CDDG2_DriveThruRPG_Edition_-_1st_Printing_-_April_2017
CDDG2_DriveThruRPG_Edition_-_1st_Printing_-_April_2017
CASTLE OLDSKULL
FANTASY ROLE-PLAYING SUPPLEMENT
CDDG2
DUNGEON DESIGN
MASTERY TABLES
By
KENT DAVID KELLY
(DARKSERAPHIM)
WONDERLAND IMPRINTS
2017
Osr
Ideas are presented in such a way that they can be used or customized for any edition
game, from the 1970s to the present day. These volumes exemplify the iconic
“sandbox,” do-it-yourself, and free-form ideals established by the original Lake
Geneva campaigns, c. 1972-1979. Respected sources of inspiration include Arneson,
Barker, Bledsaw, Burroughs, Dunsany, Gygax, Holmes, Howard, Kask, Kuntz, Leiber,
Lovecraft, Merritt, Moldvay, Moorcock, Sutherland, Tolkien, Trampier, Vance and
Ward.
You can contact the author, Kent David Kelly, at shadowed (underscore) sky (at)
hotmail (dot) com.
DEDICATION
This work is dedicated to the memory of the great classic dungeon and fantasy milieu designers
who are no longer with us:
David Lance Arneson,
M.A.R. Barker,
Bob Bledsaw,
E. Gary Gygax,
Dr. John Eric Holmes,
Tom Moldvay,
and David Trampier.
It is also dedicated to the great fantasists who inspired them, some of whom are fortunately still
with us today:
Poul William Anderson,
Edgar Rice Burroughs,
L. Sprague de Camp,
Robert E. Howard,
Fritz Leiber,
Howard Phillips Lovecraft,
Michael Moorcock,
J.R.R. Tolkien,
and Jack Vance.
In the spirit of creating wonders with which to inspire others to write their own unique works of
enchantment, the author salutes you.
EMPOWERING YOUR
IMAGINATION:
WHAT THIS BOOK IS,
AND WHAT IT IS NOT
Attention e-reader, video and computer gamers!
This book is not a game in and of itself. If you bought this book thinking it was a
complete game you could read and play, you should probably return this book now.
This is a book to help you create your own adventures for Fantasy Role-Playing
Games. This is a fantasy adventure toolbox, an imagination engine.
If you enjoy creating stories with your friends, envisioning netherworlds filled with
dragons and treasure and designing fantasy worlds all your own, then you will find that
this book is an ideal Game Master (GM) tool. This book will help you to create and
improve dungeon adventures, featuring more intriguing locales, more mysterious
histories, and more surprising twists and turns than ever before.
This is not a complete game. Your dedication and creativity are required.
DESCRIPTION
Enchanted fountains shadowed by gargoyle sentries,
Tricksy nymphs cavorting in crystal pools,
Unholy altars, sacred shrines,
Undiscovered treasure vaults,
Thousands upon thousands of wondrous rooms
Filled with treasure, tricks, magic and eldritch horror,
All awaiting your heroes’ intrepid discovery …
What greater mysteries await far below,
In dungeons deeper,
For only the most dauntless magi
And fearless warlords to ever find?
Have you read every dungeon design book out there, but you’re still hungry for great
ideas to amaze your players? Would you like to possess the tools to generate countless
millions of randomized results for bizarre rooms and shrines, dungeon doors, magical
laboratories, skeletons, Lovecraftian abominations, and torture chambers? Then this is
the book for you.
This massive tome is the direct sequel to Wonderland Imprints’ Gold Medal Best
Seller, CDDG1: THE CLASSIC DUNGEON DESIGN GUIDE. Where Book 1 was a basic
inspirational tome filled with thousands of ideas, Book II: Dungeon Mastery Design
Tables is an advanced nuts-and-bolts guide that provides you with hundreds of pages of
tables which you can use to create an infinite number of dungeon rooms, monster lairs,
thematic levels and endless details such as barracks, caves, chests, corpses, fountains,
prisoner cells, quarters, shrines, and magical gateways. You can even use this book’s
treasure trove of systems to create millions of deities, slime monsters, prisoner NPCs, and
unique NPC villains and prisoners, using nearly 1,000 different experience level titles and
other tools that intersect with DDE1, DUNGEON DELVER ENHANCER.
Book One was only the beginning, the entry work to a series. This is one of the largest
and most extensive dungeon design books in existence, with features branching out from
CDDG1 including: data for on-the-spot creation of altars, barracks, caves, containers,
CONTENTS
Page 1 ~ Cover
Page 6 ~ Introitus
Page 9 ~ Dedication
Page 11 ~ Description
Page 13 ~ Contents
Page 44 ~ 2-3: Suggested Level Titles for NPCs of Various Classes and Experience
Levels
Page 112 ~ Chapter III: Castle Oldskull Dungeon Mastery Design Tables
CHAPTER 1:
INTRODUCTION:
DESCENDING INTO MADNESS
“That’s not a regular rule,” said Alice. “You invented it just now.”
“It's the oldest rule in the book,” said the King.
“Then it ought to be Number One,” said Alice.
The King turned pale, and shut his notebook hastily.
…
The White Rabbit put on his spectacles. “Where shall I begin, please your Majesty?” he asked.
“Begin at the beginning,” the King said gravely, “and go on till you come to the end: then
stop.”
These were the verses the White Rabbit read …
— Lewis Carroll
Warning: This book assumes that you own CDDG1, THE CLASSIC DUNGEON
DESIGN GUIDE (Book I), and references concepts, chapters and systems used in that
volume. If you do not yet own Book I, you can certainly still use this book, but you will
be diving into the deep end! I strongly recommend owning and reading Book I (the basic
volume) before continuing with this book (the intermediate volume).
So why does this book exist? It’s because most Old School Renaissance gamers and
Game Masters love to play and adventure in sprawling mega-dungeons, but very few
people possess the mental stamina required to build them all the way down. Everyone
has a few hundred great dungeon design ideas, and it’s actually pretty easy to map those
first chambers, to plot out those first monster encounters, and to generate those first traps
and tricks. But what do you do when the players do something completely unexpected
(as they always do), and they plunge straight down to undesigned dungeon level 7? You
as the Game Master know what’s in room 3, but what’s in room 303? How can you keep
coming up with endless variations on a theme — on short notice, no less — and stay
ahead of the players at every twist and turn?
This volume is here to help you.
The second reason this book exists is because while everyone has great ideas, no Game
Master in existence ever has too many ideas to use. There is always room for more
monsters, more dungeons, more worlds and more of the Unknown to explore. You might
want to create a temple dungeon, but where do you start? Once you know the room
names, how do you fill those rooms with interesting things? How do you create the
special features that turn a generic dungeon into a legendary subterranean stronghold
your players will never forget?
The answers are simple: Take this book, start flipping through, grab your notebook,
start planning, and above all grab your favorite ten-sided dice. You’re going to need
them.
This book will be your toolbox. Every Game Master needs assistance with different
parts of the details, but every GM needs help with what I call the “nuts and bolts”:
knowing what makes a magical laboratory interesting and dangerous, knowing how to
come up with a compelling new demon lord, god or demigod on a moment’s notice,
knowing how to motivate your players to help the prisoners escape despite their own
mission and want for treasure, knowing how to make doors interesting and challenging
every time, knowing how to create unique caves and fountains and shrines, and all of the
other “fiddly bits” that make the vague ideas you have about the dungeon work in play
as concrete gaming concepts. This book is designed to do just that: Wherever you need
help with the imaginative details, the details are all here.
Whereas Book I of THE CLASSIC DUNGEON DESIGN GUIDE series was mostly a
conceptual guide, this is the workbook that helps you sit down and turn the ideas into
reality. The books in this series are designed to enhance one another, and to allow you
to bounce back and forth between random generation, another person’s ideas, your own
ideas, and the colorful history of Lake Geneva style old school dungeon design. At no
point in the process will I as the author take control from you … I’m here to help you, not
to replace you! Remember that your dungeon design is always your own. I strongly
encourage you to use your own level designs, lair ideas, evocative atmosphere, room
descriptions, favorite traps (with BDT1, THE BOOK OF DUNGEON TRAPS to help), cool
tricks, and so forth. This supplement will never replace your intelligent creativity, it will
just always give you more when and where more is needed. Use this series of
supplements whenever you get stuck, to expand the blank spots, to make a quick new
level, or to add details to parts of your map that are vague or indistinct. Further books
in this series will discuss room types, floor plans, monster lairs, magical tricks, treasures,
and all of the other things you might need help and guidance for. Every one of these
deep and challenging topics needs a few hundred pages to do it justice (in my opinion),
so to get there we need to begin somewhere. And here you are. This is the book of
random tables which help you in designing any dungeon, of any size, and making it
interesting room to room.
So how do you use this book? You can read straight through from the beginning,
proceed to the end, and stop; that’s always good advice (if not wise), just like the King of
Hearts told the White Rabbit to do. Or, you can go back to the table of contents and find
that one nettlesome topic which always gives you difficulty, and plow right through that
section. But my best advice is to take this book in small and random doses: Flip through
at will, check out the illustrations, make some sample rolls on the generator tables, read
the idea lists, and just keep a notebook handy to write down useful page numbers, ideas,
monster names, room names, or what-have-you. That’s probably the best way of all, isn’t
it? For that way madness lies, and madness is at the very heart of ingenious inspiration.
So down we go. Don’t forget your wits and curiosity. Have fun tumbling down the
rabbit hole …
“Would you tell me, please, which way I ought to go from here?”
“That depends a good deal on where you want to get to,” said the Cheshire Cat.
“I don’t much care where—“ said Alice.
“Then it doesn’t matter which way you go,” said the Cat.
“—so long as I get somewhere,” Alice added as an explanation.
“Oh, you’re sure to do that,” said the Cat, “if you only walk long enough.”
Alice felt that this could not be denied, so she tried another question. “What sort of people live
about here?”
‘In that direction,’ the Cat said, waving its right paw round, “lives a Hatter: and in that
direction,” waving the other paw, “lives a March Hare. Visit either you like: they’re both mad.”
“But I don’t want to go among mad people,” Alice remarked.
“Oh, you can’t help that,” said the Cat: “we’re all mad here. I’m mad. You’re mad.”
“How do you know I’m mad?” said Alice.
“You must be,” said the Cat, “or you wouldn’t have come here.”
CHAPTER 2:
QUARTERS AND THEMES
FOR DUNGEON NPCs
As any good Game Master knows, dungeons are not just filled with monsters, traps,
and treasure. They are also filled with villainous and virtuous (imprisoned?) Non-Player
Characters (NPCs), and all of the minions, soldiers, thralls and servitors who guard and
protect them. It’s easy to put down some barracks and bedrooms on the map, but how
do you make the minions and commanders there interesting and different? Do you just
put men-at-arms in every barracks? Is every level 7 Cleric NPC the same as every other?
There is a quick way to make each group of NPCs unique: you can randomly roll up
their titles on the following tables until you get something interesting, using the widest
possible variety of NPC types that you can find. This chapter is here to help you do just
that. You may consider this system as information overload, and I hope you do: because
this is the quick and easy “invigoration system” that will turn your dungeons from
“generic monster mazes” into “evil strongholds populated with unpredictable enemies.”
Herein, I roughly classify these NPC groups into two clusters: [1] the zero-level
minions, including humanoids, soldiers, and the occasional level 1 NPCs to lead them
into battle; and, [2] the commander NPCs with experience levels, who can be
individualized with their own ability scores, skills, beliefs, appearances and motivations.
Please note that I’ve already gone over the topic of character development very
extensively and with an overload of detail. If that’s the information you’re looking for,
then you need supplement DDE1, DUNGEON DELVER ENHANCER. But if you’re just
looking for a quick way to plug thousands of NPCs into your dungeons, to classify them,
to come up with starter ideas about their purpose and to differentiate them, these systems
are here to help you.
2-1
Classic old school dungeons are filled with large rooms replete with beds, foot lockers,
weapons racks, guard pots, and lots of low-level minions. You can find a myriad of ideas
for furnishings, room trappings, and random objects they might all be stashing in
supplement CDDG1. But what about the occupants themselves? Who are those guys,
really? And how do you decide what kind of low-level guards might be in a strange
dungeon, such as a manor house, bathhouse ruin, or ruined city? They need a reason to
be there.
So pull out 1D1000 and let’s find out what’s going on. Whenever you design a
barracks, dormitory, common room, or other large shared space, you can roll on this table
to figure out who lives there. This is a general selection of (many!) types of low-level
servants, minions, humanoids, students, and workers.
The results can tell you a lot about who these people are in a single world. Acolytes
are low-level clerics, worshippers and temple servitors; Adherents are followers devoted
to a leader’s cause; and so forth. I provide brief definitions below if you don’t feel like
looking up an obscure term in the dictionaries. I’ve tried to provide some differentiation
so that synonyms are slightly varied from one another too.
Feel free to reroll whenever you get a result that is inappropriate to your current
dungeon setting. And if you want to create odd combinations and justify them with your
own creative ideas, roll twice or three times and figure it out. Have fun!
766 to Student: Someone younger who 774 to Subject: Someone who owes
773 learns under an able master. 781 loyalty to a noble leader.
Non-combatant.
D1000 The Barracks / Dormitory D1000 The Barracks / Dormitory
Roll Belong to a Group of … Roll Belong to a Group of …
782 to Subordinate: A ranked servant 790 to Supplicant: A humble or
789 or soldier taking orders from a 797 sacrificial believer.
higher-level NPC.
798 to Survivor: People saved by 806 to Sycophant: Fawning, parasitical
805 higher-level NPCs, who now feel 813 servants.
obligated to serve or assist that
NPC.
814 to Teamster: In a world without 822 to The Guard: The singular term
821 automobiles, a hauler who uses 829 for an organized cohort of
wheeled equipment (dungeon guardsmen.
carts, wagons, etc.).
830 to The Watch: The singular term 838 to Thrall: In general terms, a slave
837 for an organized group of 847 who believes he / she can never,
watchmen. or should never, be free.
Alternately, a slave too afraid to
revolt.
848 to Tinker: A servant with some 854 to Toady: A particularly nasty or
853 repair and smithing talents. 861 disliked sycophant.
862 to Toiler: Laborers who engage in 870 to Torch Bearer: Followers who
869 painful work. 877 hold torches in the dungeons,
especially in battle and risky
circumstances.
878 to Lantern Lighter: People who 886 to Trainee: A person who is
885 move about the dungeon 893 learning a skill. As
tunnels, keeping ensconced differentiation, a learner who is
torches lit. not learning something magical
or combative.
894 to Treasure Hunter: Skilled scouts 902 to Troop: A fairly large organized
901 who focus on acquiring treasure, 909 military force.
2-2
more powerful. A bedroom implies that someone is important enough in rank to have
their own room, or to share it with one or two allies of equal stature.
Usually, designing a quick (occupied) bedroom means that you will be rolling up a
basic NPC with a class and an experience level. The NPCs will in some way fit the setting.
A temple bedroom might belong to 2 level 4 clerics, a manor house bedroom might belong
to 1 level 6 illusionist, a stronghold bedroom might belong to 3 level 3 fighters, and so
forth. You will want to add in some unusual twists, where an NPC might be important
because of an alternate title which implies a unique stature: for example, a level 3 magic-
user Assessor, a level 7 cavalier Barrister, a level 4 thief Burgher, etc. So how do you
come up with interesting titles, roles, and classes for all of these random dungeon
inhabitants?
The trick is to have a single master table of random official and magisterial title results,
which feeds into a large set of class-related Level Title Sub-Tables. So instead of listing
all of the Fighter class titles for levels 1 to 20, I instead have a single entry for Fighter and
direct you to the Fighter Level Title Sub-Table to select a title appropriate to the
experience level. The reason for this is that I cannot know what type of dungeon you’re
designing, or the level of the adventuring PCs in your game. I don’t know whether you’re
going to need a bedroom for level 1 fighters, or level 4 fighters, or level 13 fighters. So if
you roll up a Fighter result in the master table, you will then go to the Fighter Title Sub-
Table to pick a title appropriate to the experience level of the NPC(s) that you think
should go there.
This master table is necessarily highly subjective, as it is here to provide new ideas
and to give you types of people that you might not have ever thought about before. You’ll
probably want a dictionary, an online dictionary, or Wikipedia to guide the way through
some of the more obscure results. If the random results hereafter give you problems, or
imply that you need to do more dungeon redesign work than you’re prepared for, then
you can override this table by simply titling the room as Lord’s Bedroom or Lady’s
Bedchamber, and be done with it. Don’t let confusion and frustration slow you down,
but learn new things whenever possible!
Please note also that while I partly interface this table with the noble title system
introduced in supplement GWG1, GAME WORLD GENERATOR, I intentionally do not
include random results for Kings, Queens, Emperors and Empresses. The placement of
such powerful individual should be a deliberate design choice left entirely up to you.
2-3
Here is an extensive selection of hundreds of experience level titles from the Castle
Oldskull campaign, which you can use in your own games to provide color and idea
hooks for your dungeon-dwelling NPCs. (You can use these titles for Player Characters
too, but leave that up to your players. Offer them the tools and suggestions here if you
like.) These tables are reached primarily through the random results in the previous
table, but you can also come directly to these sub-tables whenever you want to put an
NPC in a room — for example, a mid-level Fighter or a high-level Magic-User — and
decide which appropriate title you want to give them to help flesh out their interesting
details.
I believe this is the largest FRPG level title system in existence. My own campaign
has a bit more detail (and narrower progression paths), with titles leading into other
specific titles at higher levels, but in this general gaming supplement I believe it is most
beneficial to show you the entire spectrum of offered titles, and to let you choose
whatever sounds best according to the situation. This is largely because here we are
chiefly considering level titles not for PCs with long and storied careers being played by
your players; we are instead usually building quick NPCs (with no prior play to them)
who are being plugged into your dungeon designs on short notice. These NPCs therefore
do not need elaborate progression backstories, unless you want to take the time to
provide that level of further detail for some reason. (For example, if you are introducing
a new arch-villain who will become crucial to the campaign.)
As always, if you want more details on character design ideas, I recommend to you
supplement DDE1, DUNGEON DELVER ENHANCER.
You can further extend this list if you like, by using an online tool (such as Google
Translate) to use Scandinavian titles in your Norse-themed settings, German titles in your
Grimm-themed settings, and so forth. I’ve already plundered most of the thesauri that I
could get my hands on for cool non-modern titles, but if you have more great titles to
recommend, I am happy to hear of them!
If you need help using these tables, the first step is to decide on the NPC experience
level that you want the PCs to encounter when they reach this bedroom or chamber in
the dungeon. That decision depends on four major factors: [1] how nasty you want the
encounter to be, [2] the size of the PC adventuring party, [3] the average experience level
of the PCs, and [4] how many NPCs you want to include in the bedroom (typically 1 to
4).
The title you choose would begin to determine the fighting style and background of
the NPC. The variables in that regard could also depend on the alignment you choose
for the NPC as well. For example, an encountered evil Archer would probably want to
fall back from the encounter while shouting a warning to allies, hoping to create enough
distance to use his bow against intruders. But an encountered neutral Lord might call for
his allies while charging into battle (using bruising and fighting-to-subdue attacks
against intruders, unless they respond by attacking to kill), while a good Lady might
want to parley while cautiously backing toward the guardroom behind her. These
variables are all up to you … but the level titles which appear below can tell you a little
about your new NPC’s tactics, background and philosophy, thereby influencing your
further design of the dungeon and this particular encounter area.
2-4
Anti-Paladins are NPCs (never PCs) who serve ultimate Chaos and Evil. Some who
are Neutral Evil serve the infernal powers as well. As Paladins are the champions of the
light, Anti-Paladins are the champions of darkness. As such, they are frequently found
in strongholds (leading troops), dungeons (leading monsters), temples (leading cultists)
and so forth. They will tend to surround themselves with humanoid minions, slaves, and
evil fighters whenever possible. A subdued or willing dragon mount might be in the mix
as well!
Foul Blackguard
Scoundrel
Experience Suggested
Level Level Title(s)
7 Black Knight
Dastard
Hero Slayer
8 Anti-Superhero / Anti-Superheroine
Champion of Chaos
Demon Bringer
Villain
9 Arch-Villain
Chaos Lord / Lady of Chaos
Knight of Ruin
10 Demon / Demoness
Fiend
Lord of Ruin
11 Anti-Paladin
Warlord of Ruin
12 Anti-Paladin Lord
Overlord of Ruin
13 Hatred Incarnate
Nemesis
14 Chaos Incarnate
Vile Nemesis
15+ Arch-Nemesis
Evil Incarnate
2-5
NPC Assassins tend to have hideouts, secret rooms, locked quarters, traps, and/or lots
of magical defenses near their lairs. People who kill other people for a living tend to be
a bit lacking in the “Let’s trust others with our private living area” department …
Headsman / Headswoman
Infiltrator
Manhunter / Manhuntress
Experience Suggested
Level Level Title(s)
8 Executioner
Headhunter / Headhuntress
Magsman / Magswoman
Spy
9 Assassin
Death Bringer
Grand Executioner
Master Headhunter / Master Headhuntress
Master Spy
Slayer
10 Expert Assassin
Master Assassin
Master Slayer
11 Reaper
Senior Assassin
12 Chief Assassin
Grim Reaper
13 Lord Assassin / Lady Assassin
Prime Assassin
14 Angel of Death
Guildmaster Assassin / Guildmistress Assassin
15+ Archangel of Death
Grandfather of Assassins / Grandmother of Assassins
2-6
While usually found out in the wild, NPC Barbarians do set up shop in dungeons
from time to time. Typically, they are serving temporarily as mercenaries, and are
extremely well paid. Their ramshackle lairs and general dungeon area will be replete
with feast halls, drink storerooms, treasure chambers, wenches (or man-thralls),
armories, dueling pits, trophy halls, and the like.
2-7
NPC Bards in dungeons serve not as entertainers, but rather as advisors, diplomats,
lore masters, bodyguards (their warrior and rogue skills are nothing to sneeze at) and
morale boosters for large bodies of troops. Their lairs tend to feature (or be adjacent to)
music halls, magical gateways, museums, and most especially archives and libraries.
And for GMs of long standing who played 1E, you may be interested to hear that the
classic bardic colleges — Fochlucan, Mac-Fuismidh, Doss, etc. — are not, barring a few
spelling errors, copyrighted material. These names are in fact historical Irish bardic ranks
based on the number of tales a bard has memorized, as enumerated in the now-obscure
Encylopaedia Metropolitana; or, Universal Dictionary of Knowledge, as kept by Samuel Taylor
Coleridge and others, 30 volumes, published 1817 to 1845. And so those colleges appear
in level titles here, free and clear. The more you know …
Master Lyrist
Royal Herald (level 3 Bard in service to a noble)
Sonneteer
Experience Suggested
Level Level Title(s)
4 Cantor / Cantora
Charmer
Fabulist
Fochlucan Master (greater teller of 30 tales)
Master Sonneteer
Skald
5 Beguiler
High Skald
Jaunter
Mac-Fuismidh Apprentice (great teller of 40 tales)
Racaraide
6 Alba
Mac-Fuismidh Adept (grand teller of 40 tales)
Master Racaraide
Minnesinger
Jongleur
7 Mac-Fuismidh Master (supreme teller of 40 tales)
Master Jongleur
Pied Piper
Troubadour
8 Doss Apprentice (great teller of 50 tales)
Master Troubadour
Minstrel
Poet / Poetess
Trouvere
9 Doss Adept (grand teller of 50 tales)
Lorist / Muse
Trovatore
Warrior Minstrel
10 Doss Master (supreme teller of 50 tales)
Lore Master
Rhapsodist
2-8
Cavalier are professional knights, and they are not always good. Due to their skill
sets, cavaliers in dungeons tend to dispense with the horsemanship. They may
(depending on experience level and available space) still have mounts in subterranean
areas, such as dragons, giant lizards, hieracosphinxes, manticores, nightmares, or
wyverns.
They typically serve as champions, troop leaders, strategists, tacticians, and siege
masters. If the dungeon needs defending, the PCs will probably find themselves being
very quickly outmaneuvered by organized monsters taking orders from a high-level evil
cavalier. Watch out for the boiling oil …
2-9
NPC Clerics are typically, but not always, found in temples. For those found
underground, they might be on a quest (perhaps to cleanse an ancient temple or recover
a relic), destroying undead (if good), creating and leading undead (if evil), or serving as
healers to a higher (monstrous?) power.
Experience Suggested
Level Level Title(s)
11 Grand High Priest / Grand High Priestess
12 Supreme High Priest / Supreme High Priestess
13 Holy Exarch
Unholy Exarch
14 Divine Exarch
Infernal Exarch
15 Grand Divine Exarch
Grand Unholy Exarch
16 Archcleric
17 Holy / Unholy Archcleric
18+ Divine / Infernal Archcleric
2-10
Druids are usually at home in the wilderness, but they are found in dungeons more
often than you might think. Their spells dealing with insects, earth, pathfinding, path
obfuscation, elementals, and combat are extremely useful to adventuring parties
underground. Also, from time to time NPC druids will be found in dungeons for
extended periods of time. They might be protecting a sacred shrine or portal, seeking to
restore the balance (by eradicating monsters), assisting allies in defending a subterranean
fortress against invaders, or perhaps even gathering fungi and giant insects for healing,
protection, reagents, preservation, or research of some kind.
But due to their nature, druids in dungeons will almost always fill their lair areas with
reminders of the surface world. Their chambers will typically feature maps, magical
light, portals to the surface, earthen walls and floors, specimens of growing / blossoming
plants, water, and (if the area is shallow) cultivated roots from surface trees, which might
be animated guardians.
Experience Suggested
Level Level Title(s)
10 Initiate of the Eighth Circle
Rowan Druid / Rowan Druidess
11 Dryw
Grove Druid / Grove Druidess
Initiate of the Ninth Circle
Yew Druid / Yew Druidess
12 Druid / Druidess
Druid of the Sacred Grove / Druidess of the Sacred Grove
13 Archdruid / Archdruidess
14 Great Druid / Great Druidess
15 Grand Druid / Grand Druidess
16 Grand Druid Elder / Grand Druidess Elder
Hierophant Druid / Hierophant Druidess
17 Hierophant Initiate
Hierophant of the Cairn
Hierophant of the Waters
18 Hierophant Adept
Hierophant of the Pyre
Hierophant of the Whirlwind
19 Hierophant Master
Hierophant of the Tempest
Hierophant of Vulcanus
20 Hierophant of the Boreal Reach
Hierophant of the Wind Lords
Numinous Hierophant
21 Hierophant of the Elementals
Mystic Hierophant
22 Arcane Hierophant
Hierophant of the Shadow Realm
23+ Hierophant of the Cabal
Hierophant of the Supreme Mysteries
2-11
Fighters tend to be very common in dungeons, because that’s where all the fighting
is. Good fighters establish temporary bases in dungeons where they guard allies who are
resting and healing; neutral fighters frequently serve as mercenaries; and evil fighters
dwell in dungeons to muster troops and subdued monstrosities for various nefarious
purposes.
You don’t really ever need justification to put fighters in dungeons; they serve as
guards, patrollers, mercenaries, defenders and attackers. Put them everywhere
whenever it seems appropriate!
Experience Suggested
Level Level Title(s)
3 Fletcher (level 3 Fighter of Archer specialization)
Lieutenant (level 3 Fighter who leads men-at-arms)
Senior Sergeant (level 3 Fighter who leads men-at-arms)
Skull Crusher
Swordsman / Swordswoman (level 3 Fighter of Blade Master
specialization)
4 Challenger
Gladiator / Gladiatrix
Hero / Heroine
Master Fletcher (level 4 Fighter of Archer specialization)
Senior Lieutenant (level 4 Fighter who leads men-at-arms)
Sergeant of Arms (level 4 Fighter who leads men-at-arms)
Steward (level 4 Fighter who presides over a manor in the
absence of a lord / lady)
Swordmaster / Swordmistress (level 4 Fighter of Blade Master
specialization)
5 Bladesman (level 5 Fighter of Blade Master specialization)
Bowyer (level 5 Fighter of Archer specialization)
Captain (level 5 Fighter who leads men-at-arms)
Castellan (level 5 Fighter who presides over a stronghold in the
absence of a lord / lady)
Duelist
High Steward (level 5 Fighter who presides over a manor in the
absence of a lord / lady)
Swashbuckler
Victorious Gladiator / Victorious Gladiatrix
6 Chief Steward (level 6 Fighter who presides over a manor in
the absence of a lord / lady)
Grand Castellan (level 6 Fighter who presides over a
stronghold in the absence of a lord / lady)
Master Bladesman (level 6 Fighter of Blade Master
specialization)
Master Bowyer (level 6 Fighter of Archer specialization)
Myrmidon
Veteran Captain (level 6 Fighter who leads men-at-arms)
7 Captain of Arms (level 7 Fighter who leads men-at-arms)
Champion
Sharpshooter (level 7 Fighter of Archer specialization)
Vaunted Captain (level 7 Fighter who leads men-at-arms)
Vaunted Chief Steward (level 7 Fighter who presides over a
manor in the absence of a lord / lady)
Vaunted Grand Castellan (level 7 Fighter who presides over a
stronghold in the absence of a lord / lady)
Experience Suggested
Level Level Title(s)
8 Arrowsmith (level 8 Fighter of Archer specialization)
Elite Captain (level 8 Fighter who leads men-at-arms)
Entrusted Chief Steward (level 8 Fighter who presides over a
manor in the absence of a lord / lady)
Entrusted Grand Castellan (level 8 Fighter who presides over a
stronghold in the absence of a lord / lady)
Superhero / Superheroine
9 Archer (level 9 Fighter of Archer specialization)
Lord / Lady
10 Archer Esquire (level 10 Fighter of Archer specialization)
High Lord
11 Archer Knight (level 11 Fighter of Archer specialization)
General
Vice Marshal
Warlord
12 Archer Lord (level 12 Fighter of Archer specialization)
Marshal
13 Archer Master (level 13 Fighter of Archer specialization)
High Warlord
Lord Marshal
14 Archer Grand Master (level 14 Fighter of Archer specialization)
Grand Marshal
Overlord / Dame Overlord
15 Grand Overlord / Grand Dame Overlord
16+ Supreme Overlord / Supreme Dame Overlord
2-12
The hunter is an unofficial post-TSR Gygaxian character class, which you might be
interested in looking up online. (Cough)
While hunters most especially prosper in the wilderness, they do serve in dungeons
as well. They tend to tame monstrous beasts as guards, while also setting traps,
disarming enemy traps, establishing “borderland” perimeters between safe and unsafe
regions, and so forth. Typically, good hunters are present because they are setting up
temporary bases while using their skills to hunt and wipe out monsters; neutral hunters
are serving as defensive mercenaries, or looking for beasts to tame; and evil hunters are
strengthening a dungeon’s defenses against the outside while they use their talents to
dominate lesser creatures.
Oh, and hunters in dungeons also like to use lots of armored war dogs. Fun
encounters to be sure!
Prey Pacer
Veteran Huntsman / Veteran Huntswoman
Experience Suggested
Level Level Title(s)
7 Beast Tamer
Master Huntsman / Master Huntswoman
Prey Stalker
8 Beast Trainer
Dire Beast Tamer
Hunter / Huntress
Master Prey Stalker
9 Beast Master
Dire Beast Trainer
Huntmaster / Huntmistress
10 Great Huntmaster / Great Huntmistress
Lord / Lady of the Wilds
Supreme Beast Master
Wild Runner
11 Grand Huntmaster / Grand Huntmistress
Master of the Hunt
Spectral Hound Tamer
12 Great Master of the Hunt
Spectral Hound Keeper
13 Grand Master of the Hunt
Spectral Hound Master
14 Brother of Lord Herne / Sister of Lord Herne
15 Champion of Lord Herne
Chosen of Lord Herne
16+ Heir to Lord Herne
2-13
Illusionists in dungeons are typically neutral or evil. They dwell therein because
dungeons are perfect places to create illusionary monster guardians, deceptive tricks, and
deadly traps. The confining corridors and locking doors of dungeons make it exceedingly
likely that any intruders will be forced to experience a defensive illusion or three before
the illusionist is ever found; and this, in turn, makes clever nasty illusionists very likely
to set up their secret lairs in a dungeon setting.
Also: In the Castle Oldskull campaign, illusionists are not just casters of false magic
and shadow spells; they are also dreamers, capable of reaching, exploring and even
mastering the Dreamlands of Lord Dunsany and H. P. Lovecraft. You might have fun
putting in an NPC lair next to (for example) a magical gateway that leads to Kadath, or a
summoning chamber where wamps, dimensional shamblers, shoggoths, or even worse
horrors are being drawn in from the Beyond to serve as guardians.
Master Trickster
Mist Weaver
Experience Suggested
Level Level Title(s)
5 Cabalist
Cerenarian Dreamlander
Hypnotist
Magician of Shadowry
Veilist
6 Dreamlander of Sarkomand
Master Cabalist
Mesmerist
Shadow Weaver
Visionary
Visionist
7 Dream Enchanter / Dream Enchantress
Dreamlander of Leng
Master Visionist
Phantasmist
Shadow Summoner
8 Apparitionist
Dreamlander of Hatheg-Kla
Enthraller
Master Phantasmist
Spectralist
9 Dreamlander of Carcosa
Master Apparitionist
Shadow Sorcerer / Shadow Sorceress
Spellbinder
10 Dreamlander of Kadath
Eidolon
Illusionist
Master Spellbinder
11 Dreamlander of the Beyond
Master Illusionist
Phantasmagorian
Shadow Wizard / Shadow Wizardess
Experience Suggested
Level Level Title(s)
12 Dreamlander of the Crawling Chaos
Grand Phantasmagorian
Great Master Illusionist
Master Shadow Wizard / Master Shadow Wizardess
13 Astral Walker
Dreamlander of Nepenthe
Grand Master Illusionist
Great Wizard of Twilight / Great Wizardess of Twilight
14 Grand Umbral Wizard / Grand Umbral Wizardess
Master Dreamlander
Nightmare Bringer
Wish Bringer
15 Great Master Dreamlander
Supreme Wizard of Shadows / Supreme Wizardess of Shadows
16 Grand Master Dreamlander
Shadow Mage
Shadow Magus
17 Grand Shadow Mage
Grand Shadow Magus
18 Archmage of Shadowry
19 Exalted Archmage of Shadowry
20+ Legendary Archmage of Shadowry
2-14
In the Castle Oldskull Campaign, jesters are not just harmless jokers and punsters to
poke fun at. They follow the cackling murderous traditions which will lead in time to
Punchinello (and the Joker), and so they are tumblers and dodgers, knife throwers, acid
Additional depth and gravity has been added to the class (in my campaign) via the
Italian Commedia Dell’Arte, making the buffoon characters and masquers which jesters
emulate part of a deep, eerie, and mystical tradition of disguise, deception and self-
glorification. They perform in sacred rituals of masquerade, hubris, mockery and satire
which please the masses, but this is merely a grand charade which hides a much more
sinister secret society.
NPC jesters in dungeons are usually the minions of a higher power who has a
fondness for enraging enemies, cruel tricks, theatricality and dramatic manipulation. In
short, they make perfect sidekicks for dungeon-based arch-villains. Be sure to make your
own first jester NPC into a deadly, eccentric enemy that your players will love to hate!
Experience Suggested
Level Level Title(s)
7 Buffoon
Inamorato of Colombina
Torch Juggler
Zanni of Arlecchino
8 Fool
Knife Juggler
Masquer of Scaramouche
Master of Arlecchino
Merryandrew / Merryandrea
Vecchi of Pantalone
9 Grand Master of Arlecchino
Joker
Masquer of Pulcinello
Wonder Bringer
Vecchi of il Dottore
10 Commedia Capitan
Harbinger of Misrule
Jester
Troupe Master / Troupe Mistress
Wonder Maker
11 Court Jester
Disciple of Misrule
Grand Commedia Capitan
Puppet Master
12 Death Dancer
Great Puppet Master
Master of Misrule / Mistress of Misrule
Noble Jester
13 Grand Puppet Master
Lord of Misrule / Lady of Misrule
Royal Jester
14 Lord of the Danse Macabre / Lady of the Danse Macabre
Nightmare Puppet Master
Prince of Fools / Princess of Fools
Experience Suggested
Level Level Title(s)
15+ King of the Fools / Queen of the Fools
2-15
Second only to fighters, magic-users are a natural choice for dungeon dwelling. Many
of their spells involve door manipulation, surface manipulation, blasting in closed spaces,
treasure defense, spell book defense, treasure hunting, wall creation, and traveling
through “unassailable” areas with spells. This makes them ideal adventurers, and they
tend to create lairs in dungeons because there they will have a distinct advantage against
the vast majority of non-magic-using intruders.
NPC magic-users will usually have not only a bedroom, but also a summoning
chamber, guardroom, secret treasure room, escape tunnel, library, and/or the ever-
popular magical laboratory. And with their powers and intelligence, they make excellent
leaders of monsters, too.
Thaumaturgist
Experience Suggested
Level Level Title(s)
6 Aeromancer Adept (if specializing in wind magic)
Alember (level 6 Magic-User of Alchemist specialization)
Distiller (level 6 Magic-User of Alchemist specialization)
Geomancer Adept (if specializing in earth magic)
Hydromancer Adept (if specializing in water magic)
Magician
Master Thaumaturgist
Pyromancer Adept (if specializing in fire magic)
7 Compounder (level 7 Magic-User of Alchemist specialization)
Enchanter / Enchantress
Master Aeromancer (if specializing in wind magic)
Master Geomancer (if specializing in earth magic)
Master Hydromancer (if specializing in water magic)
Master Pyromancer (if specializing in fire magic)
Master Magician
8 Enchanter Adept / Enchantress Adept
Hexer
Journeyman Alchemist (level 8 Magic-User of Alchemist
specialization)
Master Enchanter / Mistress Enchantress
Summoner
Warlock / Witch (level 8 Magic-User of chaotic alignment)
9 Alchemist (level 9 Magic-User of Alchemist specialization)
Great Warlock / Great Witch (level 9 Magic-User of chaotic
alignment)
Master Summoner
Sabbat Warlock / Sabbat Witch (level 9 Magic-User of chaotic
alignment)
Sorcerer / Sorceress
10 Master Sorcerer / Mistress Sorceress
Necromancer (level 10 Magic-User of non-good alignment)
Senior Alchemist (level 10 Magic-User of Alchemist
specialization)
11 Arcane Necromancer
2-16
NPC monks, as psychics and martial artists, are disciplined warrior-mystics who have
lots of potential reasons to be in dungeons. Good-aligned monks might be taking over a
dungeon, wiping out the monsters so that the area can serve as a future secret monastery
for trained disciples. Neutral monks may serve as guardians, guides, or treasure finders
(with their thieving skills) for adventuring parties. Evil monks usually dwell in dungeons
because they have established themselves in a protected area, surrounding themselves
with traps and monstrous enemies, while they work to either (a) acquire enough power
to conquer the countryside, or (b) prepare an expedition to go deeper in search of
powerful monastic treasures.
In my Castle Oldskull campaign, there are three major paths for PC monks: Monks
of the Fist, who fight with their hands instead of with weapons; Monks of the Foot, who
fight with weapons and with their feet; and Monks of the Iron Will, who focus more on
psychic powers and mental disciplines than they do on martial arts. This is mostly a
distinction of player play style, but the added layer of detail can be useful when you are
trying to differentiate interesting monk NPCs in your dungeon design. Feel free to use
or modify my title system for your own purposes.
Experience Suggested
Level Level Title(s)
2 Aspirant Brother / Aspirant Sister
Initiate (of the Fist)
Initiate (of the Foot)
Initiate (of the Iron Will)
Novice Brother / Sister (of the Fist)
Novice Brother / Sister (of the Foot)
Novice Brother / Sister (of the Iron Will)
3 Brother / Sister (of the Fist)
Brother / Sister (of the Foot)
Brother / Sister (of the Iron Will)
Friar (level 3 Monk in service to a good monastery or temple)
Martial Artist
Pankrator
4 Disciple (of the Fist)
Disciple (of the Foot)
Disciple (of the Iron Will)
Elder Brother / Elder Sister (of the Fist)
Elder Brother / Elder Sister (of the Foot)
Elder Brother / Elder Sister (of the Iron Will)
Mind Veiler
5 Brother Superior / Sister Superior (of the Fist)
Brother Superior / Sister Superior (of the Foot)
Brother Superior / Sister Superior (of the Iron Will)
Immaculate
Psychic Warrior
6 Brother Magister / Sister Magistress (of the Fist)
Brother Magister / Sister Magistress (of the Foot)
Brother Magister / Sister Magistress (of the Iron Will)
Immaculate Superior
Prior / Prioress (level 6 Monk in service to a good monastery or
temple)
7 Calcitro
Master (of the Fist)
Master (of the Foot)
Experience Suggested
Level Level Title(s)
20+ Eternal Grand Master
2-17
In the Castle Oldskull campaign, Mountebanks are not just deceivers and fast talkers,
they are cheating gamblers, forgers, noble impersonators, impostors, blackmail artists,
snake oil potion salesmen, double agents, and (at very high levels) even powers behind
the thrones of some of the greatest kingdoms in the world. When necessary and the best
plans fail, they are also clever thieves or even dangerous assassins.
In a dungeon setting, NPC mountebanks are master manipulators. They will typically
be found with one or more NPCs who think they are in control, but they really aren’t.
For example, if your dungeon’s arch-villain is an evil anti-paladin, then the mountebank
there might be his advisor, giving him intelligent advice that will eventually lead to his
untimely end (due to an “undiscovered” trap, or a cultivated power struggle with
another murderous NPC who is eager to take the commanding anti-paladin’s place).
Mountebanks make excellent “master of the dungeon” villains, where they know
enough about the region’s secret doors, lairs, unreachable treasures, dangerous tricks and
so forth that they might be able to manipulate PCs into nasty actions (such as clearing
away a deadly monster so that the mountebank can steal a long-desired treasure, while a
flood trap is activated to avoid pursuit).
Master Schemer
Experience Suggested
Level Level Title(s)
9 Grifter
Master Forger
Misdirectionist
Supreme Deceiver
10 Master Grifter
Master Misdirectionist
Swindler
Uncanny Impostor
11 Charlatan
Master Impostor
Master Swindler
12 Master Charlatan
Mountebank
13 Grand Charlatan
Master Mountebank
14 Grand Master Mountebank
Grand Mountebank
Kingmaker / Queenmaker
15+ Grand Master Mountebank
Power Behind the Throne
2-18
Mystics are good-aligned priests with powers of divination, planar contact, and
prophecy. As such, they are usually found in surface temples, shrines, and monasteries
allied with Cloistered Clerics.
When encountered in the dungeon, the NPC mystic will be a powerful potential ally
for adventuring PCs. He / she will almost certainly be solitary. The mystic might be (for
example) trapped in stasis for centuries, awaiting freedom; guarding a sacred shrine as
the last bastion of good in the entire dungeon; or perhaps even recently sent by a powerful
god or goddess, and asked to wait and to establish a lair while preparing to meet with
the PCs (as was long foretold).
As such, NPC dungeon mystics make ideal “quest givers” and unexpected providers
of valuable information.
Illumined Revelator
Sacred Oracle
Experience Suggested
Level Level Title(s)
10 Divine Oracle
Enlightened Revelator
Foreteller of Revelations
Prophet / Prophetess
11 Foreteller of Ages
High Prophet / High Prophetess
Mystic
12 Foreteller of Worlds
Sacred Mystic
Sacred Prophet / Sacred Prophetess
13 Divine Mystic
Foreteller of the Planes
14 Enlightened Prophet / Enlightened Prophetess
Foreteller of the Planar Truths
15+ Divine Prophet / Divine Prophetess
Foreteller of Eternity
2-19
Paladins are champions of Good, and NPC Paladins are found in dungeon bedrooms
for only three reasons: [1] They’ve set up a temporary base to use while wiping evil out
of the dungeon, [2] They’ve set up a temporary base with allies, or [3] They’ve been
imprisoned in a nicely-furnished place … perhaps to taunt them, or as an attempt by the
ill-informed to sway them.
When fighting in the dungeon, they tend along similar lines as do cavaliers (as
mentioned prior); but they are typically on the offensive, rather than the defensive.
2-20
NPC rangers are hunter-warriors of good alignment. (I know there’s neutral rangers
in later editions, but there’s lot of things in later editions …) They will be found in
dungeons for reasons similar to those given for paladins, above.
Much like hunters, their skills with tracking will be put to good use. Rangers are
usually found in dungeons of their own free will when they are busied by wiping out
giants, humanoids, or their various allies.
Experience Suggested
Level Level Title(s)
2 Frontiersman / Frontierswoman
Guardian Forester
Orc Slayer
Strider
3 Highland Strider
Scout
Woodsman / Woodswoman
4 Backwoodsman / Backwoodswoman
Courser
Ogre Killer
Veteran Scout
5 Tracker
Trapper
Veteran Courser
Wilds Stalker
6 Backwoods Tracker
Backwoods Trapper
Guide
7 Backwoods Guide
Pathfinder
Stalker
Troll Slayer
8 Backwoods Pathfinder
Backwoods Stalker
Giant Killer
Ranger / Rangeress
9 Ranger Guardian
Ranger Knight
10 Ranger Champion
Ranger of the Elven Conclave (for elven and half-elven rangers)
Ranger Lord / Lady Rangeress
11 Ranger of the Elf Lords (for elven and half-elven rangers)
Ranger High Lord
12 Ranger of the Elvenqueen (for elven and half-elven rangers)
Ranger Warlord
Ranger Marshal
Experience Suggested
Level Level Title(s)
13 Ranger High Warlord
Ranger Lord Marshal
Ranger Overlord
14 Heir to the Dunedai / Heiress to the Dunedai
15 Prince of the Dunedai / Princess of the Dunedai
16 King of the Dunedai / Queen of the Dunedai
17 High King of the Dunedai / High Queen of the Dunedai
18+ Overking of the Dunedai / Overqueen of the Dunedai
2-21
Savants are occult- and research-driven magic-users, similar to sages. They are
frequently most comfortable in regal settings, researching in libraries and musty
museums; but like Indiana Jones, some of them have an adventurous streak and prefer
hands-on research to cold and distant study.
These few venturesome savants are the ones found lairing in dungeons. They are
usually based there because they are looking for crucial artifacts, or they are seeking
books they know are in the area, or they are translating runes and tablets, or they are
committing to some form of occult archaeology, digging crucial information out of the
dungeon despite the danger.
Savants are very intelligent, which would make you think their lairs are cleverly set
up and long-term, like magic-users’ lairs are; but their curiosity, drive, reckless interest
and eccentricities tend to get the better of them. Savant dungeon lairs are unruly places
stacked with books, rune-covered pieces of rubble, various monster parts (many
mummified and ancient), light sources, digging tools, and occasional pieces of elaborate
equipment that does not really belong in a dungeon setting (e.g., globes, armillary
spheres, orreries, astrological charts, and so forth).
On the rare occasion that a savant has a long-term dungeon lair, it will be set up as a
magical laboratory with a heavy leaning toward written sources, glyphs, and magic
circles.
Experience Suggested
Level Level Title(s)
8 Great Philosopher
Magnus
Royal Astrologer
9 Grand Philosopher
Occultist
Sage
10 Arcane Occultist
Master Sage
Savant
11 Grand Sage
Master Occultist
Master Savant
12 Grand Savant
13 Supreme Savant
14 Sage and Magus
15 Master Sage and Magus
16+ Grand Sage and Magus
2-22
Behind only fighters and magic-users, thieves are quite common in dungeons. Good
thieves (rare) tend to be serving as long-term dungeon scouts for parties temporarily
lairing in the dungeon, looking for treasure; neutral thieves have hideouts and steal from
anyone and everything; and evil thieves act as ambushers, spies, scouts and turncoats for
wealthy higher powers.
Thief hideouts will usually be trapped, locked, and/or behind secret doors. They are
some of the most difficult characters to steal from, and their riches will be well-hidden.
Outlaw
Raider (level 2 Thief of Bandit / Brigand specialization)
Rogue
Trap Finder
Experience Suggested
Level Level Title(s)
3 Cutpurse
Freebooter
Latro
Locksmith
Marauder (level 3 Thief of Bandit / Brigand specialization)
Skulker
4 Grave Robber (level 4 Thief of evil alignment)
Highwayman (level 4 Thief of Bandit / Brigand specialization)
Robber
Shadow Skulker
Smuggler
5 Ambusher
Backstabber
Burglar
Master Smuggler
Outlaw (level 5 Thief of Bandit / Brigand specialization)
6 Burglar-Acrobat (level 6 Thief of Acrobat specialization)
Desperado (level 6 Thief of Bandit / Brigand specialization)
Filcher
7 Pilferer
Reaver (level 7 Thief of Bandit / Brigand specialization)
Second-Story Thief (level 7 Thief of Acrobat specialization)
Sharper
8 Cat Burglar (level 8 Thief of Acrobat specialization)
Shadow Reaver (level 8 Thief of Bandit / Brigand
specialization)
9 Master Cat Burglar (level 9 Thief of Acrobat specialization)
Master Reaver (level 9 Thief of Bandit / Brigand specialization)
Thief
10 Bandit (level 10 Thief of Bandit specialization)
CHAPTER 3:
CASTLE OLDSKULL
DUNGEON MASTERY
DESIGN TABLES
And now we get to the really fun part. The remainder of this book includes all of the
current random tables — informed by decades of play — that I use at the gaming table,
and in my own dungeon design sessions. Herein you will find millions if not billions of
random results, enough to power many multi-decade campaigns. The tables were
originally inspired by Gygax’s DMG appendices, and then they slowly grew as I drew in
information and good ideas from Bledsaw, Jaquays, Ward, Moldvay, Holmes, Cook, and
the many module and magazine writers we all know so well and love. Later ideas came
to light as I stumbled across them, from fellow high school GMs, library stacks, computer
games, too many pulp novels, Mentzer, Kuntz, Schick, Lakofka, Sandy Petersen, Lucas,
Spielberg, Steven King, Heavy Metal magazine, Weird Tales, and way too many
midnight movies to mention. When I got done with Tolkien and mythology and started
in on the Appendix N authors in my late teens — Lovecraft, Merritt, Howard, Dunsany,
and all the rest — another layer of detail was added. And when the Old School
Renaissance took off, suddenly there were tables and lists of excellent dungeon ideas
everywhere. I borrowed shamelessly, made things my own, and made ideas a little bit
better or more personalized whenever I could. Now, it’s time to hand my dungeon tools
off to you.
These tables can be used at the gaming table with some practice and skill (and a lot of
rolling and flipping), but you’ll get the best use out of them when you’re designing things
in peace and quiet before a game. Some of these tables are 1D100, and others are 1D1000.
Some of them are single-column, meaning you roll once and look up the result and go
with it, modifying each idea to make something entirely new, come what may. But many
of the densest tables are multi-column, where you might roll five times on the same table,
applying the first roll to column A, the second roll to column B, and so forth. In this way,
many millions of idea combinations can be included in just a few hundred pages.
I hope that you find this section impressive and entertaining! It’s been a lot of work.
But like any GM, I didn’t really do it alone. I learned from those who came before me. I
know that every single GM out there will think of things that I have not, but I also know
that just about everyone I’ve ever shown these systems to has come away scared,
impressed, and creatively influenced by something.
Let’s get moving and have some fun. Get your D10s, pull out your notebook, start
flipping pages and get ready to slog through thousands of mad ideas which are going to
drive your players crazy in the weeks and years to come. And rest assured that I will add
much more to this section in future updates! This information never stands still.
So quickly get your helmet on, light your lantern. Take up the quill, leave the swords
to the men-at-arms. Gods help us to find the way. Stairs over here. Heavy webs, but we
burned the spiders out. Here we go …
3-1
Use this table whenever you need to add an interesting detail to a cave, grotto, tunnel,
monster lair, or netherworld location. If you want to keep your players busy in an area,
roll 3 to 5 times and try to come up with a theme that ties all of the oddities together.
Many of these features are realistic, and you can find further online information and
pictures via reliable sources. (Personally, I’m fond of National Geographic, cavern.com,
various spelunking blogs, Wikipedia and Google Image Search.)
3-2
The contents in the following table are mostly meant to be non-valuable (to avoid
disrupting whatever treasure system you’re using), but there are a few precious odds and
ends included for flavor and surprise. You can change descriptions to make just about
any item here into a treasure if you want to, by making it gemstone, precious stone,
ancient, magical, or just unique in some way.
So in short, this is a table of cool knickknacks and junk. You should probably roll on
the Contents column more than once for a realistic mix, depending on container size.
With regards to Craftsmanship / Material, you may need to reroll if the material is wrong
(e.g., you roll cloth when you need stone), but you can simply make the result work with
a little thought (perhaps the stone container has a sack in it, or is covered by a tarp). Make
the containers plural whenever you need to; change the containers if they don’t fit the
furnishings you envision (or lack thereof). If you feel that a container needs a trap, refer
to BDT1, BOOK OF DUNGEON TRAPS. If you feel that a container needs a lock, refer to
the Doors Table in this volume.
Reroll results that don’t make sense, and give the weird contents a story if you want
to come up with some more ideas for adjacent chambers. Who owned the container? Are
they still alive? Who owns it now? Is the container from this world? Was it looted?
Repaired? Recently made? Unburied and abandoned for some reason? All of that is up
to you … this is a table of hints and clues, not a table of definitive answers.
And remember, players can always ask questions, but you don’t always need to give
them answers! Whatever you do as the PCs rummage about, always keep the mystery
alive.
Compartment
(treasure?)
D1000 Container Type Craftsmanship / Contents Location
Roll Material
321 to 325 Foot Locker Eskimo Details / False Lid and Dimensional
Motif Secret Rift
Compartment
(treasure?)
326 to 330 Fountain Evil Eye Feathers Dimensional
Craftsmanship Rift
331 to 335 Fountain Faerie-Crafted Fibrous Material Dimensional
Rift
336 to 340 Funerary Urn Fighter Owner / Food / Dried Dimensional
Motif Food Rift
341 to 345 Funerary Urn Finnish Details / Fungus Dimensional
Motif (monster?) Rift
346 to 350 Furniture (as Flesh Fur / Hide Disguised as
appropriate) Something Else
351 to 355 Furniture (as French Details / Game Pieces Disguised as
appropriate) Motif Something Else
356 to 360 Gelatinous Frogman- Gem (random, Disguised as
Slime (monster) Crafted treasure) Something Else
361 to 365 Gelatinous Fungus Gloves Disguised as
Slime (monster) Something Else
366 to 370 Giant’s Skull Fungus Man- Glue Disguised as
(with skullcap Crafted Something Else
“lid”)
371 to 375 Giant’s Skull Futuristic Grain Disguised as
(with skullcap Something Else
“lid”)
376 to 380 Giant-Sized Genie-Crafted Gravel / Pebbles Encased in
Chest Crystal
381 to 385 Giant-Sized Germanic Grease / Encased in
Chest Details / Motif Hardened Crystal
Grease
3-3
DESIGNING AN UNNERVING
CORPSE OR SKELETON
This table is useful when you want to add some sinister detail to a dead body. Why?
It might be because you want to fill your players with dread; or, you want to include
some treasure and see if the players are willing to toughen up and work with it; or, you
want to include a quick undead encounter to keep the PCs on their toes; or, you want a
place to put an important clue.
You can also use this table to create multiple results at a time.
This selection mostly features human and humanoid corpse options, with monsters
and beasts largely excluded. This means that we are assuming sentience, possessions,
clothing, intent, and a history to what the “person” was doing when they were killed.
You will rarely need this level of detail for monster corpses.
When designing a random corpse or skeleton, I recommend that you roll several
objects (perhaps 1D6) to make things seem realistic. And just like the Container Table,
there are very few treasures listed here, which is an intentional design choice on my part.
Nevertheless, enterprising and iron-stomached PCs will find lots of useful items if they
are willing to scrounge them off the dead.
The presence of basic (rotted?) clothing and (useless) armor is assumed. If you roll up
a container, you can find more details on the Container Table and go from there.
Not every corpse should mean something, but enough of them should be worthwhile
— through the inclusion of maps, dungeon journals, written clues, keys, and so forth —
that players will learn that they are sometimes rewarded for taking a closer look. And if
you really strongly want the PCs to investigate, just say “You see something glimmering
beneath the skull, it might be a gem or coin. You can’t tell from this far away.” That
almost always works!
3-4
DESIGNING A NOTEWORTHY
DUNGEON DOOR
Doors provide you, the GM, with one of the truly untapped sources of potential in
dungeon atmosphere, creativity, mystery and inspiration. Many GMs slowly get caught
up in a situation where doors are either locked, trapped, secret, or non-descript. Odd
options such as concealed doors (doors which are hidden behind objects, rather than
camouflaged and hidden in plain sight), portcullises, magical gateways, slime
membranes, wall-up archways, and even stranger things frequently get overlooked. This
is not really the fault of the harried Game Master, as the design focus tends to be on rooms
and room contents, particularly when the dungeon designer is pressed for time. But I am
happy to provide a vast array of intriguing door options for you now, which will turn
every door-opening opportunity your players face into an exercise in anticipatory fear.
You may need to reroll or ignore results for Door Material; for example, if you roll up
an archway (by definition, a stone frame with hollow space) and you get a result showing
that the archway is made of wood, you can safely ignore that. Alternately, you can use
the Door Material roll to show that the door is hybridized and retrofitted; in this example,
it might be an original stone archway that was later turned into a door, when some orcs
haphazardly hinged a slab-work of crossed wooden planks over the entrance to form a
barrier.
The Door Lock column can be used to give you some ideas on the types of door locks
which (researched, but not 100% realistic) could reasonably be found in a quasi-medieval
setting. The bonuses to Open Locks percentages show that the lock is easier to pick, while
the penalties show that the lock is more difficult to pick. If you feel like giving your
players a break, you can reroll the penalty results until their PCs hit experience level 8 or
so, when the difficult locks tend to make high-level thieves more valuable to the party.
Of course locked doors can always be broken down, but the noise attracts wandering
monsters; and magic can be used, but precious spells then need to be wasted just to enter
a potentially dangerous room.
The Door Features column can be used to add interest and variety to the basic results.
IF you want a really unusual door, you can roll two or three times on this column, and
see if you can come up with a reasonable design that incorporates all of the conflicting
ideas.
on Adventurers’
Side
D1000 Door / Portal Door Material Door Lock Door Feature
Roll Type
117 to Clockwork Bronzebound Fir Confounding Blocked by
120 Artifice, Magical (wood) Bronze Padlock Barrels / Crates
(opening / (-18% to open) on Far Side
closing)
121 to Coal Seam Bronzebound Fir Confounding Blocked by
124 (wood) Iron Fetterlock (- Barrels / Crates
31% to open) on Far Side
125 to Coal Seam, Bronzebound Fir Confounding Bloodstains
128 Narrow (wood) Iron Fetterlock (-
31% to open)
129 to Coal Seam, Bronzebound Confounding Bloodstains
132 Twisting Maple (wood) Iron Padlock (-
33% to open)
133 to Corridor, Bronzebound Confounding Bloody Hand
136 Blocked by Maple (wood) Iron Padlock (- Print
Rubble 33% to open)
137 to Corridor, Bronzebound Confounding Bloody Hand
140 Blocked by Stone Maple (wood) Iron Warded Print
Block Lock (-50% to
open)
141 to Corridor, Bronzebound Confounding Boiling Oil
144 Blocked by Trash Maple (wood) Iron Warded Cauldron Chute
Lock (-50% to Above
open)
145 to Crawlway Bronzebound Confounding Boiling Oil
148 Maple (wood) Steel Fetterlock (- Cauldron Chute
42% to open) Above
149 to Crawlway, Slimy Bronzebound Confounding Broken /
152 Maple (wood) Steel Fetterlock (- Deactivated Trap
42% to open)
3-5
This is one of the most ambitious and powerful random systems that I use in my
personal dungeon designs. This system can be time-consuming, but the benefit is that it
will over the lifetime of the game provide you with a near-infinite set of flexible idea
options. Here you will find a thousand-odd interesting dungeon features, and you can
always add more entries as needed.
As you may have surmised, this system is probably too complex and involved to be
used at the play table.
Each dungeon dressing you create here will be completely unique. Whether the
pieces are important, pointless, or somewhere in between is entirely up to you. Do feel
free to make entries plural whenever necessary; if it makes more sense (for example, in a
storeroom) for the PCs to find a bundle of torches instead of a single torch, then that is
what they find. Most of the items in these tables have no significant value, unless you
decide the item is a treasure (or an indication of nearby hidden treasure) of some kind.
This is designed to be one of the more inspiring, yet generic, systems in the entire
dungeon design scheme. Use this system not only to create results, but also to force your
mind into unexpected quandaries. Questions you might want to ask yourself as you
generate these items include:
By tentatively answering these questions, you can come up with ideas for the contents,
denizens, and secrets in one or more adjacent rooms. You can even design 1,000 or more
odd rooms by just using these two tables and some computer program generation. I’ve
done it before? If you don’t mind thinking obliquely and taking your time, as a creative
exercise, you can even design an entire dungeon using nothing but this dungeon dressing
system … create 100 random rooms, and the answers to the questions above will by
default become a vast and profound dungeon history, giving the tales of dozens of
explorers, denizens and mysterious entities. Then, make it more cohesive and put in the
monsters and treasures and such over the web of dungeon dressing ideas. I call this odd
technique “dungeon junking,” and it can create very evocative and unusual dungeons if
your players appreciate that level of detail!
I hope you enjoy the system. It can be frustrating to use at first, but once you get used
to it, it becomes immensely powerful. You may even (as I have) dispense with using the
dice here entirely, and just flip through this section whenever you need a new idea.
Remember, however, that the best ideas will not come from rolling on these tables once
or twice; the best ideas will come from using these details many times to design highly
unusual and ultra-detailed random objects.
Part 1: Object
The first step in using the CDDG2 dungeon dressing system is to roll up the object.
Just roll 1D1000, and read the 4 Option Columns. You can either choose the most
interesting result, or the one that you think would be most challenging to justify.
If you’re pressed for time, choose the result that you can design the fastest.
Part 2: Descriptor
The second step is to roll 1D100, and to choose a Descriptor (adjective) from the 5
options presented for each die roll. For this second step, I recommend choosing the result
that makes the most sense. So if you roll up “Vegetation” as the object, and your five
Descriptor options are Crystalline, Leathery, Porcelain, Sackcloth and Stone, you might
want to take the safe way out and choose “Leathery.”
If you want a more exotic result, however, “Crystalline” is to my mind the most
interesting. You’ll just need to come up with some more design verbiage to justify that
strange result. Perhaps the vegetation was crystallized by an errant magic spell, or maybe
it’s the tentacle structure of a burrowing monster, or maybe it’s not vegetation at all. The
choice is up to you.
You will need to reroll from time to time, because this system cannot be intelligent
enough to anticipate what you rolled on the prior Object table. So if you roll up “Tunic”
and then the Descriptors are all describing types of stone, you will probably need to roll
again.
A few of the results you will find here are supernatural or unsettling, while others
imply dungeon history, are descriptive, or give an unexpected twist to a mundane item
which makes it deserving of further investigation.
And if you feel that an object needs to become even more odd and perplexing, roll
two or three times! The game is played in a realm of magic; an infinite number of strange
things can exist if you are willing to justify their existence.
3-6
DESIGNING AN ELABORATE
FOUNTAIN OR POOL ROOM
This table is designed to give mystical and magical results, above all. It’s also
specifically crafted to introduce large numbers of aquatic monsters into the dungeon
setting, because those classic monsters tend to be criminally underused in games where
the PCs rarely go on maritime adventures.
Fountains and pools in the dungeon are not just inert bodies of water. They are
alchemical reservoirs, essences of ancient spells, monster lairs, sentient liquid lifeforms,
the shrines of water gods and goddesses, and the veilers of arcane mysteries.
This table is a bit sloppy, because I wanted to maximize the number of descriptive
options by having you roll the non-water details of the pool or fountain twice. Therefore,
the “Feature of Pool / or Statue Motif” column will give you the major descriptive
element, describing what the adventurers see when they first enter the room and see what
water. Then, the “Denizen / Additional Decoration” column adds in some unique details
for when the adventurers dare to take a closer look. As you might imagine, that second
column has all of the suggested aquatic monsters in it.
Denizens (monsters) can be one or many, depending on how difficult you want the
encounter to be. Many huge monsters can be found in large fountains, or large pools, or
in a hidden pool beneath the fountain. You can include large aquatic monsters just by
modifying your dungeon map a bit.
For example, a giant crayfish can exist in a small pool. You would just need to design
a hidden submerged cavern as its lair, and write some notes explaining that the crayfish
can attack adventurers with a single claw from below, attempting to drag victims down
into the deep. Fountains can also be doorways to aquatic dungeon levels, or even a water
realm which connects to the fountain via a magical gateway.
There are also columns for water type, and for water effect. You can roll twice on the
“Water Color / Consistency / Quality” table if you like, but you are quite likely to get
conflicting results if you roll any more than that.
The “Water Effect” table is used for magical fountains and pools; I recommend that
you use it almost always, but if you want to put some non-magical water sources in your
dungeon (in the name of semi-realistic ecology, for example), then you can choose not to
roll on this column for some of the pools which the adventurers find.
Note also that if the pool is intelligent (and alive), it probably has an alignment. In
such cases, even if it cannot communicate, it will favor its own alignment and will be
hostile to enemies. But it will also certainly be hostile to anyone who attempts to drink
from it!
3-7
DESIGNING A FEARSOME
FUNGUS, sLIME, OR ABOMINATION
You can’t ever have an epic dungeon without randomly chaotic slimes! They’re the
perfect monsters to possess random powers, appearances, and attributes. The classic
FRPGs do have a nice selection of slime monsters, but the problem is that they become
predictable over time. This is a problem because they don’t have much mobility, and
very few ranged attacks; their strengths are mostly in being bizarre, unnerving, powerful
at close range and creepy. But once the players figure out their weaknesses, these
creatures are relatively easy to kill and they lose a lot of their charm.
To fix that problem, here are about 7 million random slimy abominations for you to
consider. You’ll find no game stats here, but lots of inspiration for quick new monster
designs.
If you like this table, you might also be interested in my huge tome available at the
DMsGuild, SPAWNING POOL OF THE ELDER THINGS. It’s specifically written for 5E,
but there you’ll find about 800 pages of more Lovecraftian goodness. This is just a tiny
sampling of what’s possible.
Pleasant dreams …
shell /
exoskeleton)
D100 Fungus / Slime Strange / Power Weakness /
Roll Appearance Unnerving Vulnerability
Feature
87 Spider-Like Trapped in Egg / Spits Weakening Slashing /
“Creature” Geode / Magical Fluid Cutting Weapons
Prison
88 Stinkhorn Trapped in Sprays “Spider Slashing /
Suspended Webs” Cutting Weapons
Animation /
Hibernating
89 Tenebrous / Treasure Chest Stingers / Slashing /
Living Shadow Inside / Impaling Cutting Weapons
Encrusted Tentacles
90 Tentacled, Treasure Inside / Swallows Victims Smoke
Hovering Fungal Encrusted Whole
“Brain”
91 Thing (alien) Very Strange Telekinesis The Elder Sign
Odor
92 Toadstool Wall-Crawling Undead The Elder Sign
93 Trash Heap Whispering Undying / The Elder Sign
Plasm Immortal
94 Unholy Energy Worshipped / Unerring The Elder Sign
Protected by Tracking /
Cultists Tireless Pursuit
95 Unholy Liquid Worshipped / Unnatural Speed Transmutation
Protected by Magic
Deep Ones
96 Unholy Vapor / Worshipped / Weakness (on Unholy Magic
Mephitic Protected by Di contact)
Lemures
97 Water Mold Worshipped / Weakness Spores Very Poor Armor
(oomycetes) Protected by Di Class
Manes
3-8
Hideouts are ideal dungeon locations, where an NPC or other intelligent monster
creates a base of operations behind secret doors and observes what is going on elsewhere
in the dungeon. An interesting variant is the abandoned hideout, where there NPCs are
no longer present but the odd traps and equipment they left behind are still in the room
(along with a fair amount of treasure). These rooms are excellent not only for assassin,
mountebank and thief encounters, but also for “good guys” who are hiding as they snipe
away and ambush the monsters and fight against near-insurmountable odds.
This table can also be used to generate valuable random items that are not quite
treasure, implements owned by those rarely-used “inventor” villains who do not have
arcane powers, and so forth. I recommend rolling 10-20 times on this table to get a good
kit / hideout description that your PCs can poke around in for a while … if, of course,
they can defeat or ally with the person who dwells there.
3-9
DESIGNING AN UNFORGETTABLE
LABORATORY, MAGIC ROOM,
OR WIZARD’S CHAMBER
The wizard’s workshop is a classic trope of dungeon design. The difficulty, however,
comes in when the GM needs to decide exactly what types of items can be found there.
This sub-system is an idea engine for arcane options, and a chance for you to exercise
some true GM creativity. This table is not meant to be definitive and specific, but rather
to fill your mind with ideas. I’ve provided about 200 options, but you will need to
consider parenthetical sub-options for many of these rolls. You will also need to be
thinking about potential treasures, and whether any particularly randomly generated
feature is magical, cursed, animated, unstable, potentially dangerous, and so forth.
This table moves beyond the basics: in addition to these random results, a fireplace,
work table, bench, curiosity cabinet and wall shelves are practically mandatory to the
design. Be sure to leave room for them.
I recommend rolling 10-20 times to get a good, workable and potentially deadly
wizard’s workshop. You may need to do a bit of digging in Google, or in image searches,
to figure out what some of these things are; not that that’s necessarily a bad thing.
Learning “the name of that mad scientist thingy” you always see in the backgrounds of
Hollywood movies is actually quite entertaining.
031 to 035 Apprentice (NPC, ally?) 036 to 040 Aqua Fortis (nitric acid vials,
weapons?)
041 to 045 Aqua Regia (nitric and 046 to 050 Aquarium (with small
hydrochloric acid vials, aquatic monsters?)
weapons?)
861 to 865 Stuffed Monster (random, 866 to 870 Summoning Circle (with
animating?) summoned and imprisoned
monster?)
D1000 Laboratory / Magician’s D1000 Laboratory / Magician’s
Roll Chamber Feature Roll Chamber Feature
871 to 875 Tentacle Specimen under 876 to 880 Terrarium (with tiny
Glass (moving, type?) monsters or miniature city?)
881 to 885 Test Tubes (with nearly- 886 to 890 Toad in Cage (polymorph
finished potions?) victim?)
891 to 895 Torches (ever-burning, 896 to 900 Trap (magical, attuned to
magical?) not affect the wizard or
henchmen)
901 to 905 Treasure Chest (with 906 to 910 Trick (random)
random trapped treasure)
911 to 915 Tuning Fork (planar travel, 916 to 920 Tweezers (with collection of
or sound magic?) powdered gemstones?)
921 to 925 Unseen Servant (magical) 926 to 930 Vellum Sheaf (with random
spell)
931 to 935 Vial of Antidote (to a poison 936 to 940 Vial of Demon Ichor
in the room?) (identification of demon
truename?)
941 to 945 Vial of Dragon’s Blood (from 946 to 950 Wand, Map, or Scroll Case
a still-living dragon, reagent (empty, or with secret
for weapon?) compartment?)
951 to 955 Wind Chime (to detect air 956 to 960 Wing of Bat (or similar
currents / approaching flying monster part,
intruders) animated?)
961 to 965 Witch / Warlock (NPC, 966 to 970 Wizard (NPC, intruder or
apprentice, friend or foe?) denizen?)
971 to 975 Wizard’s Hat (magical, 976 to 980 Work of the Mythos,
speaking, induces Fragmentary
invisibility?) (Necronomicon,
Unaussprechlichen Kulten,
etc.)
3-10
DESIGNING A MIND-BLOWING
MAGICAL GATEWAY
Magical gateways are a quick way for wayward adventurers to leave or move about
the dungeon, and a quicker way to create an optional change of pace if the players are
tiring of the current dungeon environs. These enchanted tele-portals tend to be
underused in current play styles (perhaps due to the potentially wild and campaign-
altering results); which is a shame, because they are in my experience one of the most
enjoyable and unpredictable plot devices available in an FRPG Game Master’s virtual
toolbox. They can also be very dangerous to the Player Characters, and possibly to your
gaming sanity … depending on how much you enjoy doing heavy campaign design work
on short notice. I recommend that you use them sparingly at first, see how your players
react, make further adjustments to the approach, and then become more bold. Using
magical portals, a single mega-dungeon can literally become a massive worldly and
planar nexus, leading to every other major locale that you want your campaign to
eventually encompass.
You will need to be fairly gentle with trap-wary players to get them accustomed to
the idea of gateway travel. To keep things somewhat fair, I would rule that the
destination can always be seen through the gate before it is used, unless the GM
specifically rules otherwise. But whether sounds, smells, and temperature can be
discerned as they exist at the portal’s destination remains an open question.
The GM should likewise decide if the gateway is one-way or two-way, but I strongly
recommend having mercy on your players and using two-way gateways … until they get
comfortable, spoiled, and cocky, of course.
There are four major columns in the extensive table below. The Gateway Descriptor
gives you a general idea of what the portal (or its frame) actually looks like. The gateway
itself appears as a glowing two-dimensional surface, which can be walked around and
viewed from two directions if the gateway room’s arrangement allows that action.
People who put their hands through could theoretically be grabbed by someone at the
portal’s destination, but not by a companion standing on the other side of the portal in
the same room as the experimenter.
The Control / Restriction column gives you some hints about who made the portal
(likely long ago). The portal, or the area in the room around the portal, will likely be
decorated in a way that hints at this (dwarven runes for a “dwarves only” portal, carvings
of harlequins and fire breathers for a “jesters only” portal, and so forth). Anyone who
does not fit the builders’ intender “journeyer profile” may suffer adverse results.
Generally, if the control condition is not met, people will be still be able to use the portal.
But they will likely suffer an ill effect, ranging from the minor (enchanted sleep) to the
worrisome (damaging / wounding) to the horrific (energy drawn). The GM decides, and
can give the players a warning if their PCs touch the portal surface slowly before passing
through. Characters who fit the “journeyer profile” correctly will not suffer these effects,
unless the portal is malfunctioning in some way.
The Orthodox Destination column gives you a good set of classic and interesting
options. Some of this sudden travel will give you dungeon design fits, but not immense
troubles if you take the time to prepare.
When using the Unorthodox Destination column especially you can always reroll if
the result sounds like too much work, but that design work will pay off in spades I assure
you. If you do decide to jump in, I recommend the highly intimidating Dictionary of
Imaginary Places, by Alberto Manguel and Gianni Guadalupi, as a starting point. It’s a
great book that deserves a place of pride on your dungeon design library shelf.
(William R.
Bradshaw)
D1000 Gateway Control / Orthodox (?) Unorthodox
Roll Descriptor Restriction Destination Destination
091 to Crater Bards Only Domain of a Lich Avalon
095 (slain, domain (Arthurian)
abandoned or
taken over)
096 to Crude Chalk Bards Only Dragon Lair Avalon
100 Outline of a (abandoned or (Arthurian)
Door taken over)
101 to Crystal Bards Only Dragon Lair (evil) Averoigne (Clark
105 Sphere Ashton Smith)
106 to Crystal Can Only be Dragon Lair Averoigne (Clark
110 Sphere, Used Three (good) Ashton Smith)
Revolving Times per
Journeyer
111 to Crystal- Can Only be Dragon Lair Aztlan (Aztec
115 Framed Portal Used Three (neutral) mythology)
Times per
Journeyer
116 to Crystal- Can Only be Dungeon Level 1 Aztlan (Aztec
120 Framed Used Three mythology)
Portal, Times per
Chiming Journeyer
121 to Damaged Can Only be Dungeon Level 10 Barsoom (Edgar
125 Machine Used Twice per (if not yet Rice Burroughs)
Journeyer designed, end
session)
126 to Damaged Can Only be Dungeon Level 11 Barsoom (Edgar
130 Machine, Used Twice per (if not yet Rice Burroughs)
Steamwork Journeyer designed, end
session)
131 to Dead End Can Only be Dungeon Level 12 Black Forest
135 Used Twice per (if not yet (Brothers Grimm)
Journeyer
designed, end
session)
D1000 Gateway Control / Orthodox (?) Unorthodox
Roll Descriptor Restriction Destination Destination
136 to Dead End, Causes Dungeon Level 13 Black Forest
140 Repeating Confusion (if not yet (Brothers Grimm)
Hallway designed, end
session)
141 to Door Causes Dungeon Level 2 Bluebeard’s
145 Confusion (if not yet Castle (Charles
designed, end Perrault)
session)
146 to Door, in Causes Dungeon Level 3 Bluebeard’s
150 Ceiling Confusion (if not yet Castle (Charles
designed, end Perrault)
session)
151 to Double Doors Causes Disease Dungeon Level 4 Brisevent, the
155 (if not yet Marvellous
designed, end Islands (Charles
session) Sorel, La Maison
des Jeux, 1657)
156 to Double Doors, Causes Disease Dungeon Level 5 Brobdingnag
160 in Floor (if not yet (Jonathan Swift)
designed, end
session)
161 to Energy Portal Causes Disease Dungeon Level 6 Brobdingnag
165 (if not yet (Jonathan Swift)
designed, end
session)
166 to Energy Portal, Causes Fear Dungeon Level 7 Broceliande
170 Moving (if not yet (Lord Alfred
designed, end Tennyson)
session)
171 to Ever-Burning Causes Fear Dungeon Level 8 Broceliande
175 Bonfire (if not yet (Lord Alfred
Tennyson)
designed, end
session)
D1000 Gateway Control / Orthodox (?) Unorthodox
Roll Descriptor Restriction Destination Destination
176 to Ever-Burning Causes Fear Dungeon Level 9 Camelot
180 Bonfire, (if not yet (Arthurian)
Unusual Hue designed, end
session)
181 to Faerie Ring Causes Haste, Dwarf King’s Camelot
185 (of Ages Stronghold (in (Arthurian)
Toadstools) campaign world,
GM’s choice)
186 to Firepit Causes Haste, Elemental’s Lair Carcosa (Robert
190 Ages (air) W. Chambers)
191 to Firepit, Causes Haste, Elemental’s Lair Carcosa (Robert
195 Flames of Ages (dust) W. Chambers)
Unusual Hue
196 to Fireplace Causes Elemental’s Lair Caspak and Oo-
200 Paradoxes / Déjà (earth) Oh (Edgar Rice
Vu Burroughs)
201 to Fireplace, Causes Elemental’s Lair Caspak and Oo-
205 Ever-Burning Paradoxes / Déjà (fire) Oh (Edgar Rice
Vu Burroughs)
206 to Frail Wicker Causes Elemental’s Lair Castle Carabas
210 Construct Paradoxes / Déjà (ice) (Charles Perrault)
Vu
211 to Free-Standing Causes Parasitic Elemental’s Lair Castle Carabas
215 Door in the Infection (magma) (Charles Perrault)
Middle of a
Room
216 to Fresco Causes Parasitic Elemental’s Lair Castle Dracula
220 Infection (mud) (Transylvanian
folklore, Bram
Stoker)
221 to Fresco, Causes Parasitic Elemental’s Lair Castle Dracula
225 Animated Infection (steam) (Transylvanian
folklore, Bram
Stoker)
D1000 Gateway Control / Orthodox (?) Unorthodox
Roll Descriptor Restriction Destination Destination
226 to Fresco, Causes Slowness Elemental’s Lair Cibola, City of
230 Animated, / Loss of Agility (water) Gold (Spanish
Three- folklore)
Dimensional
231 to Fresco, Three- Causes Slowness Elven Queen’s Cibola, City of
235 Dimensional / Loss of Agility Enclave (in Gold (Spanish
campaign world, folklore)
GM’s choice)
236 to Grotto Causes Slowness Evil Eye Lair City of Brass
240 / Loss of Agility (Arabian Nights)
241 to Grotto, Ice Causes Far-Away City (in City of Brass
245 Temporary campaign world, (Arabian Nights)
Amnesia GM’s choice)
246 to Hole in the Causes Far-Away Cloudcuckooland
250 Floor / Temporary Coastline (in (Aristophanes)
Ground Amnesia campaign world,
GM’s choice)
251 to Hole in the Causes Far-Away Cloudcuckooland
255 Wall Temporary Dungeon (in (Aristophanes)
Amnesia campaign world,
GM’s choice)
256 to Hollow Causes Far-Away Forest Cockaigne
260 Obelisk Temporary (in campaign (medieval
Blindness world, GM’s folklore)
choice)
261 to Hollow Causes Far-Away Hills Cockaigne
265 Obelisk, with Temporary (in campaign (medieval
Crystals Blindness world, GM’s folklore)
choice)
266 to Hollow Causes Far-Away Island Country of the
270 Stump Temporary (in campaign Blind (H. G.
Blindness Wells)
world, GM’s
choice)
D1000 Gateway Control / Orthodox (?) Unorthodox
Roll Descriptor Restriction Destination Destination
271 to Hollow Causes Far-Away Country of the
275 Stump, Temporary Mountains (in Blind (H. G.
Enshrouded Deafness campaign world, Wells)
GM’s choice)
world, GM’s
choice)
D1000 Gateway Control / Orthodox (?) Unorthodox
Roll Descriptor Restriction Destination Destination
446 to Mosaic of Chaotic Neutral Nearby Dungeon Hy-Brasil (Irish
450 Worlds Creatures Only (in campaign mythology)
world, GM’s
choice)
451 to Mosaic, Clerics Only Nearby Dungeon Hyperborea
455 Animated (in campaign (Greek
world, GM’s mythology, Clark
choice) Ashton Smith)
456 to Mosaic, Clerics Only Nearby Forest (in Irem, City of
460 Animated, campaign world, Pillars (Arabian
Sinister GM’s choice) folklore, H. P.
Lovecraft)
461 to Mouth of a Cracks Nearby Hills (in Irem, City of
465 Colossus Gemstones campaign world, Pillars (Arabian
During Passage GM’s choice) folklore, H. P.
Lovecraft)
466 to Mouth of a Cracks Nearby Island (in Irkalla
470 Colossus, Gemstones campaign world, (Babylonian
Demonic During Passage GM’s choice) mythology)
471 to Painting Dangerous Gust Nearby Irkalla
475 of Wind Mountains (in (Babylonian
campaign world, mythology)
GM’s choice)
476 to Painting, Dangerous Gust Nearby Plains (in Ishtakar abd the
480 Animated of Wind campaign world, Domain of Eblis
GM’s choice) (William
Beckford)
481 to Painting, Dark Elves Only Nearby Ruins (in Island of Dreams
485 Animated, campaign world, (Lucian of
Three GM’s choice) Samosata, Virgil)
Dimensional
campaign world,
GM’s choice)
D1000 Gateway Control / Orthodox (?) Unorthodox
Roll Descriptor Restriction Destination Destination
506 to Pool, Icy Drains Spells Necropolis (in Jotunheim (Greek
510 During Passage campaign world, mythology)
GM’s choice)
511 to Reflecting Druids Only Netherworld Kyopelinvuori
515 Pool (Finnish
mythology)
516 to Reflecting Druids Only Netherworld of Laestrygonia
520 Pool, with the Dark Elves (Greek
Swirling mythology)
Vapors
521 to Ritual Action Dvergar Only Netherworld of Laestrygonia
525 in Specific the Deep Ones (Greek
Locale, mythology)
Peaceful
526 to Ritual Action Dvergar Only Netherworld of Land of Innocent
530 in Specific the Dvergar Nonsense
Locale, (Mother Goose)
Violent
531 to Ritual Chant Dwarves Only One Dungeon Land of Innocent
535 in Specific Level Down Nonsense
Locale, Holy (Mother Goose)
536 to Ritual Chant Dwarves Only One Dungeon Land of the Lost
540 in Specific Level Up (Sid and Marty
Locale, Krofft)
Lovecraftian
541 to Ritual Dance Elves Only One Dungeon Land of the Lost
545 in Specific Level Up (Sid and Marty
Locale, Single Krofft)
Person
546 to Ritual Dance Elves Only Plateau of Leng Land of the Lotus
550 in Specific Eaters (Greek
Locale, Group mythology)
Holding
Hands
D1000 Gateway Control / Orthodox (?) Unorthodox
Roll Descriptor Restriction Destination Destination
551 to River Evaporates Plateau of Leng Land of the Lotus
555 Water and Eaters (Greek
Drinking Liquids mythology)
During Passage
556 to River (flowing Evaporates Random Civilized Laputa (Jonathan
560 in reverse) Water and Land (in Swift)
Drinking Liquids campaign world,
During Passage GM’s choice)
561 to Room (with Evil Creatures Random Civilized Lemuria (Philip
565 walls hung Only Land (in Sclater etc.)
with vines) campaign world,
GM’s choice)
566 to Room (with Evil Creatures Random Lilliput (Jonathan
570 walls hung Only Netherworld (in Swift)
with vines, campaign world,
seen only with GM’s choice)
innocence)
571 to Sarcophagus Fading / Random Looking-Glass
575 Narrowing Netherworld (in Land (Lewis
campaign world, Carroll)
GM’s choice)
576 to Sarcophagus, Fading / Random Looking-Glass
580 Crystal Narrowing Wilderness (in Land (Lewis
campaign world, Carroll)
GM’s choice)
581 to Scroll Fading and Random Lyonesse
585 Returning, Wilderness (in (Arthurian)
Condition- campaign world,
Dependent GM’s choice)
586 to Scroll, Fading and Realm to the Far Mag Mell (Irish
590 Animated Returning, East (in campaign mythology)
3-11
DESIGNING AN OTHERWORLDLY
MUSEUM, MENAGERIE, OR GALLERY
As such I recommend using this table only occasionally, perhaps once per dungeon
setting, and you will need to make sure the room is guarded and difficult to reach. On
the plus side, your players will probably find the room very interesting over several
sessions, and they will probably have their PCs make multiple trips to the location as they
fully explore the vast hall, its purpose, its background, and its unusual contents.
A few more warnings: You will need to be careful not to make this a magical or
precious collection worth hundreds of thousands of gold pieces; the museum’s collection
can be unattainable, divine, damaged, impossible to transport, disenchanted if removed,
cursed, fragile, etc. In any case, the adventurers will only be able to take a few mementos
and curiosities with them. If the objects are still too valuable (planar in nature or magical
weapons, for example), then they can appear in fragmentary form, drawn, painted,
represented by illusions, etc. Or, they can be attuned to the museum itself, so that outside
of that locale they gradually decay and become dust over time.
The monsters which control the museum might well be particularly intelligent
examples of their species. The hall probably has some very important or ancestral
purpose (protection of a dying race, reclaiming centuries-old dominion, preparing to
journey away to another magical realm, preparing to invade and rule this dungeon,
following orders from a stronger alien race, etc.). The owners can be present or absent,
singular or plural; but if the owners no longer exist, they are sure to have left behind
powerful guardian monsters of some kind. And the more powerful the collection, the
more powerful the guardians (who might exist outside of time, not know they are dead,
be insane, etc.).
For added fun, you can put one or more magical gateways in the hall as well, leading
to the owners’ home realm, or the plane of their gods and goddesses, or the locale(s)
where they found (stole?) all of that cool stuff to put in the museum in the first place …
3-12
DESIGNING A RESCUE-WORTHY
PRISONER, CAPTIVE, OR SURVIVOR
Prisoners are crucial to good dungeon designs, for several important reasons: [1] they
break up the monotony of hostile monster encounters; [2] they provide an opportunity
for the GM to replace dead or fallen PCs with new NPC adventurers; [3] they can offer
crucial information or plot motivations; [4] they change PC motivations to rescue, escort,
assist, or cover a retreat (if only for reward); and, [5] they give players new reasons to
hate certain types of monsters (such as slavers), and new empathy for races or peoples
they might have hated in the past. The world is more complicated than the stereotypes
provided in FRPG bestiaries! All of these possibilities can make for a compelling and
dramatic feature set, which any dungeon design can be improved by.
With that being said, prisoners tend to be misused by many Game Masters. If they
are all faceless, featureless, grateful, fearful, weak and without motivation, they are then
just a noisy obstacle for the PCs to get out their sight as quickly as possible. But by using
this table, you can give each prisoner a unique race (and the individual might be of
surprising alignment due to circumstance), class, specialization, motivation, inherent
value, and tricky complication. Using this system, a simple cell block with 10 prisoners
in 10 different cells is no longer a quick opportunity for a rapid do-gooder rescue
operation; it’s an invitation to chaotic Bedlam where anything can happen. Roll up a
dozen or so random prisoners, imagine their reactions to one another once free, and you’ll
see what I mean!
Mercenary /
Employee
D100 Race Class or Motivation Value to Descriptor /
Roll Archetype Rescuers Complication
[12] Elf Beggar Chaotic and Familiar, Carrying /
Neutral Former Hiding Secret
Mercenary / Treasure
Employee
[13] Elf Brigand Chaotic and Familiar, Chained to
Neutral Friend Ceiling
[14] Elf Buccaneer Cursed Familiar, Chained to
Friend Floor
[15] Elf Cavalier Cursed Familiar, Chained to
Guild Wall
Associate
[16] Elf, Dark Caveman Desire for Familiar, Child
(dokkalfar) Another Guild
Prisoner Associate
[17] Fungus Man Charlatan / Desire for Familiar, Clutching
Pretender Another Rival Doll / Puppet,
Prisoner Won’t Let Go
[18] Ghast Cleric Desperate Familiar, Conversing
Rival with Invisible
Ally
(imagined)
[19] Ghul Cultist Desperate Information, Conversing
Blackmail with Invisible
Ally (real)
[20] Gnole Dervish Devout Information, Covered in
Blackmail Someone
Else’s Blood
[21] Gnome Druid Devout Information, Covered in
Clue Spiders
[22] Gnome Druid Envy of Information, Curled Up,
Another Clue Won’t Move
Prisoner
3-13
DESIGNING A MOMENTOUS
SHRINE OR ALTAR
Ah yes, shrines and altars. This is probably the most elaborate, complex, and
ambitious system in the book. (I can hear some of you crying or laughing nervously from
here. Hey, you bought a Castle Oldskull book! Being overwhelmed with options is part
of the fun. You get what you pay for. ;) Due to the level of complexity, I have split this
system into two major stages.
The first stage involves the deity, demon, devil, or higher power which the altar /
shrine is dedicated to; and the second stage involves the description, clues, and powers
in the dungeon location where the altar / shrine is found. Together, these tables can
provide millions of random results. They are perfect instruments for introducing an
obscure mythos, goddess, philosophy, lost tribe, subterranean city, or planar monster
type to your players.
You may find the deity selection system here a bit surprising. I could have listed the
thousands of deities which have been worshipped on Earth over the centuries; but you
can look up that information on Wikipedia quite easily on your own. If I were to take the
easy way out and just list every god and goddess from Athena to Zeus, then it’s merely
a boring compendium of names that saddles you to a specific narrow result. Instead,
here I list a deity’s possible domains and spheres of influence (art, death, earth, fire, time,
etc.), an expanded alignment selector (since deities have more complex philosophies than
mortals do), and a sub-system for developing holy and unholy symbols (where you’ll
need to get a bit creative beyond mere random rolling).
This oblique system approach provides you with the most complete and
comprehensive deity generation table in existence. You can either embrace the
complexity as a design challenge, or you can use the table in a simpler traditional “deity
pointer” fashion. So if you’re in a hurry and you roll up a Greek god of thunder, you can
ignore the Deity Alignment / Ethos column and just decide that it’s Zeus right off the bat.
(Searching “Greek god of thunder” in Google would have told you who it was, if you
didn’t already know.) Or, if you want to get more ambitious and inventive, you can
design a new obscure godling that fits into your own unique perspective on the Greek
mythos. What if you decide to roll on the alignment column, and twice more on the
powers column, and you learn further that this shrine is devoted to a chaotic neutral
Greek petty goddess of lightning, matriarchy and voyages at sea? Then go with it. Create
a godling, imprisoned spirit, forgotten hero, enlightened elemental, fallen angel,
corrupted nymph, or wind lord and give them a brief history: [1] How they became
divine or unholy; [2] Which stronger god / goddess they angered; [3] The powers that
caused mortals to fear and worship them; and, [4] How they fell from grace and were
forgotten by the surface world. I think you will be impressed with yourself if you use
this first table to create your own divine and unholy spirits for the players to marvel over.
If you ever need help figuring out a world mythology, I recommend that you start
with the following link:
https://en.wikipedia.org/wiki/List_of_mythologies
Or, you can just keep rolling until you get a result that you already have comfortable
familiarity with. In this table I intentionally went beyond the sphere of my own
knowledge, in the name of maximizing the number of possible idea-generating results.
That could be either a bug or a feature, depending on your GMing style.
Some of the results will probably give you pause, since most of us (by subconscious
default) tend to create quasi-European fantasy settings that kinda-sorta resemble Middle
Earth, with our favorite stories, movies, and fairytales thrown in for extra spice. So why,
you might ask, does your dungeon now have an ancient African shrine devoted to an
unknown god of pain and sacrifice?
Well, there might be several reasons: [1] “It’s magic”; [2] impious gods of Chaos, or
capricious mad gods, changing the nature of abandoned orthodox shrines; [3] magical
gateways to Earth; [4] the Pegana Mythos, in which ancient powerful peoples spread
throughout the world (and netherworld) after a cataclysm and created new mythologies
and cultures before being wiped out; and, [5] past adventurers who, like the PCs, traveled
far and wide in dungeons deep. The only difference here is, when those people were
close to death they created shrines and prayed to gods in a last ditch effort to save
themselves.
But truth be told, you only need to come up with that level of justification if (a) it’s
bothering you, and / or (b) you think your curious players will try to use divination to
riddle things out. Beyond that, you don’t really need to decide right now why the altar
is there … it just is. This gives you a literal world’s worth of options and creative freedom.
How you react to that freedom is up to you. You can either embrace the ideas that
the hundreds of real world mythologies can bring you, or you can keep things classical
European to keep up with traditional fantasy tropes, or you can (as I do) take a middle
ground approach, where the background campaign setting is largely European, but there
are also amazing and bizarre connections to other places in the world for the adventurers
to discover beneath the earth.
The deity alignment system I provide here is primarily Gygaxian in nature, but you
may notice that I’ve added a lot of complex variations on a theme, such as “True Neutral
ascending toward Neutral Good.” So what does that mean? The shifting, ascending, and
descending alignment distinctions indicate that the deity is in the midst of a philosophical
transition. Keep in mind that in non-monotheistic FRPGs, the pagan gods are far from
perfect; they suffer and triumph and feel and hate just like mortals do, but they do it on
a larger scale and with more ominous repercussions. These alignment shifts occur when
a deity is undergoing life events which are changing the way the deity views existence
and the nature of worship.
You can read all about these transitions in the tales told of the many pagan gods in
real world mythologies: they involve wars between gods, love interests, divine and
infernal rivalries, conflicts with powerful monsters, the birth or death of god-children,
taking sides in mortal conflicts, being abandoned by worshippers, taking on new
worshippers of different alignment (sometimes an entire conquered nation’s worth), and
so forth. These gods in transition are moving away from one of the nine major alignments
(CE, CG, CN, LE, LG, LN, NE, NG, TN) and toward one of the other alignments.
However, they are currently still within the tenets of their original alignment, and will
remain there for a few decades or centuries longer. So the entry “True Neutral ascending
toward Neutral Good” means “This True Neutral god has some positive crap going on
in his life, and he’s shifting his beliefs toward Neutral Good … although he’s not quite
there yet.” Such a god on a philosophical mission will embrace both True Neutral and
Neutral Good worshippers, to the exclusion of all others.
While these “shifting gods” move — over several generations of mortal lifetimes —
from one ethos (alignment) to another, they tend to have two sets of worshippers who
may have tensions arising between them: an older, established and traditional sect,
revering the god’s current alignment; and a younger, rising and unorthodox sect, who
worship under the god’s destination alignment. In the prior example, the older
worshippers would be True Neutral and the younger sect would be Neutral Good.
The following table also has a column for the generation of holy and unholy symbols.
You may find this system is useful if you roll randomly, especially for runes, glyphs, and
random ceremonial objects which are discovered for a god which does not have a known
and established priesthood in the surface world. However, if you are designing a shrine
by considering a deity’s alignment, beliefs, shifting alignment and spheres of influence
first, you then might want to choose an appropriate holy symbol instead of rolling
randomly.
The symbol examples provided here are actually quite limited in theme, and they are
drawn from several decades’ worth of FRPGs. I did consider adding more symbols to
this list, but my research preserved a unique 70s-cultivated pulp iconography —
consisting chiefly of crowns, skulls, swords, eyes, heraldic beasts, monsters, and so forth
— that I felt deserved to be preserved and codified. If you need more symbols than what
you will find here, I recommend that you consider the heraldry system which I set forth
in supplement DDE1, DUNGEON DELVER ENHANCER.
Alternately, if you need more symbol options you can roll twice on the table below.
There can be symbols consisting of eyes and swords, fox and falcon, crown and goblet,
and so forth.
The following information is probably old news to veteran Game Masters, but it is
relevant and worth briefly covering here. Basically, there are nine major alignments:
Chaotic Evil (CE), Chaotic Good (CG), Chaotic Neutral (CN), Lawful Evil (LE), Lawful
Good (LG), Lawful Neutral (LN), Neutral Evil (NE), Neutral Good (NG) and True
Neutral (TN). If we place True Neutrality in the center of a grid, with Good at the top,
Evil at the bottom, Law on the left and Chaos on the right, we can easily graph the types
of associations and conflicts that exist between the nine major philosophies.
In this table, I show the areas of shared agreement and resolution between alignments,
which I have termed “Accordances.” You can see that there is an Accordance between
Lawful Good and Lawful Neutral, because although LN is more severe and strict than
LG, they share agreement in the structures of codified law, justice, discipline and the
importance of civilization.
You can see in the dark gray squares of this system that Accordances exist horizontally
and vertically on the grid, but they do not exist diagonally. For example, there is no
Accordance between LG and TN, because both of their philosophical axes are different
(Law vs. Neutrality, and Good vs. Neutrality). The closest they can come to agreement
is through having shared Accordances with Neutral Good and Lawful Neutrality, but
those agreements are still one step removed.
This system shows the philosophical drifts that can exist for shifting gods. A Lawful
Good god might be shifting toward Neutral Good, or descending toward Lawful
Neutrality, but he will never move so far as the other more distant alignments.
In the mortal realm, there are many people with different opinions and beliefs who
actually worship the same god … although they will likely never fully agree with one
another. A Chaotic Evil goddess (for example) has worshippers who are Chaotic Evil, a
smaller faction who are Neutral Evil, and an even smaller faction who are Chaotic
Neutral. Chaotic Evil mortals, of course, worship the goddess because they share
alignment and values of depravity. The Chaotic Neutral and Neutral Evil mortals have
Accordance with the goddess, as can be seen in the grid above. In this example the
Neutral Evil worshippers probably feel that the goddess’s primary adherents are too
excessive and reckless in their embrace of Chaos, while the Chaotic Neutral worshippers
would believe that Chaos is all-important but that evil acts are frequently too extreme
and cloud the worship of Chaos incarnate.
In the Castle Oldskull campaign, I rule that mortals who have Accordance with a deity
can worship that deity, but Clerics can only receive spells if they are in full agreement
with the deity’s own alignment. In this goddess example, that would mean that all of the
goddess’s Clerics are Chaotic Evil, although her worshippers of other classes (fighters,
magic-users, etc.) could be CE, NE, or CN.
This broader definition of worship and belief can help the dungeon designing Game
Master to figure out who might be defending a dungeon shrine that has not been
abandoned. So if you roll up a Chaotic Evil shrine, there might well be CE priests and
priestesses there defending it. These Clerics would be supported by minions (monsters,
men-at-arms, guardian beasts, etc.) who are either CE, NE, or CN.
To summarize all of the information that can be obtained from the Gygaxian
alignment grid above, here is a summary of the types of non-Cleric worshippers that a
deity of any given alignment can have. You can use this table when you are deciding
what types of monsters to put in shrine areas, temples, and so forth.
You can see in the top row that if a deity’s alignment is “All-Embracing Chaos,” then
that deity is Chaos incarnate. That means that he would accept worshippers of CE, CG
and CN alignment, even though those separate worshipping groups of mortals would
probably never get along with one another.
In the following table, a “Yes” entry means that the deity accepts non-Cleric
worshippers of that alignment. A “No” entry means that worship is not accepted, and
that mortals of those alignments are considered enemies (or at least rivals). A “Mad”
entry shows that only insane mortals can comprehend that distant deity’s beliefs, and
that no sane mortals of any alignment can worship that deity or receive spells. The “Mad”
distinction only applies to gods that are cosmic, incomprehensible, unaligned or
primordial. These gods simply do not care for worshippers, because their power comes
not from mortal belief, but from eternal forces in the universe. Examples of such deities
in the Castle Oldskull campaign include Crom (after the era of King Conan), Fate, the
Mad God, Nodens, and Time.
As discussed above, roll 1D1000 as needed. You can use this table to roll discovered
symbols (runes, holy symbols in chests, glyphs, etc.), to create deities and petty gods, or
to decide which deity any given shrine, altar, oracle, or temple in the dungeon belongs
to.
Chaos (CE,
CG, CN)
D1000 Deity’s Deity’s Mythos (or Deity’s Domain / Deity’s Holy /
Roll Alignment / Mythic Inspiration) Sphere of Influence Unholy
Ethos Symbol (or
Worshippers)
025 to All- Akan Mythos Amphibians Antlers
027 Embracing
Chaos (CE,
CG, CN)
028 to All- Akan Mythos Ancestors / Antlers
030 Embracing Remembrance
Evil (CE, LE,
NE)
031 to All- Alaskan Mythos Animals (type?) Anvil
033 Embracing
Evil (CE, LE,
NE)
034 to All- Alaskan Mythos Apes / Primates Anvil
036 Embracing
Evil (CE, LE,
NE)
037 to All- Albanian Mythos Apotheosis Arrow
39 Embracing
Evil (CE, LE,
NE)
040 to All- Albanian Mythos Arcane Lore Arrow
042 Embracing
Evil (CE, LE,
NE)
043 to All- Algonquian Mythos Archery Axe
045 Embracing
Evil (CE, LE,
NE)
046 to All- Algonquian Mythos Arenas / Gladiators Axe
048 Embracing
Neutrality
(NE, NG, TN)
D1000 Deity’s Deity’s Mythos (or Deity’s Domain / Deity’s Holy /
Roll Alignment / Mythic Inspiration) Sphere of Influence Unholy
Ethos Symbol (or
Worshippers)
112 to All- Balinese Mythos Charm / Charisma Bull
114 Embracing
Neutrality
(NE, NG, TN)
115 to All- Balochi Mythos Chastity Bull’s Head
117 Embracing
Neutrality
(NE, NG, TN)
118 to All- Balochi Mythos Children Bull’s Head
120 Embracing
Neutrality
(NE, NG, TN)
121 to All- Baltic Mythoi Chivalry / Knights Bull’s Skull
123 Embracing
Neutrality
(NE, NG, TN)
124 to All- Baluba Cities / Civilization Bull’s Skull
126 Embracing
Neutrality
(NE, NG, TN)
127 to All- Bambuti / Pygmy Clamor / Cacophony Burning Eye
129 Embracing Mythos
Neutrality
(NE, NG, TN)
130 to All- Bantu Mythos Command / Burning Eye
132 Embracing Leadership
Neutrality
(NE, NG, TN)
133 to All- Basque Mythos Competition / Cauldron
135 Embracing Games
Neutrality
(NE, NG, TN)
D1000 Deity’s Deity’s Mythos (or Deity’s Domain / Deity’s Holy /
Roll Alignment / Mythic Inspiration) Sphere of Influence Unholy
Ethos Symbol (or
Worshippers)
136 to CE Berber Mythos Conversion of the Cauldron
138 Ascending Unfaithful
Toward CN
139 to CE Brazilian Mythos Corruption / Curses Centaur
141 Ascending
Toward CN
142 to CE Breton Mythos Craftsmanship Centaur
144 Ascending (type?)
Toward CN
145 to CE Brythonic Mythos Creation / Genesis Centaur
147 Ascending
Toward CN
148 to CE Shifting Buddhist Mythos Creator / Ruler of Centaur
150 Toward NE Demons
151 to CE Shifting Burmese Mythos Creator / Ruler of Chalice /
153 Toward NE Devils Goblet
154 to CE Shifting Bushongo Mythos Creator / Ruler of Chalice /
156 Toward NE Dragons Goblet
157 to CE Shifting Canaanite Mythos Creator / Ruler of Chariot
159 Toward NE Gods
160 to CG Candomble Curing / Healing Chariot
162 Descending
Toward CN
163 to CG Catalan Mythos Curiosity Child
165 Descending
Toward CN
166 to CG Celtic Mythos Dancing Child
168 Descending
Toward CN
This table is used primarily to determine the appearance, powers, treasures (only a
few) and clues associated with an altar, oracle, shrine or temple located in the dungeon.
When combined with the previous table (deity detail determination), you can quickly
come up with a quick recipe for a shrine room that provides interesting effects.
The Effect / Feature / Object column tells you what is interesting about the shrine.
This mostly involves physical objects and minor treasures. You will not find a list of god
powers here, because it’s really up to you what the altar’s effects are based on the deity
that is worshipped and the deity’s alignment … but I can give you some ideas.
If (wild example) you rolled up a deity who is a Lawful Neutral archangel of fire, then
you might want to create effects something like this: [1] Using the Gygaxian alignment
matrix, we can see that a Lawful Neutral’s followers can be Lawful Evil, Lawful Good,
and Lawful Neutral. Clerics of that archangel, of course, can only be Lawful Neutral. [2]
Lawful Neutral characters who worship at the altar, even though they aren’t worshippers
of the archangel every day, might hear a disembodied voice telling them they are worthy
of receiving the “cleansing fire.” That would be an effect that cures disease, poison,
paralysis, and maybe even petrification, but which causes damage as well. [3] Lawful
Evil and Lawful Good characters would be offered the cleansing fire, but only if they offer
“burnt offerings” — things that are important to them (usually treasure) in return for
divine favor. So a poisoned LG PC could offer gold at the altar, the gold would melt and
fade, and the cleansing fire would be granted. [4] Neutral Evil, Neutral Good, and True
Neutral worshippers would not be turned away (they share Neutrality with the
archangel), but their sacrifices would not result in receiving the cleansing fire. [5] Chaotic
Evil, Chaotic Good, and Chaotic Neutral PCs would be considered enemies of the
archangel and his ethos. The voice would warn them not to approach the altar, and if
they did a deadly wall of fire would spring up to wound (perhaps even kill them) and
convince them it’s rather a bad idea. [6] If a Chaotic character dares to desecrate or
attempt to destroy the altar, a wrathful fire elemental might be summoned. Good luck
with that one.
As a further example, the Altar’s Original Purpose column can give you more ideas
about potential powers. An altar intended for Blood Sacrifice would favor those who
bring dead monsters of a hated alignment to its base, and might have blood-related favor
to grant (such as regeneration, healing, or berserker frenzy). An altar with the purpose
of Eternal Youth might remove a year of age from favored PCs, or magically age PCs of
an enemy alignment. And so forth.
Basically, altars and such are magical tricks which are keyed to specific alignments.
They grant favors to those who are of similar alignment, don’t work for characters of a
different alignment, and attack characters of an enemy alignment. They usually don’t
kill, but stupid PCs can certainly get themselves killed if they want to be stubborn and
reckless while poking around for treasure.
This column is used to make the altar useful and interesting to adventuring PCs, even
if they don’t want to worship or plunder the altar. You can roll two or three times if you
want this room to be significant or especially cryptic.
Auras are magically-induced feelings which might require a saving throw to avoid (if
harmful) or which might confer a 24-hour blessing (if favorable). For example, the Aura
of Madness would require a saving throw from all characters who are not of a preferred
alignment, and those who fail the save would be afflicted with temporary insanity for a
few rounds … perhaps causing them to flee, rave, or even attack their companions. Those
who succeed in the save would just feel extreme unease until they leave the area.
Inscriptions are engraved messages written on the altar, or around it. They can grant
experience points, provide the basis for riddles, give interesting information about the
dungeon or a monster, or creep the players out (for example, an engraving that has their
PC’s name, their birth date, and a death date … which just happens to be today.)
Inscriptions are a combination of pulp atmosphere and a potential secret which can have
repercussions for the entire play session.
Container Table
as needed)
D1000 Altar’s Original Material Effect / Feature / Aura /
Roll Purpose / Type of Object Inscription
Worship
771 to Scrying / Remote Silvered Iron Other Religious Paradox
775 Viewing Object (GM’s
choice)
776 to Scrying / Remote Silvered Iron Painting Password
780 Viewing (magical)
781 to Seal over Skarn (stone) Petrified Victim / Password
785 Apocalyptic Worshipper
Gateway
786 to Seal over Skulls (animal) Pile of Cooled Prayer for
790 Apocalyptic Molten Metal Ascension
Gateway
791 to Secret Map Skulls (animal) Poisonous Gas Prayer for
795 (trap) Ascension
796 to Secret Map Skulls (demi- Pyre Prayer for
800 human) Deliverance
801 to Shape Shifting / Skulls Reliquary Prayer for
805 Polymorphing (human) (treasure?) Deliverance
806 to Shape Shifting / Skulls Ruined / Prayer for Mercy
810 Polymorphing (human) Crumbling Shrine
811 to Shape Shifting / Skulls Rune (Word) of Prayer for Mercy
815 Polymorphing (humanoid) Power Spell
816 to Shape Shifting / Skulls Rusted Scrap Prayer for Power
820 Polymorphing (monstrous) Metal
821 to Spell Skulls (varied) Sacred Text Prayer for Power
825 Empowerment
826 to Spell Skulls (varied) Saint’s / Martyr’s Prayer for
830 Empowerment Body Part Revelation
(magical?)
831 to Spell Recovery Slate (stone) Salts / Prayer for
835 Encrustations Revelation
3-14
DESIGNING A SINISTER
TORTURE CHAMBER
Just about every classic dungeon needs a torture chamber or two, and this table is
designed to let you fill one out quickly. I recommend rolling 1D10+10 times for a full-
featured torture chamber, if you really want to give the PCs an opportunity to poke
around and be dismayed.
If you want to have a row of potential victims, you can have some dungeon cells off to
the side and use the prisoner tables in this book to populate them.
The topic of torture is not too interesting to me; to me, the value of such places in the
game is less about showing gory scenes, and more about putting gruesomely suggestive
objects in a room and letting the players’ imaginations run wild from your descriptions.
I suggest using these places not to graphically portray torture victims, but rather to give
your players a sense of unease, trepidation, and fear. As such, you may need to do some
research if you don’t know what these things are and what they can do. You’re welcome
to it, I’ll be waiting over here.
3-15
DESIGNING AN UNUSUAL
EVOCATIVE ROOM
This table is useful for those times when you don’t want to put a monster, trap, trick,
or treasure in a room, but you don’t just want it to feature a couple of random objects
either. You want the room to be interesting, and you want it to mean something.
This table is similar to the dungeon dressing systems, but these oddities are meant to
furnish an “empty” room. Instead of being little things that like nails and ropes and bags
that need to be scrounged out of the corners, these results are impressive features that
immediately come to the PCs’ attention.
If you lean too hard on this table, however, you can break it. The result “23 dead
bodies present” is intriguing the first time, but if you use it five or six times it just becomes
boring and predictable. For that reason, I recommend that you only use each entry once.
Some of the entries can stand on their own (666 Books Present) while other entries (Low
Ceiling) should be combined with additional rolled effects (Gravestones) to create
something suitably creepy.
I will try to expand this table in the future, because it’s easy to burn through. But I
think you will find many of these results quite pleasing! You can combine this table with
the 167 Shards of Chaos (see the bonus appendix at the end of CDDG1) if you want the
room to really be something that your players will talk about for months to come.
Have fun writing up the history and justification of these unusual features …
473 to 479 Inscriptions on Walls, Beginning in Upper Left Corner, Tell an Entire
Saga
D1000 Unusual / Evocative Room Feature
Roll
480 to 486 Inverted Magical Waterfall
487 to 491 Invisible Containers on Floor
492 to 498 Invisible Dead Body Floating in the Center of the Room, Surrounded
by Flies
499 to 505 Invisible Ley Line (all magic is chaos magic, trick)
506 to 510 Ivory Inlays in Surfaces
511 to 517 Kiln and Potter’s Gear
518 to 524 Leather Spread Over Surfaces
525 to 529 Light Spells (various colors)
530 to 536 Loom and Weaver’s Gear
537 to 543 Magic Mouths Gibbering
544 to 548 Manacles and Chains Everywhere
549 to 555 Map Painted on Wall
556 to 562 Mist Conceals Everything
563 to 567 Mist Conceals the Ceiling
568 to 574 Mist Conceals the Floor
575 to 581 Monster Trophies Cover Every Surface
582 to 586 Moving and Creeping Occult Sigils Cover the Walls
587 to 593 Mushrooms Growing Everywhere
594 to 600 Otherworld Viewer Seen Observing
601 to 605 Overgrown with Slimy Plants
606 to 612 Painted Ceiling, Masterpiece
613 to 619 Painted Floor, Madman’s Vista
620 to 624 Painted in Bright Colors
625 to 631 Painted Walls, Elaborate Dwarven Family Tree
632 to 638 Petrified Tree Dominates the Room
639 to 643 Phantoms of Children
Game over!
Beginning play as a chaotic neutral normal human with one measly hit point to his
name, KENT DAVID KELLY eventually became apprenticed to a magic-user of ill repute
... a foul man who dwelt in the steamy deeps of the Ivory Cloud Mountain. After this
mentor carelessly misplaced an intelligent soul-sucking sword and then died under
suspicious circumstances, his former henchman Mr. Kelly escaped to the deeper
underground and there began playing Satanic role-playing games. This, the legends tell
us, occurred in the year 1981.
Nonplussed but not defeated, he used this enforced exile to escape to a friend’s
alehouse, and there indulged himself in now-classic computer RPGs such as Zork,
Telengard, Temple of Apshai, Ultima, Tunnels of Doom, The Bard’s Tale, Phantasie, Pool
of Radiance, Wizard’s Crown and Wasteland. He then went on to write computer
versions of his own FRPGs, which led to his obsession with coupling creative design
elements with random dungeons and unpredictable adventure generation.
Mr. Kelly wrote and submitted his first adventure for Dungeon Magazine #1 in 1986.
Unfortunately, one Mr. Moore decided that his submission was far too “Lovecraftian,
horrific and unfair” to ever serve that worthy periodical as a publishable adventure. Mr.
Kelly, it must be said, took this rejection as a very good sign of things to come.
In the late 80s and 90s, Mr. Kelly wrote short stories, poems and essays ... some of
which have been published under the Wonderland Imprints banner. He wrote several
dark fantasy and horror novels as well. Concurrently, he ran Dark Angel Collectibles,
selling classic FRPG materials as Darkseraphim, and assisted the Acaeum with the
creation of the Valuation Board and other minor research projects.
At this time, Mr. Kelly and his entourage of evil gnomes are rumored to dwell in the
dread and deathly under-halls of the Acaeum, Dragonsfoot, ENWorld, Grognardia,
Knights & Knaves, ODD, and even more nefarious levels deep down in the mega-
dungeon of the Web.
There he remains in vigil, his vampiric sword yet shivering in his hand. When not
being sought outright for answers to halfling riddles or other more sundry sage advice,
he is to be avoided by sane individuals at all costs.
OTHER BOOKS
BY KENT DAVID KELLY
This book was a labor of love, and like all of my works it has been self-published.
Notoriously, online vendors do not always play nicely with one another, and sadly you
must know that I cannot provide you with exhaustive links to the various sites where
all of my various books are sold. (And I kindly ask that you please not pirate my
works, as that takes money and security away from my family.) But I can provide you
with the titles, and you can go exploring on your own to discover my other works!
Google is a beautiful thing.
(and many other public domain author editions, published under the Wonderland Imprints
blazon)
(Various other books are out of print, being reworked, stuck in a closet half-completed, or stuck
inside my head …)
Please consider telling at least one friend about my books, and please leave me a review
if you particularly enjoyed a title! Authors live and die by their reviews, and I
appreciate your readership! Until next time …
And More
To Come
KENT DAVID KELLY
WONDERLAND IMPRINTS OSR