Dungeon Master's Guide
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CHAMBER CONTENTS<br />
Once you have a sense of the purpose of the various<br />
dungeon chambers, you can think about the contents<br />
of those areas. The <strong>Dungeon</strong> Chamber Contents table<br />
allows you to randomly roll contents for a chamber, or<br />
you can choose contents for specific areas. If you choose<br />
contents, be sure to include an interesting, colorful<br />
assortment of things. In addition to the contents shown<br />
on this table, refer to "<strong>Dungeon</strong> Dressing" later in this<br />
appendix for additional items and elements to fill rooms.<br />
In the <strong>Dungeon</strong> Chamber Contents table, a "dominant<br />
inhabitant" is a creature that controls an area. Pets<br />
and allied creatures are subservient to the dominant<br />
inhabitant. "Random creatures" are scavengers or<br />
nuisances, usually lone monsters or small groups<br />
passing through the area. They include such creatures<br />
as carrion crawlers, dire rats, gelatinous cubes, and rust<br />
monsters. See chapter 3, "Creating Adventures," for<br />
more information on random encounters.<br />
DUNGEON CHAMBER CONTENTS<br />
dlOO<br />
01-08<br />
09-15<br />
16-27<br />
28-33<br />
34-42<br />
43-50<br />
51-58<br />
59-63<br />
64-73<br />
74-76<br />
77-80<br />
Contents<br />
Monster (dominant inhabitant)<br />
Monster (dominant inhabitant) with treasure<br />
Monster (pet or allied creature)<br />
Monster (pet or allied creature) guarding treasure<br />
Monster (random creature)<br />
Monster (random creature) with treasure<br />
<strong>Dungeon</strong> hazard (see "Random <strong>Dungeon</strong><br />
Hazards") with incidental treasure<br />
Obstacle (see "Random Obstacles")<br />
Trap (see " Random Traps")<br />
Trap (see " Random Traps") protecting treasure<br />
Trick (see "Random Tricks")<br />
81-88 Empty room<br />
89-94 Empty room with dungeon hazard (see "Random<br />
<strong>Dungeon</strong> Hazards")<br />
95-00 Empty room with treasure<br />
MONSTERS AND MOTIVATIONS<br />
See chapter 3, "Creating Adventures," for guidance on<br />
creating encounters with monsters. To foster variety<br />
and suspense, be sure to include encounters of varying<br />
difficulty.<br />
A powerful creature encountered early in the dungeon<br />
sets an exciting tone and forces the adventurers to<br />
rely on their wits. For example, an ancient red dragon<br />
might slumber on the first level of a dungeon, a pall of<br />
smoke and the sound of its heavy breathing filling the<br />
chambers near its lair. Clever characters will do their<br />
utmost to avoid the dragon, even as the party's brave<br />
thief makes off with a few coins from its hoard.<br />
Not all monsters are automatically hostile. When<br />
placing monsters in your dungeon, consider their<br />
relationships to nearby creatures and their attitudes<br />
toward adventurers. Characters might be able to<br />
appease a hungry beast by offering it food, and smarter<br />
creatures have complex motivations. The Monster<br />
Motivation table lets you use a monster's goals to define<br />
its presence in the dungeon.<br />
For large groups of monsters encountered across<br />
multiple chambers, motivation could apply to the entire<br />
group, or each subgroup could have conflicting goals.<br />
MONSTER MOTIVATION<br />
d20 Goals d20 Goals<br />
1-2 Find a sanctuary 12-13 Hide from<br />
3-5 Conquer the enemies<br />
dungeon 14-15 Recover from a<br />
6-8 Seek an item in battle<br />
the dungeon 16-17 Avoid danger<br />
9-11 Slay a rival 18-20 Seek wealth<br />
RANDOM DUNGEON HAZARDS<br />
Hazards are rarely found in inhabited areas, because<br />
monsters either clear them away or avoid them.<br />
Shriekers and violet fungi are described in the<br />
Monster Manual. The other hazards on the table are<br />
described in chapter 5, "Adventure Environments."<br />
DUNGEON HAZARDS<br />
d20 Hazard d20 Hazard<br />
1-3 Brown mold 11-15 Spiderwebs<br />
4-8 Green slime 16-17 Violet fungus<br />
9-10 Shrieker 18-20 Yellow mold<br />
RANDOM OBSTACLES<br />
Obstacles block progress through the dungeon. In some<br />
cases, what adventurers consider an obstacle is an<br />
easy path for the dungeon's inhabitants. For example,<br />
a flooded chamber is a barrier to many characters but<br />
easily navigated by water-breathing creatures.<br />
Obstacles can affect more than one room. A chasm<br />
might run through several passages and chambers,<br />
or send cracks through the stonework in a wider area<br />
around it. An area of battering winds that emanates<br />
from a magic altar could stir the air less dangerously for<br />
hundreds of feet in all directions.<br />
APPENDIX A I RANDOM DUNGEONS