What is this? This file automates some of the tables from the 1st Edition AD&D dungeon master's guide for D What's in it? Broken out in tabs the contents are as follows: How to use it Welcome to Dragonsfoot, purveyor of fine spreadsheets as well as documents NPCs - This tabs generates seven random NPCs. It randomly determines stats, race, age, adjus Items - Generates twenty random gemstones, bejeweled items and valuable clothing for treasure Magic - Automates the full treasure tables from maps and monetary hoards to the full magic ite Dungeon - Generates the first 20 passages/rooms of a random dungeon including passages, rooms Dun Enc - This table tells you what your dungeon encounter was for levels 1 to 20 including NPC Terrain - Generates a random initial terrain and then walks across 30 hexes showing movement, w Out Enc - Checks for random encounter on all terrain types including water, air and city encou Planar - Generates astral, etheral and psionic encounters. Gives an overview of a random plan Spells - Generates random spells including initial MU spells. Generates the results for monste Psi - Should you encounter a large body of NPC characters, this shows if any have psionic abil Combat - Generates group surprise & inititive, attack rolls & adjustments, damage, saving thr First things first - The results of the tables are best interpreted using the 1st Edition Advanced D The tables are explained in those sources. This is an aid to the owners of those books not a recalculate by making a change to a cell. This is great if you wanted to recalculate everyth something you like. The easiest solution if to copy and paste what you want to save into Wor information. A second advantage/disadvantage is that the things I don't use all the time can information until you want it. Clicking on the column for a better read will only reveal the changing the formating of the cell. bottom row of the table and extend it as far as you want it but it is probably best to genera number you want as the size of the file increases and speed of calculation decrease with size should not save changes you aren't sure you want or at least save changes in a separate file. only display so much text in each cell. Text is laid out for screen viewing rather than prin cruel/generous man may be very generous to friends and allies but brutal to enemies. With cr quick creation of interesting characters or cultures. What applies to an individual could we babies and enslave the populace but the city has a great reputation (high charisma), is clean you may not see it until you break the hidden rules. Footprints has an article on how to use group, remember to write it down or save it because Excel won't. One of my favorite items is Whole histories can be generated by imaginative use of this tool. The jewelry you found could be an idol that no one will take at any price, is being hunted fo a crown, sceptre or other valuable significant object then there may be people who thinks it better if no one ever found the priceless object. The magical property of the gem may work i large gem (>9999gp) has a history and an interested collector. Will the average party even r items are to ease outfitting & trigger imagination. possible treasures so you have to know what you are looking for. Even if you know the scroll open the cell wide enough to read all of it - especially if it is an intelligent sword. It d but you have to go to the Spells tab to look them up. Similarly, intelligent item personalit you have to read the actual powers from the neighboring cells - not that anyone is likely to ever popular potion miscibility table.
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Transcript
What is this?This file automates some of the tables from the 1st Edition AD&D dungeon master's guide for DM aid, inspiration and use.
What's in it?Broken out in tabs the contents are as follows:
How to use it
Welcome to Dragonsfoot, purveyor of fine spreadsheets as well as documents
NPCs - This tabs generates seven random NPCs. It randomly determines stats, race, age, adjusts stats for race/age, height/weight, personality, skills, languages, diseases, psionics, initial reaction & inititive. Items - Generates twenty random gemstones, bejeweled items and valuable clothing for treasure hoards and ordinary items. It describes the type of item, automatically adjusts gem value and tells properties.Magic - Automates the full treasure tables from maps and monetary hoards to the full magic item tables including artifacts and intelligent swords.Dungeon - Generates the first 20 passages/rooms of a random dungeon including passages, rooms, contents, atmosphere, dungeon dressing, tricks, traps, treasure and whether there is an encounterDun Enc - This table tells you what your dungeon encounter was for levels 1 to 20 including NPC magic itemsTerrain - Generates a random initial terrain and then walks across 30 hexes showing movement, whether lost and habitation including castles, castle type & inhabitantsOut Enc - Checks for random encounter on all terrain types including water, air and city encounters. Generates monster type/number/level and lair if appropriate.Planar - Generates astral, etheral and psionic encounters. Gives an overview of a random plane.Spells - Generates random spells including initial MU spells. Generates the results for monster summoning and conjure animal spells.Psi - Should you encounter a large body of NPC characters, this shows if any have psionic ability, strength and type. Proof of how rare psionics is.Combat - Generates group surprise & inititive, attack rolls & adjustments, damage, saving throws including psionic, turn undead and detect invisible results.
First things first - The results of the tables are best interpreted using the 1st Edition Advanced Dungeons & Dragons Players Handbook, Dungeon Masters Guide and Monster Manual. The tables are explained in those sources. This is an aid to the owners of those books not a challange to TSR's copyright.
Excel - The spreadsheet was written in Excel 2000 and should be easily compatible with later Excel products and clones such as the free OpenOffice. Basing it on a spreadsheet creates advantages and disadvantages. One advantage/disadvantage is that Excel will recalculate all valves everytime the file is opened or triggered to recalculate by making a change to a cell. This is great if you wanted to recalculate everything but not so useful if you only wanted to recalculate one page or save something you like. The easiest solution if to copy and paste what you want to save into Word or a similar program. This allows you to keep what you want and generate new information. A second advantage/disadvantage is that the things I don't use all the time can be hidden in narrow columns - making selection easier but hiding full information until you want it. Clicking on the column for a better read will only reveal the logic and the results have to be read by expanding the width of the column or changing the formating of the cell.
More Excel - Similar readability concerns limited the information displayed. What if you want 200 random dungeon spaces instead of the 20 shown? You could copy and paste the bottom row of the table and extend it as far as you want it but it is probably best to generate and paste into Word, or equivalent program, each segment until you have the number you want as the size of the file increases and speed of calculation decrease with size. The sheadshead contains all the logic used and can be easily adapted but you should not save changes you aren't sure you want or at least save changes in a separate file. Another disadvantage as shown by the having to split this paragraph as you can only display so much text in each cell. Text is laid out for screen viewing rather than printing.
NPCs - Your party just randomly encountered someone, some group, some city or some culture, quick who are they? This tab is best used for inspiration as the personnality attributes generated for each individual will be inconsistant. This can be good as it requires thinking and thinking generates inspiration. For example the generated cruel/generous man may be very generous to friends and allies but brutal to enemies. With creative interpretation and selection these tables can be a great tool to inspire quick creation of interesting characters or cultures. What applies to an individual could well apply to a city you encounter - sure they may be lawful evil, sacrifice babies and enslave the populace but the city has a great reputation (high charisma), is clean, properous, law abiding and mad - the bad stuff is hidden in the background and you may not see it until you break the hidden rules. Footprints has an article on how to use stats to flesh out a city. Once you have figured out the encounter, item or group, remember to write it down or save it because Excel won't. One of my favorite items is a cowardly sword containing the soul of a ranger overcome by a green dragon. Whole histories can be generated by imaginative use of this tool.
Items - Rare treasures and ordinary items. Hard to add much about treasure... or is it. The additional information can be mixed with imagination to trigger other events. The jewelry you found could be an idol that no one will take at any price, is being hunted for and that the PCs will eventually have to "donate" to a temple. If the item is a crown, sceptre or other valuable significant object then there may be people who thinks it belongs to them and, worse, they could be right. Maybe it would have been better if no one ever found the priceless object. The magical property of the gem may work if the party is virtuous, or in need, especially with a dwarf or gnome. Every large gem (>9999gp) has a history and an interested collector. Will the average party even recognize fur clothing or a tub of smelly goop as valuable? The lists of other items are to ease outfitting & trigger imagination.
Magic - Treasure. Whether the heart of hack'n'slash or a granted reward for discrete services and understanding, treasure is at the heart of the system. There are a lot of possible treasures so you have to know what you are looking for. Even if you know the scrolls are in table III.B and the swords are in table III.G, you still may have to open the cell wide enough to read all of it - especially if it is an intelligent sword. It doesn't automate everything as the scrolls tell you the type and level of spell but you have to go to the Spells tab to look them up. Similarly, intelligent item personalities come from the NPCs tab. The artifacts list the number & types of powers but you have to read the actual powers from the neighboring cells - not that anyone is likely to randomly get one. On the plus side, there are five potion descriptions and the ever popular potion miscibility table.
Dungeon - This could be used for party or solo play. You have to keep track of level yourself and the monsters encountered are given in the next tab. If mapping, use common sense to avoid conflict. I have random dungeons in more than one of my game worlds. In my main game world, the random dungeon is a prison for the minotaur god and minotaurs study mazes so they can someday free him. The maze is hidden and guarded by rangers who have to defeat the random dangers it spews without using spells as that increases the level of the encounsters. If you enter the maze, you find it constantly changes and if you go back three room/passages, you will see it has changed (no mapping conflicts). It is rare for anyone to get out because if you were on level 1 and found a stair going up, you are now on level 2 looking up the stairs to level 1. Strangely enough, this dungeon is just background in that world. In another world, random dungeons are the means that demons are using to take over that plane. The danger and treasure attacts adventurers whose deaths feed the dungeon engine and drive it deeper until it connects to Abyss. Clear a dungeon and weaken it. Die and you strengthen it. The larger dungeons connect to other worlds on deep levels.
Dun Enc - Just look up the monster encountered on your current level. Combat (Combat tab) or discussion (NPC tab) could ensue from there. This table really highlights the display limitations of Excel. If the encounter is unreadable then you have usually encountered a party of NPCs. The list of higher level party's members, followers and magic items is longer than Excel wants to wrap in a single cell but strangely doesn't mind spilling out at the far right of a table. One solution is to hide all the columns to the right and turn off the shrink to fit cell property but I like to see what is generated on each level and just jump to the right if a party comes up. This is an old table which gives a lot of the properties of the monsters encountered. I don't really like how the table expands by process of X Lv1 monsters on Lv1, 2X on Lv2, 3X on Lv 3 as I think they should double each higher level but that seems to be the rule. Either way, deep dungeon levels are death. Few parties can encounter groups of 12 vampires, 10 liches or 10 beholders and survive.
Terrain - This table can be used to generate a random map or when the party is randomly teleported. It also gives the initial encounter types (arctic, slyvan, etc) to use but any actual encounters are given in the next tab. Note the tables do not generate rivers, lakes or seas and you will need to add them with your common sense. I use the NPC tab to tell me about the character of random settlements. Settlements could be thriving or on the edge of collapse.
Out Enc - Look up the type of area and terrain the party are in and the table will tell if, when and what they encounter and briefly describes the lair if applicable. If you want an encounter with a certain creature type rather than a random selection by terrain/area then step over to column BE and go down the list until you find what you are looking for. The numbers given in reference to psionic abilities refer to the tables in the Player's Handbook. Titans are tougher in this tab as I defined base psionic abilities rather than just random ones. Remember you can always generate a new set of encounters by making a minor change to a cell but that will also change the whole spreadsheet.
Planar - Look up the encounter for the appropriate environment. Any low level party that regularly triggers psionic encounters will not last long. The random plane is a quick impression and it may be radically different from what the PCs are used to.
Spells - This can be used to generate NPC spells, define scroll contents or tell you what random spell the idol just cast. It tells the results of monster summoning spells and does the math for conjure animal spells. It can also be used to generate initial PC MU and Illusionist spells.
Psi - If you encounter a group of 30 monks, clerics, etc, this table will show you if any of them is psionically "gifted", to what extend and with what abilities. This table proves how rare psionics is and how lucky your PC is not to be psionically vulnerable. Sure, you could get godlike powers but you would more likely end up like most of these guys. Most people with psionics can't afford to use it very much in case they get crushed by stronger minds or psionic encounters. The strongest psionic class is actually the paladin with his base 17 charisma.
Combat - Did I say treasure was at the heart of the system? I was wrong. Here are all the tables you need for combat. If you need an explaination of them then get out your books. Having said that here are some common mistakes - No, your magic user can't cast a spell when in melee with a fighter (he rolls to hit you every segment you cast it) and no, your higher dex doesn't mean that your thief hits before the fighter with two attacks (initiative rolls decide who attacks first - the winning guy with two attacks first attack, the losing guy with two attacks first attack, the winning guy with one attack, the losing guy with one attack, the winning guy with two attacks last attack, the losing guy with two attacks last attack). The tables give results but allow adjustment for bonuses/negatives by either adding/subtracting to adjust the result or moving left or right in the table. These tables can be useful for large groups of bad guys but sometimes it's just more fun to roll the dice.
NPCs - Based on pages 12-15, 83-84, 100-102 of the DMG.Items - Based on pages 25-27 and appendix I of the DMGMagic - Based on pages 119-169 and appendix K of the DMGDungeon - Based on Appendixes A, G, H & I of the DMG. Appendixes G & H were mixed into appendix A under DM's choice in table V.F.18. Generic dungeon dressing added from Appendix I.Dun Enc - Based on appendix C (pages 174-179) of the DMG with monster stats information from appendix E and the Monster Manual.Terrain - Based on pages 49, 58, 182, 183 and Appendix B of the DMG. Out Enc - Based on pages 40, 179-180, 183-194 of the DMG with additional information from the Monster Manual.Planar - Based on pages 181-182 of the DMG. Random plane is original but maintained as the DMG should have had one of these. I have an expanded version somewhere.Spells - Based on page 39 and appendixes L & M of the DMG and the Players Handbook. Psi - Based on the Players Handbook and 3d6 stat distribution. Based on averages.Combat - Based on pages 60-64 & 73-82 of the DMG.
Appendix D - Lower plane creatures.Appendix E - The spreadsheet had an enhanced version of this monster summary but it was taken out because it was incomplete.Appendix F - We have to roll dice to pretend our characters are gambling?Appendix J - Possibly add to the item tab as an addition to the condiments table. There are 171 items.Appendix P - more work than it seems due to human interaction.
10 12 10 +2 +2 +2 +19 11 13 +2 >14 +1 +17 9 10 +2 >11 >1112 11 9 +1 >14 +2 +28 7 11 +1 +1 +110 15 7 >13 >16Human Human Human C D F R P MU I T Amale female male NPC Class & Occupation Adjustments70 inches 74 inches 82 inches
Food & Drink Condiments1 1 Water Herbs 02 1 Muffins Mustard 03 0 Mead Herbs 14### Wine Pepper 05 1 Soup Salt 06 1 Tea Herbs 07 0 Butter Salt 08 1 Milk Salt ###9 0 Leeks Vinegar 1
### 0 Fowl Herbs 0
Jewelry Other Rare CommoditiesPlatinum Brooch with gems - 8416gp 1 Black fur pelt (sable,1gp)Silver Brooch with gems - 1475gp 0 A small container of pepper (1 Gold Coronet with gems - 7388gp + 5000gp Star Ruby 0 A large rug (4x4yd,230gp)Coral Idol - 1926gp 0 A large container of spice (1 quWrought silver & gold Belt - 1124gp 0 White fur pelt (ermine,1gp)Silver Bracelet with gems - 2401gp 1 Brown fur pelt (seal,2gp)Gold Locket with gems - 7373gp 1 Russet fur pelt (fox,3gp)Wrought gold Ring - 1009gp 1 Black fur pelt (sable,1gp)Wrought silver Seal - 151gp 0 A small tapestry (2x2yd,20gp)Gold Decanter with gems - 6700gp + 5000gp Emerald 0 A small container of smelly greaSilver Chain with gems - 3148gp 0 White fur pelt (ermine,4gp)Silver Goblet with gems - 2286gp ### Brown fur cape (mink,1000gp)Wrought gold Anklet - 1433gp 1 Brown fur gloves (muskrat,16gpWrought gold Goblet - 1143gp 0 Brown fur boots (beaver,10gp)Platinum Idol with gems - 6238gp 1 White fur slippers (ermine,200gWrought silver & gold Goblet - 1071gp 1 White fur cape (ermine,1000gp)Wrought silver & gold Pin - 207gp 1 White fur slippers (ermine,200gSilver Small box with gems - 1293gp + 10000gp Black Opal0 Brown fur pelt (beaver,1gp)Wrought gold Necklace - 1303gp 0 A small container of pepper (1 Silver Goblet with gems - 2849gp 0 Brown fur pelt (beaver,2gp)
I.Treasure Type+1 plate mail, man sizeScroll:MU 1Lv5Wand:illusion (MU) 97 chargesScroll:C1 LvBracers:AC5Ring:delusionPotion:flyMap to monetary treasure located outdoors, 5 miles away south and somewhere in a ruined city. (19086ep)+2 MaceWell:many worldsPotion:longevityRing:water walking2 Jars: Keoghtom's ointmentPotion:resist fireRing:warmthScroll:MU 1Lv5+5 longsword, Defender Potion:growthRing:+1 protection
III.E4 III.E5 III.E Special III.E.S.1 III.E.S.2Miscellaneous Magic Miscellaneous Magic Artifacts Minor good Major goodPeriapt:wound closure 0 Robe:blending 0 Cup & Talisman of Al'AkbaRemove fear Cure blindneNet:entrapment (C,F,T) 1 Well:many worlds 0 Crown of Might - 2x1,1x2,Levitate 3/d Charm persoPhylactery:long years (C) 1 Wings:flying 1 Orb of Might - 2x1,1x3,G Animate dead True seeing Quaal's feather token:anc0 Rug:welcome (MU) 0 Baba Yaga's Hut - 4x1,2x Ultravision Exorcise 1/mPhylactery:short years (C 0 Robe:blending 1 Teeth of Dahlver-Nar - # oWrite 1/d True seeing Net:entrapment (C,F,T) 1 Trident:warning (C,F,T) 0 Orb of Dragonkind (elder Mind blank 3 Dispel illusioPhylactery:faithfulness (C0 Robe:useful(MU)-7items 0 Crown of Might - 2x1,1x2 Detect magicAnimate objePipes:sewers 0 Sphere:annihilation 0 Horn of Change - effect of Levitate 3/d Lightning bolLibram:gainful conjuratio 1 Wings:flying 0 Heward's Mystical Organ Darkness 1r X-ray vision Quaal's feather token:tree1 Well:many worlds 0 Axe of the Dwarven Lords +1 to major aCharm persoNecklace:prayer beads(C)### Wings:flying 1 Sceptre of Might - 1x1,1x2Go without foSpeak with mNecklace:prayer beads(C)1 Trident:fish command (C, 0 Orb of Might - 2x1,1x3,EvCure light w Lightning bolPearl:power Lv4 0 Rope:climbing 0 Orb of Dragonkind (dragonImproved invisEmotion 2/dNet:snaring (C,F,T) 0 Robe:useful(MU)-7items 0 Hand of Vecna - 10x1,5x Detect invisibiHold person Necklace:missiles 9d6 0 Robe:scintillating colors 1 Sceptre of Might - 1x1,1x Sanctuary 1/ Hold monsterMedallion:thought project### Wings:flying 1 Ring of Gaxx - 3x1,2x2,1 Improved invisConfusion 1/Pearl:wisdom (C) 0 Robe:useful(MU)-6items 1 Teeth of Dahlver-Nar - # oDarkness 1r AC0 or +2ACPearl:wisdom (C) 1 Wings:flying 1 Orb of Might - 2x1,1x3,EvHypnotic pattDouble moveMirror:mental prowess 0 Scarab:protection 0 Crown of Might - 2x1,1x2 Feather fall Dimension do
flame
emerald
emerald
emerald
emerald
III.E.S.3 III.E.S.4 III.E.S.5 III.E.S.6 III.F III.GMinor Bad Major Bad Prime Side Effects Armor SwordsGems/jewelryUser withers Creeping dooUser becomes0 +1 plate mail, man size 1 +2 longsword, Giant SlayeUser must eaSacrifice 10KUser's abilit Fumble 2r wh0 +1 ring mail, dwarf size 0 +1 longsword Gems/jewelrySacrifice a ceMonster summAlignment of 0 +1 ring mail, dwarf size 1 +3 longsword, Frost BrandGain weight Lose 1 point Shades 2/d User cannot ### +1 large shield, +4 vs mis0 +1 broadsword, Flame TonMust yell to cLose 1 hit po Double powerUser becomes 0 +1 plate mail, man size 0 +1 bastard sword, +4 vs rBody odor notItem releasesGate 1/d Item consume0 +2 plate mail, elf size 1 +5 longsword Lose weight User transfor Restoration 1Alignment of 1 +4 shield, man size 1 Dancing longsword, Possessor saItem can affe User's abilit Desire to take1 +1 scale mail, man size 0 +1 longsword Small fires Item is a liv Can cast 1st User becomes0 +2 chain mail, dwarf size 1 +1 cursed longsword,Int16All mammals wLose 1 point Spell absorp User has shor0 +5 plate mail, dwarf size 1 -2 cursed longsword Possessor saItem is a pri Prismatic spr Fear 2r when0 +2 chain mail, gnome/halfl0 +1 longsword Lose weight User goes in Trap the soulUsed as a we0 +3 chain mail, elf size ### Cursed Berserking longswUser's sex c User shrinks User's abilit Save vs magi0 +1 plate mail, man size### Cursed Berserking longswBlinds 1d4rn UnpreventablShades 2/d Fear 2r when0 +2 plate mail, man size 0 +1 longsword Wart appearsUser damage65% magic reItem consume0 Plate mail:vulnerability, 1 +1 cursed longsword Wart appearsUser berserklRestoration 1Used as a we1 +1 splint mail, gnome/half0 +1 longsword, +2 vs magiPollutes holy Magic drainedDouble powerFriendly cre 0 +1 plate mail, man size 1 +5 longsword, Defender Possessor saSacrifice a ceDouble powerUser has poi 1 +3 shield, dwarf size 0 +1 longsword, +4 vs reptilPossessor saUtterance of Power word blCharisma red0 +1 plate mail, man size 0 +1 longsword
III.G.1 III.G.2 III.G.3 III.G.6 III.G.5 III.G.4 III.HIntelligence Align Prime1 Special PoweSpecial Purp Extra1 Miscellaneous Weapons CE Detect shifti hit drives in Defeat/slay oClairvoyance +2 Sling:seeking TN Detect shifti hit scares 1d Slay monsterClairvoyance +1 Hammer,Int12,semi-e CE Detect large thit paralyzes Slay monsterLevitate 600l +2 Sling:seeking NG Detect precio+2save&-1 peKill magic us Charm person20 +1 Arrows,Int12,semi-e NG Detect magic hit paralyzes Defeat/slay o2 extraordina+2 Sling:seeking CN Detect slopin hit scares 1d Slay monsterHeal 1/d, 13 +1 Arrows NG Detect preciohit paralyzes Kill clerics Clairaudience+1 Battleaxe LG Detect shifti hit paralyzes Kill thieves determine dir+1 Dagger, +2 vs small,Int16,read l LN Detect invisibhit blinds 2d Slay monsterdetermine dir+2 Mace TN Detect precio+2save&-1 peSlay monsterCharm person+1 Morning Star LG Detect good/ehit scares 1d Slay monsterTelepathy 6 2+1 Morning Star NG Detect secrethit scares 1d Slay good/eviIllusion 12 3/ +2 Sling:seeking TN Detect shifti hit scares 1d Kill fighters Heal 1/d, 10+2 Bolts CG Detect preciohit scares 1d Kill clerics determine dir+1 Military Pick NG Detect large thit scares 1d Kill clerics Teleport 600l+2 Mace NG Detect preciohit confuses Slay monsterStrength 1/d, +2 Scimitar NE Detect slopin hit scares 1d Kill clerics X-ray vision 5 +2 Arrows LG Detect slopin hit scares 1d Slay monsterIllusion 12 3/ +1 Spear LG Detect good/ehit confuses Kill thieves Clairaudience+3 Crossbow:accuracy
Alignment
NGTNTNNECNTNNGTNTNTNTNLGCECNTNLECNCNTN
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Table 1Random Dungeon Continue Straight 60' Four-way intersection, 10' wide Door to left, Behind door - Passage straight, 5' wide Side passage Left 135 degrees, 20' wide Door to left, Behind door - Hallway room - 30' by 30' square, large cask, quilt, 2 exits Passage T's, 20' wide, Dripping 5' wide Passage turns right 90 degrees Temple chamber - 20' by 30' rectangular, Monster, Small coffers hidden by being under a loose stone in the floor, 1000sp/lv, 1 jewel/level, 2 exits, Common mold Door to right, Behind door - chamber - 30' by 50' rectangular, Pool, Animated, 0 exits chamber - 20' by 20' square, Empty, 0 exits Workshop chamber - 40' by 60' rectangular, Empty, 3 exits Door to left, Behind door - Divination room - 20' by 20' square, cabinet, cask, 4 exits, Torch stub , Hear knocking Door to left, Behind door - Chapel room - 20' by 30' rectangular, Empty, 0 exits Passage T's, Bridge over 20' wide, 200' deep chasm that crosses the passage Door to right, Behind door - Parallel passage, 10' wide, Guano Passage Y's, 10' wide, Splinted club Door ahead, Behind door - Passage straight, 10' wide Continue Straight 60', Cracks in ceiling Side passage Left 45 degrees, 10' wide Dressing chamber - 20' by 30' rectangular, pegs, sideboard, shelf, 1 exits
Appendix I - Level air conditionsStill; Dank, moldy smell;
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Table 2 Table 2a Table 3 Table 3a Table 3b Table 4 Table 5 Table 5.1 Table 5aDoors Behind DoSide Pass Passage WSpecial P Turns Chambers Rooms Unusual S Door to right 0.8677 Behind do Side pass 10' wide 20' wide 10' wide Audience Audience 2500 sq. f Door to left 0.6218 Behind do Four-way i 10' wide 20' wide, 10' wide Kennel ch Kennel roo 900 sq. ft Door to left 0.2631 Behind do Passage T 5' wide 40' wide 5' wide P Solar cha Solar room 4700 sq. Door to left 0.6725 Behind do Side pass 20' wide 40' wide 20' wide Trophy ro Trophy ro 500 sq. ft Door to left 0.767 Behind doo Passage T 10' wide 20' wide 10' wide Hallway c Hallway r 500 sq. ft Door to right 0.8005 Behind doo Passage T 20' wide 40' wide 20' wide Divinatio Divination 300'x400' Door ahead 0.5535 Behind doo Four-way i 5' wide 40' wide 5' wide P Bestiary c Bestiary r 1300 sq. f Door ahead 0.4675 Behind do Four-way i 10' wide 10' wide 10' wide Temple ch Temple ro 900 sq. ft Door to right 0.9684 Behind do Four-way i 10' wide 40' wide 10' wide chamber - room - 3 1300 sq. Door to left 0.3425 Behind do Four-way i 10' wide 50' wide 10' wide chamber - room - 2 2700 sq. f Door ahead 0.152 Behind do Passage T 20' wide 50' wide w 20' wide Workshop Workshop 500 sq. ft Door to left 0.7859 Behind doo Side pass 30' wide 40' wide 30' wide Divination Divination 900 sq. ft Door to left 0.8133 Behind do Passage c 10' wide 40' wide 10' wide Chapel ch Chapel roo 900 sq. f Door ahead 0.6728 Behind do Passage T Bridge ov Bridge ov Bridge ov Dormitory Dormitory 3400 sq. Door to right 0.1083 Behind do Side pass 10' wide 40' wide 10' wide Throne ch Throne ro 1300 sq. f Door to right 0.5455 Behind do Passage Y 10' wide 50' wide w 10' wide Smithy ch Smithy ro 4000 sq. f Door ahead 0.3842 Behind do Passage cu 10' wide 20' wide 10' wide chamber - room - 2 500 sq. f Door to right 0.7967 Behind do Four-way i 10' wide 40' wide 10' wide chamber - room - 3400 sq. Door to left 0.9911 Behind do Side pass 10' wide 20' wide r 10' wide chamber - room - 3 3400 sq. f Door to left 0.2993 Behind do Side pass 10' wide 50' wide w 10' wide Dressing Dressing 5400 sq.
0.0575935 Dank, Rotting ve
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Table 5b Table 5c Table 5d Table 5e Table 5f Table 5g Table 5g1 Table 5hUnusual S # Rm ExitRm Exit LoRm Exit DiRm Contents Treasure Treasure T Containe 2500 sq. f 1 exits Opposite 45 degrees Empty 3 gems/lv 1000cp/lv Loose hid 900 sq. ft. 1 exits Left wall 45 degree Empty 1000cp/lv 1000sp/lv Bags/sacks 4700 sq. f 3 exits Left wall Straight Empty 1000cp/lv 250gp/lv Bags/sack 500 sq. ft. 1 exits Left wall Straight Monster 750ep/lv 1000sp/lv Iron trun 500 sq. ft. 2 exits Same wall Straight large cask, quilt 750ep/lv 250gp/lv Chests hi 5400 sq. f 3 exits Opposite Straight quilt, large chest Magic Ite 250gp/lv Iron trun 1300 sq. f 4 exits Same wall Straight Metal urns hidden by Invisibility, 1 1000cp/lv 750ep/lv Metal urns 900 sq. ft. 2 exits Left wall Straight Monster, Small coffers hidden by be 1000sp/lv 1 jewel/le Small coff 1300 sq. f 0 exits Opposite 45 degrees Pool, Animated 1000cp/lv Magic Ite Metal urn 2700 sq. f 0 exits Right wall Straight Empty 1000cp/lv 4 gems/lv Loose hid 500 sq. ft. 3 exits Right wall Straight Empty 250gp/lv 250gp/lv Iron trunk 900 sq. ft. 4 exits Opposite 45 degree cabinet, cask 1000cp/lv 250gp/lv Loose hid 900 sq. ft. 0 exits Same wall Straight Empty 250gp/lv 750ep/lv Pottery j 3400 sq. f 1 exits Right wall Straight pegs 1000sp/lv 1 jewel/le Loose hid 1300 sq. f 1 exits Opposite Straight Empty 250gp/lv 250gp/lv Bags/sack 4000 sq. f 3 exits Left wall Straight wood billets, large cask, fireplace 750ep/lv 1000cp/lv Metal urn 500 sq. ft. 1 exits Opposite 45 degrees Empty 250gp/lv 1000cp/lv Bags/sack 3400 sq. f 3 exits Right wall 45 degree Wall, Talks in poetry and rhymes 1 jewel/le 1000cp/lv Loose pro 3400 sq. f 3 exits Right wall Straight Loose hidden by being in a secret 1000sp/lv 750ep/lv Loose hid 5400 sq. f 1 exits Opposite Straight pegs, sideboard, shelf 250gp/lv 1000cp/lv Iron trun
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Table 5i Table 5j Table 6 Table 7 Table 7a Table 8 Table 8a Table 8b Table 8cT Guard T Hid Stairs Trick/Trap Gas Caves Pools Lakes Magic Pools Trapdoor being behi Trapdoor down 1 l Detect ga A harmles 120'x150' Dry No lake Magic pool Poisoned Invisibility Trapdoor down 1 l Detect ga A harmles 120'x150' Dry No lake Magic pool Spring da being in Stairs down 1 leve Chute dow A harmles 50'x75' C Pool and Lake Teleporter Poisoned being unde Stairs down 2 leve 10' Pit tra A harmles 50'x75' C Dry Lake Magic pool Trapdoor being unde Stairs down to de Stone falls Strength, 40'x60' C Dry Monster gua Magic pool Poisoned being in Stairs down 1 leve Burning oi Sickness, 300'x400' Teleporte Lake Teleporter Explosiv Invisibility Chimney up 2 level 10' Pit tra Strength, 95'x125' Dry No lake Magic pool Spring da being unde Stairs up 1 level Wall slid Fear (Sav 120'x150' Dry No lake Magic pool Poisoned Invisibility Stairs up 1 level 2 arrow tr A harmles 120'x150' Pool gua No lake Magic pool Contact Secret sp Stairs up 1 level Secret do Poison (S 40'x60' C Dry Lake Magic pool Contact Illusion Trapdoor down 1 l 1 spear tr Strength, 40'x60' C Pool and Lake Magic pool Poisonous being und Stairs up 1 level 10' spiked Fear (Sav 40'x60' C Dry No lake Teleporter Spring da Secret sp Stairs down 1 leve 10' Pit tra A harmles 95'x125' Pool and No lake Magic pool Contact being unde Trapdoor down 1 l 10' Pit tra Sickness, 300'x400' Pool and No lake Magic pool Stone blo being in Trapdoor down 1 l Burning oi A harmles 95'x125' Talking p Monster gu Talking po Spears f Secret sp Trapdoor down 1 l Secret doo Fear (Sav Double cav Pool No lake Magic pool Spring da being in Trapdoor down 2 l Illusionar A harmles 120'x150' Pool and Lake Magic pool Trapdoor being unde Stairs down 1 leve Illusionar Blinds for 150'x200' Pool Monster gua Teleporter Contact being in Stairs up 1 level Secret do A harmles Double cav Dry No lake Magic pool Spring da being in Stairs down 1 leve 10' Pit tr A harmles Double ca Talking p No lake Talking po
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Table M Appendix H Appendix G Appendix I Appendix I Appendix IMonsters Tricks Traps General Noises Room Monster Stairway -1levels, Intelligent Gas obscuring Audience Monster Fountain, Spinning Arrow trap (0.5Lv arrows, save Kennel Monster Altar, distorted height/depth Gas obscuring Solar Monster Dome, Collapsing Passage blocked by stone bloc Trophy ro Monster Monster, Resisting (general) Door one-way Hallway Monster Vegetation, Releases coins Pit with spikes (Sqrt[Lv]d6x2) , Dripping Divination Monster Stairway -1levels, Greater gravi Passage blocked by falling bar Bestiary Monster Fresco, mosaic or painting, Gr Arrow trap (Lv attacks @ 1d6+0 , Common m Temple Monster Pool, Animated Chute down 1 level Monster Statue, Talks intelligently Gas, blinding Monster Machine, Singing Arrow trap (0.5Lv arrows, save Workshop Monster Container (Vase, chest, etc.), Scything blade (0.5Lvd6) , Torch stub , Hear knoDivination Monster Fire, Attacks Door one-way Chapel Monster Illusion, Poison Room, flooding Dormitory Monster Pit, Electric shock if metal Door one-way , Guano Throne Monster Door, Singing Scything blade (0.5Lvd6) , Splinted c Smithy Monster Pit, Releases map Room, flooding Monster Wall, Talks in poetry and rhym Door one-way , Cracks in c Monster Fire, Shifting Pendulum, ball or blade (Save Monster Illusion, Collapsing Gas, sleep Dressing
2 Rot grubs (S,N,1hp,AC9,Mov1,Burrow into exposed flesh death in 1-3 turns,0xp)N Party,C4,F4,MU4,MU4,C4,F1,F1,C1,MU1,Magic-Cloak:elvinkind,2Potions:extra-healing&polymorph self,4 +2bolts,,2Potions:climb&fly,Scroll:1spellLv1-6,,,2Rings:resist fire&invisibility,,Brooch:shielding,,,,,10 +1arrows,2 Piercers (S,N,3HD,15hp,AC3,Mov1,Thaco16,Att1,Dam3d6,95%surprise,160xp)8 Fire beetles (S,N,1+HD,7hp,AC4,Mov12,Thac018,Att1,2d4,272xp)2 giant Spiders (L,CE,4+HD,24hp,AC4,Mov3/12,Thaco15,Att1,2d4,Poison,Webs,870xp)6 Blink Dogs (M,LG,4HD,20hp,AC5,Mov12,Teleport,Thaco15,Att1,1d6,Blink attack rear 75%,1620xp)2 Otyughs (L,N,8HD,40hp,AC3,Mov6,No surprise,Thaco12,Att3,1d8/1d8/2-5,Disease,2040xp)20 Blink Dogs (M,LG,4HD,20hp,AC5,Mov12,Teleport,Thaco15,Att1,1d6,Blink attack rear 75%,5400xp)6 Ropers (L,CE,12HD,60hp,AC0,Mov3,No electrical,1/2 cold,Disguise,-4 fire save,MR80%,Thaco9,Att1,5d4,weakness strands 2-5long drag1/rnd open door to break,3d6pp&1d6+1gems,22260xp)2 Storm Giants (L,CG,15+HD,80hp,AC1,Mov15,No electric,Under-water adaption,Thaco7,Att1,7d6,Hurl rocks 3d12 36,Magic(1/d)-lightning bolt 8d8:levitate(1.5tons,2/d):predict weather:call lightning 3x15d6:control winds:weather summoning,14900xp)
7 Displacer beasts (L,N,6HD,30hp,AC4,Mov6/18,Save as F12,Displacement +2 to save / -2 to be hit,Thaco13,Att2,2d4/2d4,5005xp)9 Werewolves (M,CE,4+HD,23hp,AC5,Mov15,Ag/+1 to hit,Thaco15,Att1,2d8,Surprise3/6,2880xp)
1 Merchant Merchant CaMerchant CMerchant CMerchant CMerchant CMerchant CNomads 3 Poisonou0.1 8 Hill Gia 8 Hill Giant 8 Hill Gian 8 Hill Gian 15 Hippogri2 Jackals character pGiant Owl4 Spitting
1 1 Giant S 1 Giant Sku 1 Giant Sk 1 Giant Sk 1 Giant Sk 1 Giant Sk 1 Giant Sk 1 Giant 1 Giant Sk1 6 Trolls, 6 Trolls, L 6 Trolls, 6 Trolls, 6 Trolls, 6 Trolls, 6 Trolls, 6 Trolls, 6 Trolls, 1 5 Pegasi, 5 Pegasi, 5 Pegasi, 5 Pegasi, 5 Pegasi, 1 Criosphinxes,
0.2 13 Giant 13 Giant Ea13 Giant E 4 Fire Gia Herd - 68 3 Lammasu3 Weretige Nomads 1 Giant Sk0.2 4 Frost G 4 Frost Gia 4 Frost Gi 4 Frost Gi 3 Griffons 4 Shedus ( Brigand La Giant Owl6 Trolls,
assassin beggar city guar city officialtrad tradesmen tradesmen - wererats - human human A9 1 young,maiF2,F2 , Tax Collectpala paladin - paladin - P7paladin - P 5 shadows 1 will-o-wi human human AldermanTax CollectLeveA,B,F,T C,D MU M major minor
Statistics Behavior0.744 (16HD,AC3,Int4,Invisible,MovOn mission0.629 (6HD,AC3,Int0,Mov12/6,ThacoLikes rich soil and meat, attacks from underground ambush0.484 (2HD,AC3,Int1,Mov18,Thaco16,1Att,1d6,1960xp)0.341 (4+HD,AC6,Int6,Mov12,ThacoShy but fierce if cornered0.842 (5HD,AC6,Int7,Surprised1/6 Very aggressive and cunning
Fail Fail Fail Fail Fail Save Fail Save Save Fail Fail Fail Fail Save SaveFail Fail Fail Fail Fail Fail Fail Fail Fail Fail Fail Fail Fail Save SaveFail Fail Save Fail Fail Save Fail Save Save Fail Fail Fail Save Save FailSave Fail Fail Fail Fail Fail Save Fail Fail Fail Save Save Save Fail FailFail Fail Fail Fail Fail Fail Save Save Save Save Save Save Fail Save SaveFail Fail Fail Fail Fail Save Fail Fail Fail Fail Fail Fail Fail Save FailFail Fail Fail Save Fail Fail Fail Save Save Fail Save Fail Fail Save SaveSave Fail Fail Fail Fail Fail Save Fail Fail Fail Save Save Save Save FailFail Fail Fail Save Fail Save Fail Fail Save Fail Fail Save Save Fail Save
2" Non Semi Animal Low Average High Very Except
4" Non Semi Animal Low Average High Very
6" Non Semi Animal Low Average High Very
Cleric Level 1 2 3 4 5 6 7 8
1 2 10 1 - - 9 9 2 2 3 6 10 1 9 7
- - 10 1 - - 9 9 2 2 3 6 10 1 6 2
- - - - - - - 9 2 2 3 6 10 1 6 2
- - - - - - - - - 2 3 6 10 1 6 2
- - - - - - - - - 2 3 6 10 1 6 2
- - - - - - - - - 2 - 6 10 - 6 2
- - - - - - - - - 2 - 6 10 - 6 2
- - - - - - - - - - - - 10 - 6 2
- - - - - - - - - - - - 10 - 6 -
- - - - - - - - - - - - 10 - 6 -
- - - - - - - - - - - - 10 - 6 -
- - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - -
The table shows turning success by indicating the number of undead turned. Blue areas indicate the undead destroyed.
Acid Crush Blow Normal Blow Disintegrate Fall Fireball Magical Fire Normal Fire-2 6 3 4 4 -9 -18 -15 -3 13 -1 -13 4 -4 4 10
4 2 -3 -15 1 1 -1 -14 4 6 1 5 5 10 4 3
-9 3 11 2 5 8 -12 -1 3 16 -4 -14 4 -3 1 0
1 1 -5 -3 -7 -9 -4 -17 -1 -12 0 -4 -1 12 3 11
6 13 -5 -7 -13 5 -5 -19 1 -6 -4 -5 2 -2 -3 -2
10 -1 8 3 14 12 -2 -3 5 4 -8 -11 5 9 0 9
-12 -8 14 11 3 4 -10 -4 10 8 4 -10 -3 -10 -7 5
5 -3 -2 4 3 2 -7 1 1 14 6 7 17 7 19 14
-7 3 -3 5 -5 -8 -13 -9 0 2 0 -12 -10 -12 9 6
3 -4 -1 0 -11 -10 -13 -14 2 -11 -10 -5 1 7 6 6
-8 -9 1 -9 1 4 -8 -16 8 3 -21 -24 -3 -18 -3 -7
-1 14 -1 -4 0 7 -16 0 6 8 1 4 9 8 1 4
3 -2 0 -7 11 -3 -2 -9 17 5 -7 -6 -1 8 1 5
-3 2 -2 -3 3 13 -11 1 6 5 -7 -10 1 7 0 5
A positive number or zero result indicates a save by that amount and a negative number by the same amount. Apply modifiers to these number to determine the final results.
10 10 - - - - - If Int>12 -11 10+ If Int>14 - - If Int>16 - If Int>10 -12 11+ If Int>12 - - If Int>12 - If Int>7 -13 12+ If Int>10 - - If Int>10 - If Int>7 -14 13+ If Int>7 - If Int>16 If Int>7 If Int>14 If Int>4 -15 15+ If Int>7 If Int>16 If Int>14 If Int>7 If Int>12 If Int>1 If Int>14
A positive number or zero result indicates a save by that amount and a negative number by the same amount. Apply modifiers to these number to determine the final results.
Observer8 Observer9- -- If Int>16- If Int>14- If Int>12- If Int>10
If Int>14 If Int>7If Int>12 If Int>4If Int>10 If Int>1If Int>7 Yes