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For many people, the word “Dungeon” Inside this publication, you will find tables

conjures up dark stone corridors filled with to help you with…


creatures out to stop you. After a while
they may seem to be the same, all looking • Defaults to make your planning and
alike and feeling, well, boring. mapping easier for you and your players
• Basic information on the dungeon, from
What you need is some variety in your its name, location, purpose and more
dungeons! • The ambience – How hot is the
dungeon? Is it very humid? What about
Dungeon maker is a series of tables sounds or smells?
designed to help you in designing and • Tables to help you plan out the corridors
fleshing out your dungeons or places for including what is at the end of the
the party to explore. Building on some section of the corridor – is it another
existing publications from Ennead Games corridor section, a junction or a room?
and combing and adding to the • Doors – What do they look like, what are
information they hold. they made from, what type of lock
keeps them secure?
Existing supplements, such as the • Entrance – What is the main entryway
“Dungeon Feature” series, also from into the dungeon like?
Ennead Games will expand on certain • Inhabitants – Who, or What lives here?
details even further if required, such as • What are the rooms like?
altars. Think of this publication as a base • How do you get from one floor to
product from which other optional items another?
can be added to.

Created by Cover Artwork


Chris Kentlea Shaman's Stockart

Copyright Internal Artwork


Ennead Games 2018 Patrick E. Pullen

Page Background
Lord Zsezse Works © - 2018
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

Room Types.............................................40 Up or Down ......................................... 50

Contents ..............................................40
Examples ................................................. 51
“Empty” Details ...................................40
Basic Details ........................................ 51
Room type (common) .........................40
Rooms.................................................. 51
Room Type (expanded) .......................41
Inhabitants .......................................... 51

Room Features ........................................43 Room & Corridor examples ................. 52

Transitions...............................................44 Pre-set Layouts ....................................... 53

Type .....................................................44
Destination ..........................................44
Rare Transitions...................................44
Quirk ....................................................44

4
Chapter Details/Notes

The Dungeon Maker is divided into


multiple sections or chapters. As
mentioned before, you can use each table
How to use these tables collection together or pick what you need
or like from the options provided.
Although you could use all of these tables
together, you may find that you get the Also, don’t forget the golden rule: If you
best results when you use just what you don’t like the random result you are given,
require at a certain moment, such as what feel free to roll again or even pick the result
is behind this door, or how long is this you like best or suits your design.
corridor etc.

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]”

• Ambience – Covers lightning,


A note on traps temperature, humidity, typical smells
and so on.
Due to the variety and sheer possible
numbers of traps that could be found, they • Corridor – Deals with corridor size,
are not being covered by this publication. shape, what at the end of it, how many
However, a publication covering random doors are present etc
trap generation will be made, so keep an
eye out for that one. This is not to say traps • Doors – You found a door. But is it
will not be present in any dungeon but are locked? What’s behind it?
beyond the scope of this publication.

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

D20 Ceiling Type


Rather than saying for every corridor 1 Barrel
things like - “This corridor is 20 feet long, 2 Cathedral
10 feet high with marble flooring” you can 3 Coffered
have a series of defaults or standard 4 Cove
5 Domed (concave)
descriptions. Then when something
6 Domed (convex)
changes it will stand out more. Of course, 7 Dropped
nothing is stopping you from describing 8 Exposed beam
everything the same way, just this will save 9 Groin
time and help to prevent boredom. 10 Hollow
11 Painted
12 Patterned
Remember: sizes are listed as abstract sizes
13 Rough
for comparison and adaptability – they can 14 Shed
be in meters, feet whatever - just stick to 15 Smooth
the same format throughout your design 16 Speckled
and descriptions and you’ll be fine. 17 Stretched material
18 Trays
19 Vaulted
20 Other
Base Room Size

D20 Base Room Size Units


1 10 Corridor Section – length
2 20
3 30 At the end of each corridor section, you
4 40 would roll on the [Map Element] table
5 50 found in the Reference section.
6 60
7 70
D10 Section Length
8 80
1 10
9 90
2 10
10 100
3 15
11 110
4 20
12 10d10 + 100
5 25
13 12d10 + 100
6 30
14 14d10 + 100
7 35
15 16d10 + 100
8 40
16 18d10 + 100
9 45
17 20d10 + 100
10 50
18 20d10 + 200
19 20d10 + 300
20 20d10 + 400

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

D20 H/W D20 Doors


1 4 1–5 Metal
2–3 5 6 – 10 Stone
4–6 8 11 – 15 Wood (Hard)
7 – 14 10 16 - 20 Wood (Soft)
15 12
16 15
You may wish to roll on the tables in the
17 18
18 20 [Doors] chapter as well so you can
19 22 establish the status of locks and so on as a
20 25 standard.

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)

Location-appropriate simply means that


you would have what you would expect to
find in this type of section – Such as a
carpet in a bedroom, marble in a great hall,
straw in a stable etc.

For [Metal] and [Organic] – you can roll on


the tables in the reference chapter.

8
Purpose

This table you may wish to roll twice on.


These tables cover the, as the name of the Once for the dungeons original purpose
section suggests, the basic information and again for what it is currently being
about the dungeon: used for.

• 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.

The ones presented here are just example


You may find that removing or adding – You are heavily encouraged to come up
joining words like “the” and “and” etc. will with your own.
make the name of the location flow better.

Table one is an adjective that describes the Number of Floors


dungeon. To use it, roll 3 d10’s, designating
one as the hundreds, one as the tens and This gives you a rough idea of how many
the others as the single digits. This is the floors are present in the dungeon. Not all
same as rolling a d100 with two d10’s floors are going to be useable or filled.
except you have an extra dice. Some floors might be dedicated to a single
function, such as barracks.
Obviously, the entire dungeon would not
be, for example, a tomb or a lab, but it D20 Floor style
could be what it is (in)famous for. 1 - 18 Mixed – Roll as normal
19 - 20 Themed – based on a certain
room type

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

Current Purpose/Reason Where in the world was this dungeon


construction? Why was this location
D20 Purpose of dungeon picked? Knowing the original purpose of
1 Abandoned (*) the dungeon can help you decided why this
2 Bunker place was picked for the construction or
3 Dumping Grounds utilisation of this particular place.
4 Entertainment
5 Experiments
6 Grave
7 Headquarters D20 Location/Terrain
8 Home 1 Cavern
9 Lair 2 Desert
10 Military Outpost 3 Floating/In Air (*)
11 Mine/Resources 4 Forest
12 Prison 5 Grasslands
13 Refuge 6 Hills
14 Showing Off 7 Island
15 Temple 8 Jungle
16 Torture 9 Lake/River
17 Training 10 Mountains
18 Trap 11 Plains
19 Vault 12 Sewer
20 Other option not listed 13 Swamp
14 Tundra/Arctic
15 Underwater
16 Urban
Original Reason 17 Valley
18 Volcano
D10 Original Reason 19 Wasteland
1–3 Changed 20 Other option not listed
4–6 Changed 1d3 times since
construction
7 – 10 Same as current (*) – This requires a world of high magic or
advanced technology. This result can be re-
For the “Changed” option, roll again on rolled if your world doesn’t have either of
current purpose table to determine what it these. Alternately, it can be classed as a
originaly was used for – Re-rolling quirk/rare feature and only be present in
“abandoned” or “Other” results. one dungeon across the entire world.

(*) = If you get the Abandoned result, then


you need to roll, pick or come up with
details on what it was before it was
abandoned and WHY it was left alone.

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

Exceeding 45% runs the risk of leaving too


Typical Temperature much moisture in the air which can aid in
mould growth.
D100 Heat Source (Celsius)
01 - 05 -10 (*)
06 - 10 -5
11 – 15 0
16 – 25 5
26 – 35 10
36 – 45 15
46 - 70 20 (default/room temp)
71 - 90 25
91 - 95 30
96 - 00 35 (*)

On entries marked with a (*) – Roll a d10.


If you get 8+, increase/decrease (as
appropriate) the temperature range by a
further 5 degrees. Repeat this roll until you
roll 7 or under on this d10.

17
Lighting Minor Details

Lighting Source This advice applies equally to minor details,


sounds and smells, so rather than
D20 Light Source repeating it, treat this as the same for all
1 Blacklight/UV light three aspects.
2-5 Candles
6 Chemical reactions Take into consideration the following when
7 Gas lamp (connected)
8 Gas-lamp (individual)
adding minor details/sounds:
9 Magical (item)
• The lists should be used as the basis of
10 Magical (spell)
11 Natural light your own ideas.
12 Natural Light (reflected)
13 Organic creatures • The position/location of the detail. A
14 Technology blood stain on the ceiling will provoke
15 - 20 Torches more questions when compared to one
that is on the floor or the wall, for
Light Levels example.

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

D10 Corridor section size


For each corridor section you need to make compared to the default
several rolls: 1 Default
2 Default
3 Default
• Size
4 Default
• Type 5 Half
6 Half
• End aspect 7 Quarter
• Additional Doors 8 Double
9 Double
10 Triple
Size is how long, wide etc the corridor
section is when compared to the default Size changes apply to…
details.
D20 Applies to…
Type tells you if the corridor is straight, 1 – 11 All three dimensions
angled (diagonal), curved, slanted (going 12 Just height
up or down) or combined. The tables in the 13 Just length
14 Just width
reference section can tell you what
15 – 16 Height and length
direction, the angle etc. 17 – 18 Height and width
19 – 20 Length and width
End aspect tells you what is at the end of
the corridor section. It could be a junction,
another corridor, a door or a dead end.
Corridor type
Additional doors details are generally only
D10 Corridor type
used if you are entering this corridor 1 Angled
section from a door. 2 Angled
3 Curved
If you need to determine what direction 4 Curved
the corridor is going in, roll on the 5 Slanted
appropriate table(s) in the reference 6 Straight
7 Straight
section.
8 Straight
9 Straight
This is the part of the process that can take 10 Combined - Roll twice again on
the longest, especially if you use all the this table, re-rolling any 10s
table in this publication to determine
where the corridors are, what features
they have and so on. Take your time,
maybe create a few pre-set layouts to help
speed things up a bit.

22
Corridor - End Junctions – All

D10 Corridor - End D100 Junctions - All


1 Corridor 01 – 03 ^ (Reversed V)
2 Corridor 04 – 06 C
3 Corridor 07 – 09 Circle (bottom)
4 Dead-end 10 – 12 Circle/O (full)
5 Door 13 – 15 Cross-way
6 Junction (common) 16 – 18 Curved
7 Junction (common) 19 – 21 Diagonal corridor
8 Junction (common) 22 – 24 Diagonal V
9 Junction (all) 25 – 27 Diagonal Y
10 Transition 28 – 30 Diamond
31 – 33 F
34 – 36 H
37 – 39 Hash junction/double cross
Junctions – Common 40 – 42 K
43 – 45 Left
D10 Junction - Common 46 – 48 M
1–2 Diagonal 49 – 51 Right
3–4 Left corner 52 – 54 Square
5–6 Right corner 55 – 57 Star Junction (5 points)
7–8 T 58 – 60 Star Junction (6 points)
9 - 10 X 61 – 63 Straight on
64 – 66 T
67 – 69 T (diagonal)
70 – 72 Triangle (equilateral)
When rolling for the junction, place the 73 – 75 Triangle (isosceles)
element in the most logical location. For 76 – 78 Triangle (right angle)
example, you roll a 7 and get a T junction. 79 – 81 U
There are three possible locations, the two 82 – 84 U (upside down)
“arms” and the main length of the junction. 85 – 87 V
You would then pick or roll randomly to 88 – 90 W
91 – 93 X (diagonal cross)
decide where the junction joins, giving
94 – 96 Y
equal chances to the possible places. In this 97 - 00 Other not listed here/roll again
example, 1-2 on a d6 would be one of the
“arms”, 3-4 would be the other arm and 5-
Additional Doors
6 would be the main length. Rolling a 5
would mean the corridor is attached to the D20 Additional Doors
main/long part of the junction with two 1–3 0
other corridors or features to both the left 4 - 11 1
at right, both at right angles. The same 12 – 14 2
logic applies to any of the other junctions. 15 – 16 3
Again, you can use the tables in the 17 4
18 5
reference section to help decide this for
19 6
you if required. 20 1d6+6

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.

D6 Suggested Dead-End Feature Curved – Whilst the destination of the


1–2 Fake Door corridor section is in a straight line from
3–4 Rubble the start, the corridor itself has a slight
5-6 Wall
curve to it.

Higher/Lower – One part of the corridor is


Other Details noticeable higher, or lower, than the rest
of it, but overall, it’s the same height.
A good rule to work with, in regards to
other details, is to not have every corridor Narrow/Wider – As with higher/lower
possess a minor detail aspect. minor detail, the majority of the corridor is
flat, but there is one part that is notably
Only about 1 in 20 corridors, if even that, more narrow or wider than the rest.
should have a secondary detail. I.e. Roll a
d20 and if you get a 20, then the corridor When there is a variation in size in one
has a secondary/minor detail like one of area, it would be no more than 20% when
those listed below. compared to the base corridor. If a corridor
section is 30 x 10 x 10 (h/w) for example,
D20 Minor Detail then the width/height variation would be
1 Alcoves between 8 x 8, 12 x 12 or a combination of
2 Bad repair the two. For larger creatures, the smaller
3 Barrier/blockage sections might prove to be an issue.
4 Brand New
5 Columns If you get the combination result, then you
6 Curved would apply both results, but at various
7 Damaged [damage] parts of the corridor element, with you
8 Higher either picking what is presented first or
9 Incomplete rolling equally between what options you
10 Lower have.
11 Narrow
12 Recently cleaned
13 Recently refurbished/repaired
14 Rubble filled
15 Sloped
16 Thicker walls
17 Thinner walls
18 Uneven dimensions/size
19 Wide
20 Combination - Roll twice

24
Door type – Rare

These rare door types should be treated as


As with some of the other dungeon examples and you are defiantly
features, you can decide if these details encouraged to come up with your own,
apply to a particular door, a region, floor or based on the theme/concept of your
the dungeon as a whole, using the [applies dungeon.
to] table in the Reference chapter.
D20 Rare door type
If you need to randomly decide if a door 1 Bookcase - pivot
has a quirk or feature, a 1 in 50 (a 1 or 2 2 Bookcase - sliding
rolled on a d100) is a good baseline to start 3 Folding (2 parts)
with and can adjust if required. 4 Folding (3 parts)
5 Folding (horizontal)
6 Iris/Aperture
7 Painting (pivot)
Door status 8 Painting (slide)
9 Panel (pivot)
D10 Door Status 10 Panel (slide)
11 Rotating
1–4 Open
12 Rotating
5-8 Closed (*)
13 Sliding (down)
9 Wedged open
14 Sliding (Left to right)
10 Wedged shut
15 Sliding (Right to left)
16 Sliding (up)
(*) = If the door is closed then roll to see if 17 Turnstile (bi-directional)
it is locked as well on the lock tables in this 18 Turnstile (one way)
chapter. 19 Vault-style
20 Other/even more rare door
type/unique
Door type

D100 Door Type


01 – 90 Standard
91 Archway
92 - 94 Bulkhead
95 Double Standard Size - Height
96 Double Standard Size - Width
97 Hidden
98 Trapdoor/Flap
99 Double Standard Size – Both H
+W
00 Rare – Roll on the rare door
table

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?

A sticking/sticky lock is harder to open and D100 Other side


should be treated as one security level 01 -33 Corridor
higher, a broken one has a chance of either 34 – 66 Corridor running parallel
not being able to be opened or not working 67 - 99 Room
at all (50% chance of either) 00 Access corridor/area

Shape of the door

D20 Shape of the door


1 - 19 Standard door shape
20 Roll on geometric shape
table in the Reference
section

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

0 - All three (Name,


Home Town, 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

The vast majority of dungeons will have D20 Entrance Feature


what could be classed as the primary 1 Brand New
entrance. Thought should be given into 2 Damaged
the details of the entrance, even if you 3 Guarded/Secure
decided to make it almost the same as 4 Illusion
5 Multiple locks
every other door in the dungeon.
6 Old
7 Ornate
Entrance Location 8 Trapped
9 - 19 Larger, more secure version of
“standard” doors in this
Roughly speaking, where is the primary dungeon
entrance located? This is in addition to 20 Roll on [Door Feature/Quirk]
location/terrain you may have rolled for but any effects are more
[Basic Information] chapter. potent or pronounced

D12 Entrance Location


1 Behind a waterfall
Other Side
2 Bottom of a pit
3 End of a natural cavern
4 Fortress Once you get the entrance open, what do
5 Lava tube you find on the other side? Regardless of
6 Ruins what is present, there should be at least
7 The side of a cliff one other door/dungeon element
8 A small island in a lake attached to this.
9 Temple/Religious location
10 Underground River
D20 Other Side
11 Underwater
12 Other Location 1 Arena
2–5 Corridor
6 Empty Room
Entrance Type 7 Great Hall
8 – 10 Guard Room
D20 Entrance Type 11 Market
1 – 10 Hidden 12 Other Room (roll on room type
11 – 14 Illusion-covered table)
15 - 18 Open 13 - 14 Security Check Point
19 - 20 Secured 15 – 16 Transition (roll on transition
table having it lead into
dungeon)
• Hidden entrances are covered or hidden 17 – 18 Trap
by natural means. 19 Waiting Room
20 Unique feature appropriate for
• Illusion-covered is the same as Hidden this dungeon
but assisted by magic of some type
• Open make no attempts at hiding the
entrance.
• Secured can be hidden or open but are
much harder to enter or are guarded.

34
Sentient

D20 Example Sentient Beings


Very few dungeons are totality devoid of 1 Beast-folk
life. Many have some kind of entity that 2 Centaurs
calls this place home or work. 3 Dwarfs
4 Elf
5 Giant
The question becomes, who…or
6 Gnomes
what…lives here. 7 Goblins
8 Half-Elf
This section covers… 9 Half-Orcs
10 Halflings
• The type of inhabitant – Are they 11 Hobgoblin
12 Humans
animal-like or sentient?
13 Kobolds
• For those that are sentient/self-aware 14 Lizardmen
what class or type do they fall under? 15 Minotaur
There is an extended table with more 16 Ogre
17 Orc
entries that cover some if you want a bit
18 Plane-touched (minor)
more variety. 19 Troll
• Another table gives you some ideas for 20 Roll on Special/Unique Table
special or unique individuals to find in
your dungeon.
• Morale – What level of devotion to the Class/Type
owner or operator of the dungeon do
the various inhabitants have?
D20 Sample class type
• What is their level of training or 1 Bandit
equipment? Are they world class or 2 Cleaner
trained as a joke? 3 Cleric
4 Crafter/Technical
5 Cultists
6 Guard – Common
Inhabitant Type 7 Guard – Elite
8 Healer
9 Kitchen Worker
D20 Inhabitant Type
10 Mage/Magic User
1-5 Animal 11 Mercenary- Long-term
6 - 18 Sentient 12 Mercenary – Short term
19 - 20 Special/Unique 13 Prisoner
14 Religious/Cult
For this table, an animal covers any base 15 Scout
“normal” creature, a sentient is anything 16 Slave
that is self-aware and special/unique 17 Worker (entertainment)
covers any “monster” or other rare 18 Worker (food)
19 Worker (other/general)
creature that may or may not be sentient 20 Roll on [Profession] table in
in its own right. this chapter

35
Special/Unique Morale

D100 Sample unique inhabitants D20 Morale


01 – 02 Abomination 1 Angry
03 – 04 Alien/Weird 2 Close to breaking
05 – 06 Aquatic Sentient 3 Debt Owed
07 - 20 Awakened [animal] 4 Double-agent
21 – 39 Brainwashed/Controlled 5-6 Doubting
[sentient] 7 Flaky
40 Changelings 8-9 Highest-bidder
41 Clockwork [animal] 10 Looking for an out
42 Demon 11 Loyal (mostly)
43 Dinosaur 12 Loyal out of respect
44 Dragon 13 Loyal out of fear
45 Elemental 14 Loyal out of honour
46 Energy Being 15 – 17 Sell-out
47 – 50 Enhanced [animal] 18 Slave-mentality
51 – 53 Enhanced [sentient] 19 Treasonous
54 – 55 Experimental [animal] (gone 20 Unbreakable
wrong)
56 – 57 Experimental [animal]
(successful)
58 – 59 Fae/Faerie Training/Equipment Quality
60 Fungus/Fungoid
61 – 62 Giant [Animal]
D20 Training/Equipment Quality
63 – 66 Golems/Constructs
1 Joke/non-existent
67 – 68 Hybrid [Animal]/[Animal]
2–3 Very poor
69 – 70 Hybrid [Animal]/[Sentient]
4–6 Poor
71 – 72 Hybrid [Sentient]/Sentient]
7 - 12 Typical
73 Illusion/Spells etc
13 – 15 Good
74 – 75 Lich
16 – 17 Very Good
76 Liquid Being
18 - 19 Elite
77 Living Spells
20 World-Best
78 – 79 Living Statues
80 Mind-Eater
81 – 82 Mutant [animal]
83 - 84 Mutant [sentient]
85 Plane based being
86 Plant based being
87 Sentient and Moveable Item
88 – 89 Summoned Creature
90 – 91 Undead (other mindless)
92 – 93 Undead (skeleton)
94 – 95 Undead (zombie)
96 – 97 Vampire
98 – 99 Witch
00 Unique/Ultra Rare lifeform

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

Most rooms are some form of geometric


This section covers the basic of a room, in shapes, such as a square, rectangle or even
terms of what it looks like, how many walls a circle.
it has, what doors and so on. For the
function of the room, see the next chapter. D20 Room Shape
1 - 19 [Geometric]
Exits 20 Irregular

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

Roughly speaking, where is each exit/door


located? Multiple doors may be present on Room Edges
the same wall and could lead to the same
element or separate ones. Otherwise known as the walls of the room.
No matter the edge style, it still follows the
D10 Exit Location rough shape of the room determined
1 North earlier.
2 South
3 East
D20 Room Edge
4 West
1 - 17 Smooth
5 North-East
18 Curved (inwards)
6 North-West
19 Curved (outwards)
7 South-East
20 Irregular
8 South-West
9 - 10 Direct opposite

For multiple doors on the same wall Materials


You may wish to roll for different wall
D10 Lead to… materials for certain rooms, such as living
1–5 Same element quarts for the overlord having obsidian
6 - 10 Separate elements walls to help against magical scrying (even
if not true in your world).

39
“Empty” Details

Some rooms are more “empty” than


others. These can be thought of as minor
This section covers the type of room your details, but most people would still call this
party has encountered. room empty. [Room] means you need to
make/pick form
Several things to keep in mind:
D10 “Empty” contents
• The nature of the dungeon 1 Abandoned [Room]
• The location and terrain in which the 2 Boxes of junk
dungeon is located 3 Clean, but empty
4 Destroyed/Damaged [Room]
• The inhabitants, if any, who may live
5 Dust/dirt etc
there 6 Illusion
• Any accidents that may have occurred in 7 Refit/Refurbished [Room]
the dungeons past 8 Repurposing (roll on room
• The acts of any inhabitants or invaders, table twice to see what it was
and what it will be)
such as blowing up a room, or using a
9 Rubbish/debris
powerful explosive to get through a 10 Temporary storage
locked door etc.
Room type (common)
Contents These are found in most dungeons,
especially the so-called “classic” or typical
This gives you a rough overview of the ones.
rooms contents. This is in addition to
anything that may be appropriate for the D20 Common Room type
rooms type, such as a barracks having 1 Barracks/Dorm
bunks, a kitchen having an oven and so on. 2 Bedroom
3 Bedroom (master/guest)
D20 Contents 4 Exit to outside
5 Forge
1-2 "Empty"
6 Galley
3 - 10 Empty
7 Guardroom
11 - 19 Room 8 Kitchen
20 Room (Can roll on the 9 Laboratory
expanded list if you get this 10 Lair
option) 11 Mine
12 Prison
“Empty” rooms have something minor in 13 Smith/Forge
there such as boxes or are being used as 14 Stairs
15 Storage
temporary storage. Empty rooms don’t
16 Temple
even have boxes, but they may have 17 Tomb
damage and plenty of dust or dirt. 18 Training
19 Trap
20 Vault

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.

Not every room would have one of these


features. A good way to decide is to roll a
d20 and if you get a 20, then it has a
feature of some kind, with some examples
below.

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

D20 Rare Transition


1 Air Shaft
A transition is, for the purpose of this 2 Chasm
publication treated as something that 3 Dumb-waiter
takes you from one layer/floor/tier of the 4 Elevator shaft
5 Emergency escape
dungeon to another, or even to the outside
6 Heat vent (active)
world. 7 Heat vent (no- active)
8 Ladder (trapped)
Type 9 Natural gap or hole
10 Pipe
11 Pit
What type of transition is present? 12 Refuse chute
13 Sink-hole
D20 14 Slide (down only)
1 [Rare] 15 Smoke hole
Elevator 16 Teleporter
2
17 Ventilation
3–4 Ladder
18 Waterfall
5 - 20 Stairs 19 Waterwheel
20 Well shaft

Destination Quirk

The destination of the transition element is As with other elements, a 1 in 20 (20 on a


another way of saying where it leads you. d20 roll) is a good way of figuring out if a
Normally, it takes you to the next floor up quirk is present or not.
or down, but a few will “skip” floors or
even take you right out of the dungeon D20 Sample quirk
altogether. 1 Curved
2 Damaged
3 Direct
The reference section has a table to help
4 Enchanted
you determine if this is up or down the 5 Fancy/ornate
floors of the dungeon. 6 Illusion
7 Irregular
8 Landing
D20 Floor destination 9 Long
10 Narrow
1 - 14 1
11 One-way
15 - 16 2
12 Shallow
17 3 13 Short
18 1d3+3 14 Spiral - curved
19 Out of the dungeon 15 Spiral - straight
Nowhere/fake 16 Steep
20
17 Trapped
18 Unstable
19 Wide
20 Roll twice and combine

44
Curve/Bend

Useful for when you need to know how


These tables can be used for multiple much something curves, turns or bends.
aspects, so rather than repeating them
throughout this publication, they are D8 Curve/bend amount in
gathered here in one handy section. degrees
1 0/360
These will obviously not be suitable for use
2 45
in conjunction with every table in this
3 90
publication but will be useful when
4 135
planning things out of helping you if you
5 180
need to decide on some aspects for the
6 225
various dungeon elements.
7 270
8 315

Applies to This can be seen visually in the tables


below, where X is the subject/viewer and
When you need to figure out if a variation 0/North is the direction they are facing.
or other detail applies to the whole
dungeon or just one element. Degrees/Direction
0/360
Connected = Elements are joined to at least
315 45
one other.
270 X 90
Separate = Elements are separated by at 225 135
least one other element that this option 180
does not apply too.

D10 Applies to Cardinal Directions


1 Large Section (>10 elements) - North
connected North- North-
2 Large Section (>10 elements) - West East
separate
3 Medium sized section (>4 but
West X East
<10 elements) - connected South- South-
4 Medium sized section (>4 but West East
<10 elements) - separate South
5 Single element
6 Small section (<4 elements) -
connected
7 Small section (<4 elements) -
separate
8-9 Whole dungeon
10 Whole floor

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.

D20 Damage type D100 Geometric Shape


1 Acid 01 – 10 Circle
2 Arcane 11 – 12 Decagon (10 sides)
3 Bleeding/Blood 13 – 14 Heptagon (7 Sides)
4 Blunt 15 – 20 Hexagon (6 sides)
5 Chemical 21 – 22 Kite
6 Cold 23 Nonagon (9 sides)
7 Divine 24 – 25 Octagon (8 sides)
8 Electrical 26 Parallelogram
9 Energy 27 Pentagon (5 sides)
10 Explosive 28 - 59 Rectangle
11 Heat/Fire 60 Rhombus
12 Holy 61 – 88 Square
13 Impact 89 Trapezium
14 Mental 90 Trapezoid
15 Physical 91 Triangle (Acute)
16 Piercing 92 - 96 Triangle (Equilateral)
17 Slashing 97 Triangle (Isosceles)
18 Sonic 98 Triangle (Obtuse)
19 Unholy 99 Triangle (Right Angle)
20 Water 00 Triangle (Scalene)

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.

D20 Map element type


1–9 Corridor
10 – 11 Junction
12 - 20 Room

46
Material – Base type Material – Metals

For the majority of your descriptions, using D20 Material - Metal


terms such as stone or wood is enough. But 1 Aluminium
occasionally you need to know more. Is 2 Brass
3 Bronze
that door made of Iron or Steel? Is the floor
4 Bronze
made of one type of stone or another? 5 Cast Iron
6 Chrome
This is when the other [Material] tables 7 Copper
come into play. Some materials are 8 – 10 Iron
obviously going to be more suitable than 11 Lead
12 Magnesium
others as the situation demands.
13 Nickel
14 Pewter
D100 Material – Base type
15 Steel
01 – 20 Metal 16 Steel
21 – 30 Organic 17 Tin
31 - 35 Other 18 Titanium
36 - 37 Precious – Gem 19 Tungsten
38 - 40 Precious – Metal 20 Zinc
41 - 70 Stone
71 – 98 Wood
99 - 00 Something Else/Combined Material – Organic

Something else is for you to use as you D20 Material - Organic


wish – It can be a unique material, 1-2 Bone
something weird and alien or a weird 3 Fur
4 Fur (thick)
combination of two materials, such as a
5 Fur – Treated
wood that acts like stone except when it 6-8 Hide
can burn or a type of steel that resembles 9 Ivory
diamonds and so on. 10 – 11 Leather
12 Leather (monster)
13 - 14 Leather – Treated
15 Plant – Dead
16 Plant – Living
17 Scales
18 Scales
19 Shell
20 Skin (humanoid)

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Material – Other Material – Precious Metals

D20 Material - Other D20 Material – Precious Metal


1 Beads 1 Dragon Steel
2 Bone – Fossilised 2 Dragon Steel
3 Cardboard 3 Electrum
4 Ceramic 4 Gold
5 Cloth 5 Iridium
6 Cloth 6 Mithril
7 Cloth – Silk 7 Osmium
8 Crystalline 8 Palladium
9 Glass – Clear 9 Palladium
10 Glass – Clear 10 Platinum
11 Glass – Frosted 11 Rhenium
12 Glass – Frosted 12 Rhodium
13 Obsidian 13 Ruthenium
14 Paper 14 Silver
15 Paper 15 Silver
16 Paper - Treated 16 Star Iron
17 Papyrus 17 Star Iron
18 Petrified Wood/Plant 18 Stirling Silver
19 Unknown Fabric 19 Stirling Silver
20 Unknown Material 20 Blend (roll twice and combine)

Material – Precious Gemstone Material – Stone

D20 Material - Gemstone D20 Material - Stone


1 Amber 1 Alabaster
2 Aquamarine 2 Feldspar
3 Bloodstone 3 Granite
4 Coral 4 Granite
5 Diamond 5 Granite
6 Emerald 6 Haematite/Hematite
7 Garnet 7 Limestone
8 Jacinth 8 Limestone
9 Jade 9 Marble
10 Jet 10 Marble
11 Lapis Lazuli 11 Marble
12 Onyx 12 Marble
13 Opal 13 Mica
14 Pearl 14 Pumice
15 Peridot 15 Sandstone
16 Quartz 16 Sandstone
17 Ruby 17 Sandstone
18 Sapphire 18 Serpentine
19 Topaz 19 Slate
20 Turquoise 20 Travertine

48
Material – Wood Quality

D20 Material - Wood Suitable for many aspects and covers a


1 Acacia wide range of uses.
2 Ash
3 Aspen D20 Quality
4 Beech
1 Falling Apart
5 Birch
2 Broken
6 Cherry Oak
3–4 Damaged
7 Chestnut
5–6 Weathered
8 Elm
7 - 14 Good/Average/looked After
9 Fir
but used
10 Hickory
15 - 16 Clean/minor damage
11 Larch
17 – 18 Very Good
12 Mahogany
19 Pristine
13 Maple
20 Perfect/Brand new
14 Oak
15 Pine
16 Poplar
17 Spruce
18 Sycamore Residents
19 Teak
20 Willow
For when, or if, you need to decide if there
is anyone in the room.
Mirrored
D20 Residents
Used when you needed to determine if
1–5 Empty
something is being presented “normal” or
6 Minor insects or vermin
if it has been reversed, i.e. mirrored. This
7 - 15 Inhabited (appropriate)
can apply to presents, junction or anything
16 – 20 Inhabited (non-
else that might warrant it.
appropriate)
D20 Mirrored
If the room is classed as “empty” or empty,
1 – 18 Normal/Standard
then any inhabitants are treated as non-
19 – 20 Flipped/Mirrored appropriate.

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

Used when you need to know if something


D10/D5 Size - Base
is going upwards or downwards from your
1 10
2 20 current position.
3 30
4 40 D20 Up or Down
5 50 1 – 10 Down
6 60 11 - 20 Up
7 70
8 80
9 90
10 100

50
Ambience

Heating Source – Open fires/flames


Rather than going through every possible Temperature – 20 degrees Celsius
example and table, this section will give Humidity - 40
you sample outputs on what is possible Lighting Source – Technology
with this publication. Light level - Bright

To keep things simple, all details apply to


all relevant elements equally throughout Rooms
the dungeon.
Room shape – Square
Basic Details Typical exits per room – 3
Corners – Square
Name Edges – Curved outwards
The White Belfry of the Predator

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

51
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

This corridor goes on for 60 feet. At the


end, it turns right 90 degrees and goes on
for another 60 feet. There are 4 more
doors in this section. There is nothing at
the end of this section except for a wall.

#3 – Corridor 2

This corridor goes on for close to 100 feet


and curves to the left for about 45 degrees.
At the end of it is another junction – A T-
junction. There is no other door along this
section apart from the one you entered
this corridor from.

52
1 – Four Squares

You may find putting together


combinations of rooms/corridors and so
on, giving them a name or designation and
using those will help speed up the process.

These don’t have to be fully detailed, just


showing you a layout of corridors, doors,
rooms etc, which you can populate and
expanded on.

Once you have created a pre-set you can


use it again and again, giving a dungeon a
uniform layout and saving time for future
creations. You can use the same pre-set
multiple times and introduce some
variation by rotating or flipping it.
2 – C Cluster
Some examples of this are shown below,
with more being planned for a future
supplement. One tip that is recommended
is to give each pre-set layout a handy to
remember name, such as the “Circle
Junction” or similar. This can help your
players and yourself when mapping and
planning where things will go.

The examples shown all share a common


theme of four square rooms linked
together in various ways. Extras features
such as doors and so-on can be added
where needed.

# Name
1 Four Squares
2 C Cluster
3 Diagonal Corridors
4 H Cluster
5 Figure 8
6 Arrow

53
3 – Diagonal Corridors 5 - Figure 8

4 – H Cluster 6 - Arrow

54

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