary
  19-20
  Lumberjack
  See Table Xa then Table Xc for all 
  results above except for Lumberjack. 
  See Table Xa, Xb, and Xc for 
  lumberjack.
  Table XI: Ranged Attack Type
  1-3
  Arrow
  4-6
  Bolt
  7-9
  Bullet
  10-12
  Dart
  13-15
  Javelin
  16-18
  Spear
  19
  Stone
  20 (1-10)
  Acid
  20 (11-29)
  Burning Coals
  See Table XIX and XX for ThAC0 and 
  damage.
  Table XII: Melee Attack Type
  1
  Descending Blade
  2
  Crushing Block
  3
  Pendulum (ball)
  4
  Pendulum (log)
  5
  Pendulum (axe)
  6
  Pendulum (scythe)
  7-13
  Spear Thrust
  14-20
  Blade Slash
  See Table XIX and XX for ThAC0 and 
  damage.
  Table XIII: Spells
  1-2
  Symbol
  3-6
  Alarm
  6-7
  Fire Trap
  8-9
  Wyvern Watch
  10-11
  Blade Barrier
  12-13
  Glyph of Warding
  14-16
  False Trap
  17-18
  Sepia Snake Sigil
  19-20
  Explosive Runes
  Table XIV: Magic Device
  1
  Acid Arrow
  11
  Magic Missile
  2
  Burning Hands 12
  Flame Strike
  3
  Cone of Cold
  13 Power Word Kill
  4
  Lightning Bolt
  14 Prismatic Spray
  5
  Fireball
  15
  Cause Disease
  6
  Silence
  16 Summon Monster
  7
  Stinking Cloud
  17 Phantasmal Killer
  8
  Curse
  18
  Wall of Fire
  9
  Chain Lightning 19
  Web
  10
  Inflict Wounds 20
  Sleep
  Table XV: Vents/Sprays
  1
  Slime
  2-3
  Shrapnel
  3
  Cold
  4
  Acid
  5
  Boiling Water
  6-7
  Flaming Oil
  8
  Sewage
  9
  Mummy Dust
  10
  Poison
  11
  Dust of Sneezing & 
  Choking
  12
  Fire
  13
  Stinking Cloud
  14
  Smoke
  15
  Methane
  16
  Freezing Water
  17
  Sand
  18-19
  Steam
  20
  Sulpher
  See Table XX for damage for 
  everything but Stinking Cloud, Mummy 
  Dust and Dust of Sneezing and 
  Choking
  Table XVI: Restraints/
  Hazards
  1-2
  Bear Trap
  3-4
  Caltrops
  5-6
  Greasy Oil
  7-8
  Cage
  9-10
  Ball Bearings
  11-13
  Monster
  14-15
  Darkness
  16-17
  Slope/Slide
  18-19
  Shifting Room
  20
  Teleporter
  Table XVII: Special
  1-8
  Trapped Pit (Reroll Table 
  VIII and Table X)
  9-12
  Hazardous Trap (Reroll 
  Table VIII and Table XIV)
  13-16
  Special Feature (Reroll 
  Table VIII and Table XVIII)
  17-20 Double Trap (Roll Table VIII 
  twice)
  Table XVIII: Effects
  1-3
  Gas
  4-5
  Liquid
  6
  Never Miss
  7-8
  Onset Delay
  9-14
  Poison
  15-18
  Multiple Targets
  19-20
  Alchemical Device
  Table XIX: Trap ThAC0
  1-6
  18
  7-10
  16
  11-14
  14
  15-16
  12
  17-18
  10
  19-20
  8
  Table XX: Average Trap 
  Damage Range
  1
  1
  11
  3d6
  2
  1d4-1
  12
  4d4
  3
  1d4
  13
  3d8
  4
  1d6
  14
  2d10
  5
  1d8
  15
  4d6
  6
  2d4
  16
  6d6
  7
  1d10
  17
  6d8
  8
  1d12
  18
  8d8
  9
  2d6
  19
  10d10
  10
  2d8
  20
  Death
  
  authored by campbell@oook.cz http://hackslashmaster.blogspot.com/  
   
   
   
   
   
   
   
   
  29
  APPENDIX J: RIDDLES
  Some Sample Riddles
  • 
  Remove the outside, cook the inside, eat the outside, throw away the 
  inside. What is it?
  • 
  I am a room with no windows or doors, what kind of room am I?
  • 
  I have no top and I have no bottom, yet I grasp flesh, blood, and bone 
  all at once, What am I?
  • 
  As I walked along the path, I saw something with four fingers and one 
  thumb, but it was not flesh, fish, bone or fowl. What was it?
  • 
  Four jolly men sat down to play, and played all night till the break of 
  day. They played for cash and not for fun, with a separate score for 
  everyone. When it came time to square accounts, they had all made 
  quite fair amounts. Not one has lost and all have gained, tell me, now, 
  this can you explain?
  • 
  Big as a biscuit deep as a cup, even a river can’t fill it up. What is it?
  • 
  What can run but never walks, has a mouth but never talks, has a head 
  but never weeps, has a bed but never sleeps?
  • 
  Pronounced as one letter, 
  And written with three, 
  Two letters there are, 
  And two only in me. 
  I’m double, I’m single, 
  I’m black, blue, and gray, 
  I’m read from both ends, 
  And the same either way. 
  What am I?  
  • 
  From the beginning of eternity 
  To the end of time and space 
  To the beginning of every end 
  And the end of every place. 
  What am I?
  • 
  In a marble hall white as milk 
  Lined with skin as soft as silk 
  Within a fountain crystal-clear 
  A golden apple doth appear. 
  No doors there are to this stronghold, 
  Yet thieves break in to steal its gold.
  • 
  Glittering points that downward thrust, Sparkling spears that never 
  rust, What am I?
  • 
  What does man love more than life? Fear more than death or mortal 
  strife?  What do the poor have, what the rich require,  And what 
  contented men desire? What does the miser spend, the spendthrift 
  save, And all men carry to their graves?
  • 
  There are four brothers in this world that were all born together. The 
  first runs and never wearies. The second eats and is never full. The third 
  drinks and is always thirsty. The fourth sings a song that is never good.
  • 
  Poke your fingers in my eyes and I will open wide my jaws. Linen cloth, 
  quills, or paper, my greedy lust devours them all.
  • 
  What belongs to you, but others use it more than  you?
  • 
  A box with no hinges, latch or lid; inside a golden treasure is hid.
  Answers: Corn, Mushroom, Ring, Gloves, Musicians, Strainer, River, Eye, 
  The Letter ‘e’, Egg, Icicle, Nothing, Water/Fire/Earth/Wind, Scissors, your 
  name, Egg, 
  Creating Riddles & Puzzles
  Creating riddles and puzzles is something simple anyone can do. It is simply 
  the fear of the unknown and uncertainty that keeps us from the task. The 
  first thing to realize is that what seems simple and obvious to you will not 
  seem so to the players. It is best to start with the simplest riddles and puzzles 
  (like here is a key that needs a door) and classics like those above, or “one 
  always tells the truth, one always lies” puzzles to gauge the skill level of 
  your group.
  To create a riddle you must first pick a topic. For our example, lets take 
  teeth. Then you simply create a list of things that describes teeth.
  • 
  They are found inside your mouth
  • 
  They are white and are bones - part of the skull
  • 
  You use them to eat
  • 
  We use them to smile
  Once you have a few items, you grab your trusty thesaurus and rhyming 
  dictionary and start to think. A mouth is sort of like a cave, they are the only 
  visible parts of the skull, smiling is a way of expressing dominance and 
  eating involves tearing and chewing.
  I live inside a dark damp cave 
  Ivory knives found in graves, 
  I tear and cut and rip and shred, 
  If I am bared, be sure to dread.
  There, you have a riddle for which the answer is teeth. This can be done 
  with any common noun. Use the examples above for ideas, but beware, the 
  riddles above are quite common. 
  In order to create puzzles, the challenge isn’t much harder, but they often 
  take a little bit more work. We are at an advantage because the puzzle 
  doesn’t have to be presented in the abstract; since the entire game takes 
  place in the imagination, it is easy to simply create the situation in the 
  dungeon that you need for the puzzle to exist. There are many examples 
  of puzzles you can use, from a sudoku, to cryptoquote, to brain teasers like 
  each of ten switches turns off and on a randomly selected lights. Any of 
  these can be inserted into the dungeon at any level of difficulty (a sudoku 
  using runes and being partially obscured where they don’t even know 
  they have to finish the square can be much more difficult than a traditional 
  puzzle.)
  As always, it’s best if these and the more difficult puzzles are saved for 
  optional areas, or if the players have many different options of places to 
  go. Putting one of these as an obstacle in the only direction players have 
  to go is a classically bad idea. A lot of the difficulty of such things is easy 
  to misjudge and can be quite frustrating if they don’t have the option of 
  coming back to the puzzle later.
  Another interesting trick is to set a limit in player actions or actual real 
  world time. Again, these tools should be used when the reward or path is 
  optional. Providing a better reward for a riddle solved in a limited amount 
  of time (or creating other obstacles to solve within the time limit for a simple 
  riddle) can provide a bit of real excitement at the table. Enjoy!
  
  authored by campbell@oook.cz http://hackslashmaster.blogspot.com/  
   
   
   
   
   
   
   
   
  30
  APPENDIX L: BIBLIOGRAPHY
  Various definitions Retrieved September - February, 2010-11, from http://
  www.dictionary.com 
  Various resources Retrieved September - February, 2010-11, from http://
  www.wikipedia.org
  Various Information Retrieved September - February 2010-2011 from http://
  paizo.com/pathfinderRPG/prd/index.html 
  B. Scot Hoover (2008) CDD#4 Old School Encounters Reference, 
  http://kellri.truculent.org/CDD%234%20-%20ENCOUNTERS%20
  Reference.pdf
  Various, Compiled by Jason Seeley (???) The Trap Collection http://
  www.aros.net/~jseeley (DEFUNCT) 
  Tim Lasko (February 1980) “Getting into the Flow of Magic Fountains” 
  Dragon Magazine TSR, Inc.
  Dwan Ibach, Jeff Ibach, Jim Pinto (2009) Ultimate Toolbox, AEG
  Greer, Agresta, Barton, Conklin II, Doyon, Healy, Hitchcock, Daigle, Courts 
  (2008) GM Gems, Goodman Games
  Gygax & Kuntz (1976) Supplement I: Greyhawk, TSR Rules
  Reid Butler (November 1986) “There’s Something on the Floor” Dragon 
  Magazine, TSR, Inc.
  Gygax, Cross, (2002) Gary Gygax’s World Builder, Troll Lord Games
  Alec J. Baclawski (December 1998), “Life is the Pits” Dragon Magazine 
  TSR, Inc.
  Ed Greenwood (February 1986) “Open them, if you dare” Dragon 
  Magazine TSR, Inc.
  Alan Miller (September 1980) “More than a door” Dragon Magazine, 
  TSR, Inc.
  Dan Snuffin (November 1986) “Door Number One, Door Number Two, or . . 
  .” Dragon Magazine TSR, Inc.
  Adze: This is a curved blade used for smoothing or carving rough-cut 
  wood. 
  Ambergris: This is a waxy flammable substance colored dull grey or 
  blackish. It is produced in the stomachs of whales. 
  Alembic: This is a tool used to distill liquids. It resembles two vessels 
  connected by a tube.
  Ankus: This is a simple tool used to herd animals, most commonly 
  elephants. It has a handle of several feet attached to a bronze or steel 
  hook.
  Armorial Bearings: This is a display of a coat of arms. It may be a 
  sculpture, on a curtain or tapestry, or even a painting or mosaic.
  Arras: This is an elaborate wall hanging or tapestry.
  Barbette & Fillet: This is a strap and hat. The Barbette goes under the 
  chin, and is attached to the hat which is situated on top of the head.
  Bastinadoes: This is the tools or act of foot whipping. It can refer to a 
  cane or rod, club, wood or a stout bullwhip or flexible rubber bat. 
  Brazier: This is a container for fire. It is usually some sort of upright bowl 
  or box. It may also be hung from the ceiling. It can also be used to contain 
  burning coals, incense, or drugs. It is used as a source of heat and light.
  Candelabra: This is a candlestick holder that can hold multiple candles. 
  It holds a candle on multiple arms or branches connected to a column or 
  pedestal.
  Chalice: This is a goblet or footed cup intended to be used for drinking.
  Coif: This is a close fitting cap that covers the top, back, and sides, of 
  the head.
  Cressets: A metal cup, usually suspended on a pole containing burning 
  oil or pitch. Used like a torch.
  Decanter: A vessel that holds a liquid that may have sediment in it. 
  Usually this is used to serve wine.
  Divan: This is a couch-like piece of furniture. It consists of a long mattress 
  type sitting area against a wall with cushions to lean against.
  Fretters: These are typically a physical restraint used on the feet or 
  ankles. They allow limited movement, but restrict the victims ability to 
  run or kick.
  Futon: This is a thin mattress that is used to either pad a floor sleeping 
  area or can be placed on a raised frame. Sometimes this frame will 
  double as a sitting area.
  Gentry: This is a type of crane or overhead lifting device
  Gorget: This is a traditionally steel collar worn around the neck to 
  protect the throat.
  Gourd: This is a dried shell of a fruit that is often used to make a variety 
  of products, such as drums, containers, and small storage containers.
  Gypsum: This is a salt. it is valued for ornamental work, as a component 
  in gesso as well as a binder, and alchemical component.
  Jalousie: This is a window which consists of parallel glass
  Lambrequin: This is an ornamental drapery for the edge of a shelf. It 
  can also indicate a certain pattern, or a scarf worn over a helmet.
  Pannier: This is a container, such as a bag or basket, carried in pairs 
  over the back of a beast of burden.
  Pillory: This is a device used to punish people by public humiliation. It 
  is often made from wood or metal and has holes for securing head and 
  hands. 
  Pinafore: This is a sleeveless garment worn as an apron or decorative 
  garment.
  Podium: This is a surface that is raised up, often used for placing a book 
  or tome, or in front of a speaker. 
  Portiere: This is a heavy curtain placed in front of a doorway
  Portmanteau: This is a bag commonly used to store or transport 
  clothing. 
  Purdah: This is a curtain which is used to segregate women from men.
  Relief Types: This is a sculpture technique. There are several different 
  types. There is bas-relief (or low relief) which has a shallow depth 
  (like you would find on coins), Alto-relief (or high relief) which is a 
  3/4 sculpture. Sunken relief is where the image is created by sinking 
  the sculpture into a flat surface. Note this is different then engraving (or 
  intaglio) because the design projects out from the surface
  Strappado: This is an apparatus used to raise a victim up by their hands 
  usually when restrained behind their back
  Valence: This refers to a bed skirt, used to conceal supports or clutter.
  APPENDIX K: GLOSSARY
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Tricks Empty Rooms and Basic Trap Design.pdf