Dungeon Master's Guide
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GENERAL DUNGEON CHAMBERS<br />
d100 Purpose dlOO Purpose<br />
DUNGEON: TOMB<br />
d20 Purpose<br />
Antechamber for those that have come to pay<br />
respect to the dead or prepare themselves for<br />
burial rituals<br />
2- 3 Chapel dedicated to deities that watch over the<br />
dead and protect their resting places<br />
4-8 Crypt for less important burials<br />
9 Divination room, used in rituals to contact the<br />
dead for guidance<br />
10 False crypt (trapped) to kill or capture thieves<br />
11 Gallery to display the deeds of the deceased<br />
through trophies, statues, paintings and so forth<br />
12 Grand crypt for a noble, high priest, or other<br />
important individual<br />
13-14 Guardroom, usually guarded by undead,<br />
constructs, or other creatures that don't need to<br />
eat or sleep<br />
15 Robing room for priests to prepare for burial rituals<br />
16- 17 Storage, stocked with tools for maintaining the<br />
tomb and preparing the dead for burial<br />
18 Tomb where the wealthiest and most important<br />
folk are interred, protected by secret doors and<br />
traps<br />
19-20 Workshop for embalming the dead<br />
DUNGEON: TREASURE VAULT<br />
d20 Purpose<br />
Antechamber for visiting dignitaries<br />
2 Armory containing mundane and magic gear used<br />
by the treasure vault's guards<br />
3-4 Barracks for guards<br />
5 Cistern providing fresh water<br />
6-9 Guardroom to defend against intruders<br />
10 Kennel for trained beasts used to guard the<br />
treasure vault<br />
11 Kitchen for feed ing guards<br />
12 Watch room that allows guards to observe those<br />
who approach the dungeon<br />
13 Prison for hold ing capturea intruders<br />
14-15 Strong room or vaul, for guarding the treasure<br />
hidden in the dungeon, accessible only by locked<br />
or secret door<br />
16 Torture chamber for ex racting information from<br />
captured intruders<br />
17-20 Trap or other rick designee ·o ill or capture<br />
creatures that en er e dungeor<br />
01 Antechamber 53-54 Laboratory<br />
02-03 Armory 55-57 Library<br />
04 Audience 58-59 Lounge<br />
chamber 60 Meditation<br />
OS Aviary chamber<br />
06-07 Banquet room 61 Observatory<br />
08-10 Barracks 62 Office<br />
11 Bath or latrine 63-64 Pantry<br />
. 12 Bedroom 65-66 Pen or prison<br />
13 Bestiary 67-68 Reception room<br />
14-16 Cell 69-70 Refectory<br />
17 Chantry 71 Robing room<br />
18 Chapel 72 Salon<br />
19-20 Cistern 73-74 Shrine<br />
21 Classroom 75-76 Sitting room<br />
22 Closet 77-78 Smithy<br />
23-24 Conjuring room 79 Stable<br />
25 - 26 Court 80- 81 Storage room<br />
27-29 Crypt 82-83 Strong room<br />
30-31 Dining room or vault<br />
32-33 Divination room 84-85 Study<br />
34 Dormitory 86-88 Temple<br />
35 Dressing room 89-90 Throne room<br />
36 Entry room or 91 Torture chamber<br />
vestibule 92-93 Training or<br />
37-38 Gallery exercise room<br />
39-40 Game room 94-95 Trophy room<br />
41-43 Guardroom or museum<br />
44-45 Hall 96 Waiting room<br />
46-47 Hall, great 97 Nursery or<br />
48-49 Hallway schoolroom<br />
so Kennel 98 Wel l<br />
51-52 Kitchen 99-00 Workshop<br />
CURRENT CHAMBER STATE<br />
If a dungeon has a tumultuous history, you can roll to<br />
determine the current condition of any particular area.<br />
Otherwise, if the room is still used for its intended<br />
purpose, it remains intact.<br />
CURRENT CHAMBER STATE<br />
d20<br />
Features<br />
1-3 Rubble, ceiling partially collapsed<br />
4-5 Holes, floor partially collapsed<br />
6-7 Ashes, contents mostly burned<br />
8-9 Used as a campsite<br />
10-11 Pool of water; chamber's original contents are<br />
water damaged<br />
12-16 Furniture wrecked but stil l present<br />
17-18 Converted to some other use (roll on the General<br />
<strong>Dungeon</strong> Chambers table)<br />
19 Stripped bare<br />
20 Pristine and in original state<br />
APPENDIX A I RANDOM DUNGEONS<br />
295