28.01.2019 Views

Dungeon Master's Guide

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

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

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!