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Dungeon Master's Guide

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APPENDIX A: RANDOM DUNGEONS<br />

HIS APPENDIX HELPS YOU QUICKLY GENERATE<br />

a dungeon. The tables work in an iterative<br />

manner. First, roll a starting area, then roll to<br />

determine the passages and doors found in<br />

that area. One you have initial passages and<br />

doors, determine the location and nature of<br />

subsequent passages, doors, chambers, stairs, and so<br />

on- each of them generated by rolls on different tables.<br />

Following these instructions can lead to sprawling<br />

complexes that more than fill a single sheet of graph<br />

paper. If you want to constrain the dungeon, establish<br />

limits ahead of time on how far it can grow.<br />

The most obvious limit to a dungeon's size is the<br />

graph paper it's drawn on. If a feature would exceed<br />

the boundaries of the page, curtail it. A corridor might<br />

turn or come to a dead end at the map's edge, or you can<br />

make a chamber smaller to fit the available space.<br />

Alternatively, you can decide that passages leading off<br />

the edge of the map are additional dungeon entrances.<br />

Stairs, shafts, and other features that would normally<br />

lead to levels you don't plan to map can serve a<br />

similar purpose.<br />

STARTING AREA<br />

The Starting Area table produces a chamber or a set of<br />

corridors at the entrance to your dungeon. When rolling<br />

for a random starting area, pick one of the doors or<br />

passages leading into the starting area as the entrance<br />

to the dungeon as a whole.<br />

Once you've selected the entrance, roll on the<br />

appropriate table for each passage or door leading away<br />

from the starting area. Passages each extend 10 feet<br />

beyond the starting area. After that point, check on the<br />

Passage table for each passage to determine what lies<br />

beyond. Use the Beyond a Door table to determine what<br />

lies behind doors and secret doors.<br />

STARTING AREA<br />

dlO<br />

Configuration<br />

Square, 20 x 20ft.; passage on each wall<br />

2 Square, 20 x 20ft.; door on two walls, passage in<br />

third wall<br />

3 Square, 40 x 40 ft.; doors on three walls<br />

4<br />

5<br />

6<br />

7<br />

Rectangle, 80 x 20ft., with row of pil lars down the<br />

middle; two passages leading from each long wall,<br />

doors on each short wa ll<br />

Rectangle, 20 x 40ft.; passage on each wall<br />

Circle, 40ft. diameter; one passage at each<br />

cardinal direction<br />

Circle, 40ft. diameter; one passage in each<br />

cardinal direction; well in middle of room (might<br />

lead down to lower level)<br />

8 Square, 20 x 20ft.; door on two wal ls, passage on<br />

third wa ll, secret door on fourth wall<br />

9 Passage, 10 ft. wide; T intersection<br />

10 Passage, 10ft. wide; four-way intersection<br />

PASSAGES<br />

When generating passages and corridors, roll on the<br />

Passage table multiple times, extending the length and<br />

branches of any open passage on the map until you<br />

arrive at a door or chamber.<br />

Whenever you create a new passage, roll to determine<br />

its width. If the passage branches from another passage<br />

roll a d12 on the Passage Width table. If it comes from<br />

a chamber, roll a d20 on that table, but the width of the<br />

passage must be at least 5 feet smaller than the longest<br />

dimension of the chamber.<br />

PASSAGE<br />

d20<br />

Detail<br />

1-2 Continue straight 30ft., no doors or side passages<br />

3 Continue straight 20ft., door to the right, then an<br />

additional 10 ft. ahead<br />

4 Continue straight 20ft., door to the left, then an<br />

additional 10 ft. ahead<br />

5 Continue straight 20ft.; passage ends in a door<br />

6-7 Continue straight 20ft., side passage to the right.<br />

then an additional 10ft. ahead<br />

8-9 Continue straight 20ft., side passage to the left,<br />

then an additionallO ft. ahead<br />

10 Continue straight 20ft., comes to a dead end; 10<br />

percent chance of a secret door<br />

11-12 Continue straight 20ft., then the passage turns<br />

left and continues 10 ft.<br />

13-14 Continue straight 20ft., then the passage turns<br />

right and continues 10ft.<br />

15-19 Chamber (roll on the Chamber table)<br />

20 Stairs* (roll on the Stairs table)<br />

,., The existence of stairs presumes a dungeon with more than<br />

one level. If you don't wa nt a multilevel dungeon, reroll this<br />

result, use the stairs as an alternative entrance, or replace t he~<br />

with another feature of your choice.<br />

PASSAGE WIDTH<br />

dl2fd20 Width<br />

1-2 5 ft.<br />

3-12 lOft.<br />

13-14 20ft.<br />

15-16 30ft.<br />

17 40ft., with row of pillars down the middle<br />

18 40ft., with double row of pillars<br />

19 40ft. wide, 20ft. high<br />

20 40ft. wide, 20ft. high, gallery 10ft. above floor<br />

allows access to level above<br />

290<br />

APPENDIX A I RANDOM DUNGEONS

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