100% found this document useful (8 votes)
4K views84 pages

Dungeon Builder's Guidebook - Bruce R. Cordell

Uploaded by

James
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (8 votes)
4K views84 pages

Dungeon Builder's Guidebook - Bruce R. Cordell

Uploaded by

James
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

I I \ I I

1 1 ) I I

D U

Dedication

Editing: Cindi Rice

Illustrations: Arnie Swekel

CANADA, EUROPEAN HEADQUARTERS


ASLA, PACIFIC, & LATIN AMERICA Wizards of the Coast, Be
Wizards of the P.B
P 230
Belgium
1-206-624-0933 +32-144-3044

Visit our website at www.t$[Link]


Chapter One:Dungeon Creation
Table l l d Secondary Paths. .............. .36
.............4 Table lle: Passages ........................ r -
~ ~

Intnx€uction .................... ~

What is a "Dungeon?" .......... Table I l k Rooms .......


I
~

Qshg Dungcon B&klm's Gui&bmk Table llg: Contents p .

Part One: Dungeon Building L Chapter Two:Dungeon Examp


Plzilosophies ..............
Techniques for Atmosphere ...... rt Seven: Aerial .............................. .39
Part Tz~no=A@liedDungeon Conception ......... .IO Aerial Founding Geomorph .... ..... .39
Aerial Focus Geomorph ...................... .41
Approaches ..........
1 Tablekhgeon Part Eight: Castle ........................... .43
Castle Founding Geomorph ...................43
! Part h e = : Dungeon Types ....... .I ............ .13 Castle Focus Geomorph ...................... .45
j
1
I
Determining Dungeon Type .... ............ .I3
Table 2: Dungeon Tvaes ... ............ .13.
.I . . .Part Nine: InterdimensionaZ .................... .46
jI Using the Geomorphs ...................... Interdimensional Founding Geomorph ......... .46
Property & Encounter Tables . ........ Interdimensional Geomorph A ................ .48
Interdimensional Geomorph B .................48
Interdimensional Geomorph C .................49
Interdimensional Geomorph D .................49
Interdimensional GeomorphE .................49
Interdimensional Geomorph F .................49
Interdimensional Geomorph G through L ....... .49
Interdimensional Focus Geomorph .............49

Table 5b: Interdimen rt Ten:Mine/R'aturaI Cavern .................52


1 Mine/Natural Cavern ...................... Mine/Natural Cavern Founding Geomorph ..... .52
Table 61: Mine/Natural Cavern Encounters . .19 Mine/Natural Cavern Focus Geomorph . . . . . .53
Table 6b: M M a t u r a l Cavern Properties .. .20
I Ruin/Tomb ................................. 21
Part EZeven: RuiOomb ....................... .56
e 7~ RninlTomb Encounters ...... ..21 Ruin/Tomb Founding Geomorph ..............56
e 7%: RrrinsIbnrb Properties.. ........ .21 Ruin/Tomb Focus Geomorph ...
dewater . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 2 Part TweZve: Underwater........
le 81: Underwater Encounters ......... .23
Underwater Founding Geom
Ile 8b. Underwater Properties ......... .23
Underwater Focus Gemorph
r: Petlprrrtlrtions . . . . . . . .,............. .25
I
Determining DungeonPermutatlon........... ..25
Sources
~

I Table 9: Dungeon Pemutationn ........... .25


~ PermutationDescriptions . . . . . . . . . . . . . . . . . x The Autodungeon Engine was inspired by and expandec
from Appendix A Random Dungeon Generation, and th
Part Five: Traps ................... ~.
............ Trap Architect was inspired by aqd expanded from
Trap Considerations ............ .~. ........... Appendix G & H Traps & Tricks, both in the o ri
m Du
Trap Architect ............................. .a gem Musters Guide by Gary Gygax, Dave Arneson, et. al.,
Table 1 k Trap Basis ....... in conjunction with a suggestion Ed Stark made regarding
1 Table 10b: Tkap Effec how a "dungeon-by-flowchart" might work feven though
11 Table 10cTrap Damage Po I ended up not using a flowchart!).
Part Four: Permutations was inspired by an observa-
Part Six: Autodungeon Engine .......... tion made by Monte Cook concsming what makes a dun-
[he AutodungeonEngine ............ geon appealing to him.I took the ball and ran with it.
Table 110: Dungeon Origin ............... .35
Table llb: Primary Path ..................35

Table of Conknts
I
P
IOU are probably wondering, Is t
Dungeon Builder's Guidebook assem ied-and-true dungeon buildkg advice,
approaches, and tactics gathered over many years and from many game tables.
Moreover, the suggestions and samples in this guidebook are an invaluableE
-
resource for initiating and f l e s h 0 nut the
your own imagination.
t What if I already design all my own dun thani you v e r
pros, this guidebook offers a quick and easy stepping stone in d
The advice and tips in Part One: Dungeon Building Lore may be a d news b
you, long ago implemented into your designs; however, even tl-
Dungeon Master (DM) is sometimes strapped for time and/or inspiration. The
Dungeon Builder's Guidebook is perfect for generating the dungec
at a moment's notice, the goblin warren the player characters (PCs) accidenta
stumble upon, or the pocket dimension you did not get a chance to detail!
Whether novice or veteran, you can use this guidebook as an
Many dungeon designers excel in the art of adapting interesting and applicable
ideas from many sources and plugging them into their own creations. The Dun-
geon Builder's Guidebook is specifically designed as an idea grab bag; the tables
and geomorphs can easily function as menus and generic floor plans, to 1
in whole or in part. If you do not want to trust dungeon creation to the whim o b sri,
the Autodungeon Engine in Part Six, disregard it as an interesbtin@curiosi
use only those parts of the book that suit your specific needs.8' --

What is a "Dungeon?"
Historically, a dungeon consisted of underground chambers for the confine-
ment of prisoners. In this guidebook, and as a convention used liberally throu
out the A D & P game, "dungeon" means any bounded setting within which
interact with each other, nonplayer characters (NPCs), traps, puzzles, monst
and/or other challenging situations. Thus, this term applies to everything from
7
subterraneanmines andburial chambers to castles, ci&, and extraplan
abodes.
That said, the Dungeon Builder's Guidebook assumes you
DUNGEON MASTER@ Guide and the Player's Handbook. Becau
the entries in the encounter tables do not include combat
STROUS MANUAL^^ tome would also be extremely handy.
In addition pencils, pens, erasers, and graph paper (or a p

~ [Link]-- Dungeon Builder J u


1 Yo- -An utilize the information herein in sev
book serves as a reservoir of ideas from which ybu can pick and c
Alternatively, you can work your way from the beginning to the
er One, following the directions given in each p a d This would le
ough the dungeon creation process.
r Two, the geomorphs described there are de
morphs of the same type, allowing you to add them
no tinkering. However, if you choose, they can a
dungeons, ready to drop right into your game.
is not intended to mandate dungeon designs. Tal
as you like. At any point during the creation of a dungeon, y
to break off from the suggested path and follow your own
o m result

I inhabipts, and atmosphere for dungeqn adventures.

geon traps for you to sprinkle hghtly (


through the newly created dungeon.

Part Sh: Autodungeon Engine ties your hands a bit'


more than the previous sections, but its random gen-
1 eration aspect allows for strange twists and fun new
developments that might otherwise never see

outline. You merely trae


geomorphs, attaching

either fit these into the founding geomorph or mold


~ them into a shape of your own design. Instructions

Introduction ' -
Part One: Dungeon Building L
Part One contains several atmosphere enhancements, philosophies, and techniques
of dungeon creationthat can prove useful in constructing any dungeon setting. If you
are not creating a completely new dungeon, a perusal of W e points may bring to
light some interestingpossibilitiesfor already existent settin Advice for applying
these formulae to actual dungeon creation appears in Part TEee: DungeonTypes.

Philosc "-Y)
A philosophy is a basic theory or viewpoint held by an [Link]
you make while creating a dungeon therefore operate as plzilosophies of dungeon
building. For example, mqny people swear that an approach (described in Part
Applied Dungeon Conception) is necessary to mate a dungeon, but other
builders may have different primary philosophies.
Though a philosophy generally focuses on a specific component of dung& buIl
ing, it is possible to simultaneouslyaccept several complementary philosophies.
However, sometimes a philosophy of dungeon b u i l d q is gib basic to &e dungeon
conception that it competes with other philosophies. In these cases, orre of the two'
varying concepts must become subordinate to the [Link] course, varying your pri-

:I

may be fun).In most cases, an


er guarded by a monster would
;gold and jewelry is not normally

in dungeons.
In a fantasy setting, however, you can have subterraneanplants, molds, and
h g j subsist solely upon nutrients in the soil, radiation from "telluric currents"
running through the earth, or other esoteric sources of energy. Once a basic pop
lation of vegetation colonizes a dungeon, a small population of herbivores can
I I l l
~ 4 part One: Dungeon Building L o b
I I
-- I
support themselvesu p n the growth, and an even small- Chsic Design
er popdation of civnivores (monsters) can feed on these In the early years of fantasy roleplaying, dungeons
gdazers. RealistLcally speaking, tlre carnivore population incorporatedincredible size and [Link] un
than 1Q%of ground complexes often included more than
Erample: The sealed Cellar o tinct levels, each one boasting several sublevels
' for narrow air vents to the surface anyway) contains a hundreds of rooms. This classic design worries
rampant growth of bioluminescentfungi. The fungi realism and more about providing a site suitabl
not only provide light, but also support a healthy pop- of constant exploration,fun,and looting by th
ulation of worms, rats, and bats. Keeping %e numbers "Fun vs. Realism" below). Accordingly, as the
of grazers in check, a tribe of gnmlocks garners their delve deeper, the monsters become nastier and the
daily nutritional requirements from both the grazers SUES larger. This setup presents the PCs with
and-the challenges to match their own increasing pow
also gives you the luxury of designing deeper
c9dmkeB PCs progress.
Example: Aknon's Labyrinth exists just outside the
frontier town of Lethur. The town sprouted after the
discovery of the nearby dungeon, much as a boom-
town appears in the wake of a gold rush. This
labyrinth consists of a massive underground complex
stsr types. Monstersthat might n o d y attack each other that dates back to the time of the Cleansing Wars,
c d d be dtarmed or ozhenvise mmtally manipulated, when the evil sorcerer Aknon made an almost succes
ful bid for regional dominance from the safety of his
m @ h gthem get ialangwith each &her and work toward a subterranean fortress. In the end, the surrounding
catmmm&. M m p s e n t 011 a "work for hire" races managed to defeat Aknon, raze the foundations
b-out tity-may not work of his surface stronghold, and clear the upper levels &f
scplco~y his underground complex The lower levels were then
sealed off to fester in darkness. In the years following
Aknon's fall, bandits and orcs have infested the upper
halls. Further, legends still speak of powerful artifacts
and ylntested arcane engines of destruction lost in the
sealeld lower levels, guarded by terrible traps and the
vengeful memory of Aknon himself. . . .
ontheotherhandthe
Fun vs. Realism
There are times when slavish insistence on realistic
environbents, the laws of physics, and believable
tions fod the antagonist can get in
Sure, it would be cool if fall
the acce eration of gravity, but at
appropI/iate second-per-second-squa
soon grdw cumbersome to calculate.
would prove too deadly even for

px@eme in tplle tmded& opens up whole new possibilities


fmthead%Wnb.
F
Thus, o er aspects of reality are
ple mec anics in a game desi
mirror i .
On th other hand, if you go too far down
your plziyers are certain to rebel in the face o
that just defy the imagination. Over-relianceon
"because its*magic,&t's why!" and DM fiat app
For example, the cloud giant could have somehow "fall- so many situations.
er$' from tfhe graoes of his mtw& peers, and now he plots

e
Exumule: The PCs come uvon a erou~of three tunnel ,
wor& in a large cave. d e PCsktefligentlydetermin
the eFact number of their foes in the open area before-
fuftha avepues of exploraticm and fun. hand, and they manage to eliminate the threat easiIy.
8 I
Suddenly two more worms spring out at thembecause Didtheplay~[Link]'sranmndAD&Dtreasure?Of
the DM feels the battle was far too [Link] of "Hey
where'd they come from? I said I had my eyespeeled!" do
not deter the [Link] suspensionof disbelief is broken.
Thm, the playershave less fun and, in fact, are less likely to
suspenddisbelief for the sake of the game in futureencom- rare magical item,dseirqpmz&mof treasureand magic p w s
ters.

Whendesigning

payoff.
Rt?%W&VS.E$ikt
Example: After months of game time, the PCs track a
CXten,DMspikup~mtheirdungeonsinaneffort group of marauding wereratsthrough ever-increasing
pleasetheplay=. Mme often ttrennot,however, thism d y dangers to their labyrinthinelair. The heroes finally best
leadsto further dissatisfactionIf you go way overboard in the last wererat after a titanic struggle in which several of
handmguutthegaodies,the~charaderssoOneburdened the characters die. With bated breath,the survivors reveal
withapMoraofcash&magic,emdmgtheplayexs'intemt the wererat hoard:351 cp,42 sp, 16 gp, and a crystal gob-
in the campaign. Itisjustb o easy! The term "Monty Had"was let worth a measly 50gp. And that's it. There is no magic
bngagotodescrjbecampaignsguiltyofsuchlargess. to reward eager heroes, and insufficient treasure to even
cover the cost of tracking down and confronting the
Example: The PCs trail a group of wemats back to the sew- lycanthropes.
ers below the city The characters easily overmatchthese
creatures, putting an end to the lycanthropic curse plaguing The fowgoingexamplemay seem unlikely,but it
the city Uncovering the wererats' hoard hidden under filth how penny-pinchingDMs an ruin their play& fun f i t a~
and bones, the PCs' eyesboggle at the sight of several much as the Monty [Link] hemes should receive a
10,OOO gp gems, a rod oflordly might, and a staffof the mgi. reward when they win out mer in&%le oddsf spend
m n b mapping a maze, or otherwise successfdycomplete a
scenario. If magic or cold cash is exceedinglyrare in your cam-
paign, award the players with an experience point bonus
appropriate to the situation. Playem need to see tangble bene
fits as a result of their effdrts or their h m t wanes.
7EnkingMomters
It is fast and easy to stock a dungeonusing theMONSTROUS
MANUALtome, dropping&ly monstersinto their moms to
wait for unwary K s . Sometimes,speed is crucial in m t i n ga
dungeon for immediate play However,if you have m w time,
you can generate a lot of fun and inteestby pttmg pml€ in
the claws of the monster:If I wew a goblin eking out my living
in thiscatacomb, how would I use thistm - to my best
defensive advantage?
For startersfany monster with m a sense thana toadstocyl
eventually realizesthat the wanti ofmgk &iks and sword 4
wounding in its hoard are adually much more valuable if adu-
[Link]~%tuces;
they do not just pile them up fot pc&ntial looters. In this way
the goblin king becomes a formidablefoe, wearing bracers of
akjme AC 2 and brandishinga bmad szmd +3, not to mention
the potion ofsuperheroism and potion ofgiant stmgth it just
downed.
Along the same lines, physidy weak ma- are not nec-
essarilymentallyweak In fact, frailerbemgs must often act
more insidiousthanmahues that can get by on brute f o m
alone. Such m tumare likely to make the absolute best use of

8 Part One Dungeon Building Lor&


theavailaMe~andenvironmental~oums,~creating~ *I\\-
even greater challengethan their level or HD might suggest
1 Ew$kl’hegoblinsofG;1Muraanheua~hugedertn-
sive mats woven of twigs,soiled straw, putrid offal, pottery
shards and lumps of sticky clay to deter intruders fromsensi-
tive a~[Link] the goblins are intimatelv familiar with
Part Two:Applied Dungeon Conception
-
Part Two contains varying approaches to the initial dungeon conception. It also
describes various twists and tangents that can make an ordinary dungeon
nique. While this section is ideal as conceptual "fertilizer," it is presented such
iat the roll of a die can also generate specific concepts for dungeon projects.

Approaches
Within a fantasy setting, a dungeon is often built for reasons other than provic
ing an adventuring party a locale to explore and loot. The purpose behind creat-
ing a dungeon is its approach. Looking at a dungeon from the point of view of its
"real" builder, a few questions spring to mind, such as:

- V V I l d I was/is the purpose of the structure


What were the needs of the builders?
Why did the creators build what they bui

e questions in mind may make the concepttion and mappingof a


flow more easily than simply staring at an empty sheet of graph '
g that inspiration strikes.

Choosing the approach for your dungeon is an importafit decision. Since the
4&A approach guides-or at least influences-the overall aspect of the dungeon, you
should be sure to pick one that offers possibilities of enjoyment for your players
and, even more importantly, is a concept about which you feel enthusiastic.
However, if inspiration fails to strike or you are interested in generating an
approach randomly, you can roll on Table 1: Dungeon Approaches. If you an

I not happy with the result, disregard it and roll again. If desired, rolling for two or
more defining approaches simultaneously can add additional lavers of complexi-
of each entry follows the table.

b@
I
Part Two: Applied Dangeon Conception
larger creatures (dragons, for example) lair alone.

t kept within a def


e camp often set st

the dangers of the mysterious and


ts in which they have established

--Some of the following definitions could easily be


W e d to associated dungeon types described in Part
Three b g e o r n ~ y p e s .
Abandumd Site: Abandoned sites (including ships
agtd other large, oncemobile objects) usually fall into
rqin for lack 08 upkeep, so the original purpose of the
stvtucture may be lost to time. Such places often provide
perf& lairs for both natural and supernatural creatures,
a d even intelligent entities that colonize the area in the
ahbsertce of the original builders. The purpose of an aban-
dhed structure may remain a complete mystery, or you
cdn roll again on Table 1to determine its original
PW**
Academy: Academies usually contain several large
structures, with secondary buildings to house the faculty,
sqpport staff, and students. An academy may teach
swordplay, music, magic, jugglirtg, or some other eso-
W c skill, and the skills of the college residents corn-
s p o d to the subjecb taught. A school's course of study
may wen be tainted with evil;secret schools for assas-
sips and necromancers fit this category.
Animal Lair: Animals and monsters often create war-
rens of earthy tunnels. These burrows can be shallow
(Such as a cave in the side of a cliff) or extensive (such as
the excavations of a behemoth rock worm over the span
ofcenturies). aten, smaller creatures live in extended
fdmilial groups containing many individuals, while

Part Two: Applied Dungeon Conception 11


~
with the deity is sometimes available.

rth in some fashion. Serfs and other 1

,and confusing pass


reserves, treasures,

dane vault, secure treasuries are sometimes built t


hold them. Common features of treasuries include

aefend the actual vault-cont&ing the treasur


other hand, vaults are not always intended to
thieves. Sometimes, they hold a dangerous it
cept, or entity too powerful to be destroyed.
Underground Stronghold: In some cases, it makes
more sense to build below the earth than above. Spac
below the earth are often easier to defend, and buildc
th access to magical means of excavation have no
uble delving subterranean dungeons. Undergroun
aces built primarily for defense (and probably s
cy) are often reinforced with defensive walls, trap
an active militia to deter invaders. If desired, you
roll again on Table 1 to determine the secondary
pose of the subterranean structure.
Vessel: Large vessels
air, or in space cer
dungeons, but the
of the word. Certain1
vessels to be mass
small sailing ship
chambers to keep
By their nature, most ves
cargo, and possibly passenge
sions enough to last the crew
a1 weeks or more of trav
pirates and other dangers.

Y. Part Twa: Applied Dungeon Conception

1
r

Each dung- type p d d in this section includes a general descripti


canmon ka-, property and e n m t e r tables, arid descriptions of each
erly entries. The dungeon types also correspond to the geomorphs in the
baoklet (describedin "usingltheCeornorphs"below). These
ighored, cupid bo mate a dqwqpxt to your own speafic
tidn with the d e s pn?sented in Part Six Autadungeon

jete . ingDungmn ijpt


Of CUULX, determining the type or aungeon to use in your adven
tle, tomb, or c a v c o e s hand in hand with determining the appma

Table 2: Dungeon Typ


* 'A

Part Three: Dungeon Types 13

I I I I
does not have to be present, it is almost always included
somewhere in the construction of a dungeon.
Detailed descriptions of the keyed locations in the
focus geomorphs appear in Chapter Two.

Pr-01 ty 8 Encountrr ?hbZe.!


Each dungeon type has an associated property and
encounter table. At the most cursory level, these proper-
ty and encounter tables provide suggested room themes
and encounters within otherwise unkeyed chambers of
the appropriate dungeon type. You do not have to use
nventions to indicate these tables at all; they are only a guide. If you would
like to use the tables to fill out empty rooms in dun-
geons of your own design or in conjunction with the
geomorphs presented in this product, you will likely
find them most satisfying as a supplement to your own
inclusions and design. As the Dungeon Master, you
must decide whether or not a particular entry makes
sense in your dungeon. If not, choose another, or roll
again.
If you find a particular property table too limiting,
simply choose another property table from a different
dungeon type to add some variety. Those interested in
generating completely random contents and encounters
should check out the Autodungeon Engine in Part Six.
Using the Tables
To use the property and encounter tables, first sketch
out an empty dungeon (possibly with the aid of the geo-
morphs). Once the map is complete, move through each
room and either choose a likely property or encounter,
or roll on the appropriate property or encounter tables.
It is not necessary to choose both a property and
encounter for each chamber unless the room in question
requires additional color. Merely choosing a property
contains the fourding geo- for the chamber in question is often sufficient to suggest
In most caws, this geo- the type of NPCs that might appear there. For instance,
in the kitchen, one might expect to find a few cooks, a
couple of scullery maids and servants, and possibly a
hound or two on the prowl for an easy handout. Certain
choices can also be used over and over again (such as
quarters and servants), while some few may be appro-
priately used just once (such as a throne room). Feel free
to reroll if the result does not suit your needs or if it is
already in use. Further, not every room necessarily con-
tains contents or encounters. Some rooms can remain
empty.
In addition to the results of the property and
encounter tables, you may wish to place a few puzzles
or traps. Mysterious elements such as these are often
best if intelligently placed, but you can assign each
room some small chance (10% is a good choice) to con-
h, each set of dungeon
tain a trap. Then, you can either design your own trap
morph. The focus geo-
or randomly roll using the tables in Part Five: Traps.
eon that is somehow
pivotal to the entire complex. Therefore, although it

14 Part Thpce:Dungeon Types

t L L
Table 3a: Aerial Emounters

Libraryofthewinds 1-
I

Amphitheater: Stone or wood blocks are arranged here


in increasingly high rows to frame a central dais.
e between a prime-mate

Part Three: Dungeon Types


117 I
Abandoned/DestroyedOutposk Shrapnel, burned
Table 5a: Interdimensional Encounters structures, melted weapons, and lother obvious signs of a
habitation long abandoned are ewident here. Searching
through the rubble may uncover dues to the past owners,
intriguing artifacts, and even deadly traps.
Chaos Fountain: This stone fountaincarved with disqui-
eting imagery spews forth the styrr of chaos in a churning,
twisting, colorful blast of light, smell, and sound. The
miasma rises and then falls, evaprathg before it touches
the ground; anything (or anyone) stuck into the fountain is
disintegrated.
Conduit or Color Pool: This colorful rainbow pool trans-
ports those that access it to a completely different plane.
Corpse of an Unhallowed God: Floating in the silvery
void of the Astral Plane is a rocky formation that looks
humanoid in its proportions, though extremely large!
Strange laws of physics apply nearby one of these
dead gods.
Demonic or Devilish Infestation: Sick growths, odifer-
ous fungi, and writhing grasses hint at the possibility that
a fiend from one of the lower planes has taken up resi-
dence here.
Distance Distortion: The local area is bent so that space
and time act in unusual ways. Everything appears to be
ldlO times farther away (or closer) than it actually is,
which could be a dangerous situation.
Entry onto the Infinite Staircase: This Escherlike
tableau of stairwells connects a myriad of planes. It is said
that if you walk the Staircase long enough, you will even-

1 Table 5b: I n t d m n s i o n a l Properties


tually find your heart's desire. Hopefullybyouwill not
meet a fiend along the way w h w heart's desire is to have
you for supper!

destroyed outpost
I Fortress of a Demigod A grand s t r u m rises upward,
its reinforced arches and climbing towers obviouslythe
in (corrosive!) result of supernaturallyinspired aonstruction. This fortress
has the potential to be an entire dwngeon in its own right,
Conduit or color pool (on Astral containing as it does the priests, pilgrims, and lesser and
18-20 Corpse of an unhhowed god (on h x1) greater servitors to the demigod-not to the mention the
21-27 Demonic or devilish infestation demigod itself.
- -28-32 Distance distortion Morph Field This is distance distortion taken to
3-35 Entry onto the Infinite Staircase extremes! Distances do not just seam distorted; they are. In
fact, physical objects-including flesh-somethes twist
and distort, causing great pain (and at least ld6 points of
damage) to living creatures.
Music of the Spheres: Heavenly chords resound
through the area from unseen v0ice-r are they instru-
ments? Or, is it the celestial sound of planar spheres as
they shift and collide in their infinite majesty?
Outpost Inhabited by Primes: Stalwart humans from
the Prime Material Plane have colonized this extraplanar
85-89 Prime-material wizard's seeiet citadel ' space. They could be hiding from persecution, mining
90-92 Root or bran strange minerals, seeking peace, m using the area for
extraplanar research.
Planejammer:What is that in the distance?It looks like a
galleon, but it is floating free in extraplanar space, moving
1
through the dimensions as if they were seas. Legends tell of

18 Part Three:Dungeon Types


on, and adventurers who enter are eith
rcenaries summoned to deal with dan-
in the lower shafts.

to an Oukr h e :
ld4 on Table 6a for encounter checks

cavern a rporated into the dungeon.

I Table 6a: Minernatural Cavern Encounters


wizards are not Roll % Encounter
01-08 Bugbear, raider (26
09-16 Carrion crawler (ld6)
of the Warld TE
Dwarf, derro/duergar (ld8+1)
27-28 Earth elemental, passing through (1)

old, brown/russet/vello

Prospector, level 5-8 (ld4)


stream or river
I 86-90 Roper(ld3) IN
Luminescent Fungi: This area is coated with a glowing
green fungus,providing a natural, if sort of sickly, light to
RoIl% Property the entire area.
01-03 Ancient crypt, I Magma, Upwelling: Bright red-orange light reveals a
0611 Exhausted lode lake or pool of burning magma. Perhaps a bridge bounds
the magma, leading to areas beyond. A misstep or bridge
defect could lead to a heated dunking.
Mining Camp: This small camp is composed of under-
world natives, possibly d m e n , but maybe drow or some
other nefarious race.
Ore Cart Nexus: A crisscross d lines brings together
many mining rails here. Many of them have ore carts upon
them, and a switching mechanisrh in the room a h w s the
carts to easily shift from track to track. There might be a
rail car here as well, propelled by a seesaw pumping
action.
Pocket of Bad Air: Carbon dioxide or some other poiso-
nous gas invisibly fillsthis chambiq proving deadly to those
that stay here long (and fail their gaving throws vs. poison).
Pocket of Explosive Gases: 'Ihle accumulated rot of
underdark fungi has filled this chamber with unwhole-
some methane; a torch or other e of flame could set
off a fireball (inflicts 2d6 to 8d6 pints of damage to all in
the chamber).
Smeltery: Very large furnaces Accept the raw ore of near-
by mining operations, converting the ore to forgeable
material. Many natives responsible for the mine can be
found here working the smeltery.
Subterranean City Entrance: This area is actually the
outermost territory claimed by y underdark city that lies
farther below. The city could be of any race, newly discov-
ered or well known. Whatever race inhabits this city prob-
ably posts sentries here in order to keep a watch on their
outermost borders. Sigruficantly, the underdark city can be
a dungeon by itself.
Subtenanean Spring: Cold wqter is thrust up from the
weight of the earth above, poolink here. Many underdark
creatures know about this pool and periodically come to
this area to slake their thirsts.
Underdark Supply Deport, This area serves as a base for
those working a nearby mine. It eontains foodstuffs, water,
cots, and other items needed to syrvive an an extended
trip. Think of this chamber as theunderdark equivalent of
a ski hut.
Unworked Vein of Precious Yetal. This area con& in
its w a b an unmistakable vein of precious mineral or
metal, something that many prospecting groups (both
from above and below) would give much to find.
Well: This ancient well shows signs of intelligent design.
The bottom of this dark well c o d hold water, or some
other viscous substance.
Working Lode: Work gangs mine this area with pick
axes, hammers, and the occasional crude ezqAosive (possi-
bly magical): Ore carts carry away the bounty of the earth,
and delving songs rumble through the air. If the work
Ruins come about whenever an artificial structure of any
type is abandoned, leaving the original structure at the 0 Chamberof
mercy of time and the elements. On the other hand, tombs 5 Chapel of last rites
are often abandoned on purpose, left to the quiet (or
unquiet) contemplations of those buried within. Tombs are,
sometimes located beneath living cities and functioning
temples, but they offer additional mystery when discov-
ered below ruined structures and cities.
In general, ruins and ancient tombs are in a constant
state of decay, sometimes falling apart around intruders.
At your option, you may introduce a rule that applies to
the player characterswhenever they are exploring ruins or
ancient, crumbling tombs. For every six turns the party
spends under such conditions, roll ld20. On a result of 1, a
portion of a nearby wall or ceiling collapses due to the
vibrations of the party's activities. Those who make SUC-
cessful saving throws vs. paralyzation move out of the
way quick enough to avoid any damage, but those who
fail the saving throw suffer 3d4 points of damage from the
collapsing debris.

Table 7a: RuidTomb Encounters

B 26-28 Lichrll+ HD (1)

er is haunted by a tricp

wrath of the haunt?!


r has seen many ,
dging by the rotting decor, it i
Searching may reveal holy
ense last rites to those buried i

Part Three: Dungeon Types


plots resides within one of these "sealed" sarcophagi. Statues: Noble figures of kings, queens, princes,
Crematorium: This chamber contains a strangely princesses, nobility, and royal pets appear here. Many are
shaped furnace with a five-foot-wide mouth. With all the broken and eroded. It is possible that this hallway once
bodies disposed of in this chamber through time, a resid- led to an important area, but in the general ruin it is hard
ual haunting has built up, so a ghostly essence now to determine where the entrance to such an area might be.
inhabits the chamber, hungry for more bodies to burn. It Sundial:A large sundial engraved with strange celestial
is not too particular whether those bodies are dead or runes is embedded here below the earth. Strange shadow;
living.. . . flit across its surface, and depending on how artificiallight
Embalming Chamber: In ancient days the funeral falls upon it, it can appear as if sdight fell upon it. Feel free
director found it very efficient to use some of his "clients to have the sundial trigger different effects depending on
as extra help. Despite the ruin (or sealing) of the tomb, what time it reads.
the embalmed zombies remain, and are eager for more Timegate: Some mechanism (perhaps the sundral
bodies to dunk into the chemical solutians th described in the previous entry) creates a gate to a time
vital through the centuries. long ago when the tomb/& was an active, living plact
Garee: This chamber has either a ceiling tha Treasury: This secure vault has been breached by the
opened to reveal the heavens, or a shaft allowing a depredations of time. It now stands open and plundered
glimpse of the [Link], this shaft could be choked A secret sub-treasury entrance could exist in this chambt
with debris (at your discretion). Scattered in various trapped and guarded by potent (but sleeping) guardians
states of wreckage are strange vessels built of metal. If a party were to enter safely, thev could conceivablv fin
Those K s who make successful Intelligknce checks significant treasure.
might determine that these vessels were once meant to Vault: This chamber remains seatea w m an m n porra
fly, but are now long past such functions. However, one Within can be found the clothing, journals, muTnmified
a a f t coiuld still make o m last flight before degenerating pets, and other personal items of the deceased that lie in the
into total junk. outer common graves. Adventurers could find many items
Gra&ti: These messages were written by the hands of of value here, including maps to Ycient sites now lone for-
past adventurers, or maybe even the undead hands of gotten. I

&ose buried here. Some of the messages could read "Let Well: This well is long dry, but a ladder carved mto its
me out," "The Band of The Hand Made it This Far," e connects thislevel to levels many hundreds of feet
"Beware the Third Deep and the Drums," or "My teeth low, where strange creatures roam.
crave the sweet meats hidden in bony skulls."
~~

Haunted Museum. The ancient displays, trophies, and Underwater


art pieces are mostly ransacked, toppled, and rent. How- Underwater adventuresand campaignsprovide many
ever, the voices of ghosts resound around the far corners, new possibilities for encounters and adventures. You might
speaking of wonders lost to time. elect to bring your players' current landlubber dmacters
Heart of Evil: A nexus of foulness, this area became into an extended stay in the underwater realms, or you ca
concentrated in its evil and now reanimates any dead start from scratch, rolling up new characters that have the
body baought into it (over a period of ten days). A power- natural ability to live and breathe in water. You might even
ful, evil undead being has set up this chamber as its decide to do both, mixing characters from above the wave
abode, and it continually sends lowly servants to raid with those more comfortable in the depths. (Additional
aearby catacombs and graves of nearby villages and informationon seagoing adven-s appears in the AD&I
cities. The bodies are brought back here, where accessory Of Ships 8 TheSRa.)
stir to mlife under the control of the evil one.
Mass Grave: This area was buried under a m PCs Beneath the Waves - ~
I
and stone long ago, but gradual movements of earth have When bringing air-breathers into munderwate
now uncovered a portion of it, revealing a terrible scene: paign, you introduce a host of inkwsting factors. Air-
Hundreds of bodies were ignominiously dumped here breathers need artificial aid to survive; sometfung as
and buried. It hardly seems pos primitive as scuba gear and a lot of bEath holding 7

would ffail to corporealize some going keep the players' interest for too long.
Mamoleum: The An air-breather needs technologicalor magical aid that
Sn this m m are sealed can be relied upon for an extended period of time in ordei
burials. Plates engrave to survive underwater. Examples af such items in the star
lies of high status ad dard AD&D campaign include a potion of water breathing
Great wealth is prob (needed in huge amounts if they ipre the sole source of SUI
stone walls, which cod vival underwater!), a ring of surimrning, a ring of water beat
brm of traps and unde ing, an apparatus of Kwalish, a cloak of the manta ray, a helm L

Part Three: Dungeon Types


i
I

w 2k30 Lack bf dissolve&oxv~en

l
ent (sharp rise in local saIipty) I
i

e, qclic (possiblydangerous)

r ~ ~

Part Three: Dungeon Types


~ 23
Sahuagin Shrine: Massive jaws lined in mother-of-
pearl accept the daily offerings of sahuagin priestess
that swim long distances just to sacrifice prey and fo
to Sekolah. This is definitely not a healthy place to
observe the local holy day!
ent: The dissolved
rises (or falls) so s
indigenous species cannot survive these waters for
long. However, other species of strange underwater 1
may take advantage of an envirhment better suited
them.
Sea Cave: Th
mineral vein. B
prospectors would be very interested in finding SUC
an untapped lode.
ShipwrecWShip Graveyard: A wrecked ship (or
ships) lies here along the sea flobr (or possibly within
sea cave). The crews are long dead, but parts of
cargo may still be salvageable. However, dange
sea creatures have probably taken up residence
hold and will prove difficult to displace.
Squid Spawning Ground: Fist-sized eggs (large
than any normal cephalopod mollusk eggs) in a jelly
substance cover almost every surface of fhis area. Th
s required for fish is probably not a good place to be when the males
tihe. In this area, n come to fertilize the eggs!
Stable: This coral-fenced area hoIds
obviously for the use of some intelligent race
tures that must live or have a base nearby.
Tide, Cyclic: With the movements of the
tides come in and out. In narrow, confined
force of this water movement can tumble a
those within it (that fail their saving throws vs. para-
lyzation) for at least 2d10 points of damage.
Trapped Air Pocket: This is am area where breathable
air exists far below the surface. It is possible that some
surface organisms live in this small environment, most
of which are probably unwilling to share their precious
oxygen with fellow air breathers.
Waterwheel: This massive stone waterwheel slowly
turns in the grip of a lazy current. The waterwheel
serves to power some hidden mechanism in a distant,
sealed cave, although the sound pf
great booms and clangs can be
heard through the water.

more rib cages of dead behe-


moths lie here in the sea (or in
cave). Whale graveyards are se
not often found by nonwhales,
rumored to grant sleepers wi
tory dreams. Of course, living whales
activeh discourage anv other crea-
ture f&m disturb&g d e bones o
their honored dead.
, fro$ the new goblin owners.

ld4 Pemnutaiion
1 Influaced

2 Invasion/new ownership

1 Abandoned
2 Bandits/privateers

Part Four: Pennutations


be masked, terrible dreams and unholy nightmares
visited upon those who sleep within the dungeon,
furtive movements visible at the edges of one’s vision,
spells sometimes going awry (or working too well),
strange and unexplainable noises, sudden gusts of
wind, haze or fog in the corridors, or motile fungi
growths that just keep coming back no matter how
often they are sterilized.
This indicatesthe subtle influence of an entitv, envjron- I

Philosophically Somettung as intangible as a belief or


ideal can drankitically influence dhat might otherwisebe a
normal dungeon community. Btephilosophyheld by dun-
geon itlhabitants could be as simple as the devotion to an
appropriate deity or the rwerenceof a common [Link]
importantfactor is how these b ew translate into everyday
practices, and how adventurerscan exped to get along in a
philosophicallycharged climate. Nxtreme examples of;com-
munities that reflect their predominantbeli&canbe”found
in any of the gate towns that border the Outer Planesvia the
Outlands (referred to as the Plane bf Concodant Opposi-
tion by many primes), each of wh@ nurzureSalignme-*
activitiesthat parallel the borderktgplane.
Other examples of strong belid that can have a mke(
Of cohvse,vinrses and hackria can be di$ilita effect upon the dungeon include the belid &atonly war-
Y
,but it is the side effects and the swmtoms o the
Or riors enter into the afterlife, the belief thatblue is a holy
color and any that wear it c o d bkqhemy, the belief that
magic is evil, the belief that speecl,is profane and thus all
comunication must be accomplqhed through hand ges-
tures or the written word, the belief that darkness invites
infernal agents, the belief that birds are holy messengers,
and the belief that strangers are good only for food.
Technology: Dungeons that cor+411 technologicaid e ~ c e s
add a decided twist to the average fantasy dungeon craw7
However, these item can introducepossibilitiesthat not
every Pungeon Master wants in the scenario. Justlike the
addition of too much magic, technological items can unba‘
mce a campaign if not handled w3th care.
Technologicalideas and items-including robots, com-
puters, gravitic polarizers,biogenic implants, and beam
weapons (to name only a few)-can easily be introduced to
the fantasy scenario via a longaashed star &ip d y recent-
ly unearthed. On the other hand, fantastic items and spells
might be introduced into a technological setting via the dk-
covery of an age-old time capsule that has been magically
preserved.A transfer of technology could also occur
through time, dimensional, or extraternstrial travel.
ucemticeabkeffects. InvmiodVew Ownmbip
This occurs when a dungeon is taken-overby a force or
Example: A sorcerer flubs a summoning and acciden- entity whose purposes do not compand with those of the
tally opens a connection to one of the innumerable ori@ owners, creating a syntheis of new ideas and pol
layers of the Abyss. This connection could influence [Link] can use a cream, race, or entity from your
the site where the summoning occurred. At the Dun- established scenario, or roll for suqptions in this catego]
geon Master’s discretion, this could cause a strange Abandoned Whatever the orypal purpose of this dur
feeling of dread to be imposed on all who enter the p n , it is now uninhabited,though traps and treasuresII
dungeon, a stench of blood and sulfur that can never remain. The dungeon may be empty for any number of

1
s PartF~Pemutathw
ot remember the location of the dungeon

control this dungeon, either by creating


er the command of some lich or vampire

t
This de cribes the translocationof a standard dungeon
into an ali n environment. You can either use a unique loca-
tion or encihanted environmentfrom your established sce-
nario, or roll for suggestions in this category.
Buried The standard dungeon is buried; thus, this per-
their agents could include demonic tanq'ri, devilish mutation applies when a structurebuilt above ground finds
baateu, or various other infernal crea*. In contrast, it is itself unddr the earth. A gigantic ship submerged in the sand
not beyond the realm of possibility that higher planar pow- or an ancibnt tower buried beneath the earth both present a
ers, such as devas and aasimar, could habe moved in to pur- satisfying bir of mystery to the players when they begin to
sue some angelic mission. Wtities with bore neutral wonder h w such a thing could have occurred.
leanjngs might s m o n b&gs from thd planes of conflict
or &en the Inner Planes; of (pou~se,evil iQnd good are equal-
t
Chrono ogically Misplaced This could involve a dun-
geon that has jumped from the far past or far future into the
ly served by &,earth, air, ahd water elementab. Use Table current westream, or having the characterstravel to the
5a: Bblterdimensional Enco$~tem and Tbble 5 b Interdi- temporal Uocationof the site itself. A dungeon ripped away
menlsional Properties in aadEtion to the normally asso- from its normal time and brought to the PCs' present could
aated with the particular du,hgeon introduce kxtinct creaturesor races that have not yet
GoblinoidalHumanoids:Rather thanbeing controlled by evolved, ahcient or technological artifacts, knowledge of for-
hunians, this dungeon is under the control of o m ,goblins, gotten history or glimpses of future events, or even beings of
o m , hobgoblins, or some Other gobhqid/humanoid race legendary power.
of your choice. It is possible hat the m#uresin charge Dungeons from another time allow you to keep a tight
delwed the dungeon themselves, seized qontrol of it from reign on pBradox, whereas PCs traveling into the future or
sow earlier force, or found it empty an$ colonized it for past to visit dungeons could potentiallycause problems in
theirownuses. the existing campaign. It not only brings into play all the
Wvd Power: A rival p q p whose a w d a conflicts with above posbibilities, but it could also allow the PCs to leave
thatlof the original buildershas aggressively assimilated the area of the dungeon and enter into the society of that
the $tructu~,either killing the previous inhabitants, time perid. If the PCs never retum to their own time, then
i m m g them, or coexisting with *em in an uneasy this does qot present a challenge. However, if PCs retum
[Link] objectivesof the original btuilders are now from a pagt where their actions caused major historical
subverted to the goals of the new owneks. changes, their present might look radically different. If their
wrceqc A spell, enchanthent, or c q e has been cast current meline has changed drastically enough, the players
up* the dungeon from a fdiendly indifferent, or enemy may even wish to retum to the past in order to rectdy earlier
source. The sorcery could cause a varieky of effects, includ- mistakes.
ing (but not limited to) the sollowing: The residents were Extrapl@ar/Extraplanetary: Some dungeons are found on
ovecome by an enchanted slumber; the residents have alternate dimensions or in specially prepared extraterrestrial
b- transformed into animals or some sort of strange abodes. Such places are built (or "seeded") through the
creatures; the residents age quickly; thq true nature of the efforts of powerful entity desiring a secret and hard-to-
resieents is hidden by an illbsion; residents can never reach locale, or more naturally by individualsor beings
leaye; newcomers can neve* leave; newcomers are auto- native to the plane in question. In either case, access to trans-
madcally converted to the purpose of the residents; or dimensiofial locales or off-planet destinations is usudy

Part Four: Permutations 27


t?xbmelyrestricted. h4agidpsrtals,€!nclzatttedroads, hge-
niurusvehicles,or leslendary artifacts may serve as the path
to read.l such out-of-ttreway dungems. However, discover-
ing the locatian of any of these is w d y c quest in and of
[Link] &discoyering the portal in question, its use is

es in addition to the tables

Part [Link]

I
I
ters and Table fRx Underw I Properties in auaz
tables normally associated with thiparticular dungeon type
the consequences o
you are using.
UWable: The unstable dungeon canbe a normal dun-
geoq that has begun to dissolve chaotically through fantastic
circumstances,or a dungeon that began in the grip of
entmpic breakdowns (such as most structures on the Plane
of Limbo).

Example: A chaos storm was born over a nearby valley


:md has not lifted for the last nine years. The structure
i t the epicenter was once known as the Tower of Breath,
ii temple to the power of healing, but now it is known

,
1
EISthe Turret of Chaos. Adventurers continually attempt
passage into the storm in order to retrieve a relic of
11 iXreat healing power lost in the structure, even though
t h y must brave continually dissolving floors and walls,
1 temporary creatures of chaos, twisted spell effects,
~
threats to their own physical coherence, and even
lrreakdowns in the physical laws of reality.

; Orientation
This indicates the trans1ocation of an ordinary setting
into dn altered orientation from that which it was originally
built (or a structure originally built without the constraint
of standard design assumptions). Use any change in orien-
tatim that appeals to you, or roll for suggestions in this
category.
Bnoken: Access between various portion of the dungeon
has peen obstructed in some way, either through ceiling
colla,pse or flooding, or through portions of the dungeon
be- physically picked up and moved around to new
locations by catastrophe or magic. In the latter case, vari-
ous wtions of the dungeon have probably suffered differ-
ent amounts of damage. Thus, one section may be
the next upside down. In
dungeon sections’ contents such that all the floors slo
d, while other sections may
ddition, the cataclysmic
of the dungeon might also
have not been accessi-

In Motion: This dungeon may actually be a sailing ship,


I a Memoth landcruiser, a dimensional scudder, a space-
craft, or some other mobile craft. Why build moving vessels
,
~

larsp enough to be considered a dungeon?A fantasy SOC


l ety muld conceivably r e q u k the movement of a normauy
1 stationary strudure, or perhaps an entire civilization in What was onck the ceilingb now
qu4tionwas nomadic, requiring fantastic methods of
1 a trarqprtation to move their cities and structures.
course,it is possible that a dungeon never designed to
has somehow been set in motion through extra-

Part Four: Permutations


If :room does contain a trap, either scan the
W a menu and choose a likely combination, or Table loa: Trap Bask
roq on Tables loa, lob, and 1Octo generate the s
dehibedbebw.

First, roll on Table 1Ox Trap Basis to determine the


trapped ob~[Link] ~IWto mll if the trap basis
not fit your conceptionof the room in which it is
Once you have de4emhed the basis for your trap, 06
for its associated effect on Table 1 O b Trap Effe
*
Roll again if the trap effect does not correspond with
your [Link] deshed, you cart roll for more than
one effectto inmase the lethality of the trap.
F m , you need to assign the potential damage that
your trap can inflid on t h e it targets (if the effectis
12 Bed
that causes damage). You can decide the tr~p's damage
potential yourself, or assign it a damage range by row
3d6 on Table 1oC:Trap Damage Patentials. For each mi
a d d i t i d damigecauting e f k t or trait your trap has,
add another die, keeping the highest three results, the=
by biasii your roll towads more damaging effects.
I

23
24
I Catwalk 73 Pit I .,.

28 chest 78 Rug
29 I Chute 79 SheKinset

41 Escalator* 91 Tunnelmouth
42

4t
47
48
....

I Touldbeeithermagicalormechmid. #fl
Part Five: Trapp
32 Part Five: Traps
Part Five: Traps
. . . , . , , .i'

A few of the tables


you a greater chance
describe the effects o for that particular table.

of low results that

geomorphs. Generally, the


the same level, while the &
ove or below the current

would hardly ever actually touch 0-

1
4 Part Six: Autodungeon Engine
1 1
! ;
I I

heated.
woving On:Once you’ve detemhed and mapped the
duqgeon origin, move to Table l l b Primary Path.

,sQ6JSLctim
3-6 RoU on Tabk lle and map result as dungeon Mig
” ‘1 Roll on Table 2 to determine dungeon type; map
random (ld12, or ld6 for interdimensional) lettered

ever, you do not attach subsequent results to this


I in the same way, due to the diffeeence in scale. Ins&xid,
you locake your next geommph or room within that
~ foundingpmorph.
1b-18 Roll on Table ll# and map result as dungeon origin.

Tg acQpte (add) a new geomorph to your dungeon ori-


~

gin,, you can simply choose a likely connectionpoint, or


YOU/ can -
d e the connectim point randomly. (To
detqrmine the connection randomly roll ld8. Then, count
thrcrugh all the connectionpoints until you reach the num-
ber [Link],when you roll a 7on a p m o r p h with
connectonsymbols, you count thmugh the points a
few times like a game of “eeny-memy-miney-moer’ until
yoq reach 7.)

is one that you will LEW over and over again

ing table.
ge origin)with which you can attach the new geomorph.
O erythe you map a freshgeommph, returntothis
!E
tab+ and d lagain, the new result to the last geo-
mo h you mapped. You continue thisprocess until yau
1 1 Table llc: Geomorph Orientation
Roll
rea$ the focus geommph. In this way, you ”chart” a pri-
+-XI path throu&the dungeon fKnn the start area to the
durlgeon‘send. For now, ignore the other unused connect-
your series of geomqhs.
of the number of tines you roll on this table
by Qountingthe number of geomqhs added along the pri-
I
&c* Phth stairs indica6ed,dld6. On 1-2 the
After you have chained together a dungeon from its ori- own o n 3 4 the stairs lead up, and o n 5 4 the s
gin to its focus, you should take care of all the other
unused connection points. Table l l d gives you concrete
dimctiom on how to do this. R ~ lon l this table and take
the action indicated for each empty connection point,
including doors, hallways, openareas, or stairs.
Once you have c m k d rooms and corridors with this
table, you have also probably created additional possible
co-n points (such as doors and stairs). "herdore, in
order to k p your dungeon from growing too "bushy,"
you should increase the die bias by one step for every 20
feet that the connection point on your secondary path
ranges fromthe geomrph to which it is attached.
For example, the
doors, one ofthem more
ad 10' to a four-wav intersection
new passage as a connicting point.
Ahead 10' to a fork in passage, treat eaclt ILK

on your map, d e r to Table llg: Contents to fill in tlpe


empty chambersmyaurmp.

ld4x10' deep. Stream has 50% chance to be


bridged, and a 25% chance of having a boat (50%
chance for the boat to be on either side). Passage
continues beyond river.
Ahead ld10x10' to a stair; 20' wide passage cnn-
a i m columns running down center and ld6

ways give off along either $ide of the


4 Ahead ld8xlO' to a door; ld4-1 o
Passages and ldpll doors give off t€b
'assage turns right and runs parallel to any struc
When a passage is indicated, roll on Table l l e to .me on map for ld10x10' to an open archway.
determine the specifics of the passage's length, direc- Passage turns left and runs parallel to any struc-
tion,contents, and so [Link] specifically instructed ture on map for ld10x10' to a stairwell.
differently, treat each additional door, stair, or passage Passage ends at perpendicular passage (forming
as a fresh connecting point, so that you return to Table "T"); treat each new passage as a new connectinl
l l d in order to determine its outcome (and bias the
dice accordingly depending on distance from the dun- Passage comes to four-way intersection; treat eac
geon origin).

36 Part Six: Autodungm Engine


I I I
I

Rooms What$In Here?


When another table indicates a room, roll on Table llf If you are here, that means that
determine the SD&CS of the morn's size. shaDe. and exi every stair, passage, and door is
Treat each addikonal door, stair, or passage asa' kesh con- accounted for and you are
nedLing point and retum to Table l l d in order to deter- loolung down at a big,
mine its outcome (and bias the dice accordingly). empty, and mostly
Whenever stairs are indicated, roll ld6. On 1-2 the stairs u n k e v e d maD
lead down, on 3-4 the stairs lead up, and on 5-6 the stairs (savipossibty
go both up and down. for the found-
If you are connecting roomsto natural caverns or other ing and focus
r o e geomorphs, make the rooms listed below rough and
rocky to match.
When a door or passage is indicated in a room, remem-
gee-
[Link] 1
ber that one of them is likely the passage that led into this mom con-
roam in the first place. tents in a
Moving On:Once you have determined the rnnm'c completely
specifics, return to the table that sent you here. random man-
ner, simdv

that makes no sense, and modify other obviously goofy


results. Remember, if a reasonable explanation is offered,
even the strangest possibility can appaar reasonable.

a side with only one


to contain a staircase.
a side with ld2-1 open

d4x10' to a side with ld2-1 doors


Phrt Seven: Aerial
Qespite the wide variety of passibla inhabitants, the follaving
winged elves ( & $ c M in the Ikkmsms C m m M
inhabitantsof the aerial geomorphs. However, if you have
in hind (or do not haw access to that sourcebook), you can treat them as
"spcace holders" and insert whatever race is most apppriate to

A&al Founding Geomo?

ly from the solid. Sanetimes, portions of


cloud ships for any hboard, at least until

their ~soarir\grcatures, but the


agaidst c ~ ~ l ~ z aggression.
non

,or merely the opportunity

9, Fl18 (C); HD 1+1; hp 5 each; THACO


(ld3/ld2;entanglesenemies' limbs;it ta

Wenever the sentries see unjnvited intmders scaling the sides of


the@timmediately flies up W warn the resictents of possible danger.
tri& usually attempt to discover the reason for the visit by perching
ou@op and questioning the climber from a safe distance.

Part Seven: Aerial


~ 39
Wwbg suaoemdulhmts. Game suitable for consumption
id- i s ~ t m n q m t to d the other avariels on
~backoRaewerytwo&ys.
The lodge i M catbins a rough table near the fore-
pd,racks upon one wall (holding slender long
swards, lariats, and bolas), and kegs upon the facing wall
- t a light, [Link] called clos peg-).
The floor in the rear of the lodge is covered with shed
down, perfect forthe comfortable sleep of weary hunters
(and p ~ t a s i M pmtainiugdbaubles of modest value).
U n h alerted o f ~ d ahead e ~of time, or unless i t is
nightbe (in which case all h t e r s are asleep save for a
rota- wakhoftwc$, t k e is”a20% chance that the pes
find We hunters and one huntmaster in or near the
[Link], the avariels are out on the hunt!
AvatidHgnler(!%AC(I;brfV9,Fl18(C);HDl+l;hp
5 each; THACO €8; #AT 1;Dmg ld8 (long sword); SA
bola (ld3/ld2;entangles enemies’ limbs; it takes 1M
round and a succsessful sgwgth check to break free);
SZ It& ML chanrplon (15); Iptt exceptional (16); AL NG;
xP65oe!ach.

3J1):Ist-anCmalfr&tdship, bless,
body is ph7rsicaIlv
Elite pbarkl Warrk UdQkAC 3; hflv 9, Fl18 (C); HD
3+1; hpi 27 ea& ”HAC0 16; #AT 3/2; Ihng ld8 (long
swod)JS A W (ld3/1d2; entangles enemies’ limbs; it
m u d and a s u d Strength check to break
M ML champion (15); Int exceptional (16);
of Perception is a circula

Com@an Avariel (lag: AC 8; MY 9, F118 (C);


5 each; THACO 18; #AT 1; Dmg/ ld8 (long
SA bola (ld3/ld2; entangles enbies’ limbs; it
takes 1 i f u l l round and a successful Stregth check to break
free); !3$ M; ML champion (15); Int exceptional (16);
AL NGI XP 650 each.

sorcery in this room,


s, it is kept locked and period of one hour. Soun

pretty ynusual substances (such as mist, essence of the


mrth vpind, and the scent of a storm).
A la e workbench in the center of the room holds a
huge Junk of m e l t i n g mystical ice (obtained on the

cular and lethal fashion!

ece of the telescope within are truly w


hoose, a stellar event viewed from her
de a fantastic physical event that affec

;THACO 15; #AT 3


ld6 (quarterstaff);

‘ a

/
I@ Ibut-klasrrrt
poaition on top.
1. I
A surroundingheavy wooken fence of sharp-pointed stakes surrounds th caajiae to
wi@ the castle cornpund E
pqvent surprise attacks by d ying the advance of assailants. This gives so 'ers
to both resist and prepare a counterattack.l w ral
patrol the exterior of'them i
can .

$oldkc h m and Ilr,€2 AC 5 (chain d)


MV
; 12; hp 13each;
#M1(longm o d or Dmg ld8 or ld4; SZ M; ML
AL,N; XP 65 each.
(8)~ I

2. tila
'be lists(sometimes called wards) are strips of land that e n d e the
the barbican. The lists serve ajs roads in time of peace and as traps in
Orrce within the barbican, forcesare in range of
cade walls. In peacetime, serve as an exerrise ground
o&asionally as tournament (described in area 3 below).
5 (chainmail); Mv 12; :Retinue of ldlO 0-level retainers
g sword or light cross-
steady (12); Int avg (10);

typically held every 5d6 days.


OT shrinksaccording to &e
set up pavilions nearby
a banner flutters over
of the contestant. The first day of
the lmuney is Ustaauy dev& to single combats, in which
pairs of knighks jut&, but the climax is the melee, when
ofkmghts battle in mimic warfm. The visiting
can range from 1stb e l to 20th level.

0th the walls and the towers have


slits through which defenders can
--I-
the throne room ( m a 12).
-.

Part Eight: Castle 1 45


Part Nine: Inte
Unlike many of the othe eon types, the let!kred interdimensional
morphs are each giv entry. Significantly,

ge region of permanently
was born the Semblance.

the chaotic conditionsatt

46 Part Nine: Inkdimensional


The Wultwarder outpost (area 5) monitors this
the b e a 4 and sends a greeter to investjgate any ac

Part Nine Interdimensional 147


of the resonance islands are accessible b
1 I

hterdjmensionaZ Gmmoph C
Thisplanartreeisgarganw
interstitialspace (or the Elemental
thereal, Astral, etc.).
so it is possible to ”fall’”from the [Link]
pUanar hdes open on the tree,making it a crmsrod ofsorts.
flowever, it is entidy possible that entities (either &eve
l h t or benign) have set up ai gennanent base here in order to
either take advantage of thei crosc;-planar traffic by setting up
+aAe m engage in simple bmditry
the paraelementalplans; rather, they are k~.a
wd’ produced by the closeness of fhe parent Elema

@roughfolded space to sionaZ Fom Geornoqh


doubled alphabet key. F
ow area marked A is su

demon lord Tarnhem

IJntdimensionuZ GeornorphE

least for now). This living ma could make up a portion of a


normal dungeon,exist within a discrete creature, or possibly
&e up the interior of an [Link] living demiplane!
Intemectiom of many ves$els conceivably hold o r g m of
a m e importance to the o v ~ a organism,
ll such as the lungs,
l+art, or even brain. Those seeking to harm the organism
Mom the inside should fear +hed e h of hwilled white
cells, lethal T cells, demonic antibodies,or worse.. . .

access Tarnhem’s Manor through

structure falleninto
nbin,it d d have been taken over by other entities, or it
a

I
Part Nine: Interdimensional ~ 4!
e surrounding lands.

diers, and demons


set of lungs moved
e and chancy worm
em gone, his underling

If Lovebreath is bothered, there is a


nother tanar’ri notices and comes to its

earlier, the Noisome Vale and its sur-

scribed in area 5).


Ii I
il

a
true t ar'ri and bv
Fro
Grub$
the writhing

01 descend the
cloudkill, comprehend

wormflow of the

ran i w e : inremimensiunai
I I
ural Cavern ~

[Link]-i?;rms

dwarf.
are always at least 2d8 dwarf minersworkh, -_
and ld4 dwarf engineers overseeing the jab.(kefer
to are 1 for miner and engkeer eta
t

44' 6"tirll); ML efi6e (13)


Magical items likely

JaturaZ Cavern Fom Geo

e areas each hold a smaU watch of drpw warrio


charged with the
that give entry into the larger
now claim as their own
advantage of their sp&
a+ curtail potent@
native to tbe underdark

Part Ten: MinehIatural Caven


nce built of hardened fungi stems. (Refer
founding geomorph description for
The dark elves have not actually idecid-
M (5' tall) ML elite the prisoners, but in the meantde,
warriors have been left here to guard them.
area 7 for drow warrior stats.) If released, the
hurry back to their mine in order to warn of the
dark elf incursion.
l

e structure was raised quicl4ly


aid of drow magic. It serves as a defensible

s must 8ave vs.

delvers must f

tted here and there

9. Sb&
Dark elf vigilame !as netted 8 over-curiaus dwarf
minem who are mw in this open pien sur-

54 Part Ten: Minernatural Cavern


t$e sunless sea indicates that the drow have yet to ven-
Wre far across its roiling surface. Holy texts (writken in
@e drow tongue) and a few priest scrolls also lie scat-
@red across the table.
The drow priestesses hold a daily ceremony (attended by
the offduty drow); othemise, they can be found in this
adding details to the map, discussing theology, or
dpbeting the next move of the eqdition. Needless to say,
+ priestesxs a more than capable of defending them-
sflves in Etve event of an attack by infidels.

h t e s s , E7m8 (ld3): AC 2; MY
T$!IACil8 (mace+2X; #AT 3/2; Dtng ld6+2
vs. spells; sw light;
(14); Int ?xi& (14); AL CE;

add suggestion. Adark elf can be surprised only on a roll of 1on ld10.
Dmw in bright light d e r a -2 penalty to Dexterity scores, saving
attack rob. Those who stand in bright light while being
by drav gain a +2 bonus to saving throws, while the drow
are at a cumulative-1 penalty to attack rolls.
SpeUs (3/3/3m: lst-cure light waunds (~3);bd-uupry,
charm verm or m m l .hold m m : 3rd-animate &ad. con-

This newly-cpnstmcted boathause containsthe tools and :Fa

Weik, em F7ME AC 2; MV 12; hp 41; THACD 12 (Zong


&urd +2); #AT 3/2; D m g ld8+2 (Zag sword +2) or hand
Part Eleven: Ru WZonzb I
If a&yof the creatures pie ented in this section do not fit in your
free to treat them as mere splce holders and insert a more appropriate rar

Ruiflornb Foundii Geom orph ~

rs, which is exactly wh


Id, Aganon served as a

I
B

of all sizes swarm the lower

A force of goblins, bugbea


with an attacking force goes
from area 2 each round for e

Bugbear (6):AC 5; MV
18; I-ID 8+8;hp 56,50; THACO 11;
ld8/ld8/ld10 (claw/claw/bite);
(11); Int avg (8);AL NE; XP 975 ea
4. Guard Post

Bugbear (4): AC 5; MV 9; HD 3+1; hp 18each;


27; #AT 1;Dmg 2d8+2 (or by weapon); SA -3 to foes' s
prise rolls; SZ L (7' tall); ML steady (11); Int avg (8'- A T
XP 120 each.
in, FlO AC 2; MV 12; I-ID Iw,
;#AT 2; Dmg ld8+1

le m e +Z, +3 vs. elves


on (a crown with a c
diamond gemstone that allows the wearer to cast

Y
This lieinforced chamber obviously once guarded
yry important, judging by the thickness of
are three feet thick). A massive iron alloy door
assage into this chamber, and it is
P
ora,e trappingmechanism once further
es. As the goblin's luck would have it,
@mb raider long ago managed to penetrate this vault
take whatever treasures once lay here.
Currently, Ahra keeps her treasure of copper ana
(in amounts appropriate to your scenario) in this
althou& the main door stands rusted open and useless
While rio one guards this room, she has installed
'gged to fan upon any that investigatethe messy pi14 nf
*

ins in the center of the floor. If the trap is triggered,

Eleven: Kuinl'lomb
I..

58 Part Eleven: RuidTamb

I I
d (Revenant): AC 10;MV

pllaglls. If the crypt

n 4the Nemer was once interred here.


a1 (15); ALN; XI' 5,oQo.

ngendering, and can thus be found


I
m

rt Twelzre: Underwater

The underwater fomdingveomoorphis actual1


vtxal'' coastal area, possibly itttached to an i
npnt. Basically, the numbered encounter area
qtegories that may be associated with
a$ the interactions between land-based
The Land
1,.
As mentioned above, this landmass can be either island or c
either civilized nations or barbaric tribes of demihumms-what
ypur scenario. Further, the climate might r
oy anything in between. In harsher climat
dlkpendent on the sea for their food; still, almost any advanced civ
@e sea takes advantage of its bounty of fish and other natural resource$(possibly
ehcroaching upon the territories of sea-adapted races).
2*Fishing Community
This generic community may be as small as a
depending upan the requirements of your
so that you can insert a city of your liking
@e surrounding waters for fishing and pearling P
small fleet of primitive fishing cr& on the sho
Qunding sea could be signrficant, especially if
Wwlers, diving guilds, and salvage guilds.

It Part Twelve: Underwater


Wih a conmunity of any size also co
t ides leading to extensive underw
nity trade with cultures fmm distant ,exceptionally deep sea caves can

ater giants maintain a community built


half below the waves on a coral reef. A
3. RiwerMod

another 20% chance that an additional ld4 sharks


show up.

rr---ter Focus Geor---

encounter areas, skewin


nstrbus kraken control

xt lfoom and lie along the


les look almost likk

oh the victim with its b


plete stats on the hake

art Twelve: Underwater 63


I muraer ana aeam ror
slay any foreignentity
unced here in its final
aining ixitxachitl (in
me to the krahcen‘said

wounds, command,
modera& magical items

keep surface dwellers alive.

win& (1 /day), zmlt /day), and m i d sum ark lair of stale

Part Twolve: U+erwa


Underwater Geomorph E
1 [Sq]= 5 feet

Underwater Geomorph C Underwater Geomorph H


Sunken Ship in Fissure

I
I
:
"-
vi,

Underwater Geomorph Underwater Geomorph J


RuidTomb Focus Geomc
1 ESq] = 5 feet

I
t i.i q
&.g Interdimensional Geomrarph B
ity

Inter hensional Geo-rph C


Planar Tree
1 = 20 feet

Interdimensional Geomorph D
Portal Maze
(Tops of “Null” Magic Pillars) I
Aerial Geomorph D
1 [Sq] = 5 feet i
Ae ial Geomorph E
fSq} = 5 feet
Castie Geomurph A Castle Geornorph B
1 ISq} = 5 feet 1 E S d = 5 feet
Castle Geomorph E
1 [Sq] = 5 fee1
Aerial Geomorph D
l~
Aerial Geomorph E@'*?

1 {Sql = 5 feet
/Tomb Geomorph A RuidTomb Geornorph B
I:‘ 3
’* {Sq1= 5 feet

RuidTomb Geomorph E
1 {Sq} = 5 feet
I

{Sql= 5 feet
Interdimpnsional ~~

Planar Tme
1 rSq} = 20 feet

nterdimensional Cieomorph D
Portal h e
1 fSql= 5 feet

RuinlTomb Focus Geomorp


1 [Sq} = 5 feet
h
1

c I
Mine/Nai

MineLNatural Cavern Focus Geomorph ~

F
E

. .

I
Underwater Geomorph I nderwater Geomorph T
Cross Section
MineLNatural Cavern -morph A
1 {sq]= 5 feet

h=fke/Naturd Cavern GeomorDh E


1 LSq] = 5 fee+

Mine/Nzuural Cavern Geomorph D


1 E!3ql = 5 feet
Minernatural Cavern Founding Geomorph Aerial Founding Geomorph
1 [Sq] = 100 feet Cross Section View

Feet

Castle Founding Geomorph


1 {Sq] = 20 feet

1
9556XXX1401 Pamission is grantedto photocopy these map8 for personnlusc. Copyright@ 1998TSR,Inc.
Interdimensional Founding Geomorph
1 rc-1 - i n L-+
I ISBN 0-7869-1207-3

Common questions

Powered by AI

Integrating geomorphs enhances a dungeon's adaptability by allowing for rapid restructuring and expansion, reacting fluidly to player decisions and narrative developments. They enable dungeon masters to introduce unexpected twists and complexity without extensive re-mapping, providing a varied and dynamic gameplay experience. This adaptability ensures replayability, as repeated configurations offer new challenges and storytelling opportunities designed around player actions .

Geomorphs play a crucial role in dungeon creation by providing pre-designed structural elements that can be rearranged and customized to build a variety of dungeons. They offer flexibility, allowing creators to add them without extensive modification, and can serve as a foundation for more complex designs. Geomorphs enable the integration of different thematic elements, ensuring consistency and coherence in dungeon layouts .

The Autodungeon Engine provides random dungeon generation, offering benefits such as spontaneity and uniqueness in dungeon encounters. It can introduce unexpected elements, enriching the storytelling experience with unanticipated challenges. However, relying on the engine might restrain a dungeon master’s creative freedom and result in non-cohesive design elements that might not align with a player’s campaign narrative. It balances convenience against the potential loss of tailored, thematic detailing .

Geomorphs act as modular units that can be combined in various configurations to easily expand or alter a dungeon layout. They eliminate the need for detailed mapping by offering predefined segments that fit together, allowing a dungeon master to quickly modify layouts for different scenarios or player actions. This system provides versatility while maintaining cohesiveness across different parts of the dungeon .

Geographical constraints significantly affect the construction of an underground stronghold by dictating material availability, structural integrity, and defense strategies. The necessity for durability against natural pressures leads to fortified designs utilizing the earth's innate properties. Magical excavation can ease construction challenges, allowing builders to exploit the terrain for strategic defense. Constraints also inspire creative use of space for functionality and protection .

The physical environment directly influences the ecology of a dungeon by dictating the types of flora and fauna that can thrive there. Subterranean settings may support unique plant species nourished by soil nutrients and telluric currents, supporting herbivores adapted to low-light conditions. The geographic and climatic conditions of the dungeon determine the survival strategies and social structures of its inhabitants, integrating them organically into the setting .

The philosophy of dungeon building underpins the theoretical approach guiding the structure and purpose of the dungeon. It can determine the narrative focus, types of inhabitations, and challenges. A strong philosophy ensures coherence in environment design, aligns inhabitants with the setting, and provides rationale behind the architectural and thematic choices. It allows for multiple complementary philosophies but requires prioritization to maintain consistency .

Primary and secondary paths are essential for structuring exploration within a dungeon. The primary path is the main route that players are expected to follow, which often leads to key objectives or climax encounters. Secondary paths offer alternatives, detours, or shortcuts that enhance exploration, introduce additional challenges, or reward players with unique items or lore. Together, they contribute to varied pacing and strategic depth in gameplay .

Narrative purposes and builder needs fundamentally shape a dungeon's conception by aligning the environment’s design with its lore and functional use. These elements influence the spatial configuration, room contents, and thematic elements to support storytelling and game mechanics. A well-conceived dungeon reflects the history and goals of its creators, making exploration meaningful and engaging for players, prompting them to uncover secrets and histories interwoven within .

Varying primary philosophies during dungeon creation can lead to conflicts between thematic elements and game mechanics. A master might struggle to maintain consistency if different philosophies propose contradictory objectives or atmospheres. Balancing realism against fantastical elements can also present challenges, as it might disrupt player immersion. Managing these variations requires careful integration to ensure that departures from the primary philosophy enhance, rather than detract from, the overall experience .

I 
I
\
 
I 
I 
1 
1
)
 
I 
I 
D U  
Dedication 
Editing: Cindi Rice 
Illustrations: Arnie Swekel 
I 
CANADA, 
EUROPEAN HEADQU
Chapter One: Dungeon Creation 
~ 
~ 
Table l l d  Secondary Paths. .............. .36 
~ 
Intnx€uction 
~ ............. 4 
Ta
I
P 
IOU are probably wondering, Is t 
Dungeon Builder's Guidebook assem 
ied-and-true dungeon buildkg advice, 
approaches, and
o m  
result 
I inhabipts, and atmosphere for dungeqn adventures. 
geon traps for you to sprinkle hghtly ( 
through the newly
:I 
Part One: Dungeon Building L 
Part One contains several atmosphere enhancements, philosophies, and techniques 
of dungeon
--- 
support themselves u p n  the growth, and an even small- 
er popdation of civnivores (monsters) can feed on these 
gdaze
Suddenly two more worms spring out at them because 
the DM feels the battle was far too easy. Cries of "Hey 
where'd they com
theavailaMe~andenvironmental~oums,~creating~ 
*I\\- 
even greater challenge than their level or HD might suggest 
1 
Ew$kl’he

You might also like