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Dungeon Master's Guide

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DOORS<br />

Whenever a table roll indicate a door. roll on the Door<br />

Type table to determine it nature. then roll on the<br />

Beyond a Door table to ee what lie on the other side of<br />

it. If a door is barred. you decide which side of the door<br />

the bar is on. Unlocked doors can a! o be stuck, at your<br />

discretion. See chapter - . -Ad,·emure Environments,"<br />

for information on door and portcullises.<br />

DooR TYPE<br />

d20<br />

Door Type<br />

1- 10 Wooden<br />

11-12 Wooden, barred or locked<br />

13 Stone<br />

14 Stone, barred or locked<br />

15 Iron<br />

16 Iron , barred or locked<br />

17 Portcullis<br />

18 Portcullis, locked in place<br />

19 Secret door<br />

20 Secret door, barred or locked<br />

BEYOND A DooR<br />

d20<br />

Feature<br />

1-2 Passage extending 10ft., then T intersection<br />

extending 10ft. to the right and left<br />

3-8 Passage 20 ft . straight ahead<br />

9-18 Chamber (roll on the Chamber table)<br />

19 Stairs (roll on the Stairs table)<br />

20 False door with trap<br />

CHAMBERS<br />

Whenever a roll on a table indicates a chamber, use the<br />

Chamber table to define its dimensions. Then roll on the<br />

Chamber Exits table to determine the number of exits.<br />

For each exit, roll on the Exit Location and Exit Type<br />

tables to determine the nature and placement of the exit.<br />

Use the tables in the "Stocking a <strong>Dungeon</strong>" section to<br />

determine the contents of a chamber.<br />

CHAMBER<br />

d20<br />

Chamber<br />

1-2 Square, 20 x 20ft-'<br />

3- 4 Square, 30 x 30 ft. 1<br />

5-6 Square, 40 x 40 ft. 1<br />

7-9 Rectangle, 20 x 30 ft. 1<br />

10- 12 Rectangle, 30 x 40 ft. 1<br />

13- 14 Rectangle, 40 x 50 ft. 2<br />

15 Rectangle, 50 x 80ft. 2<br />

16 Circle, 30ft. diameter'<br />

17 Circle, 50 ft. diameter'<br />

18 Octagon, 40 x 40 ft -'<br />

19 Octagon, 60 x 60ft.'<br />

20 Trapezoid, roughly 40 x 60ft.'<br />

CHAMBER EXITS<br />

d20 Normal Chamber Large Chamber<br />

1-3 0<br />

4-5 0<br />

6-8<br />

9-11<br />

12- 13 2<br />

14-15 2<br />

16-17 3<br />

18 3<br />

19 4<br />

20 4<br />

EXIT LOCATION<br />

d20<br />

1-7<br />

8-12<br />

13-17<br />

18-20<br />

EXIT TYPE<br />

Location<br />

Wall opposite entrance<br />

Wall left of entrance<br />

Wall right of entrance<br />

Same wall as entrance<br />

d20 Type<br />

1-10 Door (roll on the Door Type table)<br />

11-20 Corridor, 10ft. long<br />

STAIRS<br />

Stairs can include any means of going up and down,<br />

including ramps, chimneys, open shafts, elevators, and<br />

ladders. If your dungeon has more than one level, the<br />

amount of space between levels is up to you. A distance<br />

of 30 feet works fine for most dungeons.<br />

STAIRS<br />

d20 Stairs<br />

1-4 Down one level to a chamber<br />

5-8 Down one level to a passage 20ft. long<br />

9 Down two levels to a cha.mber<br />

10 Down two levels to a passage 20ft. long<br />

11 Down three levels to a chamber<br />

12 Down three levels to a passage 20ft. long<br />

13 Up one level to a chamber<br />

14 Up one level to a passage 20ft. long<br />

15 Up to a dead end<br />

16 Down to a dead end<br />

17 Chimney up one level to a passage 20ft. long<br />

18 Chimney up two levels to a passage 20ft. long<br />

19 Shaft (with or without elevator) down one level to<br />

a chamber<br />

20 Shaft (with or without elevator) up one level to a<br />

chamber and down one level to a chamber<br />

0<br />

2<br />

2<br />

3<br />

3<br />

4<br />

5<br />

6<br />

1<br />

Use the Normal Chamber column on the Chamber Exits table.<br />

2<br />

Use the Large Chamber column on the Chamber Exits table.<br />

APPEN DIX A I RANDOM DUNGEONS

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