This document provides a random table for generating a single-sheet dungeon, including its theme, type of location, features of corridors and rooms, special discoveries that could be made, potential dangers, and monsters that may be encountered. Dungeon elements like doors, floors, walls, special rooms, features, hazards, traps, and monsters are determined randomly by rolling dice. The dungeon is given a level and includes space for notes. This allows a dungeon to be quickly generated for use in a roleplaying game session.
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Single Sheet Dungeon
This document provides a random table for generating a single-sheet dungeon, including its theme, type of location, features of corridors and rooms, special discoveries that could be made, potential dangers, and monsters that may be encountered. Dungeon elements like doors, floors, walls, special rooms, features, hazards, traps, and monsters are determined randomly by rolling dice. The dungeon is given a level and includes space for notes. This allows a dungeon to be quickly generated for use in a roleplaying game session.
1. Skeletal remains 1. Dripping 2. Desiccated body 2. Creaking 3. Partial decomp. 3. Scratching 6. 6. 4. Slain party 4. Wind 5. Pile of bones 5. Loud collapse 6. Fresh victim 6. Crackling ★ Notes Special Room (d10) Feature (d10) 7. 7. ★ ______________________________________________________________________________________________ 1. Chamber 1. Mosaic / mural ______________________________________________________________________________________________ 2. Laboratory 2. Alcove ______________________________________________________________________________________________ 3. Tomb 3. Rune ______________________________________________________________________________________________ 4. Library 4. Tapestries 8. 8. ______________________________________________________________________________________________ 5. Altar / shrine 5. Statue ______________________________________________________________________________________________ 6. Puzzle 6. Pool ★ 7. Gallery / vault 7. Pedestal ______________________________________________________________________________________________ 8. Prison cells 8. Brazier ______________________________________________________________________________________________ 9. Armory 9. Incense ★ Entrance Door ______________________________________________________________________________________________ 10. Workshop 10. Furniture Single Sheet Dungeon Hazard (d12) Trap (d12) Monster By Wildfire OSR 1. Uneven floor 7. Slippery moss 1. Sudden pit 7. Acidic spray Dungeon Levels 1-3 (d6) 2. Extreme dark 8. Light gravity 2. Arrows / darts 8. Explode rune 1. Skeleton: AC 7 [12], HD 1 (2 hp), Att 1 x weapon (1d6), General Item (d20) Treasure (d20) 3. Unstable walls 9. Deep cold 3. Ceiling net 9. Crush. blocks THAC0 19 [0], MV 30’ (10’), SV D14 W15 P16 B17 S18, ML 12, AL Chaotic, XP 15, NA 1d6 (1d6), TT N 4. High heat 10. Foul air 4. Spring. spikes 10. Insects 1. Rope 1. Silver coins 2. Giant Rat: AC 7 [12], HD 1-1 (2 hp), Att 1 x bite (1d3), 5. Gust of wind 11. Webs 5. Swing. blade 11. Snakes THAC0 19 [0], MV 40’ (20’), SV D14 W15 P16 B17 S18, ML 2. Lantern 2. Gold coins 6. Fog / mist 12. Painful light 6. Flame burst 12. Door locks 8, AL Neutral, XP 15, NA 1d4 (1d10), TT N 3. Grappling hook 3. Gemstones 3. Goblin: AC 6 [13], HD 1-1 (3 hp), Att 1 x weapon (1d6), 4. Crowbar 4. Jewelry THAC0 19 [0], MV 60’ (20’), SV D14 W15 P16 B17 S18, ML 5. Key 5. Fine clothing Encounter (2d20) Reaction (d6) 7, AL Chaotic, XP 5, NA 2d4 (6d10), TT R (C) 4. Zombie: AC 8 [11], HD 2 (6 hp), Att 1 x slam (1d6), THAC0 6. Waterskin 6. Precious metal 2. A trapped adventurer pleading for help. 1. None 19 [0], MV 20’ (10’), SV D12 W13 P14 B15 S16, ML 12, AL 7. Bedroll 7. Exotic spice 3. A hidden cache of valuable treasure. 2. Very negative, hostile Chaotic, XP 35, NA 1d6 (2d6), TT N 5. Giant Spider: AC 7 [12], HD 1-1 (3 hp), Att 1 x bite (1d4 + 8. Cooking pot 8. Fine wine 3. Negative 4. A mysterious inscription. poison), THAC0 19 [0], MV 30’ (10’), SV D14 W15 P16 B17 9. Map 9. Sculpture 4. Neutral S18, AL Neutral, ML 10, XP 20, NA 1d4 (1d6), TT N 5. A collapsed tunnel blocking the passage. 10. Compass 10. Rare book 5. Positive 6. Kobold: AC 7 [12], HD 1-1 (2 hp), Att 1 x weapon (1d4), 11. Mirror 11. Ornate weapon 6. An abandoned cooking fire. THAC0 19 [0], MV 40’ (20’), SV D14 W15 P16 B17 S18, ML 6. Very positive 6, AL Chaotic, XP 10, NA 2d4 (6d10), TT R (C) 12. Whetstone 12. Ornate armor 7. A malfunctioning magical artifact. 13. Backpack 13. Tapestry 8. An underground fresh-water stream. Response, Yes / No (d6) Dungeon Levels 4-6 (d6) 14. Flint and tinder 14. Pottery 9. A forgotten journal noting the dungeon. 1. “I don’t know.” 1. Orc: AC 6 [13], HD 1+1 (5 hp), Att 1 x weapon (1d8), THAC0 15. Blanket 15. Wood carving 10. A strange, glowing fungus. 2. “Yes, but …” 18 [1], MV 90’ (30’), SV D13 W14 P15 B16 S17, ML 8, AL 16. Food / water 16. Rare plant Chaotic, XP 15, NA 2d4 (6d10), TT R (C) 11. A broken bridge spanning a pit. 3. “Yes, and …” 2. Hobgoblin: AC 5 [14], HD 1+1 (6 hp), Att 1 x weapon (1d8), 17. Shovel 17. Perfume / oil 12. A statue with strange gemstone eyes. 4. “No, but …” THAC0 18 [1], MV 90’ (30’), SV D13 W14 P15 B16 S17, ML 18. Building tool 18. Special trinket 13. A magical portal leading to another room. 5. “No, and …” 8, AL Chaotic, XP 15, NA 2d4 (6d10), TT R (C) 19. Clothing 19. Instrument 3. Bugbear: AC 5 [14], HD 3+1 (14 hp), Att 1 x weapon (2d4), 14. A hidden lever revealing a secret passage. 6. “Maybe.” THAC0 17 [2], MV 120’ (40’), SV D12 W13 P14 B15 S16, ML 20. Pouch / bag 20. Valuable pelt 8, AL Neutral, XP 50, NA 1d6 (1d6), TT R (C) 15. A pile of bones with a hidden message. Response, Where (d6) 4. Ghoul: AC 6 [13], HD 2 (8 hp), Att 2 x claw (1d3), 1 x bite 16. A trapped chest containing an item or info. (1d6 + paralysis), THAC0 19 [0], MV 90’ (30’), SV D12 W13 Magic Item (d20) 1. Nowhere P14 B15 S16, ML 10, AL Chaotic, XP 50, NA 1d4 (1d6), TT N 17. A ghostly apparition seeking closure. 5. Harpy: AC 7 [12], HD 3+3 (16 hp), Att 2 x claw (1d4), 1 x 1. Amulet of … 1. Teleportation 18. A magical barrier blocking access. 2. Far from … weapon (1d6 + charm), THAC0 16 [3], MV 120’ (40’) / 180’ 2. Ring of … 2. Invisibility 19. A strange, otherworldly creature. 3. Close to … (60’), SV D11 W12 P13 B14 S15, ML 8, AL Chaotic, XP 65, 3. Cloak of … 3. Shadows 4. In the wilderness NA 1d3 (1d3), TT N 20. A collapsed ceiling revealing something. 6. Wight: AC 5 [14], HD 3 (15 hp), Att 1 x weapon (1d6 + 4. Gauntlet of … 4. Strength 5. In a settlement 21. A section of the wall gives way. 6. In a dungeon energy drain), THAC0 17 [2], MV 90’ (30’), SV D12 W13 5. Orb of … 5. Element. Ctrl. P14 B15 S16, ML 12, AL Chaotic, XP 115, NA 1d4 (1d6), TT N 22. A sudden tremor rocks the dungeon. 6. Crown of … 6. Element. Resist. 23. An eerie mist drifts through the corridors. Response, When (d6) Dungeon Levels 7+ (d6) 7. Helm of … 7. Command 8. Horn of … 8. Telepathy 24. A magical warding protects treasure. 1. Ages ago 1. Troll: AC 4 [15], HD 6+3 (30 hp), Att 3 x claw (1d6), 1 x 25. A false door opening to a solid wall. bite (1d8 + regeneration), THAC0 15 [4], MV 90’ (30’), SV 9. Mirror of … 9. Summoning 2. A long time ago D11 W12 P13 B14 S15, ML 9, XP 350, NA 1d3 (1d4), TT N. 10. Chalice of … 10. Reflection 26. A lone pilgrim, chanting or praying. 3. A short time ago 2. Minotaur: AC 4 [15], HD 6 (30 hp), Att 1 x weapon (2d6), 1 11. Boots of … 11. Restoration 27. A collapsed chamber revealing tunnels. 4. Now x gore (1d8), THAC0 15 [4], MV 150’ (50’), SV D10 W11 P12 B13 S14, ML 9, XP 350, NA 1d2 (1d3), TT R (C) 12. Cloak of … 12. Haste 28. A mysterious hidden switch. 5. Soon 3. Chimera: AC 5 [14], HD 7+3 (35 hp), Att 1 x bite (2d8), 1 x 13. Mask of … 13. Protection 29. A malfunctioning trap. 6. Far in the future claw (2d6), 1 x fire breath (3d6), THAC0 14 [5], MV 120’ 14. Gloves of ... 14. Acrobatics 30. A cursed mirror reflecting the party’s (40’) / 150’ (50’), SV D9 W10 P11 B12 S13, ML 9, XP 650, NA 1d2 (1d3), TT R (C) 15. Crystal Ball of … 15. Scrying Response, How (d12) fears. 4. Wyvern: AC 3 [16], HD 7 (35 hp), Att 1 x bite (3d6), 1 x 16. Wand of … 16. Secrets 31. A shimmering portal to another place. 1. Through careful planning and sting (2d6 + poison), THAC0 14 [5], MV 120’ (40’) / 180’ 17. Book of … 17. Knowledge execution. (60’) flying, SV D9 W10 P11 B12 S13, ML 9, XP 650, NA 1, 32. A magical fountain granting a single wish. 2. By following a predetermined route. TT R 18. Elixir of … 18. Warding 3. Through sheer luck and happenstance. 5. Basilisk: AC 4 [15], HD 6 (30 hp), Att 1 x bite (2d6 + 19. Gem of … 19. Levitation 33. A spectral figure appears, beckoning. 4. By taking the necessary precautions. petrification), THAC0 15 [4], MV 90’ (30’), SV D10 W11 20. Rune of … 20. Light 34. An enchanted tapestry depicts the future. 5. Through a series of fortunate / P12 B13 S14, ML 10, XP 350, NA 1, TT N 35. A sudden change in air pressure. unfortunate events. 6. Manticore: AC 4 [15], HD 6 (30 hp), Att 1 x bite (2d6), 1 x 6. By utilizing the resources available. claw (1d8), 3 x spike (1d6), THAC0 15 [4], MV 150’ (50’) / Example: 36. A trapped sarcophagus releases a spirit. 7. Through trial and error. 180’ (60’), SV D10 W11 P12 B13 S14, ML 9, XP 350, NA 1d2 37. A powerful storm rages outside, flooding. 8. By overcoming obstacles. (1d3), TT R (C) Amulet of Teleportation. 9. Through a stroke of inspiration. 38. An illusionary wall conceals a hidden 10. By following experienced guidance. The wearer is able to teleport a known room. 11. Through improvisation and quick Legal: Old-School Essentials is a trademark of Necrotic location in the same plane of existence once thinking. 39. A mysterious, glowing rune appears. Gnome. The trademark and Old-School Essentials logo are per day. 12. By sticking to a proven method or used with permission of Necrotic Gnome, under license. 40. A deceased known person appears. technique.