CHAPTER IX: THE UNDERWORLD ENVIRONMENT
Zamacona felt no immediate premonition of evil upon entering that ominous doorway, though from the first he was surrounded by a bizarre and unwholesome atmosphere. The passage, slightly taller and wider than the aperture, was for many yards a level tunnel of Cyclopean masonry, with heavily worn flagstones under foot, and grotesquely carved granite and sandstone blocks in sides and ceiling. The carvings must have been loathsome and terrible indeed… After some distance the tunnel began to dip abruptly, and irregular natural rock appeared on all sides. The passage seemed only partly artificial, and decorations were limited to occasional cartouches with shocking bas-reliefs.
Following an enormous descent, whose steepness at times produced an acute danger of slipping and tobogganing, the passage became exceedingly uncertain in its direction and variable in its contour. At times it narrowed almost to a slit or grew so low that stooping and even crawling were necessary, while at other times it broadened out into sizeable caves or chains of caves. Very little human construction, it was plain, had gone into this part of the tunnel; though occasionally a sinister cartouche or hieroglyphic on the wall, or a blocked-up lateral passageway, would remind Zamacona that this was in truth the aeon-forgotten high-road to a primal and unbelievable world of living things.
For three days, as best he could reckon, Pánfilo de Zamacona scrambled down, up, along, and around, but always predominately downward, through this dark region of palaeogean night. Once in a while he heard some secret being of darkness patter or flap out of his way, and on just one occasion he half glimpsed a great, bleached thing that set him trembling. The quality of the air was mostly very tolerable; though foetid zones were now and then met with, while one great cavern of stalactites and stalagmites afforded a depressing dampness.
- HP Lovecraft and Zealia Bishop
The Mound
Dungeon & Cavern Mapping Symbols: These stylized symbols are based on the classic TSR module map sets and are an ideal reference for making your own 'old-school'-style maps.
Dungeons: These general tables are intended to help detail features of random or purpose-built dungeons. They are not intended to be a complete 'dungeon generator', but to supplement those tables found in OSRIC.
Encounters in the Dungeon: These random encounter tables are sorted according to level and including monsters from OSRIC, Monsters of Myth and this volume.
Ruins: This page provides tables useful to the DM when detailing both underworld and wilderness ruins.
Graves & Tombs: With these tables the DM can generate anything from a single grave up to a royal
mausoleum, along with any treasures and guardians within.
Caverns: These tables are most useful for underworld exploration. Given the type of passage, direction and special features can be generated to further detail both large and small subterranean complexes.
Mines: With these tables, the DM can detail both active and abandoned mines as well as their inhabitants. If the party is engaged in prospecting, these tables are especially useful for generating the actual output of mine, encounters with claim jumpers and the like.
Tricks & Traps: Finally, this series of tables offer a comprehensive system for generating unique and interesting traps and trick devices. The DM is encouraged to consult them as an inspirational resource when preparing his or her own adventures or as an aid in random dungeon generation.
Dungeon & Cavern Mapping Symbols
Dungeons
NOTE: These tables may be used in conjunction with those found in OSRIC Chapter IV. Individual GM's may also prefer to use them for inspiration and pick results as desired. A small dungeon may be of a single type, while a “megadungeon” may be made up of several types.
Dungeon Types | |
d% | TYPE |
01-05 | Academy / Hermitage |
06-10 | Arena / Death Maze |
11-15 | Bottomless Pit |
16-26 | Communal Lair |
27-35 | Cult Headquarters |
36-42 | Fortress / Citadel |
43-45 | Mad Wizard's Playground |
46-55 | Mine |
56-62 | Natural Cavern |
63-65 | Gaol / Prison |
66-70 | Ruins |
71-74 | Sewers |
75-80 | Solitary Lair |
81-83 | Subterranean Settlement |
84-90 | Temple / Shrine |
91-92 | Thieves' / Assassins' Guild |
93-97 | Tomb / Crypt |
98-99 | Treasury |
00 | Underground River, Lake |
DESCRIPTIONS
Academy/Hermitage: A facility dedicated to religious, magical or martial study and training. For additional details consult Chapter X, Schools, Academies & Training Halls. Typical encounters: Magic-Users, Clerics, Assassins, Kung-fu Monks, Paladins
Arena / Death Maze: A dungeon designed to test or kill those unlucky enough to enter. Possible encounters could include enemy combatants, deadly monsters and traps and tricks designed to kill the unwary. Typical encounters: Traps, tricks, monsters
Bottomless Pit: A very deep (not necessarily bottomless) shaft. Individual dungeon levels may be on ledges at various points along the shaft. Typical encounters: Dragons, demons, devils
Communal Lair: The dungeon houses one or more communities social monster types. Depending on the circumstances, the dungeon may have been dug or burrowed out (e.g. giant ants, kobolds), a natural cavern, or an older ruin that was simply approprated by the current inabitants. Typical encounters: To determine the primary inhabitants consult the table below: Communal Lair.
Cult Headquarters: The base of a (usually evil) religious cult. To generate additional details consult Chapter XI: Weird Cults & Heretical Sects. Typical encounters: Clerics, Druids, Paladins, cultists
Fortress / Citadel: A military facility designed primarily for the self-defense of its inhabitants. The dungeon may be entirely underground or may be built under a surface structure like a castle or keep. To generate additional details consult Chapter X: Fortresses, Castles, Keeps & Towers. Typical encounters: Fighters, barbarians, cavaliers, bandits, brigands, thieves, demi-humans, humanoids
Mad Wizard's Playground: A dungeon designed by an eccentric and powerful mage with inscrutable motives. Such a dungeon could include almost anything or anyone. Typical encounters: Tricks, traps, golems
Mine: The dungeon is either a working mine inhabited by its original builders or abandoned and possibly inhabited by monsters or other invaders. The GM should decide who the original builders were and the current status of the mine. To generate additional details consult the Mines section later in this chapter. Typical encounters: Humans, dwarfs, dvergar, gnomes, orcs, goblins, insects/vermin
Natural Cavern: The dungeon is actually a series of natural caverns which may have been expanded or worked by intelligent inhabitants. To generate additional details consult the Caverns section later in this chapter. Typical encounters: Any subterranean humanoids, non-humans, insects/vermin
Gaol / Prison: This is a facility originally designed to house prisoners. It may still be functioning as a prison, in which case the GM should generate the types and numbers of prisoners and guards. To generate additional details consult Chapter X: Gaols & Prisons. Typical encounters: humans, humanoids, demi-humans.
Ruins: The dungeon is a ruin of some type. In some cases it may be constructed under surface ruins. The GM should decide on the original builders, the age of the ruins, and the current inhabitants if any. To generate additional details consult the Ruins section later in this chapter. Typical encounters: Undead, humanoids, bandits, brigands, insects/vermin
Sewers: These are tunnels and waterways constructed to convey effluent. They are usually, but not always, constructed under a settlement of some sort. The GM should decide whether the sewers are still operational, the original builders, and the current inhabitants (if any). Typical encounters: Slimes, jellies, otyughs, insects/vermin, Thieves, Assassins, cultists
Solitary Lair: This dungeon is the dwelling place of a single and usually quite powerful monster. In some cases, the monster may have a number of weaker servitors. Typical encounters: To determine the primary inhabitant consult the subtable below: Solitary Lair.
Subterranean Settlement: The dungeon is a subterranean city, town, or village. The GM should decide on the who the original builder(s) of the settlement were and the current inhabitants. To generate additional details roll on the subtable Communal Lair and then consult Chapter X: Settlements. Typical encounters: Dwarfs, dvergar, gnomes, humanoids, intelligent non-human groups
Temple / Shrine: To generate additional details consult Chapter XI: Temples & Shrines. Typical encounters: Clerics, Druids, Paladins, cultists
Thieves' / Assassins' Guild: To generate additional details consult Chapter X: Underworld Guilds. Typical encounters: Thieves, Assassins
Tomb / Crypt: To generate additional details consult the Graves & Tombs section later in this chapter and Chapter X: Graveyards & Necropoli. Typical encounters: Undead, insects/vermin
Treasury: The dungeon was constructed by someone or something to store a vast hoard of wealth. The treasure (and guards) may or may not still be present. Typical encounters: Tricks, traps, golems, guardian daemons, human/humanoid./monster guards
Underground River / Lake: This dungeon is similar to a natural cavern (c.f.Caverns later in this chapter) but its most predominant feature is a subterranean body of water or another liquid (e.g. lava). Typical encounters: Troglodytes, lizard men, batrachians, aquatic monsters/animals.
DUNGEON LAIRS
Communal Lair | Solitary Lair | |
d% | OCCUPANTS | OCCUPANT |
01-02 | Annunakim | Aboleth |
03-04 | Assassin * | Anti-Paladin |
05-06 | Batrachian | Assassin * |
07-08 | Bugbear | Bhannog |
09-10 | Caveman | Black Dragon |
11-12 | Cheiropteran | Blue Dragon |
13-14 | Cuttie-Spoorn | Brass Dragon |
15-16 | Dark Creeper / Dark Stalker | Bronze Dragon |
17-18 | Dark Elf | Cephaloid |
19-20 | Deep One | Cleric * |
21-22 | Demon | Copper Dragon |
23-24 | Derro | Crypt Thing |
25-26 | Devil | Daemon |
27-28 | Dire Corby | Demon |
29-30 | Doppleganger | Devil |
31-32 | Drowad | Dracolisk |
33-34 | Dvergar Dwarf | Elementalist |
35-36 | Dwarf | Fighter * |
37-38 | Flind | Froghemoth |
39-40 | Formian | Funghemoth |
41-42 | Gargoyle | Giant Troll |
43-44 | Gnoll | Gold Dragon |
45-46 | Gnome | Greater Otyugh |
47-48 | Grimlock | Green Dragon |
49-50 | Hobgoblin | Guardian Drake |
51-52 | Hominid Troglodyte | Hydra |
53-54 | Kech | Illusionist * |
55-56 | Kobold | Kheph |
57-58 | Lizard Man | Lich |
59-60 | Men, Bandit / Brigand | Likho |
61-62 | Fighter * | Magic-User * |
63-64 | Minotaur | Mummy |
65-66 | Mongrelman | Necromancer * |
67-68 | Onocentaur | Ocular Tyrant |
69-70 | Orc | Oculethe |
71-72 | Slaasthaki | Rajkami |
73-74 | Svartling | Red Dragon |
75-76 | Svirfneblin | Red Troll Drake |
77-78 | Tengu | Shroom |
79-80 | Thief * | Silver Dragon |
81-82 | Troglodyte | Spiny Dragon |
83-84 | Troll | Stygian Serpent |
85-86 | Vegepygmy | Thessalhydra |
87-88 | Vilstrak | Thief |
89-90 | Vulchling | Two-headed Troll |
91-92 | Werebat | Vampire |
93-94 | Wererat | Velikul |
95-96 | Werewolf | Warlock * |
97-98 | Witch * | White Dragon |
99-00 | Wolfwere | Witch * |
* GM should either create an NPC or roll on the appropriate table from the NPC Assortments |
DIRECTIONS: The following tables are to determine the initial ingress point into the dungeon and its age, size and dungeon master.
Main Dungeon Entrance(s) | |
1d20 | ENTRANCE |
1 | Cave-in |
2 | Lair of Monster |
3 | Basement |
4 | Secret Door |
5 | Behind a Waterfall |
6 | Mouth of Dark Cavern |
7 | Stone Valve |
8 | Abandoned Mineshaft |
9 | Secret Tunnel |
10 | Half-buried Ruin |
11 | Mouth of a Volcano |
12 | Magical Portal |
13 | Crevasse/Fissure/Gorge |
14 | Cliffside Cave |
15 | Massive Stone Megalith |
16 | Teleportation Device |
17 | Underwater Tunnel |
18 | Illusory Wall |
19 | Sewer |
20 | Insect Hive |
Dungeon Age | Dungeon Size | |||
d% | CONDITION | AGE | d% | SIZE |
01-05 | Under construction | 1d4 months | 01-25 | Small, 1d2 levels |
06-10 | Brand New | 1d12 months | 26-35 | Average, 1d3 levels |
11-15 | New | 1d4 years | 36-60 | Large, 1d8+1 levels |
16-25 | Slightly Aged | 1d10 years | 61-80 | Big, 2d6 levels |
26-40 | Slightly Aged | 1d4x5 years | 81-95 | Immense, 2d10 levels |
41-50 | Worn | 1d4 x 10 years | 96-00 | Megadungeon, 5d10 levels |
51-60 | Worn | 2d4 x 10 years | ||
61-75 | Aged | 1d100 years | ||
76-85 | Aged | 2d100 years | ||
86-90 | Ancient | 1d100 x 10 years | ||
91-97 | Very Ancient | 1d100 x 100 years | ||
98-00 | GM's Choice | variable |
Dungeon Master(s) | Dungeon Master's Motives | |||
d% | TYPE/RACE | EXAMPLE(S) | 1d10 | GOAL |
01-05 | Extra-planar Race | Annunakim, Cephaloids | 1 | Megalomaniac expansionist(s) |
06-10 | Animal(s) | Bear, Wolf | 2 | Insane murderer(s) |
11-15 | Constructed/Summoned Guardian | Golem, Elemental, Guardian Daemon | 3 | Bitter exile(s) scheming revenge |
16-20 | Dragon(s) | Red Dragon, Wyvern | 4 | Minion(s) of another NPC/group |
21-23 | Fey Creature(s) | Pixies, Leprechauns | 5 | Prisoner(s) plotting escape |
24-30 | Giant(s) | Fire Giant, Cyclops, Titan | 6 | Arcane scholar(s) |
31-40 | Human NPC/NPC Group | Necromancer, Anti-Paladin, Warlock, Assassin, Bandits | 7 | Religious fanatic(s) |
41-50 | Humanoid NPC/NPC Group | Orcs, Goblins, Bugbears, Grimlocks | 8 | Defensive bunker nut(s) |
51-60 | Plants/Fungi | Vegepygmies, Shrooms | 9 | Greedy robber(s)/hoarder(s) |
61-70 | Demihuman NPC/NPC Group | Dwarf, Gnomes, Halflings | 10 | Inimical |
71-80 | Undead | Lich, Vampire | ||
81-90 | Lycanthrope/Shapechanger | Wererats, Doppleganger | ||
91-95 | Demon/Devil | Succubus, Uduk, Ice Devil, Manalishi | ||
96-00 | Insects/Vermin | Giant Rats, Giant Scorpions, Giant Ants |
DIRECTIONS: The following tables determine general treasure level in the dungeon, the construction quality found therein and finally the type of individual rooms. For the latter table the GM should continue to the appropriate room type subtable to determine the exact function or purpose of the room.
Dungeon Treasure Level | |
1d12+1d8 | TYPE |
2 | Looted (Completely Empty) |
3-4 | Paltry (multiply all treasure by ¼) |
5-6 | Small (multiply all treasure by ½) |
7-9 | Below Average (multiply all treasure by ¾) |
10-12 | Average (Normal Treasure) |
13-15 | Slightly Above Average (multiply all treasure by 1 ¼) |
16-17 | Above Average (multiply all treasure by 1 ½ ) |
18-19 | Sizable Hoard (multiply all treasure by 2) |
20 | Vast Hoard (multiply all treasure by 4) |
Dungeon Construction Quality | ||
1d20 | TYPE | CHANCE of COLLAPSE |
1 | Rock-Solid / Multiple Reinforcements | 0% |
2-3 | Solid & Reinforced | 0% |
4-5 | Solid & Well-maintained | 0% |
6-8 | Solid but Unmaintained | 1% |
9-11 | Mixed construction (e.g. both Dwarf and Goblin) | 5% |
12-14 | Signs of Wear | 10% |
15-16 | Shoddy | 15% |
17-18 | Rickety | 25% |
19 | Decrepit | 50% |
20 | Completely collapsed | NA |
Note: Table may be used for individual rooms and features or as a general description of a particular level or an entire dungeon\\ | Note: Chance of collapse consulted at the GM's discretion whenever appropriate (e.g. overburdened character walking on the bridge, a loud and violent melee in the area, etc.) |
Dungeon Room Types | |
d% | TYPE |
01-10 | Natural Cavern / Mine (c.f. Subtable A) |
11-15 | Entertainment (c.f. Subtable A) |
16-20 | Funereal (c.f. Subtable B) |
21-30 | Penal (c.f. Subtable B) |
31-40 | Military (c.f. Subtable C) |
41-50 | Empty (c.f. Empty Rooms subtable) |
51-55 | Political (c.f. Subtable B) |
56-65 | Facilities (c.f. Subtable A) |
66-75 | Residential (c.f. Subtable C) |
76-82 | Religious (c.f. Subtable C) |
83-90 | Workshop (c.f. Subtable D) |
91-95 | Storage (c.f. Subtable D) |
96-00 | Waterway (c.f. Subtable D) |
*25% of empty rooms are actually unfinished or under-construction, while the rest have an indeterminate purpose - roll on the appropriate sub-table. |
Dungeon Room SubtableA | |||
1d20 | NATURAL CAVERNS | ENTERTAINMENT | FACILITIES |
1 | Adit | Amphitheatre | Agora |
2 | Canyon | Archery Range | Bath |
3 | Cavern | Arena/Fighting Pit | Calendar Room |
4 | Cavity | Art Gallery / Exhibition Hall | Canteen |
5 | Chasm | Aviary | Dining Room |
6 | Chimney | Ball Court | Emergency Shelter |
7 | Crack | Bar | Escape Tunnel |
8 | Crevasse | Casino | Garden |
9 | Dead End | Conservatory | Hospital / Clinic |
10 | Fissure | Dance Studio | Kitchen |
11 | Mine | Game Room | Laboratory |
12 | Mouth | Lounge | Lavatory |
13 | Nook | Museum | Library |
14 | Pit | Play Room | Lounge |
15 | Rift | Puppet Theatre | Market |
16 | Shaft | Reading Room | Office |
17 | Shelf/Ledge | Smoking Room | School |
18 | Sinkhole | Swimming Pool | Scriptorium |
19 | Spur | Trophy Room | Scullery |
20 | Tunnel | Zoo/Menagerie | Toilet / Privy |
Dungeon Room Subtable B | |||
1d20 | FUNEREAL | PENAL | POLITICAL |
1 | Catacombs | Asylum | Great Hall |
2 | Cenotaph | Brainwashing Center | Meeting Room |
3 | Crematorium/Charnel House | Cell Block | Throne Room |
4 | Embalming Room | Crucifixion Gallery | Audience Room |
5 | Tomb/Crypt | Executioner's Room | Courtroom |
6 | [Facilities] | Gaol Cell | Reception Room |
7 | [Storage] | Gaoler's Post | Waiting Room |
8 | [Military] | Gibbets | Office |
9 | Mass Burial Pit | Hanging Cells (cages hang from the ceiling) | Study |
10 | Visitation Room | Holding Cell | Vestibule |
11 | Inscription Room | Impaling Pit | Oratory |
12 | Gallery of Portraits/Death Masks | Interrogation Room (50% have adjoining Observation Rooms) | Treasury |
13 | False Tomb | Oubliette | Toll Booth |
14 | Canopic Room | Sensory Deprivation Chamber | Hall of Records |
15 | Rotting Room | Solitary Confinement | Senate Chamber |
16 | Heroon | Special Cell (Anti-Magic, Multi-Planar, Non-Detection, Giant-sized, etc.) | Advisory Chamber |
17 | Eternal Flame | Stockade | Guard Room |
18 | Offering Chapel | Torture Chamber | Intelligence Office |
19 | Ritual Shaft | Visitation Room | Viewing/Spying Room |
20 | Effigy Chamber | Walkway | Secret Escape Passage |
See also Gaols and Prisons Chapter X |
Dungeon Room Subtables C | |||
1d20 | MILITARY | RELIGIOUS | RESIDENTIAL |
1 | [Facilities] | Ablution Room | Bedroom |
2 | [Storage] | Belfry | Boudoir |
3 | Arena | Chantry | Bower |
4 | Armoursmith | Chapel | Dormitory |
5 | Barbican | Choir Loft | Drawing Room |
6 | Barracks | Divination Chamber | Dressing Room |
7 | Checkpoint | Meditation Cell | Harem |
8 | Escape Tunnel | Monastery/Nunnery | Hostel |
9 | Excavation-works | Oracle | Kennel |
10 | Fortification | Oratory | Living Room |
11 | Guard Room | Parsonage | Parsonage |
12 | Map Room | Refectory | Salon |
13 | Mechanical/Architectural Trap | Reliquary | Seraglio |
14 | Observation Post | Ritual Bath | Servant's Quarters |
15 | Portcullis | Ritual Pathway | Sitting Room |
16 | Siege Engines | Robing-Room | Slave Pen |
17 | Staging Ground | Scriptorium | Solar |
18 | Training Room | Shrine | Stable |
19 | War Room | Statuary Hall | Study |
20 | Weaponsmith | Summoning Room | Suite |
Dungeon Room Subtable D | |||
1d20 | STORAGE | WATERWAY | WORKSHOP |
1 | Armoury | Aqueduct | Agricultural |
2 | Casemate | Aquarium | Bakery |
3 | Cistern/Well | Bath | Brewery / Bottlery |
4 | Closet | Canal | Butcher |
5 | Depository | Cistern | Buttery |
6 | Genizah | Dam | Carpenter |
7 | Granary | Drain | Cobbler |
8 | Larder | Drydock | Farrier |
9 | Pantry | Fountain | Herbalist |
10 | Storeroom | Lake / Pond | Jeweler |
11 | Strongroom/Safe | Lock | Painter |
12 | Tank | Overflow | Potter |
13 | Toolroom | Pier | Sculptor |
14 | Trash Heap | Pool | Seamstress |
15 | Treasure Vault | Septic Tank | Silver/Goldsmith |
16 | Undercroft | Sewer / Effluent Channel | Smithy |
17 | Vault | Stream / River | Tannery |
18 | Wardrobe | Thermal Spring | Taxidermy |
19 | Warehouse | Water Clock | Wainwright/Wheelwright |
20 | Wine Cellar | Well | Weaver |
NOTES: See also Liquid Sources subtables |
DIRECTIONS: The table below offers some suggestions for detailing empty rooms. Good dungeon designers will make an effort to make these rooms something more than just 'empty rooms' with additional dungeon dressing details that. In a classic, 1st -edition style dungeon, about 10% of rooms should be empty of monsters, treasure or other encounter items. Empty rooms help build tension and mystery amongst the players and also serve as natural resting points where the party can regroup and plan their next exploration. The GM should remember to roll for wandering monsters when the players are in an empty room.
Empty Rooms | |
1d20 | TYPE |
1 | Room shows evidence of some brutal combat having taken place in the recent past. Walls are covered in bloodstains and bits of gore. Bones or rotting bits of flesh cover the floor. |
2 | Areas of the walls and floor are faded or stained, as if the room once contained several pieces of furniture or other furnishings, now missing. |
3 | The room appears as if it has been refurbished. The walls are spotless and the floor is unmarked as if recently retiled. Otherwise, there are no furnishings. |
4 | The walls here are splotched and covered in mold as if the room had once been flooded. Rotten bits of wood and textile can be found on the floor. |
5 | Whatever it's original purpose, this room has been used as a toilet by whomever lives nearby. The stench is almost unbearable and the corners are piled high with feces. |
6 | The walls and floor of this room are covered in names from every conceivable race and culture scrawled in black charcoal. On the ceiling, in big red letters is the caption ' People Zaxes Doesn't Like'. Who or what Zaxes is or who the other names belong to is a mystery. |
7 | Some great conflagaration has enhulfed this room. Both the walls and floor are scorched and black and in places appear melted by some great heat. |
8 | A large square is drawn in the middle of the floor in chalk and in it is written the word 'IN'. On the floor near the door through which the PCs enter is written the word 'OUT'. |
9 | The room is completely empty but is permeated by a sickly sweet odor as if someone has recently been smoking pipeweed. If re-entered at a later date, the room will still smell as if someone has only recently been smoking here, but will still be completely empty. |
10 | The walls of this room are covered in frescoes depicting ordinary life in a dungeon, if such could ever be called 'ordinary'. Certain figures have been deliberately scraped away by some unknown hand. |
11 | In one corner of the room is a fake trapdoor. If opened, it reveals only featureless bedrock. |
12 | Cobwebs fill the room from top to bottom. If burned or brushed away, a task that takes 1d3 turns, nothing whatsoever, including a spider, is found in the room. |
13 | The entire room radiates a palpable evil dweomer although it is completely empty of both occupants or objects. |
14 | Although empty, a trail of ants leads from a crack in one corner of the room, across the floor and up the wall into another small crack in the ceiling. |
15 | A distinctly funky smell pervades the room, and traces of bodily fluids can be seen splattered hither and yon. Crude sexual sketched are scrawled on the walls including an inscription in Common that reads 'For a good time, call Big Steev'. In one wall, at waist level, is a small hole that proves to be only 3 inches deep if probed. |
16 | The room is bathed in a pale white light with no obvious source. A distant humming can be heard. If 1d2 turns are spent searching the room, the PCs find an inscription in one corner, in very tiny Common the phrase “There is no reason and the truth is plain to see.” |
17 | The layer of dust that blankets the room appears to have been recently disturbed by someone or something who apparently removed what could have been a large treasure chest once sitting in the corner. Marked on the dust in the floor nearby are the words 'Jaymal was here'. |
18 | The room is very cold and dust-covered. Small footprints lead from the door to the center of the room where there is a kobold sized snow angel. |
19 | This room is enshrouded by permanent magical darkness but is nevertheless, completely empty. |
20 | This room is completely unremarkable and empty. |
DUNGEON DOORS, ACCESSWAYS & BRIDGES
DIRECTIONS: The following tables are for detailing accessways to other layers of the dungeon, bridges and individual room doors, their condition and locking mechanisms, if any.
Dungeon Accessways* | Dungeon Bridges | ||
1d20 | TYPE | 1d10 | TYPE |
1 | Single staircase | 1 | Wooden Rope |
2 | Double-wide staircase | 2 | Zipline |
3 | Circular Staircase | 3 | Stone Blocks |
4 | Ramp | 4 | Brick |
5 | Chute | 5 | Wood/Rope Gangway |
6 | Mechanical Elevator | 6 | Natural Stone |
7 | Teleporter (1-3) One-way (4-6) Two-way | 7 | Wooden |
8 | Ladder (1) Iron/Steel (2-5) Wood (6) Rope/Wood | 8 | Iron/Steel |
9 | Rope | 9 | Bone |
10 | Winch Elevator | 10 | Invisible. Roll again for composition. |
11 | Minecart Railway | ||
12 | Canal | ||
13 | Magical Gate (1-3) One Way (4-6) Two Way | ||
14 | Trap Door Shaft | ||
15 | Burrow | ||
16 | Funicular Minecart Railway | ||
17 | Vacuum Tube | ||
18 | Ventilation Shaft/Vent | ||
19 | Metal Pipe | ||
20 | Portcullis |
Dungeon Doors | ||
1d20 | DOOR TYPE/CONDITION | OPEN DOORS MODIFIER |
1 | Wooden, simple, free | - |
2 | Wooden, simple, locked | +15%* |
3 | Wooden, good, free | - |
4 | Wooden, good, stuck | +10% |
5 | Wooden, good, locked | +5%* |
6 | Wooden, strong, free | - |
7 | Wooden, strong, stuck | +5% |
8 | Wooden, strong, locked | +/- 0%* |
9 | Stone, free | - |
10 | Stone, stuck | +5% |
11 | Stone, locked | -10%* |
12 | Iron, free | - |
13 | Iron, stuck | -5% |
14 | Iron, locked | -15%* |
15 | Roll again, door slides left or right | +/- 0% |
16 | Roll again, door slides up or down | -5% |
17 | Roll again, door is Wizard Locked | Special |
18 | Roll again, door has a padlock | * |
19 | Roll again, door has a mechanical trapped lock (see Mechanical Trapped Lock table, Traps & Tricks) | Special |
20 | Roll again, door has a magical trap (see Tricks & Traps Effects table, Traps & Tricks) | Special |
* See Locks sub-table |
Locks | ||
1d20 | TYPE | OPEN LOCKS MODIFIER |
1-6 | Simple | +10% |
7-11 | Average | +/- 0% |
12-15 | Good | -5% |
16-18 | Strong | -10% |
19 | Very Strong | -15% |
20 | Foolproof | -25% |
LIQUID SOURCES
DIRECTIONS: Use the following table to determine the source or purity of liquid sources found in dungeon features. In general rivers, lakes or other larger bodies should be water - there is a 40% chance these will be brackish or otherwise undrinkable.
Pools, Fountains, Wells or Streams | |
d% | LIQUID |
01-40 | Drinkable Freshwater |
41-45 | Drinkable freshwater with cave fish/molluscs/crustaceans; 75% chance that fish/molluscs/crustaceans are edible |
45-55 | Brackish Water, undrinkable |
56-60 | Blood |
61-64 | Appears drinkable but infests with horrendous intestinal parasites; drinking character incapacitated with diarrhea and vomiting 1d6 hours later, Save vs. Poison negates, Cure Disease removes |
65-75 | Saltwater, undrinkable |
76-80 | Holy Water, drinkable |
81-83 | Flaming Oil |
84-86 | Poison |
87-88 | Acid |
89-90 | Alcoholic Beverage |
91-94 | Mundane beverage |
95 | Random Potion |
96-97 | Potion of Healing |
98-99 | Green Slime |
00 | Water Elemental |
DUNGEON ILLUMINATION
DIRECTIONS: The GM should use these tables to determine the general level of illumination within the dungeon. Certain rooms or areas may be unlit at the GM's discretion.
Room/Hallway Illumination (consult for dungeons, tombs & ruins) |
|
d% | CONDITIONS |
01-40 | None |
41-60 | Single wall sconce/torch |
61-65 | Single candle |
66-70 | Wall sconces/torches every 1d6 x 10' (60% chance unlit) |
71-80 | Candle niches every 1d6 x 10' (60% chance unlit) |
81-85 | Brazier every 1d10 x 10' (40% chance unlit) |
86-90 | Campfire, fireplace or fire pit (40% chance unlit) |
91-93 | Phosphorescent lichen / fungi |
94-97 | 1d2 permanent magical lights |
98-00 | Shrouded in permanent magical darkness |
NOTE: Light sources such as torches, candles, fires of braziers will only be lit 10% of the time. If unlit, they will be burnt out or empty of fuel 50% of the time. |
Cavern Illumination (consult for mines, caves & caverns) |
|
d% | CONDITIONS |
01-60 | None |
61-70 | Phosphorescent lichen / fungi |
71-80 | Campfire, fireplace or fire pit (40% chance unlit) |
81-85 | Single wall sconce/torch |
86-90 | Single candle |
91-93 | Wall sconces/torches every 1d6 x 10' (60% chance unlit) |
94-96 | Candle niches every 1d6 x 10' (60% chance unlit) |
97-99 | 1d2 permanent magical lights every 1d10 x 10' |
00 | Shrouded in permanent magical darkness |
NOTE: Light sources such as candles, fires or torches will only be lit 5% of the time. If unlit, they will be burnt out or empty of fuel 60% of the time. |
DUNGEON CONSTRUCTION FEATURES
DIRECTIONS: The GM should use the following tables to flesh out the features of particular rooms in their dungeon with more variety of walls, ceilings and floors.
Wall/Ceiling Construction & Features | ||
1d20 | CONSTRUCTION | FEATURE |
1 | Wood Columns | (1-3) plain (4-6) decorative |
2 | Stone columns | (1-3) plain (4-6) decorative |
3 | Domed/Vaulted ceilings | (1-3) plain (4-5) stucco (6) painted |
4 | Graffiti | (1-3) common (4-5) archaic language (6) unknown language |
5 | Inscriptions | (1-2) political (3-4) religious (5) magical (6) literary |
6 | Coloured | (1-2) whitewash (3-4) paint (5-6) stucco |
7 | Bas-reliefs | (1-2) religious (3) historical (4) mythological (5) political (6) magical |
8 | Murals | (1-2) religious (3) historical (4) mythological (5) political (6) magical |
9 | Frescoes | (1-2) religious (3) historical (4) mythological (5) political (6) magical |
10 | Mosaics | (1-2) abstract (3) pastoral (4-5) mythological (6) religious |
11 | Tapestries | (1-2) worm-eaten (3-4) dusty and mouldy (5-6) clean and new |
12 | Tiles | (1-4) plain (5-6) glazed/painted |
13 | Niches | (1-3) Filled (4-5) Empty |
14 | Wood Panelling | (1-5) plain (6) decorative |
15 | Brick Facing | (1-5) plain (6) decorative |
16 | Decorative Borders | (1-3) abstract (4-6) figurative |
17 | Handrails | (1-2) wood (3-4) stone (5-6) metallic |
18 | Mold/Lichen | (1-3) common (4-5) phosphorescent (6) harmful |
19 | Bloodstains | (1-4) red (4-5) green (6) other colour |
20 | Inset Gems/Minerals | (1-5) decorative (6) valuable |
Floor Construction & Features | ||
1d10 | TYPE | FEATURE |
1 | Bare dirt | (1-3) hard packed clay (4-6) loose soil |
2 | Wood | (1-3) smooth hardwood tiles (3-5) cut planks (4-6) warped rough planks |
3 | Ceramic Tiles | (1-3) featureless terra-cotta (4-6) glazed decorative |
4 | Mosaics | (1) animals and monsters (2) religious (3) mythological/heroic (4) historic (5) erotic (6) abstract |
5 | Stone Flagging | (1-3) rough-hewn blocks (4-6) worked tiles |
6 | Carpeted | (1-2) plain woven mat (3-4) decorative carpets (5-6) deep shag |
7 | Stone | (1-2) shale (3-4) limestone (5-6) granite |
8 | Metal | (1) copper (2) brass / bronze (3-5) iron / steel (6) precious metal (GM's discretion) |
9 | Glass | (1-3) opaque (4-5) transparent (6) stained |
10 | Biological | (1-2) fungi (3-4) lichen (5-6) compost |
DUNGEON CENTERPIECES
DIRECTIONS: Centerpieces are installations in a room. They can be blessed, cursed, trapped, or offer important information. Roll once for the type of centerpiece and again for the details about that object or location.
In general, a good centerpiece room can be a focus of the player's exploration, or the site of a climactic final battle. A good GM should not simply rely on these tables to detail such locations but use these results as inspiration for building an interesting encounter location on their own.
Centerpieces (roll once for type and once for details) | ||
1d20 | TYPE | DETAILS |
1 | Pool / Fountain | Cursed ° |
2 | Pedestal / Dais | Blessed ^ |
3 | Pit / Shaft | Trapped # |
4 | Idol / Statue * | Mundane |
5 | Door / Portal / Gate | Magic Mouth |
6 | Engine / Machine | Portal ¤ |
7 | Scrying Device | Trick # |
8 | Altar § | Premonition / Prophecy / Oracle / Divination / Commune |
9 | Throne | Mutation (sex, race, level, characteristics, alignment, physical traits, etc.) |
10 | Sarcophagus / Tomb | Grants a Wish |
11 | Organ / Bell /Musical Instrument | Divine Intervention |
12 | Magical Circle | Enigma / Puzzle |
13 | Cage / Prison | Speaks Riddles |
14 | Carpet / Rug / Tapestry | Treasure Map |
15 | Graffiti | Invisible |
16 | Painting / Mosaic / Bas-Relief | Out of Phase / Flickers in and Out of Existence |
17 | Trophy | Weird Magic |
18 | Rare Element / Material Component | Extreme Nature (hot/cold, holy/unholy, etc.) |
19 | Unusual Architecture | Out of Time (Anachronisms) |
20 | Item of Significant Utility / Value That Cannot be Removed or Artifact / Relic | Unique or Rare Variant Monster (Lacedons, Psionic Yellow Mold, Vampiric Ixitxachitl, etc.) |
* See Animated Statues sub-table § See Altar sub-table # See Tricks & Traps sub-tables ¤ See Portals sub-table (c.f.) ° See Curses sub-table (c.f.) ^ See Blessings sub-table (c.f.) |
ANIMATED STATUARY
DIRECTIONS: A longstanding trope in dungeon design is the animated statue. These can be simple guardians (c.f. OSRIC, Carytid Column) or they may be more complex features that can either help or hinder delvers exploring the dungeon. The following two tables help determine the form of the animated statuary and their actions when confronted with explorers in their vicinity.
Animated Statues | ||
1d12 | FORM | ACTION |
1 | Human | Raises Ability score (Save vs. Spells allowed) |
2 | Demi-human | Lowers Ability score (Save vs. Spells allowed) |
3 | Humanoid | Casts Spell |
4 | Animal | Gives Spell scroll |
5 | Monster | Gives Advice |
6 | Deity | Asks for Advice |
7 | Mythological Being | Polymorphs self |
8 | Plant | Polymorphs random PC |
9 | Insect / Spider | Points toward a Place |
10 | Demon / Devil | Gives map to a Place |
11 | Trapped Elemental | Points to a missing Body Part |
12 | Abstract | Lays a curse on a random PCs Body Part |
Animated Statue Action | ||||||
1d8 | ABILITY | SPELL | ADVICE | POLYMORPH | PLACE* | BODY PART |
1 | Strength | Sleep | Location* | Ogre | Treasure | Eye |
2 | Intelligence | Fear | Name | Troll | Monster | Ear |
3 | Wisdom | Bless | Class | Stone Giant | Settlement | Arm |
4 | Constitution | Lightning Bolt (1d6+4 HD) | Goal | Giant Toad | Exit | Hand |
5 | Dexterity | Suggestion (Flee/Donate) | Origin | Blink Dog | Lair | Foot |
6 | Charisma | Quest/Geas | Riddle | Stone Golem | Passage | Leg |
7 | Level | Hold Person | Poem | Dragon | Water | Finger |
8 | Hit Points | Raise Dead | Item | Devil/Demon | Portal | Head |
* Roll on the Location sub-table to determine actual site |
ALTARS
DIRECTIONS: Strange and forbidden underground altars should be a regular feature in a swords and sorcery game like OSRIC. First determine the form and details of the altar, the status of the altar, alignment and finally the aura surrounding it. Likewise, the GM should exercise his or her creativity when designing such features and the tables below used for inspiration.
Altars (roll once on each column) | ||
1d20 | FORM | DETAILS |
1 | Bone | Blessed ° |
2 | Brass | Cold |
3 | Bronze | Cracked / Pitted |
4 | Carved Stone Blocks | Cursed * |
5 | Carved Wood | Disguised |
6 | Clay Bricks | Gore-stained |
7 | Cloth | Hot |
8 | Copper | Mundane |
9 | Crystal | Oily |
10 | Electrum | Portal/Gate # |
11 | Glazed Ceramic | Pristine |
12 | Gold | Strong Aura (x2) |
13 | Ice | Weak Aura (x ½ ) |
14 | Iron | Reliquary |
15 | Large Stone Slab | Secret Compartment |
16 | Living Flesh | Shrouded in Mist |
17 | Platinum | Smoking |
18 | Rough Logs | Summoning Portal/Gate |
19 | Silver | Thrumming |
20 | Terracotta | Trapped ^ |
° See Blessings (c.f. Traps & Tricks) * See Curses (c.f. Traps & Tricks) # See Portals & Gates (c.f. Traps & Tricks) ^ See Tricks & Traps (c.f. Traps & Tricks) |
ALTAR STATUS | ALIGNMENT | Altar Aura | |||
1d8 | STATUS | 1d8 | DEITY* | 1D6 | AURA§ |
1 | Unused (spotless) | 1 | None | 1 | Very Strong (1d3 x 10') |
2 | Rarely Used (dusty but clean) | 2 | Unknown | 2 | Strong (1d3 x 5') |
3 | Disused (dusty, caked with dried blood, etc.) | 3 | Petty God | 3 | Average (1d4x2') |
4 | Occasionally used (dusty) | 4 | Evil | 4 | Weak (1d6') |
5 | Regularly used (bloodstained) | 5 | Chaotic | 5 | Very Weak (1d3') |
6 | Freshly used (dripping blood, half-burnt flesh, etc.) | 6 | Lawful | 6 | None |
7 | Unconsecrated (no Alignment/Aura) | 7 | Good | ||
8 | Desecrated (Alignment/Aura reversed) | 8 | Unknown | ||
* The GM should determine the actual deity the altar is dedicated to according to his or her campaign § See also the Auras sub-table for additional ideas |
PORTALS & GATES
2d8 | FORM |
2 | A devil / demon face. Entrance is through the open mouth. |
3 | A normal, unmarked doorway / archway. |
4 | A sliding metallic door activated with a command word or key |
5 | A mirror |
6 | A painting |
7 | A pool or well |
8 | A chimney |
9 | A beverage or food |
10 | A drug or gas |
11 | A 'programmable' techno-magical device (e.g. the Transporter) |
12 | A vehicle (e.g. The Time Machine) |
13 | A box, chest or wardrobe |
14 | A musical instrument |
15 | A gem or crystal |
16 | A chair or throne |
UNUSUAL AURAS
1D20 | TYPE |
1 | Strong Evil. All good-aligned PCs will immediately feel discomforted. |
2 | Slight Evil. Slight discomfort for good-aligned PCs. Requires Detect Evil to identify. |
3 | Strong Good. All evil-aligned PCs will immediately feel discomforted. |
4 | Slight Good. Slight discomfort for evil-aligned PCs. Requires Detect Good to identify. |
5 | Slight Magic. Detect Magic will reveal the entire area radiates background magic. |
6 | Strong Magic. All spellcasting PCs will immediately recognize the entire area radiates background magic. |
7 | Infrared Radiation. Microscopic mould or fungi covers the area. Unless the area is totally dark, only PCs with darkvision will recognize the glow. |
8 | Fear. PCs entering the area must make a Saving Throw vs. Spells or react as if affected by a Fear spell. |
9 | Psychedelic/Hallucinatory. PCs entering the area must make a Saving Throw vs. Spells or experience illusory hallucinations. |
10 | Madness/Insanity. PCs entering the area must make a Saving Throw vs. Spells or be afflicted by temporary or permanent insanity. |
11 | Non-Human/Inimical |
12 | Multiple Souls/Spirits. This could be a split personality or a couple of sentient beings that suffered a common fate. |
13 | Cold. A cold that seems to reach the bones, as if it came from the outer darkness. |
14 | Heat. Uncomfortably hot area with no apparent source. |
15 | Déjà Vu. Feeling of familiarity by random party member. Describe this as a high level premonition of what is about to occur in the near term. How they interpret it may or may not be accurate. |
16 | Paranoia / Sense of Being Watched |
17 | Psionic or Weird Magic |
18 | Opposed Magic. Certain magic types (GM to determine) are less effective; roll 1d6 for effects: 1) spells saved against at +2, 2) damage reduced by -2/dice (minimum 1/die), 3) duration reduced 50%, 4) casting time increased 1d4 segments, 5) spell is cast but a slot one level higher is lost (if slot unavailable, spell fails), 6) spells of this school fail 50% of the time |
19 | Slight Neutral. Slight discomfort for non-neutral-aligned PCs. Requires Detect Alignment to identify. |
20 | Strong Neutral. Non-Neutral PCs will immediately feel discomforted. |
DUNGEON CHANGES
DIRECTIONS: Use these tables to re-stock or alter a dungeon level after it has been cleared by adventurers or re-visited after a prolonged absence.
Dungeon Occupation Changes | |
1d10 | OCCUPANTS |
1 | Completely deserted |
2 | 1d3 former occupants, either deserters or abandoned |
3 | Roll 1d3 times for the current level -2 |
4 | Roll 2d4 times for the current level -2 |
5 | Roll 3d6 times for current level -2 |
6 | Roll 1d3 times for the current level -1 |
7 | Roll 2d4 times for the current level -1 |
8 | Roll 3d6 times for the current level -1 |
9 | Roll once for the current level |
10 | Roll 1d3 times for the current level |
11 | Roll 2d4 times for the current level |
12 | Roll 3d6 times for the current level |
13 | Roll 1d3 times for the current level +1 |
14 | Roll 2d4 times for the current level +1 |
15 | Roll 3d6 times for the current level +1 |
16 | Roll 1d3 times for the current level +2 |
17 | Roll 2d4 times for the current level +2 |
18 | Roll 1d3 times for the current level +1d4 |
19 | Roll 2d4 times for the current level +1d6 |
20 | Roll 3d6 times for the cuurent level +1d8 |
NOTE: See Random Dungeon Wandering Monsters by Level (Chapter V) |
Dungeon Environmental Changes | |
1d10 | CHANGE(s) |
1 | Corpses from last struggle still lay where they fell in the hallways and rooms |
2 | Level has been thoroughly ransacked, corpses appear to have been cooked and eaten |
3 | All the rooms have been boarded up and their furnishings removed. |
4 | Except for the pitch darkness, everything remains as it last was. |
5 | Vermin have invaded. Roll 3 times on the Vermin subtable (Chapter V) |
6 | Moulds or fungus have invaded. Roll 3 times on the Plants, Moulds and Fungi subtable (Chapter V) |
7 | 1d3 gelatinous cubes, 1d2 rust monsters and 1d3 carcass creepers have moved in |
8 | Level has been thoroughly cleaned, doors repaired, traps re-set, etc. |
9 | All traps have been reset, otherwise level is unchanged |
10 | 1d4 new traps have been installed and the old ones re-set |
Dungeon Treasure Changes | |
1d20 | TREASURE |
1 | Completely looted. No treasure remains. |
2 | 1d100 copper pieces litter the halls and rooms as evidence of hasty, but thorough looting. |
3 | Only 50% of previously undiscovered treasure remains |
4 | 100% of previously undiscovered treasure remains. |
5 | All easily portable treasure has been looted, only bulky or relatively worthless items remain |
6 | Several cursed or worthless magic items have been placed around the level |
7 | Only personal treasure of the new occupants remains. Everything else has been looted. |
8 | A sizable hoard has been secretly cached somewhere on the level. |
9 | 100% of former treasure level has been randomly cached on the level. |
10 | 150% of former treasure level has been randomly cached on the level. |
RANDOM OCCURENCES IN THE DUNGEON
Random Dungeon Occurences | |
d% | ENCOUNTER TYPE |
01-10 | ODOUR (c.f. OSRIC,) |
11-12 | TRAP (c.f. Traps & Tricks) |
13-15 | AIR CURRENT (c.f. OSRIC, p. 153) |
16-18 | CAIRN. A pile of stones (or bones) |
19-25 | NOISE (c.f. OSRIC, p. 154) |
26-28 | UNUSUAL AURA (c.f. Auras, Chapter IX) |
29-35 | CORPSE (c.f. Corpses subtable) |
36-40 | DEBRIS (see OSRIC) |
41-45 | UNUSUAL DUNGEON NPC (c.f. Unusual Dungeon NPCs subtable) |
46-60 | CREATURE ENCOUNTER (c.f. Random Dungeon Encounters by Level, pp. Chapter IX) |
61-65 | SPRUNG TRAP (c.f. Traps & Tricks). 15% chance of corpse(s). |
66-70 | HEAT. Temperature unexpectedly rises 1d3 x 10°. |
71-75 | COLD. Temperature unexpectedly drops 1d3 x 10°. |
76-80 | MOISTURE. The walls, ceiling and floor glisten with condensed moisture. No obvious source can be found. |
81-85 | TRAIL. Dropped breadcrumbs, every 10 feet leading in a random direction. They peter out after 1d10 x 10 feet or until reaching a doorway. |
86-88 | BARRICADE. Broken and splintered pieces of furniture and rocks form a makeshift barricade blocking the passageway or one corner of the room. |
89-93 | OLD BATTLE.. Bits of bone, mouldy bits of armour, broken weaponry litter the area. |
94-95 | GAS POCKET. The area is blanketed in a poisonous or explosive pocket of gas (e.g. methane). |
96-98 | IMMINENT COLLAPSE. This section of the dungeon is dangerously unsafe and will collapse within 1d10 turns unless shored up. At the GM's discretion, loud noises or melee in the area will hasten the collapse. Dwarves can immediately detect the danger. If a collapse occurs, everyone in the area will be struck with 1d6 falling rocks (treat as attacks by a 6HD monster causing 1d10hp damage each). |
99-00 | EXTINGUISHED LIGHT SOURCE. The parties' torch or lantern sputters out, plunging the party into darkness, unless another nearby light source is available. |
Corpses (roll once on each column) | |||
1d20 | NUMBER | RACE | CONDITION |
1-2 | 1 | Dwarf | Fresh - still warm |
3-4 | 1 | Elf | Fresh - 1d6 hours |
5 | 1 | Gnome | Decomposing - 1d6 days |
6 | 1 | Halfling | Decomposing - 1d4 weeks |
7-9 | 1 | [HUMANOID] | Horribly decomposed, covered in maggots or rot grubs |
10-12 | 1d2 | Human | Very old. Only brittle, dried bones remain. |
13 | 1d3 | [ANIMAL] | Decomposed, partially eaten. |
14 | 1d4 | [FAE & SYLVAN] | Skeletal remains, partially mummified |
15 | 1d6 | [INSECT & VERMIN] | Skeletal remains, partially eaten |
16 | 1d8 | [NONHUMAN] | Dismembered, decomposed parts scattered about |
17 | 1d10 | [ENCHANTED] | Small bones, lock of hair, etc. |
18 | 1d12 | [GIANT] | Flayed skin nailed to a wall / door |
19 | 1d20 | [DRAGON] | Scalp(s) |
20 | 2d10 | Indeterminate | A few random old bones. |
For results in brackets see the appropriate Random Creature by Type subtable (Chapter V) |
DUNGEON WANDERING MONSTER ENCOUNTERS BY LEVEL
Dungeon Level I | Dungeon Level II | Dungeon Level III | ||||||
2d10 | CREATURE | # APP | 2d10 | CREATURE | # APP | 2d10 | CREATURE | # APP |
2 | Al'mi'raj | 1d4 | 2 | Chupacabra | 1 | 2 | Leprechaun | 1 |
3 | Beastling | 1d3 | 3 | Muck Dweller | 1d6+2 | 3 | Mephit (1-3: Fire, 4-6: Smoke) | 1d3 |
4 | Muckdweller | 1d6 | 4 | Rot Grub | 1d6 | 4 | Phantom | 1 |
5 | Wyverling | 1d2 | 5 | Zombie | 1d3 | 5 | Ankheg (1d2+3 HD) | 1d3 |
6 | Peikko | 1d6 | 6 | Giant Rat | 3d6+2 | 6 | Murder of Crows | 1d4 |
7 | Giant Bat | 1d4 | 7 | Giant Bat | 1d4 | 7 | Giant Lizard | 2d6 |
8 | Goblin | 1d10+5 | 8 | Goblin | 3d4+2 | 8 | Grimlock | 4d8 |
9 | Bandit | 1d10+6 | 9 | Bandit | 2d6+3 | 9 | NPC Party | variable |
10 | Bat | 2d10 | 10 | Bat | 2d10 | 10 | Ogre | 1d4 |
11 | NPC Party | Variable | 11 | NPC Party | variable | 11 | Giant Boring Beetle | 1d3 |
12 | Orc | 1d6+6 | 12 | Orc | 1d6+6 | 12 | Large Spider | 1d4 |
13 | Javelin Snake | 1d3 | 13 | Giant Bat | 3d6+2 | 13 | Large Scorpion | 1d4 |
14 | Kobold | 1d12+5 | 14 | Kobold | 1d12+5 | 14 | Bugbear | 1d6+1 |
15 | Piercer | 1d4 | 15 | Piercer | 1d4 | 15 | Gelatinous Cube | 1 |
16 | Skeleton | 1d4 | 16 | Skeleton | 1d4 | 16 | Altered Skeleton, | 1d6 |
17 | Norker | 2d4 | 17 | Beastling | 1d8 | 17 | Winged Viper | 1d6 |
18 | Vulchling | 2d6 | 18 | Mongrelmen | 4d10 | 18 | Giant Weasel | 1d4 |
19 | Gnome | 1d10+5 | 19 | Gnome | 2d6+3 | 19 | Wererat | 4d6 |
20 | Kullule Demon | 1d3 | 20 | Hobgoblin | 2d4 | 20 | Pod-men | 2d10 |
Dungeon Level IV | Dungeon Level V | Dungeon Level VI | ||||||
2d10 | CREATURE | # APP | 2d10 | CREATURE | # APP | 2d10 | CREATURE | # APP |
2 | Lava Child | 1d3 | 2 | Mogrel | 1d2 | 2 | Hill Giant | 1 |
3 | Doppleganger | 1d3 | 3 | Cloaker | 1 | 3 | Rakshasa | 1 |
4 | Dretch | 2d4 | 4 | Algoid | 1d2 | 4 | Green Slime | 1 |
5 | Pech | 3d4 | 5 | Phycomid | 1d4 | 5 | Basilisk | 1 |
6 | Owl Bear | 1d2 | 6 | Minotaur | 1d3 | 6 | Gynosphinx | 1 |
7 | Rust Monster | 1d2 | 7 | Giant Poisonous Snake | 1d3 | 7 | Otyugh | 1 |
8 | Grey Ooze | 1d3 | 8 | Cave Lizard | 1d3 | 8 | Wyvern | 1 |
9 | NPC Party | variable | 9 | Cave Bear | 1d2 | 9 | Wraith | 1 |
10 | Yellow Mould | 1 | 10 | NPC Party | variable | 10 | NPC Party | variable |
11 | Scorpion, Huge | 1d4+1 | 11 | Cockatrice | 1d2 | 11 | Wight | 1d2 |
12 | Toad, Poisonous | 1d4 | 12 | Giant Spider | 1d4 | 12 | Manticore | 1 |
13 | Gargoyle | 1d2 | 13 | Lesser Otyugh | 1 | 13 | Carcass Creeper | 1d2 |
14 | Giant Hornet | 1d2 | 14 | Hydra (7-headed) | 1d2 | 14 | Giant Scorpion | 1d2 |
15 | Hydra (1d2+4 heads) | 1 | 15 | Poisonous Snake | 1d2 | 15 | Troll | 1d3 |
16 | Ghast | 1d4 | 16 | Xill | 1 | 16 | Manalishi Devil | 1d2 |
17 | Caterwaul | 1 | 17 | Rock Reptile | 1d2 | 17 | Black Dragon | 1 |
18 | Spiked Devil | 2d4 | 18 | Ochre Jelly | 1 | 18 | Ogre Mage | 1d2 |
19 | Golem, Voudoun | 1d2 | 19 | Quasit | 1 | 19 | Rajkami | 1 |
20 | Annunaki | 1d4 | 20 | Phase Spider | 1 | 20 | Red Slaasthak | 1 |
Dungeon Level VII | Dungeon Level VIII | Dungeon Level IX | ||||||
2d10 | CREATURE | # APP | 2d10 | CREATURE | # APP | 2d10 | CREATURE | # APP |
2 | Cyclops | 1 | 2 | Foo Lion | 1 | 2 | Type F Demon (Balor) | 1 |
3 | Invisible Assassin | 1 | 3 | Kheph | 1d2 | 3 | Astral Angel | 1 |
4 | Bearded Devil | 1d2 | 4 | Fly Demon | 1d2 | 4 | Pit Fiend Devil | 1 |
5 | Mimic | 1 | 5 | Auromvorax | 1d2 | 5 | Red Dragon | 1 |
6 | Chimæra | 1 | 6 | Vampire | 1 | 6 | Trapper | 1 |
7 | Lurker Above | 1 | 7 | Deadly Brown Pudding | 1 | 7 | Grey Slaasthak | 1 |
8 | Fire/Frost Giant | 1d3 | 8 | Demonette | 1d2 | 8 | Major Titan | 1 |
9 | Deadly Black Pudding | 1 | 9 | Hydra, (1d3+12-heads) | 1 | 9 | Æthereal Angel | 1 |
10 | NPC Party | variable | 10 | NPC Party | variable | 10 | NPC Party | variable |
11 | Hill Giant | 1d4 | 11 | Punjar Demon | 1 | 11 | Thessalhydra | 1 |
12 | Will-o-Wisp | 1d3 | 12 | Rust Monster | 1d2 | 12 | Vampire (C7th -10th lvl) | 1 |
13 | Giant Slug | 1 | 13 | Will-o-Wisp | 1 | 13 | Stone Golem | 1 |
14 | Class A Demon (Vrock) | 1d3 | 14 | Trapper | 1 | 14 | Black Dragon | 1 |
15 | Ettin | 1d2 | 15 | Type E Demon (Marilith) | 1 | 15 | Greater Shedu | 1d2 |
16 | Mummy | 1d2 | 16 | Purple Worm | 1 | 16 | Nycadaemon | 1 |
17 | Spectre | 1 | 17 | Ghost | 1 | 17 | Major Titan | 1 |
18 | Invisible Stalker | 1 | 18 | Black Dragon | 1 | 18 | Froghemoth | 1 |
19 | Clay Golem | 1 | 19 | Guardian Naga | 1 | 19 | Ultrodaemon | 1 |
20 | Mezzodaemon | 1 | 20 | Charonadaemon | 1 | 20 | Dark Envoy | 1 |
Dungeon Level X | ||
2d10 | CREATURE | # APP |
2 | Ice Creeper | 1 |
3 | Yagnodaemon | 1 |
4 | Jotun Giant | 1d6 |
5 | Tarrasque | 1 |
6 | Red Dragon | 1 |
7 | Blue Dragon | 1 |
8 | Seraphim | 1 |
9 | Iron Golem | 1 |
10 | NPC Party | variable |
11 | Kerubim | 1 |
12 | Black Slaasthak | 1 |
13 | Ocular Despot | 1 |
14 | Lich | 1 |
15 | Vampire (MU 7th - 12th lvl) | 1 |
16 | Shoggoth | 1d3 |
17 | Jabberwock | 1 |
18 | Elder Titan | 1 |
19 | Charonadaemon | 1 |
20 | Polypous One | 1 |
Unusual Dungeon NPCs | |
2d20 | NPC(s) |
2 | A 10th-level human Fighter in a yellow tunic accompanied by a 6th-level Elf MU in a blue tunic muttering about something called the 'Prime Directive'. If threatened, both will disappear amidst curious lights and an odd humming sound within 1d3 rounds. |
3 | Two creepy and twin female children appear at the end of the hallway pointing towards a nearby door. On attempts to approach or communicate with them they will disappear, only to return 1d10 turns later pointing at a different door. |
4 | An automaton (treat as an Iron Golem with 75hp) stalks the corridors slaying all who stand in it's way. If unopposed, it will ignore the party and march away. |
5 | A CN, raven-haired Amazon queen challenges the strongest party member to a wrestling match. She is 9th-lvl, 48hp, and and has a STR of 18/49, DEX 17. If defeated she will offer to serve as a henchman for a year and a day. If victorious, she will tattoo her name on the loser's right hand and leave. |
6 | Two dwarf brothers (Fighters, lvl 1d4 each) prospecting for gold. |
7 | Agnetha, a human Witch (lvl 1d10) is brewing healing potions in her cauldron in a nearby room. If not ill-treated she will be willing to sell 1d3 of them for 150gp each. |
8 | A doppleganger dressed as human clown. He claims to be an escaped prisoner who wishes to tag along because there is 'safety in numbers'. |
9 | A very homely human female in tattered rags looking for a way out of the dungeon. She is actually a princess and her father will reward her recuers handsomely if brought back home (a nearby castle or large settlement). |
10 | Jeixelles, a Cleric/Thief of a CE cult, polymorphed as a black cat. She will spy on the PCs and attempt to steal any choice magic items they have at the first opportunity. |
11 | An escaped gnome prisoner running from his captors and desperate for a way out of the dungeon. |
12 | An alchemist/sage collecting ingredients for an experimental potion of his own devising. |
13 | 1d6 feral humanoid children roasting the arm of an orc (or other white meat) over a fire. |
14 | A badly concussed d6+12th level Magic-User with no spells and no spellbook wandering the corridors mumbling like a madman. If healed he will offer the party their choice of his magic items if they return him to his tower some distance from the dungeon. |
15 | Ghost of deceased relative that imparts background information |
16 | Tullus (0-lvl Normal Man), an escaped slave running from a local mob posse |
17 | Mob posse looking for an escaped slave (Tullus, see above) |
18 | Brother Theobald, a LG religious zealot asking for those wearing holy symbols to convert in order to be saved. |
19 | Lucy, a child vampire asking to go with the party by explaining that she was hiding from the evil task master |
20 | Crazed flesh golem roaming the hall way aimlessly |
21 | An absent-minded sage, unaware of the danger he has put himself in. |
22 | Mad Martin, a 6th-lvl Fighter with a cursed berserking sword who, though good, cannot control his bloodlust. |
23 | Master Chi, a ascetic kung-fu monk only interested in solitude and meditation. He will grudgingly offer tea to whose who interrupt him, but will clearly want visitors to leave. |
24 | Sentient being whose soul/spirit has been imbued into an inanimate object. E.g., door, wall section, support beam, etc. |
25 | Alien from an advanced culture |
26 | Remaining member of an earlier adventuring party. This is a sole survivor in desperate need of aid. If aid is granted this individual may accompany the party further into the adventure. This individual is 2 levels lower than the party is and of clerical nature. |
27 | Lost wizard familiar. Wizard has been killed and the familiar is moving for its life. The familiar will only hesitate if there is a Magic-User in the party. If so, the familiar will automatically attack the Magic-User's familiar in an attempt to take its place. If the Magic-User attacks the lost familiar, the lost familiar will move on. |
28 | Lost butcher with a meat cleaver. The butcher became lost while chasing a goat they were about to make into serving sized pieces. |
29 | Sphinx with a riddle. |
30 | An object (backpack, weapon, etc.) and other items (more objects, blood splatters, etc.) strung out along a winding path that lead the party to a group of departed adventurers. The departed adventurer's souls/spirits are trapped and are willing to help a party that is willing to help them. The help will be in the form of verbal clues and verbal descriptions of passageways, etc.) |
31 | Polymorphed descendent from the bloodline of an extinct empire. The individual will match the race and class of an extinct empire ruling family. The polymorphed descendent is cursed and will not recall who they are or how they got there. |
32 | An enterprising henchman/henchwoman that may consider joining a member of the party if they sense they will be treated correctly. This is a of a race, class, and level appropriate for the appropriate member of the party. |
33 | Disoriented individual from an ancient Earth culture. |
34 | Disoriented individual from a parallel world such as Warriors on Mars, Cavaliers and Roundheads, etc. |
35 | Mutated abomination such as half-human/half-hog, etc., half-gnome/half-owl, etc. |
36 | Accadir, a NE 6th-lvl Assassin sent by an enemy of the player characters to kill one or all of them. |
37 | Sulvan and Gombul, ragged and contagious 0-lvl humans in hiding. They are both affected by a deadly plague but this is not apparent. They fled their village as they have been accused of causing the plague in the first place. Within a couple of days they will start showing their illness and will die within a week. |
38 | The educated Ghoul: an intelligent and artistically inclined ghoul, by the name of William Eliot Shovelmann, is trying to win over his taste for flesh by embracing the fine arts. His attempts at sublimating his hunger have not been very successful so far. |
39 | Beau, a CN intoxicated half-elven 4th—lvl Troubadour. He bet with his aristocratic friends last night at the Absinthe Chalice that he could survive this dungeon. Beau is a consummate liar, although a charming one, and will try to persuade the players to help him get out for the fabulous reward he will collect once out. |
40 | An avatar of a lesser deity fooling around on the Prime Material plane |
NOTE: GMs are encouraged to expand upon this table with their own unique dungeon NPCs. Results should be limited to once per campaign/dungeon. |
ALERTED MONSTER REACTIONS
DIRECTIONS: Use the following table to determine what intelligent monsters or groups of monsters will do if alerted to the parties presence (e.g. loud noises, melee, bright lights, etc.)
Alerted Monster Reactions | |
1d20 | REACTION |
1 | Lock/bar doors. Brace for a fight |
2 | Circle around the party and attempt an ambush from behind |
3 | Flee through a rear exit / secret door |
4 | Charge forward into melee |
5 | Sniping from the shadows with ranged weaponry |
6 | Prepare spells, scrolls, etc. |
7 | Send a member to bribe a nearby ally for aid |
8 | Attempt to bribe the party to leave them alone |
9 | Prepare improvised traps and weapons |
10 | Wait |
11 | Split up and prepare flanking attacks |
12 | Leave a small force to cover their retreat |
13 | Attempt a ruse to trick the PCs |
14 | Hide and prepare for surprise attacks |
15 | Leave treasure to distract pursuers and flee |
16 | Form shield wall and slowly advance on the party |
17 | Set and prepare for the enemy's charge |
18 | Sound a noisy alarm alerting the entire level |
19 | Surrender and beg for mercy |
20 | Stand around arguing about the best course of action |
RUINS
DIRECTIONS: These tables are for detailing interesting ruins (whether under- or above ground). The GM should first determine the age of the ruins, their architecture, condition, and prominent structures, contents and/or inhabitants and finally any treasure present.
Ruin Age | |
1d20 | AGE |
1-6 | Ancient (1d100 x10 years) |
7-12 | Very Old (1d100 x5 years) |
13-17 | Old (1d100 years) |
18-19 | New (1d20 years) |
20 | Fresh (1d10 years) |
Ruin Details (roll once per column) | |||||
D% | ARCHITECTURE | CONDITION | STRUCTURE(S) | CONTENTS | TREASURE |
01-05 | Mud | Vermin Infested | House | Nil | |
06-10 | Wattle & Daub - | Water-damaged | Village | O | |
11-15 | Wattle & Daub + | Wind-damaged | Fort | O,X | |
16-20 | Brick - | Dirty & diseased | Manor | O,X,M | |
21-25 | Brick + | Graffiti covered | Watchtower | O,X,T | |
26-30 | Dressed Stone - | Rotting floors | Outpost | O,T | |
31-35 | Dressed Stone + | Sturdy | Monument | O,X,T,M | |
36-40 | Undressed Stone - | Magically sturdy | Shrine | O,Z | |
41-45 | Undressed Stone + | Fire-damaged | Temple | O,Z,T | |
46-50 | Wood - | Covered in vines | Keep | O,Z,T,X | |
51-55 | Wood + | Flooded | Castle | O,Z,X | |
56-60 | Logs - | Mouldy | Fortress | O,Z,X,T,M | |
61-65 | Logs + | Leaning perilously | Mansion | O,Z,M | |
66-70 | Marble - | Haunted | Town | O,T,M | |
71-75 | Marble + | Cursed | City | M | |
76-80 | Adobe - | Creaky but safe | Hamlet | M,T,X | |
81-85 | Adobe + | A deathtrap | Library | T | |
86-90 | Cyclopean Stones - | Partially collapsed | Necropolis | T,X | |
91-95 | Cyclopean Stones + | Only rubble | Observatory | Nil | |
96 | Onyx or Crystal | Magically untouched | Portal/gate | Map | I + Roll Again |
97 | Metal | Oppressive evil aura* | Crashed Spaceship | Gate/portal | X + Roll Again |
98 | Bone | Uplifting good aura* | Bomb-shelter | Artifact | IX + Roll Again |
99 | Coral | A true neutral site* | Sunken city | Curse | II + Roll Again |
00 | Unknown Material | Only an illusion* | Enchanted castle | Deity | Roll Again Twice |
§ See Treasure Hoards by Class (Chapter VII) |
Notation | |||
* Roll Again | + Good Quality/ornate | X= Traps | Z= Tricks |
- Poor Quality/plain | T= Treasure | M= Monsters | O= Other |
GRAVES & TOMBS
DIRECTIONS: To generate a grave or tomb, first generate the class of the occupant on the Grave/Tomb Details Table. Next, generate the burial type, number of chambers, grave goods, guardian(s) and treasures on the appropriate sub-tables using the appropriate modifiers. Finally, generate the grave condition and grave age.
Grave/Tomb Details | |||||||||
CLASS 1d20 –> | Fighter (1-4) | Thief (5-6) | Cleric (7-9) | Magic- User (10-11) | Noble (12-13) | Lord/ Lady (14-16) | King or Queen (17) | Demi-human (18-19) | Other Entity (20) |
TREASURE | +1 | +2 | - | +3 | +5 | +8 | +10 | +5 | +4 |
% HOARD | 10% | 15% | 20% | 25% | 40% | 50% | 75% | 35% | 70% |
BURIAL TYPE | -3 | -5 | -1 | +1 | +1 | +3 | +5 | +1 | +5 |
GUARDIAN(S) | -2 | +2 | -1 | +1 | +1 | +2 | +3 | +1 | +1d4 |
# GRAVE GOODS | 2 | 3 | 2 | 4 | 5 | 8 | 10 | 4 | 1d12 |
Notes: Numbers preceded by +/- are modifiers applied to sub-tables below. % Hoard is the chance a treasure hoard will be present. Roll on the following Tomb Treasures sub-table to find out which type |
1D10 | GRAVE CONDITION | GRAVE GUARDIANS | GRAVE AGE |
1 | Completely empty/Never occupied | None | Ancient (d00 x 100 years) |
2 | Contents looted and smashed (-25% treasure)* | Undead/restless spirit ¤ | Ancient (d10 x 100 years) |
3 | Contents looted and smashed (-50% treasure)* | Rubble/collapsed entrance | Very Old (d00 x 10 years) |
4 | Contents looted and smashed (-75% treasure)* | Monsters § | Very Old (d00 x 5 years) |
5 | Contents looted and smashed (Nil treasure)* | Traps/Tricks ■ | Old (2d00 years) |
6 | Looters lie dead at the entrance (-5% treasure) | Tricks/Monsters § ■ | Old (d00 years) |
7 | Untouched, 50% chance traps sprung | Traps/Monsters § ■ | New (2d10 years) |
8 | Untouched, 25% chance traps sprung | Traps/Tricks/Monsters § ■ | New (1d6 years) |
9 | Untouched, 10% chance traps sprung | As above and roll again | Fresh (1d12 months) |
10 | Untouched and completely intact | GM's Choice | Fresh (1d10 weeks) |
* 90% any traps already sprung ¤ Roll on Undead sub-table (Chapter V) § Roll on Random Monsters By Type sub-table (Chapter V) ■ Roll on Traps and/or Tricks subtables |
Burial Type | Burial Chambers | Grave Goods | Tomb Treasures |
||
1d20 | TYPE (# of chambers) | CHAMBER TYPE | ITEM(S) | HOARD§ | SINGLE * |
1 | Open Air (Nil) | Library/scriptorium | Skins & furs | I | Lvl 1 |
2 | Tarpit (Nil) | Armory | Clothing | II | Lvl 1 |
3 | Grave (Nil) | Maze | Weapons/Armour | III | Lvl 1 |
4 | Cliffside Niche (1) | Chapel | Jewelry | I, II, III | Lvl 1 |
5 | Longship (1) | Family crypt | Chariots | IV | Lvl 2 |
6 | Sarcophagus (1) | Crematorium | Noble regalia | V | Lvl 2 |
7 | Cenotaph (1-2) | Embalming chamber | Coats of arms | VI | Lvl 2 |
8 | Underwater (varies) | Inscription chamber | Trophies | VII | Lvl 3 |
9 | Cave (varies) | Museum | Furniture | VI,VII | Lvl 3 |
10 | Catacombs (varies) | Mass grave | Tapestries | IV,V,VI,VII | Lvl 3 |
11 | Barrow/Tor (1d6) | Chamber of statues | Fine linen | VIII | Lvl 4 |
12 | Burial Mound (2d4) | Treasury | Terracotta statuary | IX | Lvl 4 |
13 | Crypt (1d2) | Gate/portal | Sacred texts | X | Lvl 4 |
14 | Vault (1d4) | Vault | (Un)holy symbols | XI | Lvl 5 |
15 | Tomb (1d3) | Well | Balms & oils | XII | Lvl 5 |
16 | Charnel House (1d4) | Wardrobe | Incense | XIII | Lvl 6 |
17 | Ossuary (1d10) | Animal crypt | Candles | IV | Lvl 6 |
18 | Mausoleum (2d10) | Fake treasury | Games | III | Lvl 7 |
19 | Mastaba (1d8) | Secret passageway | Plaques/talismans | II | Lvl 8 |
20 | Pyramid (4d4) | Boat/chariot storage | Spell components | I | Lvl 9 |
* To determine single treasure items roll on the appropriate Treasure Assortments by Level table (Chapter VII) § See Treasure Hoards by Class (Chapter VII) |
CAVERNS
Note: There are three basic cavern passages: Primary, Secondary, and Tertiary. Primary passageways are the widest navigable tunnels Secondary passageways are slightly narrower. Finally, tertiary passageways are often quite narrow and may function similar to secret corridors in a dungeon.
PASSAGEWAY DIMENSIONS | ||
PASSAGEWAY TYPE | WIDTH | CEILING HEIGHT |
Primary | 1d4 x 10' (10-40') | 2d4+1 x 10' (20-50') |
Secondary | 1d2 x 10' (10'-20') | 1d6x5 +10 (15-40') |
Tertiary | 1d2 x 5' (5'-10') | 1d20+5' (6-25') |
Large Cavern | 3d10 x 5' (15-150') | d10 x 50' (50'-500') |
Random Cavern Features (Roll once per ½ mile) | |||||
PRIMARY PASSAGEWAY | SECONDARY PASSAGEWAY | TERTIARY PASSAGEWAY | MINE | FEATURE | ENCOUNTER CHANCE |
01-60 | 01-30 | 01-10 | 01-10 | Nothing | 2 in 10 |
- | - | 11-15 | 11-13 | Passage turns left | 1 in 10 |
- | - | 16-20 | 14-16 | Passage turns right | 1 in 10 |
- | - | 21-25 | 17-20 | Passage straightens | 1 in 10 |
- | - | 26-29 | 21-23 | Passage slopes down | 1 in 10 |
- | - | 30-33 | 24-26 | Passage slopes up | 1 in10 |
- | - | 34-38 | 27-31 | Passage levels off | 1 in 10 |
- | - | 39-44 | 32-36 | Dead-end | 3 in 10 |
60 | 31 | - | - | Shaft to surface | 4 in 10 |
61-63 | 32-35 | 45 | 37 | Pool or well | 4 in 10 |
64-65 | 36-37 | - | 38-40 | Underground stream | 3 in 10 |
- | - | - | 41-43 | Lava pool | 2 in 10 |
66-67 | 38 | - | - | Lair * | 10 in 10 |
- | 39-48 | 46-55 | 44-48 | Tertiary junction | 5 in 10 |
68-77 | - | 56-60 | - | Secondary junction | 4 in 10 |
78-80 | 49-50 | 61 | 49 | Stairs | 4 in 10 |
81-85 | 51-58 | 62 | 50-55 | Ramp | 4 in 10 |
86 | 59 | 63-65 | 56 | Trap/Hazard § | 2 in 10 |
87 | 60 | 66-68 | 57 | Shaft down | 3 in 10 |
88 | 61-63 | 69 | 58-60 | Underground river | 3 in10 |
- | 64-66 | 70-71 | 61-63 | Pit | 2 in 10 |
89-90 | 67-69 | 72-73 | 64-66 | Chasm | 4 in 10 |
- | - | 74-76 | - | Lair * | 10 in 10 |
91-94 | 70-73 | 77-80 | 67-69 | Cavern | 5 in 10 |
95 | 74-77 | 81-82 | 70-72 | Grotto | 6 in 10 |
- | 78-81 | 83-85 | 73-79 | Excavation | 7 in 10 |
- | 82-83 | 86-90 | 80-83 | Quarry | 6 in 10 |
96-98 | 84-86 | 91 | 84 | Large shaft up/down | 5 in 10 |
99 | 87-98 | 92-96 | 85-99 | Primary passage junction | 6 in 10 |
00 | 99-00 | 97-00 | 00 | GM's Choice | variable |
* Roll or choose from the appropriate Wandering Monster Encounter by Level tables in Chapter V § Roll or choose from the Traps &Tricks Tables in this chapter |
MINES
DIRECTIONS: The GM should roll on the Prospect column in secret for each week a crew spends prospecting an area (½ sq. mile hex) to determine the contents. Once a seam is found, the GM should roll on the Mining Products sub-table to determine the actual contents. These tables assume a prospecting crew of 6. Subtract 5% for each miner fewer than 6. Having more than 6 confers no benefit, as this is the optimum size for effective prospecting. Dwarf crews gain a +10% bonus and Gnome crews +5%. Once actual mining begins, a full day of mining per crew of 6 is required to extract a practical amount of ore. Each additional week of mining beyond the first will have a cumulative chance of either exhausting the seam or expanding into the next larger category as noted in the last column. Each week the GM should also roll secretly each week on the Claim-Jumpers column and associated sub-table to determine whether or not the mining attracts additional miners, claim-jumpers or wandering monsters. In addition, the GM may decide whether a claim, particularly a mine or motherlode requires additional equipment or miners to work to full potential.
d% | PROSPECT | MINING WORTH * | CLAIM JUMPERS | EXHAUSTION/ EXPANSION |
01-40 | Nothing | Nil | Nil | Nil |
41-65 | Traces | 1-4 1d6x10gp/day per 6-man crew 5-6 1d8x10gp/day per 6-man crew | - | 10% |
66-80 | Minor Deposit | 1-4 1d10x10gp/day per 6-man crew 5-6 1d12x10gp/day per 6-man crew | - | 1% |
81-95 | Major Deposit | 1-4 1d6x26gp/day per 6-man crew 5-6 1d10x25gp/day per 6-man crew | 10%/week | 2% |
98-99 | Mine | 1-5 1d20x10gp/day per miner 6 1d20x20gp/day per miner | 20%/week | 3% |
00 | Motherlode | 1-5 1d20x25gp/day per miner 6 1d20x50gp/day per miner | 45%/week | 5% |
* Mining worth should be multiplied by the product modifier below to determine the actual value of any extracted product |
d% | PRODUCT | COMMON MINERALS Value x ¼ | UNCOMMON MINERALS Value x ½ | RARE MINERALS Value x 1 | GEMS or CRYSTALS Value x 1 ½ | MAGICAL MINERALS Value x 2 |
01-30 | Stone/Clay * | Copper | Porcelain Clay | Mica | Pure Quartz | Mithril |
31-40 | Marble * | Zinc | Mercury | Silver | Jade | Orichalcum |
41-66 | Common Mineral | Iron | Iron | Electrum | Emerald | Adamantium |
67-84 | Uncommon Mineral | Tin | Quartz | Gold | Ruby | Magicum |
85-92 | Rare Mineral | Lead | Meteoric Iron | Platinum | Turquoise | Pure Mithril |
93-97 | Gemstones | Coal | Copper | Nitre | Diamond | Pure Orichalcum |
98 | Magical Mineral | Oil | Carnelian | Lithium | Sapphire | Pure Adamantium |
99 | Magical Gemstone | Sulphur | Jasper | Titanium | Opal | Pure Magicum |
00 | Artifact § | Pyrite | Alum | Cobalt | Topaz | GM's Choice |
* Value x .01 § GM's Choice |
Miners & Claim-jumpers | |||
1d12 | TYPE | DETAILS | # |
1 | Old Timers | Same race as the miners, offer to join crew for a fair share | 1-2 |
2-3 | Rival Prospectors | Same race as the miners, may (50%) fight if challenged | 1-6 |
4 | Armed Opportunists | Same race as the miners, will attempt to ambush | 2d4 |
5 | Robbers | Same race as the miners, will attempt to steal | 1d10 |
6 | Slaves | Same race as the miners, will flee if challenged | 2d10 |
7 | Barbarians | Same race as the miners, will fight if challenged | 1d12 |
8 | Dwarves | 30% chance Mountain Dwarves/70% chance of Dark Dwarves | 1d10 |
9 | Gnomes | 35% chance of Surface Gnomes/65% chance of Svirfneblin | 1d10 |
10 | Humanoids | Kobolds, Goblins, Hobgoblins, Orcs, will fight unless greatly outnumbered | varies |
11 | Monster Group | Wandering Monster Encounter by Level table (Chapter V) | varies |
12 | Terrible Brute | A la Tolkien's Balrog, will attempt to slay all intruders (GM's Choice) | 1 |
TRICKS & TRAPS
Trapped or Trick Objects | ||||||||||
d% | FEATURE | d% | FEATURE | d% | FEATURE | d% | FEATURE | |||
1 | Air | 26 | Chest | 51 | Lamp | 76 | Stairway | |||
2 | Alcove | 27 | Chute | 52 | Lectern | 77 | Statue | |||
3 | Altar | 28 | Column | 53 | Lever | 78 | Stave | |||
4 | Aquarium | 29 | Crate | 54 | Machinery | 79 | Stuffed Animal | |||
5 | Arch | 30 | Crystal Ball | 55 | Magic Circle | 80 | Table | |||
6 | Armour | 31 | Dais | 56 | Manacles | 81 | Tapestry | |||
7 | Balcony | 32 | Desk | 57 | Mirror | 82 | Telescope | |||
8 | Barrel | 33 | Door | 58 | Organ | 83 | Throne | |||
9 | Basin | 34 | Door, Concealed | 59 | Oven | 84 | Toilet | |||
10 | Bath | 35 | Door, Secret | 60 | Painting | 85 | Tome/Manual | |||
11 | Bed | 36 | Elevator | 61 | Passage | 86 | Torch | |||
12 | Bookcase | 37 | Fireplace | 62 | Pedestal | 87 | Torture Device | |||
13 | Brazier | 38 | Floor | 63 | Pendulum | 88 | Trophy | |||
14 | Bridge | 39 | Forge | 64 | Pews | 89 | Trunk | |||
15 | Button/Switch | 40 | Fountain | 65 | Pillar | 90 | Tunnel | |||
16 | Cabinet | 41 | Fresco/Mosaic | 66 | Pit | 91 | Urn | |||
17 | Cage | 42 | Furnace | 67 | Pool | 92 | Vase | |||
18 | Candelabra | 43 | Glass Case | 68 | Portal/Gate | 93 | Vegetation | |||
19 | Cauldron | 44 | Holy/Unholy Font | 69 | Portcullis | 94 | Wall | |||
20 | Cask | 45 | Hook | 70 | Railing | 95 | Waterway | |||
21 | Catwalk | 46 | Hourglass/Sundial | 71 | Room | 96 | Weapon | |||
22 | Ceiling | 47 | Idol | 72 | Rug | 97 | Well | |||
23 | Chair | 48 | Illusion | 73 | Shelf | 98 | Wheel | |||
24 | Chandelier | 49 | Jar | 74 | Skeleton/Corpse | 99 | Window | |||
25 | Chariot/Wagon | 50 | Ladder | 75 | Slide | 100 | GM's Choice |
Mechanical Trapped Locks | ||
1d12 | TYPE | DETAILS |
1 | Poison Needle | Damage 1 + Poison |
2 | Acid Spray | Save vs. Traps or damage 1d10 |
3 | Poison Dart | Damage 1d4 + Poison. 10% to Find/Remove Traps |
4 | Fusillade of Darts | Damage 1d4+1 x 5. Multiple targets (10' square) |
5 | Hand Trapper | Entraps hand until release is pushed. Damage 2d6 to pull free |
6 | Hand Chopper | Lops off hand. Save vs. Death or damage 2d8 and lost hand |
7 | Pick Crusher | Destroys lockpick |
8 | Arrow Trap | Damage 1d6/1d6/1d6 |
9 | Hail of Needles | Damage 2d4. Multiple targets (10' square) |
10 | Contact Poison | Smeared on knob, latch or clasp. Damage 0 + poison. |
11 | Fusillade of Spears | Damage 1d8 each. Multiple targets - 1d6 spears per target (10' square). |
12 | Javelin Trap | Damage 1d10 |
Trap & Trick Effects | ||||
d% | EFFECT | d% | EFFECT | |
1 | Absorbs victim | 51 | Releases a black/brown pudding | |
2 | Ages victim (d00) years | 52 | Releases caltrops/spikes | |
3-4 | Animates and attacks victim | 53 | Releases poisoned caltrops/spikes | |
5 | Asks riddle. Roll again if answer incorrect | 54 | Releases poison | |
6 | Casts MU spells (see Spells sub-table) | 55 | Releases heavy boulder/block | |
7 | Casts Cleric spells (see Spells sub-table) | 56 | Victim loses all spell-casting ability | |
8 | Collapses on victim | 57 | Victim becomes illiterate | |
9 | Creates a vacuum | 58 | Victim unable to comprehend languages | |
10-21 | Curses victim (see Curses sub-table) | 59 | Victim struck mute | |
22 | Decreases gravity | 60 | Replaces random internal organ with rocks | |
23 | Devours victim's soul | 61 | Infects victim with fire ants | |
24 | Discordant music causes insanity | 62 | Reverses victim's age by 2d10 years | |
25 | Disintegrates victim's possessions | 63 | Reverses victim's alignment | |
26 | Disintegrates victim | 64 | Reverses victim's gender | |
27 | Summons a demon/devil | 65 | Rots victim's random internal organ | |
28 | Drops victim 1d10 x 10' | 66 | Petrifies victim's possessions | |
29 | Enlarges victim | 67 | Petrifies victim | |
30 | Enrages victim (as berserker) | 68 | Planeshifts victim to a random plane | |
31 | Changes victim's sexual orientation | 69 | Polymorphs victim to a small rodent | |
32 | Explodes | 70 | Puts victim in stasis for 1d100 years | |
33 | Fires arrows/darts at the victim | 71 | Quests/Geas victim (see Quest/Geas sub-table) | |
34 | Fires lightning bolt/fireball at the victim | 72 | Steals victim's wealth or possessions | |
35 | Fires poison arrows/darts at the victim | 73 | Shrivels random limb of victim | |
36 | Floods area with water | 74 | Sends victim to the Ethereal Plane | |
37 | Fulfills victim's wish | 75 | Releases a dangerous monster | |
38 | Releases gas (see Gasses sub-table) | 76-79 | Spray (See Sprays sub-table) | |
39 | Illusory phantasm | 80 | Leeches oxygen from air | |
40 | Imbues victim's skeleton with desire to 'get out' | 81 | Switches victim's mind with another | |
41 | Implodes | 82 | Infests victim with a parasite | |
42 | Increases gravity | 83 | Teleports victim (see Teleport sub-table) | |
43 | Infests victims with rot grubs | 84-86 | Traps victim (see Entrapment sub-table) | |
44 | Implants victims with worms | 87-93 | Trigger (see Triggers sub-table) | |
45 | Infects victim with a random phobia | 94-97 | Opens a pit (see Pits sub-table) | |
46 | Locks door/entrance and roll again | 98 | Vent (see Vents sub-table) | |
47 | Locks door/exit and roll again | 99 | Victim loses memory of past (1d12 months) | |
48 | Decapitates victim | 00 | Roll again twice | |
49 | Lowers victims random ability score by 1d6 | |||
50 | Reduces victims height by 1d4' |
Random Trap Damage Range | |
1d20 | DAMAGE |
1 | Stunned 1 round |
2 | 1 hp |
3 | 1d2 hp |
4 | 1d4 hp |
5 | 1d6 hp |
6 | 1d8 hp |
7 | 1d10 hp |
8 | 1d12 hp |
9 | 2d6 hp |
10 | 1d4hp + Stunned 1d6 rounds |
11 | 3d4 hp |
12 | 3d6 hp |
13 | 4d4 hp |
14 | 4d6 hp |
15 | 6d6 hp |
16 | 8d6 hp |
17 | 10d6 hp |
18 | 10d10 hp |
19 | 1d00 hp |
20 | Save vs. Death or die |
Curses | Gasses | Sprays | |||
1d12 | RESULT | 1d12 | RESULT | 1d12 | RESULT |
1 | Victim must always lie | 1 | Corrosive | 1 | Green Slime |
2 | Victim must always tell the truth | 2 | Terrifying | 2 | Iron Shrapnel |
3 | Victim must always eat meat | 3 | Nauseating | 3 | Cold |
4 | Victim must always eat vegetarian food | 4 | Obscuring | 4 | Acid |
5 | Victim is nauseated (-2 to-hit/dmg) | 5 | Poisonous | 5 | Boiling Water |
6 | Victim is diseased | 6 | Sleep-inducing | 6 | Lava |
7 | Victim is cursed with lycanthropy | 7 | Blinding | 7 | Flaming Oil |
8 | Victim is struck dumb | 8 | Weakening | 8 | Flaming Tar |
9 | Victim is blinded | 9 | Laughing/Dancing | 9 | Raw Sewage |
10 | Victim is feebleminded | 10 | Choking | 10 | Mummy Dust |
11 | Victim is driven insane | 11 | Explosive | 11 | Poison Dust |
12 | Victim is crippled | 12 | Hallucinatory | 12 | Dust of Sneezing & Choking |
Teleport | Entrapment | Vents | |||
1d12 | RESULT | 1d12 | RESULT | 1d12 | RESULT |
1 | Up one level | 1 | Iron cage | 1 | Acid |
2 | Down on level | 2 | Magical force field | 2 | Fire/magma |
3 | Another room on the same level | 3 | Pit | 3 | Poison gas |
4 | Another dungeon | 4 | Bear trap | 4 | Stinking Cloud |
5 | 1d10 miles in a random direction | 5 | Pocket dimension | 5 | Smoke |
6 | 1d100 miles in a random direction | 6 | Portcullis bars exit | 6 | Methane gas |
7 | The Astral Plane | 7 | Secret room | 7 | Boiling water |
8 | The Æthereal Plane | 8 | Another level | 8 | Freezing water |
9 | A random Outer Plane | 9 | Another plane | 9 | Sand |
10 | A random Inner Plane | 10 | A Magic Jar | 10 | Green Slime |
11 | Another continent | 11 | Mosaic/painting | 11 | Steam |
12 | The Dreamlands | 12 | Crystal/gem | 12 | Sulphur |
Pits | Triggers | Spells | |||
1d12 | RESULT | 1d12 | RESULT | 1d12 | RESULT |
1 | Pit Trap (10' deep) | 1 | Chute | 1 | Acid Arrow / Bestow Curse |
2 | Pit Trap (20' deep) | 2 | Bear Trap | 2 | Burning Hands / Blade Barrier |
3 | Pit Trap (10'-60' deep) | 3 | Pit Trap | 3 | Chain Lightning / Cause Serious Wounds |
4 | Camouflaged Pit Trap (10' deep) | 4 | Scything Blade | 4 | Lightning Bolt / Earthquake |
5 | Camouflaged Pit Trap (20' deep) | 5 | Pendulum | 5 | Magic Missile / Glyph of Warding |
6 | Camouflaged Pit Trap (10'-60' deep) | 6 | Anti-Magic | 6 | Power Word, Stun / Flame Strike |
7 | Spiked Pit Trap (10' deep) | 7 | Releases Spray (see sub-table) | 7 | Power Word, Kill / Heal |
8 | Spiked Pit Trap (20' deep) | 8 | Crushing Walls | 8 | Prismatic Spray / Cause Disease |
9 | Spiked Pit Trap (10'-60' deep) | 9 | Lowering Ceiling | 9 | Summon Monster / Reincarnate |
10 | Poisoned, Spiked Pit Trap (10' deep) | 10 | Room Floods (see sub-table) | 10 | Phantasmal Killer / Fire Trap |
11 | Poisoned, Spiked Pit Trap (20' deep) | 11 | Vacuum | 11 | Wall of Fire / Sticks to Snakes |
12 | Poisoned, Spiked Pit trap (10'-60' deep) | 12 | Collapsing Floor | 12 | Web / Protection from Evil 10' Radius |
QUESTS & GEASES
Quests & Geases | ||||||
FAILURE PENALTIES | ||||||
1d20 | DEED | ACTION | CREATURE | OBJECT | CURSE | BODY PART |
1 | Guard Creature § | Meditate | Fighter | Ingredient | Warts | Nose |
2 | Destroy Creature § | Urinate | Magic-User | Bone/Skull | Skin Colour | Ears |
3 | Rescue Object *§ | Spin Around | Cleric | Chest | Smelly | Eyes |
4 | Carry Object § | Sit Down | Thief | Tapestry | Near-sighted | Mouth |
5 | Locate Creature § | Admire Nature | Paladin | Weapon | Blinded | Face |
6 | Fetch Object *§ | Stomp Feet | Ranger | Armour | Taller | Feet |
7 | Perform Action | Applaud | Assassin | Scroll | Shorter | Hands |
8 | Locate Object § | Sacrifice | Illusionist | Book | Giant Part | Fingers |
9 | Escort Creature § | Dig a Hole | Druid | Map | Smaller Part | Legs |
10 | Fetch Creature *§ | Throw Things | Dwarf | Wand/Staff | Deaf | Feet |
11 | Rescue Creature § | Listen | Elf | Ring | Dumb | Toes |
12 | Destroy Object § | Jump | Demon | Talisman | Insanity | Genitalia |
13 | Guard Object *§ | Sing | Devil | Soil | Truthfulness | Breasts |
14 | Perform Action | Whistle | Dragon | Water | Dishonesty | Knees |
15 | Rescue Creature § | Smell | Giant | Gemstone | Crying Fits | Head |
16 | Rescue Object § | Scream | Lycanthrope | Jewelry | Laughing Fits | Left Arm |
17 | Carry Object § | Watch | Undead | Relic/Artifact | Drunkeness | Right Arm |
18 | Escort Creature *§ | Light Fire | Animal | Shield | Addiction | Left Leg |
19 | Perform Action | Write | Golem | Fruit/Seed | Fanaticism | Right Leg |
20 | Fetch Object *§ | Babble | Pilgrim | Egg | Misanthropy | Entire Body |
* Subject must return to the casting location after performing the deed § Roll on the Location sub-table to determine the destination/location of the creature or object |
Location (roll once for each column) | ||
1d6 | DISTANCE | DIRECTION |
1 | 1d10 miles | North |
2 | 1d6 x 10 miles | Northeast |
3 | 1d6 x 25 miles | Southeast |
4 | 1d10 x 25 miles | South |
5 | 1d00 miles | Southwest |
6 | 1d4 x 100 miles | Northwest |
7 | 1d10 x 100 miles | East |
8 | 1d6 x 1,000 miles | West |