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