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Ambience ................................................ 16
Heating ................................................ 17
Introduction ..............................................5 Heat Source..................................... 17
How to use these tables ........................5 Typical Temperature ....................... 17
A note on traps ......................................5 Humidity .............................................. 17
Chapter Details/Notes ...........................5 Lighting ................................................ 18
Tips & Things to Remember ..................6 Lighting Source................................ 18
Light Levels...................................... 18
Default Details...........................................7 Minor Details ....................................... 18
Base Room Size .....................................7 Smells .................................................. 20
Ceiling type ............................................7 Sounds ................................................. 21
Corridor Section – length ......................7
Corridor Section – Height/Width ..........8 Corridor ................................................... 22
Floor ......................................................8 Corridor Size ........................................ 22
Doors and Walls ....................................8 Corridor type ....................................... 22
Doors .................................................8 Corridor - End ...................................... 23
Walls..................................................8 Junctions – Common....................... 23
Junctions – All ................................. 23
Basic Information ......................................9 Additional Doors ............................. 23
Name ...................................................10 Dead-End......................................... 24
Part 1 ...............................................10 Other Details ................................... 24
Part 2 ...............................................12
Part 3 ...............................................13 Doors ....................................................... 25
Purpose................................................14 Door status .......................................... 25
Current Purpose/Reason ................14 Door type ............................................ 25
Original Reason ...............................14 Door type – Rare ................................. 25
Location/Terrain ..................................14 Lock – Security..................................... 26
Quirk/Feature ......................................15 Lock – Status........................................ 26
Number of floors .................................15 Lock – Type .......................................... 26
Other Side ........................................... 26
Shape of the door................................ 26
Door Feature/Quirk ............................. 27
Other Optional Door Details ............... 33
Door Condition................................ 33
Door Frame ..................................... 33
Handle ............................................. 33
3
Entrance ..................................................34 References .............................................. 45
Entrance Location................................34 Applies to ............................................ 45
Entrance Type......................................34 Curve/Bend ......................................... 45
Entrance Feature .................................34 Damage type ....................................... 46
Other Side............................................34 Dimension Variation............................ 46
Geometric Shape ................................. 46
Inhabitants ..............................................35 LTR or RTL ............................................ 46
Inhabitant Type ...................................35 Map Element Type .............................. 46
Sentient ...............................................35 Material – Base type ........................... 47
Class/Type ...........................................35 Material – Metals ................................ 47
Special/Unique ....................................36 Material – Organic............................... 47
Morale .................................................36 Material – Other.................................. 48
Training/Equipment Quality ................36 Material – Precious Gemstone............ 48
Animal .................................................37 Material – Precious Metals ................. 48
Profession ............................................38 Material – Stone .................................. 48
Material – Wood ................................. 49
Rooms .....................................................39
Mirrored .............................................. 49
Exits .....................................................39
Quality ................................................. 49
Exit Location ........................................39
Residents ............................................. 49
Shape ...................................................39
Smoothness ......................................... 50
Room Corners ......................................39
Size - Base ............................................ 50
Room Edges .........................................39
Size - Variation .................................... 50
Contents ..............................................40
Examples ................................................. 51
“Empty” Details ...................................40
Basic Details ........................................ 51
Room type (common) .........................40
Rooms.................................................. 51
Room Type (expanded) .......................41
Inhabitants .......................................... 51
Type .....................................................44
Destination ..........................................44
Rare Transitions...................................44
Quirk ....................................................44
4
Chapter Details/Notes
If you used all these tables in one go you • Default Details – This covers the
will more than likely find that impossible defaults of your dungeon. This way you
things occur, such as rooms overlapping, or don’t have to keep explaining what each
corridors not fitting properly and so on. door or corridor looks like, you can just
say “It’s the default (or standard)” and
On some tables, you will see an entry concentrate on any variations that
followed by [x]. This indicates that there is might be present
another table you can roll on, if you desire,
to give more options, such as Damage or • Basic Information – As the name
Direction etc. These tables will be found in suggests, the basic information about
the Reference chapter. the dungeon. Covers the name of the
location, its purpose, location/terrain
Most tables also included an “other option found and if it has a rare quirk or
not listed here”. This is for future additions, feature. The name section works in
your own ideas etc. These can be re-rolled three parts. Combine them in order
if desired or treated as a “take your pick rolling on each table once, typically a
from the above options”. format such as “The [p1] [p2] of the
[p3]”
5
• Entrance – Gives you some starting If you get contradictory results or odd,
information for your dungeon and the don’t write them off, to begin with, try and
main or primary entrance/exit come up with a reason for, for example,
• Inhabitants – Who, or what calls this these rooms appear to overlap on the map
dungeon home, what is their morale Sizes, such as for rooms and corridors, are
and training like if any? given in generic terms. Decide what your
scale is beforehand and stick to it. Don’t
• Rooms – The shape and size of any mix imperial or metric measurements.
rooms present Decide if you want 1 to equal 1 feet or 10
meters beforehand.
• Room Types – What is the purpose of
the room? If you can’t decide, here are two tables to
help you out in that regards:
• Room Features – A minor table that
gives you some basic room features, in
addition to what would be found in a Measuring style
certain type of room
Any Dice Imperial or Metric
Odd result Imperial/Feet
• Transitions – Covers getting between
Even result Metric/Meters
the floors /outside, how many floors
there are in the dungeon and so on
Size
• Reference – References and tables that
are useful by themselves or in multiple D20 Size per “unit”
other tables, so rather than repeating 1 1
them, they are put in one section 2–3 2
4–6 4
• Pre-set Layouts – If making a large 7 – 14 5
dungeon, you may find having pre-set 15 – 17 10
18 – 19 15
layout of corridors and rooms make 20 20
things easier for yourself. This section
gives you a simple system for doing just Don’t be afraid to come up with your own
that ideas and use those alongside what is
present here or even to replace the
suggestions if you don’t like them.
Tips & Things to Remember Take your time – There is no rush and a
slower and methodical pace will help you
Planning the dungeon out beforehand will create and flesh out a higher quality
make things easier. You COULD do it “on dungeon.
the fly” but you are just making things
Feel overwhelmed by what you need to
harder for yourself.
do? Focus on one small area first, such as
the entrance and start on that. Build up the
Having grid-paper or a mapping program
etc will help with the layout a lot. dungeon bit by bit.
6
Ceiling type
7
Corridor Section – Height/Width Doors and Walls
You can roll one on this table to give your To determine what the walls and floor is
corridor the same dimensions (making made from you can either roll on the
them square in a cross section, or, roll once simple tables below or roll on the
for height and once for width, which could [material] table in the reference section.
lead to corridors that are wide, yet low, or
high and narrow. Doors
Walls
Floor
Walls are often made of a stronger
D20 Flooring material when compared to doors, but
1–5 Carpet sometimes corners and costs are cut, to
6 Dirt save money or due to poor workmanship.
7 - 11 Location-appropriate
12 [Metal] D20 Doors
13 [Organic] 1–8 Metal
14 Sand 9 - 16 Stone
15 Stone (rough) 17 – 18 Wood (Hard)
16 – 20 Stone (smooth) 19 – 20 Wood (Soft)
8
Purpose
• Name Location/Terrain
• Purpose
What terrain is this dungeon found in? Is it
• Location/Terrain a remote laboratory in the mountains? Or
• Quirk/Feature is it a prison style complex in the deepest
desert?
• Number of floors
Quirk/Feature
Name
Only about 1 in 50 dungeons will have a
D6 Suggested use format quirk or rare feature. To see if your
1 The [table1] [table2] dungeon has one, roll a d100 and if you get
2 The [table2] of [table3] a 01 or a 02, the dungeon has one.
3 The [table2] of the [table3]
4 The [table1] [table2] of [table3]
5 The [table1] [table2] of the [table3]
If you feel this number is too high, change
6 The [table1] [table2] of the [table1] it to being 1 in 100 chances of there being
[table3] a quirk. I.E a 01 on a d100 roll.
9
Name 231 - 235 Dire
236 - 240 Dirty
241 - 245 Disgusting
Part 1 246 - 250 Disturbing
251 - 255 Drab
D1000 Result 256 - 260 Dusty
1-5 Abandoned 261 - 265 Ebony
6 - 10 Abnormal 266 - 270 Elder
11 - 15 Acidic 271 - 275 Eldritch
16 - 20 Adhesive 276 - 280 Elemental
21 - 25 Aerial 281 - 285 Emerald
26 - 30 Agonizing 286 - 290 Empty
31 - 35 Alabaster 291 - 295 Endless
36 - 40 Alluring 296 - 300 Eternal
41 - 45 Amazing 301 - 305 Ethereal
46 - 50 Amethyst 306 - 310 Evil
51 - 55 Ancient 311 - 315 Fabled
56 - 60 Astral 316 - 320 Fallen
61 - 65 Bizarre 321 - 325 Fancy
66 - 70 Black 326 - 330 Ferocious
71 - 75 Bleak 331 - 335 Fiery
76 - 80 Bleeding 336 - 340 Filthy
81 - 85 Blessed 341 - 345 Floating
86 - 90 Bloody 346 - 350 Flooded
91 - 95 Blue 351 - 355 Forbidden
96 - 100 Boiling 356 - 360 Forgotten
101 - 105 Boring 361 - 365 Fortified
106 - 110 Bronze 366 - 370 Foul
111 - 115 Brutal 371 - 375 Freezing
116 - 120 Buried 376 - 380 Gentle
121 - 125 Celestial 381 - 385 Ghostly
126 - 130 Ceremonial 386 - 390 Giant
131 - 135 Chaotic 391 - 395 Gleaming
136 - 140 Cloudy 396 - 400 Glistening
141 - 145 Cluttered 401 - 405 Glittering
146 - 150 Collapsing 406 - 410 Glorious
151 - 155 Concealed 411 - 415 Golden
156 - 160 Contaminated 416 - 420 Great
161 - 165 Creepy 421 - 425 Greater
166 - 170 Crooked 426 - 430 Green
171 - 175 Cruel 431 - 435 Grey
176 - 180 Crumbling 436 - 440 Guarded
181 - 185 Crystalline 441 - 445 Hallowed
186 - 190 Cursed 446 - 450 Harsh
191 - 195 Damned 451 - 455 Haunted
196 - 200 Dangerous 456 - 460 Hellish
201 - 205 Dark 461 - 465 Hidden
206 - 210 Deadly 466 - 470 Hideous
211 - 215 Decaying 471 - 475 Holy
216 - 220 Defiled 476 - 480 Hospitable
221 - 225 Deserted 481 - 485 Icy
226 - 230 Diamond 486 - 490 Immense
10
491 - 495 Incandescent 751 - 755 Savage
496 - 500 Infernal 756 - 760 Scarlet
501 - 505 Infested 761 - 765 Scorched
506 - 510 Infinite 766 - 770 Secluded
511 - 515 Insane 771 - 775 Secret
516 - 520 Iron 776 - 780 Severe
521 - 525 Legendary 781 - 785 Shadow
526 - 530 Lesser 786 - 790 Silent
531 - 535 Lethal 791 - 795 Silver
536 - 540 Loathsome 796 - 800 Simple
541 - 545 Looping 801 - 805 Sinister
546 - 550 Lost 806 - 810 Sliding
551 - 555 Lunar 811 - 815 Small
556 - 560 Macabre 816 - 820 Smelly
561 - 565 Major 821 - 825 Spectacular
566 - 570 Malicious 826 - 830 Spooky
571 - 575 Merciless 831 - 835 Steel
576 - 580 Mindless 836 - 840 Stinking
581 - 585 Minor 841 - 845 Submerged
586 - 590 Miscreant 846 - 850 Sunken
591 - 595 Misty 851 - 855 Temporal
596 - 600 Murky 856 - 860 Thundering
601 - 605 Mysterious 861 - 865 Tiny
606 - 610 Mythical 866 - 870 Tranquil
611 - 615 Nauseating 871 - 875 Translucent
616 - 620 Normal 876 - 880 Twisted
621 - 625 Noxious 881 - 885 Umbral
626 - 630 Obscene 886 - 890 Uncanny
631 - 635 Obsidian 891 - 895 Unclean
636 - 640 Ominous 896 - 900 Underground
641 - 645 Overgrown 901 - 905 Unfeeling
646 - 650 Perfect 906 - 910 Unfinished
651 - 655 Perilous 911 - 915 Unholy
656 - 660 Phased 916 - 920 Unkempt
661 - 665 Plain 921 - 925 Unnamed
666 - 670 Polluted 926 - 930 Unnatural
671 - 675 Primeval 931 - 935 Unstable
676 - 680 Primordial 936 - 940 Untamed
681 - 685 Private 941 - 945 Urban
686 - 690 Psychedelic 946 - 950 Veiled
691 - 695 Pulsing 951 - 955 Vicious
696 - 700 Purple 956 - 960 Vile
701 - 705 Putrid 961 - 965 Wailing
706 - 710 Quiet 966 - 970 Warped
711 - 715 Rancid 971 - 975 Weird
716 - 720 Red 976 - 980 Whispering
721 - 725 Reflective 981 - 985 White
726 - 730 Remorseless 986 - 990 Windy
731 - 735 Repulsive 991 - 995 Wooden
736 - 740 Rotten 996 - 1000 Yellow
741 - 745 Ruined
746 - 750 Sacred
11
Part 2 50 Mansion
51 Maze
D100 Location 52 Menagerie
1 Apothecary 53 Mine
2 Arena 54 Monolith
3 Armoury 55 Mortuary
4 Asylum 56 Museum
5 Aviary 57 Necropolis
6 Barracks 58 Nest
7 Bedroom 59 Nursery
8 Belfry 60 Observatory
9 Brewery 61 Ossuary
10 Bridge 62 Oubliette
11 Castle 63 Pagoda
12 Catacomb 64 Palace
13 Cathedral 65 Panopticon
14 Cavern 66 Pantry
15 Caves 67 Passage
16 Cellar 68 Pillar
17 Chamber 69 Pit
18 Church 70 Plaza
19 Citadel 71 Pool
20 Corridor 72 Portal
21 Crypt 73 Prison
22 Dome 74 Quarters
23 Dungeon 75 Rampart
24 Fane 76 Rift
25 Farm 77 Ruin
26 Forge 78 Sanctuary
27 Fort 79 Sanctum
28 Fortress 80 Sepulchre
29 Foundry 81 Sewer
30 Fountain 82 Shrine
31 Gallery 83 Smith
32 Garden 84 Spire
33 Graveyard 85 Stairs
34 Greenhouse 86 Stockade
35 Hall 87 Stronghold
36 Hideout 88 Tavern
37 Home 89 Temple
38 Hospital 90 Theatre
39 House 91 Throne
40 Keep 92 Tomb
41 Kennel 93 Tower
42 Kitchen 94 Trap
43 Lab 95 Treasury
44 Labyrinth 96 Tunnel
45 Lair 97 Turret
46 Library 98 Vault
47 Machine 99 Warehouse
48 Manor House 100 Zoo
49 Manse
12
Part 3 50 Laughter
51 Legends
D100 Flourish 52 Lich
1 Abyss 53 Light
2 Ancients 54 Lust
3 Angel 55 Madness
4 Anger 56 Malice
5 Arcane 57 Mirrors
6 Ascension 58 Mystery
7 Balance 59 Nightmare
8 Banishment 60 Oblivion
9 Beast 61 Order
10 Betrayal 62 Pain
11 Blessing 63 Peace
12 Blood 64 Peril
13 Bones 65 Phantasm
14 Brood 66 Pious
15 Chaos 67 Pleasure
16 Creation 68 Power
17 Crystals 69 Predator
18 Curses 70 Reawakened
19 Damnation 71 Renewal
20 Death 72 Reborn
21 Demon 73 Rite
22 Desire 74 Sadness
23 Despair 75 Schemes
24 Destiny 76 Screams
25 Destruction 77 Secrets
26 Devastation 78 Shadow
27 Divine 79 Sloth
28 Disease 80 Sorcery
29 Doom 81 Sorrows
30 Dreams 82 Spirits
31 Enchantment 83 Stars
32 Ether 84 Terror
33 Eternity 85 Time
34 Evil 86 Torment
35 Exodus 87 Torture
36 Flame 88 Treasure
37 Frost 89 Tranquillity
38 Fury 90 Unmaking
39 Ghosts 91 Undead
40 Gloom 92 Valour
41 Gods 93 Vanquished
42 Heavens 94 Void
43 Horde 95 War
44 Ice 96 Woe
45 Illusion 97 Worms
46 Insanity 98 Wyrms
47 Imprisoned 99 Wrath
48 Kings 100 Wraith
49 Law
13
Purpose Location/Terrain
14
Quirk/Feature Number of floors
As mentioned before, a dungeon with a This will give you an idea of the number of
quirk or rare feature should be just that – floors in the dungeon.
rare, at least a 1 in 50 chances of there
being a quirk/feature present. The more D100 Number of floors
dungeons have a quirk or feature such as 01 – 10 1
these, the less impactful it will become. 11 – 20 2
21 – 30 3
31 - 60 4
61 – 80 5
D20 Sample Quirk or Rare feature of 81 – 89 6
the dungeon 90 – 91 1d6 + 6
1 Automated Defences 92 – 93 1d8 + 6
2 Can be flooded 94 – 95 1d10 + 6
3 Can Cloak/Invisible 96 – 97 1d12 + 6
4 Can self-destruct 98 – 99 1d20 + 6
5 Damaging effect 00 2d20 + 6
6 Detection spells don’t work
7 Godless/no-divine
8 Healing Field
Things to keep in mind:
9 Illusions Everywhere
10 Infested There needs to someone of getting
11 Karma Field between each floor - Roll on the
12 Movable Transitions tables if inspiration is required.
13 Phase Shifting
14 Repairs Damage
At least one of the floors should have a
15 Shifting layout
16 Spatial Chaos connection of some kind to “the outside”.
17 Temporal Chaos However, magic may negate or replace
18 Traps Everywhere this.
19 Wild/Chaos Magic Zone
20 Other option not listed There is, in theory, no limit to the number
of rooms a floor can have. Some floors will
have more rooms than others. Some may
If you want, you can also roll on the have literally just one or two rooms and act
[Applies to] table in the reference section as transition “floor” between other levels
to determine if the quirk/feature is present of the dungeon.
all over the dungeon, just in one
room/section or in multiple locations If you are stuck for ideas or rushed, some
of the floors can be “closed off” due to
damage, renovations, infestations etc.
15
Lighting covers what light sources are
present and how bright they are compared
to daylight/standard light levels. The
The ambience of a dungeon can be thought number in ( ) gives you an idea of the light
of as “the character and atmosphere of a range - (x2) for example would tell you it is
place.” This is especially true for dungeons at least twice as bright as daylight/normal
or large room complexes. lighting.
The way a room smells, the temperature of Smells can be quite subtle and range from
the air, the light and so on can make a real barely noticeable to rather strong. If you
difference to the way any explorers would need to determine how strong, then roll a
react. A place that is truly silent might not 2d10, with 2 being barely noticeable and
be as scary or freaky as somewhere where 20 being very strong, almost
you can hear a child crying or water overpowering. Of course, if the character
dripping. does not have a sense of smell of have
recently been exposed to something
All of these ambience features can be pungent, then they stand a good chance of
applied to the dungeon as a whole or just missing this sensory input.
one section. Roll on the [Applies to] table
in the Reference section if you need help Sounds, like smells, vary in intensity and
figuring out what area this aspect would type. Again, roll a 2d10 to determine how
cover. loud the sound is. A 20 is almost painful
and for characters, with sensitive hearing,
The main ambience aspects are: it can deafen them for a few seconds.
Something else to remember is that the
• Heating sounds may not be coming from the room
• Humidity the characters are in but can be heard in
• Lighting that room.
• Smells
• Sounds A minor detail is something that is obvious
• Minor Detail and not hidden. It can range from scorch
marks to blood stains to simple dust. It is to
Heating covers what the typical add to the description of the room and is in
temperature range of the dungeon is, in addition to the features you would expect
degrees Celsius. Covers not only the to find. These can be important or not as
temperature but what is helping to you see fit. Typical only 1 in 100 dungeon
generate the heat, if it is working at all. elements would have one of these extra
details – as with anything like this, they
Humidity is the amount of water vapour have more of an impact the less they are
present in the air. A rating of 100 percent used.
relative humidity means that the air is
totally saturated with water vapour and
cannot hold anymore, creating the
possibility of rain.
16
Heating Humidity
This aspect tells you what the typical heat D100 Humidity %
source of the dungeon is and what the 01 0
average temperature is. If there is a radical 02 – 05 5
06 – 10 10
difference between various elements, then
11 – 15 15
you can re-roll/ignore or come up with a 16 – 20 20
creative reason for this possible 21 – 25 25
discrepancy. 26 – 30 30
31 – 35 35
36 – 45 40
Heat Source
46 - 70 45 (default)
71 – 75 50
D10 Heat Source 76 – 78 55
1 Heated air 79 – 80 60
2 Heated air 82 – 84 65
3 Heated metal 85 – 89 70
4 Lava 90 – 91 75
5 Magic (item) 92 – 93 80
6 Magic (spell) 94 – 95 85
7 Open fires 96 – 97 90
8 Open fires 98 – 99 95
9 Open fires 00 100
10 Radiators
17
Lighting Minor Details
D20 Light Levels • Some entries will simply not make sense
1 Variable (*) in some locations. Whilst it may be
2 None tempting to re-roll or pick another
3 Very little (1/4)
5-7 Reduced (1/2)
result, stop for a moment and push your
8 - 14 Normal (1) imagination and creativity to explain
15 - 18 Bright (1.5) WHY that item is there
19 Very Bright (2.0)
20 Blinding (2+) • Some entries will not be detectable over
a great distance. This applies to sounds
For variable light levels, you have several and smell, for the most part. A good
options. rule is that it can be heard/smelt in all
appropriate areas adjacent to the
D20 Variable pattern
dungeon element that has the sensory
1-6 Regular – Cycle up and down
over a period of time item
7 – 12 Regular – Alternate between
two levels over a period of time
13 - 20 Chaotic – Roll to see new level
every hour.
18
52 Ice crystals that are melting
53 Knocked over brazier
D100 Minor detail 54 Lamp - broken
1 Animal carcass - bat 55 Lamp - working
2 Animal carcass - cat 56 Leather boot
3 Animal carcass - dog 57 Lever - broken
4 Animal carcass - rat 58 Lever - intact
5 Bag of dice 59 Loose brick(s)
6 Baskets, empty 60 Loose tiles or flooring
7 Bear trap 61 Marks on the wall - counting
8 Bent and rusted iron bar something/tally
9 Birds nest - contains eggs 62 Marks on the wall - scratches
10 Birds nest - empty 63 Mop and bucket
11 Blood stain - hand print 64 Moss - hanging
12 Blood stain - large 65 Moss - on ground
13 Blood stain - small 66 Mouse Droppings
14 Broken arrows 67 Mouse hole
15 Broken bottle 68 Mousetrap
16 Broken helmet 69 Mushrooms growing on the floor
17 Broken Statue 70 Needle and thread
18 Bucket - empty 71 Occult circle, smudged
19 Bucket - filthy water 72 Pair of slippers
20 Burnt map 73 Peeling paint/wallpaper
21 Candle 74 Pile of animal hair
22 Chess set - game in progress 75 Pile of ash
23 Child’s doll 76 Pile of buttons
24 Clean spot/area 77 Pile of small stones
25 Cobwebs - dusty 78 Pile of wax
26 Cobwebs and dust 79 Pin cushion
27 Cobwebs filled with small spider 80 Pipes - broken
28 Corroded chain 81 Pipes - broken and leaking a liquid
29 Cracked flask 82 Pipes - intact
30 Cracks in the ceiling 83 Reading glasses
31 Cracks in the floor 84 Rolled up carpet
32 Cracks in the walls 85 Room is eerily clear of debris
33 Crude graffiti - garbled words 86 Rotten rope
34 Crude graffiti - stick figures 87 Scattered dirty
35 Cushions - fancy, but dirty 88 Scattered teeth/fangs
36 Cushions - simple 89 Scorch marks - electrical
37 Diary - closed/locked 90 Scorch marks - large
38 Diary - open but blank 91 Scorch marks - small
39 Dirty and damaged clothing 92 Scratches on floor - curved line
40 Dirty plates & cutlery 93 Scratches on floor - straight line
41 Dirty Rug 94 Set of keys, rusted together
42 Dog food bowl, empty 95 Ship in a bottle
43 Empty bottle 96 Skeleton - bird
44 Empty boxes and chests 97 Skeleton - rat/rodent
45 Empty cup/mug 98 Torch stub
46 Empty glass jar 99 Torn sack
47 Empty picture frame 100 Weird sticky slime
48 Faded poster
49 Footprints - large
50 Footprints - small
51 Hole in flour
19
Smells 52 Lilacs
53 Maple syrup
54 Meat - barbecued
D100 Smell
55 Mildew
1 Beeswax
56 Mould
2 Blood
57 Mouldy-wet swamp
3 Books - new
58 Musk
4 Books - old
59 Musty
5 Burning dust
60 Onions
6 Burning wood
61 Oranges
7 Burnt hair
62 Ozone
8 Burnt toast
63 Peanuts
9 Butterscotch
64 Peeling an orange
10 Camp fire smoke
65 Peppermint
11 Cedar
66 Pipe smoke
12 Cheese - fresh
67 Rancid ocean beach
13 Cheese - rotten
68 Resin
14 Cheesy feet
69 Roast chicken
15 Chicken coop
70 Roast meat
16 Chlorine
71 Roses
17 Cinnamon
72 Rotten egg
18 Clean ocean
73 Rotting fruit
19 Coconut
74 Sandalwood
20 Compost
75 Skunk
21 Curry
76 Slightly bad raw meat
22 Dark pine forest
77 Smoky lamp oil
23 Dirty bed sheets
78 Soap
24 Eucalyptus
79 Sour milk
25 Ferret nest
80 Sour old sweat
26 Fish
81 Spearmint
27 Flesh - burning
82 Stale alcohol
28 Flesh - rotten/decay
83 Strong alcohol
29 Fresh apples
84 Sulphur
30 Fresh meat
85 Sun-dried clean laundry
31 Fresh milk
86 Tallow candle
32 Fresh oil paint
87 Tomato plant
33 Fresh sweat
88 Troll spoor
34 Fresh-baked bread
89 Unknown chemical
35 Fresh-baked pie
90 Urine
36 Fresh-cut grass
91 Vanilla
37 Freshly scraped metal
92 Veggie soup
38 Freshly-dug earth
93 Veggies roasting
39 Frying bacon
94 Vinegar
40 Furniture polish
95 Vomit
41 Garlic
96 Water - fresh
42 Glue
97 Water - rancid
43 Good wine
98 Wet dog
44 Horse
99 Wild flowers
45 Horse manure
100 Yeast
46 Incense
47 Lavender
48 Leather
49 Leather - wet
50 Lemon
51 Liquorice
20
Sounds 52 Monster roaring
53 Music box winding down
54 Music played on a church organ
D100 Sounds
55 Nearby thunder
1 Arrow hitting wood
56 Ocean waves on a calm beach
2 Baby cooing
57 Old man singing
3 Baby crying
58 Old woman singing
4 Bare feet running on stone
59 One bird cooing
5 Belching
60 One bird twittering
6 Bell - alarm
61 One person snapping their fingers
7 Bell - festive
62 Party noises
8 Bell - light
63 Passing wind
9 Birds cooing
64 Person falling to the floor
10 Birds flying
65 Pig snuffling
11 Birds twittering
66 Piglets suckling
12 Blowing bubbles in water
67 Portcullis falling
13 Boisterous sneeze
68 Pottery breaking
14 Bouncing ball
69 Roaring bonfire
15 Bowstring twang
70 Roll again but it suddenly stops
16 Breaking glass
71 Skittering rodent sounds
17 Cart on a gravel road
72 Screaming
18 Cats fighting
73 Slamming door
19 Ceramic wind chimes
74 Slow heavy footsteps
20 Chanting - arcane
75 Slurping
21 Chanting - religious
76 Small animal growling
22 Child laughing
77 Small child singing
23 Clatter of pots and pans
78 Snoring
24 Cracking wood
79 Someone screaming for mercy
25 Crackling campfire
80 Something being crushed
26 Creaky floor
81 Something on a track
27 Crystal glasses clinking
82 Squeaky-hinged door
28 Dog barking
83 Stringed instrument being pluck
29 Electricity sparking
84 Swarm of bees
30 Explosion
85 Sword being drawn
31 Flesh being torn/ripped
86 Ticking sound
32 Handful of pebbles dropped in wa
87 Tiny polite sneeze
33 Handful of pebbles scattered on
88 Toddler whimpering
34 High-pitched whine
89 Voice counting down from low
35 Horse on a cobble street starting number
36 Human whistling 90 Voice counting down from a high
37 Large animal growling starting number
38 Laughter - jovial 91 Voice counting up slowly
39 Laughter - mocking 92 Water - dripping into water
40 Loud thump - irregular 93 Water - dripping onto stone
41 Loud thump - regular pattern 94 Water - ocean waves
42 Loud thump - single thump 95 Water - running
43 Low buzzing sound 96 Waterfall
44 Low persistent hum 97 Wet crystal being rubbed
45 Low rumbling 98 Wind chime
46 Man and woman snuggling 99 Wooden flute playing
47 Man screaming in anger 100 Yawning
48 Many dogs barking
49 Many people snapping fingers
50 Metal horn blowing
51 Metal being hammered
21
Corridor Size
22
Corridor - End Junctions – All
23
Dead-End Most of the minor details are self-
explanatory, such as alcoves, or columns
What is found at the end of the corridor etc, but a few do need covering in more
when a “dead-end” result is rolled? detail.
24
Door type – Rare
25
Lock – Security Lock – Type
This aspect is for locked doors and gives D20 Lock type
you a rough guideline into how secure a 1 Bar
lock is. The further down the table you go, 2 Chain
the more secure the lock is. 3 Combination (1d4+3 dials)
4 Combination (rotary)
D100 Lock security level 5 Cylinder
01 – 05 Laughable 6 Deadbolt
06 – 10 Basic 7 Handle
11 – 20 Simple 8 Knob
21 – 40 Below Average 9 Mortice
41 – 60 Standard 10 Multi-point
61 – 80 Above average 11 Night latch
81 – 90 Complicated 12 Padlock (closed shackle)
91 – 95 Hard 13 Padlock (long shackle)
96 - 99 Secure 14 Padlock (open shackle)
00 Ultra-Secure 15 Padlock (straight shackle)
16 Rim
17 Sliding
Lock – Status 18 Wedge
19 Another type not listed
here/rare/complex locks
D100 Lock Status
20 Multiple (roll twice)
01 - 05 Locked – Broken
06 – 15 Locked – Sticking
16 - 50 Locked
51 – 85 Unlocked Other Side
86 – 95 Unlocked - Sticky
96 - 00 Unlocked - Broken What’s on the other side of the door?
26
Door Feature/Quirk 6 Auto closes Due to a defect in
construction or a
deliberate choice, the
Features/Quirks should be unique and door automatically
rarely duplicated, ideally not at all. You closes after 1 round of
may have similar doors with similar being left open.
features, but each would have a unique 7 Auto-lock If the door is closed the
twist or spin, so two doors with alarms door will automatically
lock after 5 minutes
would have different sounding alarms, for have passed.
example. 8 Bell On the door frame is a
handle/button that,
D100 Result Details when pressed a gentle
1 Adjustable The height and width of chime is heard to echo
this door can be from behind the door.
adjusted by 50% each 50% of these are a
way of its original normal bell that has to
dimensions. be rung to attract
Some kind of lock or key attention.
is used to prevent 9 Blessing A powerful creature has
accidental changes. blessed the doorway.
2 Ageing The age of the door Those who pass
user doubles. Can't die through it are blessed,
due to old age. Reverts but only on holy days.
back to normal after 24 The blessing varies with
hours. the deity who blessed it
3 Alarm - Covert If this door is opened, a and may not always be
light starts to flash in a a positive one...
room nearby. Nothing is 10 Blood This door has blood
noticeable here Smeared smeared on it in the
though. shape of (roll a d4)
4 Alarm - If this door is opened, a 1 – A mystic symbol
Obvious very loud siren erupts, 2 – A warning
which continues even if 3 – A threat
the door is closed. 4 – Generic blood
5 Announce Nothing occurs until smear across the panels
someone or something 11 Blood Toll Only by smearing
(cloaked/invisible/phas freshly drawn blood
ed included) walks across the door will it
through the door allow passage. The
frame. Then, in a clear blood must be less than
voice, their true name is 1 minute old. This
spoken. Some wears off after an hour
announce other things and fresh blood must
as well (Roll d10) be applied. Some doors
1- 5 Just their True require a specific
Name person/species/race/ge
6 - Home Town as well nder to function. There
7 - Titles that have been is no handle or another
given grasping implement.
8 - True name & The door can still be
Hometown locked.
9 - True name & titles
27
12 Bouncy If this door is bashed 19 Copying Anything that passes
open/hit/attacked then through this door is
is a 50% chance the copied and materialises
basher will fly back a within 2 minutes. The
number of feet equal to copies only last 5 min.
the force applied but their remains are
13 Brand New This door is either left behind.
brand new or is treated 20 Crumbling Looks normal, but old.
to remain appearing As soon as someone
like it is brand new. Has grasps the handle, the
this door just been door falls victim to the
replaced? By whom and ravages of age and
why? crumbles to dust,
14 Broken It appears to be leaving the user holding
smashed open and it the door handle and
looks like something looking surprised.
has escaped 21 Curse A warning is first given
15 Broken Panel A small panel on the (normally audible, 10%
door is broken. It is too of time mentally) when
small for most players this door is opened.
to fit through, but a Passing through results
small creature or a limb in a curse being applied
may be put through to those who ignore it.
with no problem apart 22 Damage Passing through this
from what may be on door does damage to
the other side. whoever uses it.
23 Dead Bolt Locks placed on this
16 Charging Anything that uses a door are twice as
charge gets their effective as on other
current charges doors
doubled. If this takes 24 Disease Those who use this
them over the portal are given a mild,
maximum they would non-lethal disease.
normally have then the 25 Doubled For some reason, this
excess charges are lost. Handles door has two sets of
handles.
17 Colour Change Anything passing 1 - 5 Door opens both
through this door has sides
its colours changed but 6 – 9 Handle is just for
is otherwise ok. decoration
Reversed by passing 0 The spare handle
through the door again, is trapped
or reverts back to 26 Drain Anything with a charge
normal after 2 hours. (magical or otherwise)
is drained of 50% of
18 Coloured This door has a their power.
colouring different from 27 Dusting Anything passing
the rest of the doors in through this door
the area, but it cloaked/invisible is
otherwise normal. Why coated with a fine layer
is this door different of visible dust/flour
from the rest?
28
28 Edible This door is very easy to 39 Fused Sticking out of this door
get through as it is Creature is the body of
edible, but two to three something that tried to
times as thick as a phase through the door
normal door. What is it but got stuck halfway.
made from? Why is an Are they alive? Who are
edible door here? they? What were they
29 Electrical Touching any metal on doing and how did they
the door (or the door do it? Why did it fail?
itself if it is made from a 40 Future Sight On a certain day, at a
conductive metal) certain time, anyone
results in a small, non- who uses the doorway
lethal shock. gains a vision of their
30 Emergency No matter where in the future
Exit dungeon this door is 41 Glass The door is made of
placed, it only takes you glass (transparent,
to one place, namely, frosted, coloured or a
outside. mixture). It can break
31 Fake Door This door is fake and is quite easily.
simply a panel stuck to 42 Growth Anything passing
a wall. through this door is
32 “Fake” Fake This door is made to doubled in size. To
Door look like a fake door, but reverse pass through in
is a real one, just twice the other direction
as hard to open as a 43 Half Door - Only the bottom half of
normal one. Bottom the door opens
33 Fake Hinge This door has an extra 44 Half Door - Only the top half of the
set of hinges that are Top door opens
fake 45 Healthy Using this door
34 Fake Lock This door has a fake lock removes all parasites,
on it. The real lock is disease, poisons and
hidden. other organisms and
35 Fanfare As this door is opened, restores the user to full
a loud music fanfare is health. This health
played. This will stop effect can only be used
once the door is closed. once every 12 hours
36 Fire This door is covered in 46 Heat Slightly charred, this
flames but is not door gives off a great
burning the door. Can heat.
this fire be put out? 47 Ice This otherwise normal
37 Flesh The door is covered in door is covered in ice
flesh or bits of skin and an almost
sticking to it. The skin is supernatural chill can
fresh and being kept be felt within 10 feet of
alive by some arcane it. Touching the door
means. unprotected risks being
38 Forgiving Anyone under the stuck and/or damaged
effects of a curse or by the cold.
other supernatural 48 Illusion What you see when you
contract that is working look through this door
against them finds that when opened, is not
it is removed. Can only what is the other side
be used in this way
once a year.
29
49 Light Void Even when open you Roll a D12 to see what it
cannot see through the affects
blackness this door 1-3 Magic
generates. The only way 4-5 Divine
to see is to send 6-7 Psionics
something through 8-9 Items
50 Loud The door makes a very 10 Roll again twice with
loud creaking noise a D8
when opened, loud 11 Roll again (with a
enough to be heard up d8), but this is not
to 100 feet away. If subject to the effect
hinges are oiled first 12 All 4
this can be negated 55 Number This door has a a set of
51 Magnetic This door is laced with or a singular number(s)
strong magnetic on it.
materials. The door's 56 Odd shaped The door is not shaped
locks and keys are made like a regular shape
of a non-metallic (square, circle) but
material. Those who rather is an odd, almost
are wearing metal will random shape.
find it difficult, if not 57 One way Travel through this door
almost impossible to is in one direction only.
pass through. If simply 50% chance of each
carrying metal then it 2 direction.
rounds to pass through 58 One-way A viewing panel allows
due to the metal being panel one-way viewing. From
pulled back. the non-viewing side,
52 Mesh Either behind this door the panel looks like the
or part of it, is a wire rest of the door
mesh. Easy to open, but 59 Perma-open For some reason, this
very handy for door cannot be closed,
preventing insects from either by error or
escaping through the design.
door you just opened. 60 Phasing This door phases into
53 Name Written on here is and out or reality every
someone’s name, and other minute.
titles. Roll a d6 to find This makes working to
out what that may be. unlock and open the
D6 door a lot harder and
1 – A name triples the length of
2 – A title time taken and
3 to 6 – Name & title effectiveness of any
54 Nullifier Passing through this locks present.
door nullifies any 61 Plant-covered This door is covered
supernatural items and with plants and vines. It
powers. To reactivate is twice as hard to open
them simply pass as a normal door. There
through the same door is a very good chance
in the other direction (75%) of some wild
Artefacts are not plant growth behind
nullified by this effect. this door
62 Poisoning Using this portal coats
everything with a light,
contact-based poison
30
63 Pressure Plate There is a small plate 70 Round This door is perfectly
near this door on the normal, but for some
floor. Once this door is reason is in a circle
unlocked, something of shape rather than the
weight equal or greater regular shape.
to 200 pounds must be 71 Secondary Behind this door is
placed on it or the door Door another door of the
will not open. same type, stats and
64 Puzzle This door/lock combo attributes on the first
can only be opened by one you just spent ages
sliding the panels or unlocking and opening.
using buttons/levers in 72 Secret Knock Opening this portal
a certain order requires it being
65 Rattling As you pass within 5 knocked on in a
feet of this door, it particular pattern.
starts to rattle like 73 Seeing Eye This door has some kind
someone, or something of eye (living,
is trying to open it from mechanical or magical)
the other side. attached to it. It follows
the movements of
66 Regenerating Treated with some troll- whoever is closer to the
like substances, this door without blinking.
door repairs itself like a Some record what they
troll from any damage see, others send a live
within 1d3 mins. feed to somewhere else
67 Remote The door is normal, 74 Shifting This door can lead to
Handle apart from the fact the several different
mechanism to open the locations but has to be
door is not on the door closed first. Each time
itself, but somewhere the door is opened, roll
within 10 feet of the a d100
door. 01 – 26 Same room,
This could be a hidden same position as
button, a lever, a winch normal
etc. 26 – 50 Same room,
68 Removable Can be removed quite different position
easy and quickly. Roll a 51 – 75 Different room,
d4 to see what same floor
happens. 76 – 98 Different room,
1 Gap is left in the wall same dungeon
2 Blank Wall – Door can 99 Random doors on
only be used on this the same planet
wall 00 Different random
3 Blank Wall – Door can doors on the same
be used on any wall and plane
leads back to the 75 Shiny This door is covered
original room with a shiny metallic
4 Blank Wall – Door can like substance, almost
be used on any wall as a like a mirror.
"normal" door 76 Shrinking Anything passing
69 Resilient This door is twice as through this door is
tough as others and shrunk by 100%. To
takes half damage from reverse, pass through
any physical attacks the door the other way.
31
77 Simple Really Able to resist all but the 87 Temporal Stepping through this
most powerful of door causes a temporal
attempts to effect. You appear in
open/unlock, all it takes the room 2d10 minutes
is a simple "Open later. No time passes for
Please" phrase to those who step through
achieve. Knowing what and looking through,
language, it has to be you see what is actually
spoken in is another. in the room.
78 Skeletal Door This door is made from
the bone(s) of one or 88 Toll To get past this door
more creatures. The each person must pay a
bones have been toll through a small slot
treated to act like iron. in the door itself. Only
79 Slide Door The door does not open allows one person
inwards or outwards through at a time. If the
but slides into a wall door is broken then
cavity. there is a good chance
80 Slot At about midway up the of coinage (of various
door, is a small slot, big types and value) being
enough to post found inside.
something through. 89 Tone Locked To open/unlock this
50% of the time there is door, a series of musical
a panel covering it notes must be played in
81 Slowing Once opened, this door the right order.
only allows 1 person to
travel through every 90 Transparent In all ways (hardness,
other round breakpoints, locks etc.)
82 Soundproofed The door has unusually the door same as
thick seals and is made normal but is
from a material that transparent and can be
blocks all but the seen through both
loudest noises. This ways.
applies to any keyhole
the door may have as 91 Trapped Behind this door is a
well non-lethal trap of some
83 Speaking Tube Allows communication kind, such as a net, or a
through the door bucket of something
without opening it sticky and nasty
84 Speed Use Only those who are
running can pass 92 Treated This door looks like a
through this portal normal one but has
85 Split Door Splits either top to been treated so that it
bottom or side to side, is stronger and more
rather than opening in difficult to break. It has
the normal matter. the stats of a door one
class higher.
86 Teleporting Looking through this
door shows the 93 Ultra-Ultra Can literally only be
contents of the Secure opened by one creature
expected room. and they have to be
Stepping through alive. If they are dead,
however takes you to tough luck. It might
another actually be easier to go
doorway/room. around this door
somehow.
32
94 Unstable If this door is bashed [0] Roll a 2nd d10. If this
open there is a 10% results in a 0 again then
chance it will explode, roll on this chart again
doing minor explosive (re-rolling a second 0)
damage to anyone but the change is
within 10 feet. permanent until the
95 Vacuum Anything within 10 feet curse is removed
of this door when
opened, if not tied
down, is dragged into
whatever lies the other Other Optional Door Details
side of this door. This
works in one direction.
Door Condition
96 Valuable This door is made from
or covered with
precious metals D20 Condition
There is a 50% chance 1 Falling Apart
that damaging the door 2-3 Broken
to remove the metals 4-5 Damaged
sets off an alarm. 6-8 Weathered
97 Valuable (fake) This appears to be 9 - 12 Good/Average
covered in gold or 13 – 15 Clean
another precious metal. 16 - 17 Very Good
In truth though it is not 18 - 19 Pristine
worth much at all.
20 Perfect
As with Valuable doors,
there is a chance (50%)
that trying to remove or Door Frame
damage the door sets
off an alarm.
D10 Frame Style
98 Warning Sign This door has a warning
1 Blended
sign or symbol on it
2 Raised
99 Wedged Shut This door has been 3 See-through
wedged shut from the 4 Smaller
other side. 5-7 Standard
8 Subtle
100 Youth The first user of this 9 Sunken
door become the same 10 Wider
age as new-borns for 24
hours. Each user within
a 24-hour period rolls
Handle
on the chart below with
+1 to the roll for each D10 Handle
sentient being that 1–2 Bar - Fixed
passed through in the 3 Bar – Pull/Push
same time period. Roll a 4–6 Handle
d10 to determine what 7-8 Knob
is affected by this 9 Lever
10 Plate
[1 – 4] Just their body
[5 – 8] Just their mind
[9] Both mind and
body are affected
33
Entrance Feature
34
Sentient
35
Special/Unique Morale
36
Animal 50 Leech
51 Lion
52 Lizard
53 Llama
D100 Animal 54 Locust
1 Alligator 55 Maggot
2 Ant 56 Meerkat
3 Anteater 57 Mole
4 Aardvark 58 Moose
5 Badger 59 Moth
6 Bat 60 Orang-utan
7 Bear 61 Ostrich
8 Beaver 62 Other Amphibian
9 Bee 63 Other Aquatic
10 Beetle 64 Other Insect
11 Boar 65 Other Mammal
12 Buffalo 66 Other Reptile
13 Bull 67 Otter
14 Butterfly 68 Owl
15 Camel 69 Panther
16 Cat 70 Parrot
17 Centipede 71 Penguin
18 Chameleon 72 Pig
19 Chicken 73 Porcupine
20 Chimpanzee 74 Python
21 Chipmunk 75 Rabbit
22 Clam 76 Racoon
23 Cockroach 77 Rat
24 Cow 78 Salamander
25 Crab 79 Scorpion
26 Cricket 80 Sea-lion
27 Crocodile 81 Seal
28 Crow 82 Serpent
29 Dog 83 Sheep
30 Donkey 84 Skunk
31 Duck 85 Sloth
32 Eagle 86 Snake
33 Elephant 87 Spider
34 Falcon 88 Squirrel
35 Flea 89 Stork
36 Fly 90 Swan
37 Fox 91 Tiger
38 Frog 92 Tortoise
39 Giraffe 93 Turkey
40 Goat 94 Turtle
41 Gopher 95 Vulture
42 Gorilla 96 Wasp
43 Hedgehog 97 Weasel
44 Hippopotamus 98 Wolf
45 Horse 99 Wombat
46 Hyena 100 Worm
47 Ibis
48 Kangaroo
49 Koala
37
Profession 50 General
51 Gladiator
52 Glassblower
53 Goldsmith
D100 Profession 54 Gravedigger
1 Actor 55 Groom
2 Alchemist 56 Guard
3 Animal Trainer 57 Guide
4 Apothecary 58 Healer
5 Archer 59 Herald
6 Architect 60 Herbalist
7 Armourer 61 Hunter
8 Artist 62 Inquisitor
9 Assassin 63 Jeweller
10 Baker 64 Labourer
11 Banker 65 Lamplighter
12 Bandit 66 Leatherworker
13 Barkeep 67 Lore keeper
14 Barbarian 68 Mayor
15 Barrister 69 Messenger
16 Bard 70 Midwife
17 Beggar 71 Monk
18 Bishop 72 Oracle
19 Blacksmith 73 Playwright
20 Bower 74 Potter
21 Brewer 75 Priest
22 Builder 76 Ranger
23 Butcher 77 Rouge
24 Butler 78 Runesmith
25 Candle Maker 79 Sadler
26 Captain 80 Sage
27 Carpenter 81 Sailor
28 Cartographer 82 Scholar
29 Cartwright 83 Scribe
30 Cleric 84 Seer
31 Clerk 85 Servant
32 Constable 86 Shepherd
33 Cook 87 Silversmith
34 Courier 88 Skinner
35 Diplomat 89 Smuggler
36 Dog Trainer 90 Soldier
37 Engineer 91 Sorcerer
38 Engraver 92 Stonemason
39 Entertainer 93 Tailor
40 Farmer 94 Teacher
41 Farrier 95 Trapper
42 Fisherman 96 Warrior
43 Forester 97 Watchman
44 Fortune Teller 98 Weaponsmith
45 Furrier 99 Weaver
46 Game Keeper 100 Wizard
47 Gardener
48 Gatekeeper
49 Gem cutter
38
Shape
These are in addition to the door that was If you don’t want to randomly decide a
used to enter the room. square room is a good default shape to go
with, you just then have to determine the
D20 Other Exits size of the room as normal.
1–4 0
5–8 1 Room Corners
9 – 12 1d2 (odds = 1 , evens = 2)
13 – 14 1d3 (1d6/2 rounded down)
D20 Room Corner
15 – 16 1d4
1 - 15 Straight/Standard
17 – 18 1d5 (1d10/2 rounded down)
16 Curved/Rounded - inwards
19 – 20 1d6
17 Curved/Rounded - outwards
18 Squared/Blocked
19 Other [Geometric] shape
Exit Location 20 Irregular
39
“Empty” Details
40
Room Type (expanded) 48 Courtyard
49 Crematorium
50 Crypt
Randomly decide if you will on table 1 or 51 Depository
table two then roll a d100. 52 Divination Room
53 Dock
D100 Room type table 1 54 Dormitory
1 Abattoir 55 Dressing Room
2 Access (corridor) 56 Eating hall
3 Access (room) 57 Elevator (complex/advanced)
4 Alchemy Laboratory 58 Elevator (simple)
5 Altar 59 Emergency Exit
6 Amphitheatre 60 Engineering Workshop
7 Antechamber 61 Entrance Hall
8 Armoury 62 Exercise
9 Asylum 63 Exit to the outside (secret)
10 Atrium 64 Farm
11 Aviary 65 Food Preparation
12 Bakery 66 Forge
13 Ballroom 67 Forge (glass)
14 Banquet Hall 68 Foundry
15 Bar/Drinking Hall 69 Fountain
16 Barracks 70 Foyer
17 Bath 71 Gallery (animal trophy)
18 Bathroom (guest) 72 Gallery (mixed/other)
19 Bathroom (master) 73 Gallery (monster trophy)
20 Bedchamber (guest) 74 Gallery (paintings)
21 Bedchamber (master) 75 Gallery (statues)
22 Bedchamber (minor) 76 Games Room
23 Belfry 77 Garden (abandoned)
24 Boudoir 78 Garden (tended)
25 Brainwashing/Conversion 79 Graveyard
26 Breeding Chamber 80 Great/Grand Hall
27 Brewery 81 Greenhouse
28 Bridge (rope) 82 Guard post (empty)
29 Bridge (stone) 83 Guard post (occupied)
30 Bunker 84 Hatchery
31 Buttery 85 Hideaway
32 Casino/Gambling 86 Hold
33 Cave 87 Infirmary
34 Cavern 88 Keep
35 Cell 89 Kennel
36 Chapel 90 Kitchen
37 Chasm 91 Laboratory (active)
38 Cistern 92 Laboratory (arcane)
39 Cloakroom (attended) 93 Laboratory (empty)
40 Cloakroom (unattended) 94 Labyrinth (complex)
41 Cloister 95 Labyrinth (simple)
42 Closet 96 Labyrinth (standard)
43 Cold Room (chill) 97 Lair (animal)
44 Cold Room (frozen) 98 Lair (monster)
45 Coliseum 99 Lair - abandoned (animal)
46 Conservatory 100 Lair - abandoned (monster)
47 Court hall
41
D100 Room type table 2 54 Seraglio
1 Larder 55 Sewer Entrance
2 Lavatory (clean) 56 Sewing Room
3 Lavatory (in use/occupied) 57 Shrine (abandoned)
4 Library 58 Shrine (active)
5 Library (Specialized) 59 Sitting Room
6 Linen Room 60 Smith
7 Machine (various) 61 Solarium
8 Master bedroom 62 Sorting
9 Meditation Room 63 Stables
10 Meeting 64 Stairwell
11 Meeting Hall 65 Stonemason
12 Minaret 66 Storage (drink)
13 Mine (abandoned) 67 Storage (empty)
14 Mine (active - gems) 68 Storage (food)
15 Mine (active - metals) 69 Storage (general/misc.)
16 Mine (active - mixed) 70 Studio
17 Mine (active - stone) 71 Study
18 Music Hall 72 Summoning room
19 Necropolis 73 Temple
20 Nursery 74 Testing Room
21 Observation (hidden) 75 Theatre
22 Observatory 76 Throne Room
23 Office 77 Tomb (empty)
24 Ossuary 78 Tomb (filled)
25 Oubliette 79 Torture Chamber
26 Panic Room 80 Tower
27 Panopticon 81 Training (archery)
28 Pantry 82 Training (general)
29 Park 83 Training (martial)
30 Parlour 84 Trap (dangerous)
31 Pens 85 Trap (deadly/lethal)
32 Pit ("bottomless") 86 Trap (joke)
33 Pit (deep) 87 Trap (light)
34 Pit (shallow) 88 Treasury
35 Pond 89 Turret
36 Pool (swimming) 90 Vault
37 Pool (water source) 91 Vestibule
38 Portal 92 Void Chamber
39 Power generator (lifeforms) 93 Waiting Room
40 Power generator (natural) 94 Walkway
41 Prison (empty) 95 War Room
42 Prison (high security) 96 Wardroom
43 Prison (occupied) 97 Well
44 Refectory 98 Well (dry)
45 Refuse/Waste Processing 99 Wine Cellar
46 Repository 100 Workshop (general)
47 Sacrifice
48 Salon
49 Sanctum
50 Sauna
51 School
52 Secret [Room]
53 Sepulchre
42
A Room Feature is something that, in
addition to the expected items you would
find in the various types, such as torture
chambers having racks or a smith having a
forge, is noticeable or present about the
room.
D20 Feature
1 [Damage] – Roll on the damage
table in the Reference section
2 Alarm system
3 Alcove
4 Columns (octagon)
5 Columns (other)
6 Columns (round)
7 Columns (square)
8 Communication device
9 Crates
10 Decorative items, such as a
map or picture
11 Divider (folding etc)
12 Paintings/pictures
13 Rubbish
14 Seating (extra)
15 Small vent
16 Split-level
17 Storage
18 Water delivery system
19 Window (external)
20 Window (internal)
43
Rare Transitions
Destination Quirk
44
Curve/Bend
45
Damage type Geometric Shape
Useful when you know something has For when you need to know what
been damaged, but not what type. geometric shape to use.
LTR or RTL
Dimension Variation
Is this element going left to right or right to
You know something is different in size for left? Handy for corridors, odd-shaped
this element when compared to the elements, rooms or deciding what way
default, but what dimension has been something is moving.
altered? It’s height, width depth or a
combination? D20 LTR or RTL
1-6 LTR
D10 Dimension Variation 7 - 14 Middle/Straight on
1 Height 15 – 20 RTL
2 Width
3 Length
4 H+W
5 H+L
Map Element Type
6 W+L
7-8 All three For when you need to decide what is
behind the door or end of the corridor.
46
Material – Base type Material – Metals
47
Material – Other Material – Precious Metals
48
Material – Wood Quality
You may also wish to determine the axis A non-appropriate resident is an animal or
along which something has been sentient that, based on the type of room, is
mirrored/flipped. Some axis may be more not meant for that location, such as a
appropriate than others. In which case, you blacksmith in a kitchen or a seer in the
can roll on the dimension variation table barracks.
listed above, but you may find that sticking
to the base dimensions and not using the
combined ones are more suitable for use.
49
Smoothness Size - Variation
Used when you need to know if a material, There are two tables here to determine
floor, wall or other surface is smooth or size variation of an element. Use
not. A smooth floor, for example, is much whichever you feel like using or randomly
easier to traverse when compared to a decide between the two.
rough or broken one. A jagged wall has
many places to catch your clothing or get Simple Size variation
injured on.
D20 Size Variation
D20 Smoothness 1 -2 Half
1–2 Bumpy 3–4 Quarter
3–4 Chaotic/No discernible pattern 5–6 Double
5–6 Jagged 7 Triple
7 – 13 Straight/smooth for the most 8 - 20 None/standard
part
14 - 20 Straight/smooth
Expanded Size Variation
Size - Base
D20 Expanded Size Variation
Used when you need to determine the 1 25%/quarter of the base size
2 33%/third of the base size
base size of something. Remember that
3 50%/half the size
the sizes are listed in abstract sizes for 4-5 66%/two thirds the size
comparison and adaptability - can be in 6–7 75%/3 quarters
meters, feet whatever - just stick to the 8 - 10 Standard/normal
same format throughout your design and 10 - 11 25%/quarter larger
descriptions. 12 – 13 33%/third larger
14 – 15 50%/half larger
16 - 17 66%/two thirds larger
Some things should be naturally smaller 18 75%/3 quarters larger
than others, in which case you should 19 Double sized
make the roll on the table with a d5 (a 20 Triple size
d10/2 rounded down)
Up or Down
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Ambience
Purpose Inhabitants
Original purpose – Military Outpost
Current purpose – Lair The White Belfry has a mixture of sentient
Location - Valley and non-sentient creatures tat call it home.
As it’s being used as a lair, one creature
Basics needs to be determined as the lair-
Units used – Feet creature and can be considered to be the
Ceiling type – Domed (Concave) one in charge or ruler of the dungeon.
Base Corridor details
length – 30 feet Non-sentients
width – 10 feet Chimpanzees
height - 10 feet
Base room size – 100 feet Sentients
Default room shape - square Species – Kobold Guards
Floor – Smooth Stone Morale – Will work for highest bidder
Walls – Soft Wood (treated) Equipment/Training - Elite
Number of levels - 5
Quirk/Feature - None Ruler
Decided to roll on the Special Inhabitant
Doors table to find out just what has claimed this
Material – Metal (iron) place as its home.
Status – Closed (unlocked)
Door Type - Standard Ruler - Vampire
Lock security – Above average
Lock status – Locked & sticking
Lock type – Multi-point
Shape – Circle
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Room & Corridor examples #4 – Galley
Let’s say you have your dungeon layout This galley is three times the standard size
mostly planned, but you need to know but is much longer than it is wider. There is
what is behind a few doors. one entrance at the far east end (entering
from the west) and there is obvious sign of
Deciding to roll for each element, you arcane damage all along the north wall.
come up with the following behind each of
the 5 doors you have left over with nothing
behind.
#5 – Forge
Door # What’s behind the door?
1 Room - Temple This forge, in a room double standard size
2 Corridor has been long abandoned, yet is could
3 Corridor return to being fully functional quite
quickly. There is only one entrance to this
4 Room - Gallery
room and it is the one you entered from.
5 Room - Forge
You find several rodent nests within the
#1 – Temple
forge area, but nothing else.
The temple is twice the base size, with no
other entrance and is currently inhabited
As you can see, with Corridor-1 and the
by the kobolds praying to their deity.
Galley, there are more doors which in turn
could lead to more areas of the dungeon to
There is an odd smell in here, in addition to
explore.
the kobolds. You think it might be a type of
incense.
#2 – Corridor 1
#3 – Corridor 2
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1 – Four Squares
# Name
1 Four Squares
2 C Cluster
3 Diagonal Corridors
4 H Cluster
5 Figure 8
6 Arrow
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3 – Diagonal Corridors 5 - Figure 8
4 – H Cluster 6 - Arrow
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