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dangerousdungeons:chapter9

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


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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')

image1

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
dangerousdungeons/chapter9.txt · Last modified: 2019/06/21 23:27 by robertfreemanday