When you need help in designing a dungeon—whether it is a level in your main dungeon or a labyrinth discovered elsewhere - the following random generation system has proven itself to be useful. It must be noted that the system requires time, but it can be used directly in conjunction with actual play.
The upper level above the dungeon in which adventures are to take place should be completely planned out, and it is a good idea to use the outdoor encounter matrix to see what lives where (a staircase discovered later just might lead right into the midst of whatever it is). The stairway down lo the first level of the dungeon should be situated in the approximate middle of the upper ruins (or whatever you have as upper works).
The first level of the dungeon is always begun with a room; that is, the stairway down leads to a room, so you might go immediately to Table V, and follow the procedure indicated or use one of the following “starter” areas. Always begin a level in the middle of the sheet of graph paper.
Keep a side record of all monsters, treasures, tricks/traps, and whatever—a normal dungeon matrix.
Discretion must prevail at all times. For example: if you have decided that a level is to be but one sheet of paper in size, and the die result calls for something which goes beyond on edge, amend the result by rolling until you obtain something which will fit with your predetermined limits. Common sense will serve. If a room won’t fit, a smaller one must serve, and any room or chamber which is called for can be otherwise drown to suit what you believe to be its best positioning.
1-2
3-5
6-10
11-13
14-16
17
18
19
20
Continue straight—check again in 60-ft. (this table)
Door (see TABLE II.)
Side Passage (see TABLE III.)—check again in 30-ft. (this table)
Passage Turns (see TABLE IV., check width on Table III.)—check again in 30-ft. (this table)
Chamber (see TABLE V.)—check 30-ft. after leaving (this table)
Stairs (see TABLE VI.)
Dead End (walls left, right, and ahead can be checked for Secret Doors, see TABLE V.D., footnote)
Trick/Trap (see TABLE VII.), passage continues—check again in 30-ft. (this table)
Wandering Monster, check again immediately to see what lies ahead so direction of monster’s approach can be determined.
Location of Door
Space Beyond is...
1-6
7-12
13-20
Left
Right
Ahead
1-4
5-8
9
10
11-18
19-20
Parallel passage**, or 10 ft. x 10 ft. room if door is straight ahead
Passage straight ahead
Passage 45 degrees ahead/ behind***
Passage 45 degrees behind/ ahead***
Room (go to TABLE V.)
Chamber (go to TABLE V.)
*
**
***
Check again immediately on TABLE I. unless door is straight ahead; if another door is not indicated, then ignore the result and check again 30 ft. past the door. If a room or chamber is beyond a door, go to TABLE V.
Extends 30 ft. in both directions.
The direction will be appropriate to existing circumstances, but use the direction before the slash in preference to the other.
1-2
3-4
5
6
7
8
9
10
11-13
14-15
16-19
20
left 90 degrees
right 90 degrees
left 45 degrees ahead
right 45 degrees ahead
left 45 degrees behind (left 135 degrees)
right 45 degrees behind (right 135 degrees)
left curve 45 degrees ahead
right curve 45 degrees ahead
passage “T”s
passage “Y”s
four-way intersection
passage “X”s (if present passage is horizontal or vertical it forms a fifth passage into the “X”)
1-12
13-16
17
18
19-20
10 ft.
20 ft.
30 ft.
5 ft.
Special Passage (TABLE III.B. below)
1-4
5-7
8-10
11-12
13-15
16-17
18
19
20
40 ft., columns down center
40 ft., double row of columns
50 ft., double row of columns
50 ft., columns 10-ft right and left support 10-ft wide upper galleries 20-ft above*
10 ft. stream**
20 ft. river***
40 ft. river***
60 ft. river***
20 ft., chasm****
*
**
***
****
Stairs up to gallery will be at end of passage (1-15) or at beginning (16-20). In the former case if a stairway is indicated in or adjacent to the passage it will replace the end stairs 50% (1-10) of the time and supplement 50% (11-20) of the time.
Streams bisect the passage. They will be bridged 75% (1-15) of the time and be an obstacle 25% (16-20) of the time.
Rivers bisect the passage. They will be bridged 50% (1-10) of the time, have a boat 25% (11-15) of the time (50% chance for either bank), and be an obstacle 25% of the time.
Chasms bisect the passage. They are 150 ft. to 200 ft. deep. They will be bridged 50% (1-10) of the time, have a jumping place 5 ft. to 10 ft. wide 25% (11-15) of the time, and be an obstacle 25% (16-20) of the time.
1-8
9
10
11-18
19
20
left 90 degrees
left 45 degrees ahead
left 45 degrees behind (left 135 degrees)
right 90 degrees
right 45 degrees ahead
right 45 degrees behind (right 135 degrees)
* Check on width of passage on TABLE III.A.
(Roll for Shape, Size, and Exits: then Contents, Treasure, and how the latter Is contained, if applicable.)
Die
1-2
3-4
5-6
7-8
9-10
11-13
14-15
16-17
18-20
Chamber
Square, 20 ft. x 20 ft.
Square, 20 ft. x 20 ft.
Square, 30 ft. x 30 ft.
Square, 40 ft. x 40 ft.
Rectangular, 20 ft. x 30 ft.
Rectangular, 20 ft. x 30 ft.
Rectangular, 30 ft. x 50 ft.
Rectangular, 40 ft. x 60 ft.
Unusual shape and size - see sub-tables below
Room
Square, 10 ft. x 10 ft.
Square, 20 ft. x 20 ft.
Square, 30 ft. x 30 ft.
Square, 40 ft. x 40 ft.
Rectangular, 10 ft. x 20 ft.
Rectangular, 20 ft. x 30 ft.
Rectangular, 20 ft. x 40 ft.
Rectangular, 30 ft. x 40 ft.
(Roll Separately for Size)
1-5
6-8
9-11
12-13
14-15
16-17
18-19
20
Circular*
Triangular
Trapezoidal
Odd-shaped**
Oval
Hexagonal
Octagonal
Cave
*
**
1-5 has pool (see TABLE VIII., A. and C. if appropriate), 6-7 has well, 8-10 has shaft, and 11-20 is normal.
Draw what shape you desire or what will fit the map - it is a special shape if desired.
1-3
4-6
7-8
9-10
11-12
13-14
15-20
about 500 sq. ft.
about 900 sq. ft.
about 1,300 sq. ft.
about 2,000 sq. ft.
about 2,700 sq. ft.
about 3,400 sq. ft.
roll again and add result to 9-10 above (if another 15-20 repeat the process, doubling 9-10 above, and so on).
Die
1-3
1-3
4-6
4-6
7-9
7-9
10-12
10-12
13-15
13-15
16-18
19-20
Room Area
up to 600 ft.
over 600 ft.
up to 600 ft.
over 600 ft.
up to 600 ft.
over 600 ft.
up to 1200 ft.
over 1200 ft.
up to 1600 ft.
over 1600 ft.
any size
any size
Number of Exits
1
2
2
3
3
4
0*
1
0*
1
1-4 (d4)
1—door in chamber, passage in room
*
Check once per 10 ft. for secret doors (see TABLE V.D., footnote)
1-7
8-12
13-17
18-20
opposite wall
left wall
right wall
same wall
If a passage or door is indicated in a wall where the space immediately beyond the wall has already been mapped, then the exit is either a secret door (1-5) or a one-way door (6-10) or it is in the opposite direction (11-20).
(If a Door use TABLE II instead)—check for width on TABLE III.A.
1-16
17-18
19-20
straight ahead
45 degrees left/right*
45 degrees right/left*
*
The exit will be appropriate to existing circumstances, but use the direction before the slash in preference to the other.
1-12
13-14
15-17
18
19
20
Empty
Monster only (determine on appropriate table from the Dungeon Encounter Matrix).
Monster and treasure (see Table V.G. below)
Special*, or contains stairway up 1 level (1-5), up 2 levels (7-8), down 1 level (9-14), down 2 levels (15-19), or down 3 levels - 2 flights of stairs and a slanting passageway (20).
Trick/Trap (see Table VII.)
Treasure (see Table V.G.)
*
Determine by balance of level or put in what you desire; otherwise put in stairs as indicated.
Die
01-25
26-50
51-65
66-80
81-90
91-94
95-97
98-00
Without Monster
1,000 copper pieces/level
1,000 silver pieces/level
750 electrum pieces/level
250 gold pieces/level
100 platinum pieces/level
1-4 gems/level
1 piece jewelry/level
Magic (roll once on Magic Items Table)
*
See also TABLES V. H. and I. or J.
With Monster: Take two rolls on “Without Monster” Table, add 10% to the total of each roll.
1-2
3-4
5-6
7-8
9-10
11-12
13-14
15-16
17-18
19-20
Bags
Sacks
Small Coffers
Chests
Huge Chests
Pottery Jars
Metal Urns
Stone Containers
Iron Trunks
Loose
*
Go to Table V.I. on a roll of 1-8, Table V.J. on a 9-20 to determine protection if desired.
1-2
3-4
5-6
7
8
9
10
11-12
13
14
15
16
17
18
19
20
Contact poison on container
Contact poison on treasure
Poisoned needles in lock
Poisoned needles in handles
Spring darts firing from front of container
Spring darts firing up from top of container
Spring darts firing up from inside bottom of container
Blade scything across inside
Poisonous insects or reptiles living inside container
Gos released by opening container
Trapdoor opening in front of container
Trapdoor opening 6-ft in front of container
Stone block dropping in front of the container
Spears released from walls when container opened
explosive runes
symbol
1-3
4-5
6
7-8
9
10
11
12-13
14-15
16-20
invisibility
illusion (to change or hide appearance)
Secret space under container
Secret compartment in container
Inside ordinary item in plain view
Disguised to appear as something else
Under a heap of trash/dung
Under a loose stone in the floor
Behind a loose stone in the wall
In a secret room nearby
1-5
6
7
8
9
10
11
12
13
14-16
17
18-20
Down 1 level*
Down 2 levels**
Down 3 levels***
Up 1 level
Up dead end (1 in 6 chance to chute down 2 levels)
Down dead end ( 1 in 6 chance to chute down 1 level)
Chimney up 1 level, passage continues, check again in 30 ft.
Chimney up 2 levels, passage continues, check again in 30 ft.
Chimney down 2 levels, passage continues, check again in 30 ft.
Trap door down 1 level, passage continues, check again in 30 ft.
Trap door down 2 levels, passage continues, check again in 30 ft.
Up 1 then down 2 (total down 1), chamber at end (roll on TABLE V.)
*
**
***
N.B.
1-in-20 has a door which closes egress for the day.
2-in-20 has a door which closes egress for the day.
3-in-20 has a door which closes egress for the day.
Check for such doors only ofter descending steps if playing solo!
1-5
6-7
8
9
10
11
12
13
14
15
16
17
18
19
20
Secret Door unless undetected: Non-elf detects 3-in-20, elf detects 5-in-20, magical device detects 18-in-20 (then see TABLE II.). Undetected secret doors go to die 6, 7 below.
Pit, 10 ft. deep, 3-in-6 to fall in.
Pit, 10 ft. deep with spikes, 3-in-6 to fall in.
20 ft. x 20 ft. elevator room (party has entered door directly ahead and is in room), descends 1 level and will not ascend for 30 turns.
As 9. above, but room descends 2 levels.
As 9. above, but room descends 2-5 levels - 1 upon entering and 1 additional level each time an unsuccessful attempt at door opening is made, or until it descends as for as it can. This will not ascend for 60 turns.
Wall 10 ft. behind slides across passage blocking it for from 40-60 turns.
Oil (equal to one flask) pours on random person from hole in ceiling, followed by flaming cinder (2-12 h.p. damage unless successful save vs. magic is made, which indicates only 1-3 h.p. damage).
Pit, 10 ft. deep, 3-in-6 to fall in, pit walls move together to crush victims in 2-5 rounds.
Arrow trap, 1-3 arrows, 1-in-20 is poisoned.
Spear trap, 1-3 spears, 1-in-20 is poisoned.
Gas; party has detected it, but must breathe it to continue along corridor, as it covers 60 ft. ahead. Mark map accordingly regardless of turning back or not. (See Table VII.A.)
Door falls outward causing 1-10 hit points, or stone falls from ceiling causing 2-20 hit points of damage to each person failing his saving throw versus petrification.
Illusionary wall concealing 8. (pit) above (1-6), 20. (chute) below (7-10) or chamber with monster and treasure (11 -20) (see TABLE V.).
Chute down 1 level (cannot be ascended in any manner).
1-7
8-9
10-12
13
14-18
19
20
Only effect is to obscure vision when passing through.
Blinds for 1-6 turns after passing through.
Fear: run back 120 ft. feet unless saving throw versus magic is made.
Sleep: party sound asleep for 2-12 turns (as sleep spell).
Strength: adds 1-6 points of Strength (as strength spell) to all fighters in party for 1-to-10 hours.
Sickness: return to surface immediately.
Poison: killed unless saving throw versus poison is made.
You may wish to have “rough-hewn” and natural tunnels in lower levels, and where rooms and chambers are indicated substitute Caves and Caverns. Exits are as above.
1-5
6-7
8-9
10-11
12-14
15-16
17-18
19-20
Cave about 40 ft. x 60 ft.
Cave about 50 ft. x 75 ft.
Double Cave: 20 ft. x 30 ft., 60 ft. x 60 ft.
Double Cave: 35 ft. x 50 ft., 80 ft. x 90 ft.*
Cavern about 95 ft. x 125 ft.*
Cavern about 120 ft. x 150 ft.
Cavern about 150 ft. x 200 ft.*
Mammoth cavern about 250 ft.-300 ft. x 350 ft. - 400 ft.**
*
**
Roll to see if pool therein (see TABLE VIII.A.).
Roll to see if lake therein (see TABLE VIII.B.).
1-8
9-10
11-12
13-18
19-20
No pool
Pool, no monster
Pool, monster
Pool, monster & treasure
Magical pool*
*
See TABLE VIII. C.
1-10
11-15
16-18
19-20
No lake
Lake, no monsters
Lake, monsters*
Enchanted lake**
*
**
Determine monster and treasure from appropriate encounter matrix.
Enchanted lake leads any who manage to cross it to another dimension, special temple, etc. (if special map is available, otherwise treat as lake with monsters), 90% chance that monster will guard lake.
1-8
9-15
16-17
18-20
Turns gold to platinum (1-11) or lead (12-20), one time only.
Will, on a one-time only basis, add (1-3) or subtract (4-6) from one characteristic of all who stand within it: (d6) Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma. (add or subtract from 1-3 points, checking for each character as to addition or subtraction, characteristic, and amount).
Talking pool which will grant 1 wish to characters of its alignment and damage others from 1-20 points. Wish can be withheld for up to 1 day. Pool’s alignment is: Lawful Good 1-6, Lawful Evil 7-9, Chaotic Good 10-12, Chaotic Evil 13-17, Neutral 18-20.
Transporter pool: 1-7, back to surface; 8-12, elsewhere on level; 13-16, 1 level down; 17-20, 100 miles away for outdoor adventure.
*
In order to find out what they are, characters must enter the magic pools.
The random dungeon generation system is easily adaptable to solitary play. Locate the entrance to the dungeon, and then select one of the random dungeon starting areas given here, locating it in the middle of the graph paper.
Monsters. Inhabitants of the dungeon are determined from the Dungeon Encounter Matrix. For special areas you can have a friend or correspondent send you sealed information.
Listening at Doors. Use a 12-sided die, and if a 1 is rolled, there is a monster (with or without treasure). Procedure is then normal, but surprise is possible only on the monster’s part.
ESP and Other Detection Devices. Use a 6-sided die, a 1 indicating a monster which will be known—roll it out, ignoring any undead or other non-thinking monsters. Check other rooms, chambers, etc. normally and, for any monster which can not be indicated by the ESP or detection device, surprise is only possible on a roll of 1 on an 8-sided die.