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Castle Oldskull CDDG2 is a comprehensive fantasy role-playing supplement designed to aid Game Masters in creating intricate dungeon adventures. It serves as a toolbox filled with tables and ideas for generating unique dungeon features, NPCs, and encounters, building on concepts from its predecessor, CDDG1. The book emphasizes creativity and customization, allowing users to tailor content for any edition of fantasy role-playing games from the 1970s to present.

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0% found this document useful (0 votes)
112 views406 pages

CDDG2_DriveThruRPG_Edition_-_1st_Printing_-_April_2017

Castle Oldskull CDDG2 is a comprehensive fantasy role-playing supplement designed to aid Game Masters in creating intricate dungeon adventures. It serves as a toolbox filled with tables and ideas for generating unique dungeon features, NPCs, and encounters, building on concepts from its predecessor, CDDG1. The book emphasizes creativity and customization, allowing users to tailor content for any edition of fantasy role-playing games from the 1970s to present.

Uploaded by

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

CASTLE OLDSKULL ~ CDDG2 KENT DAVID KELLY


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CASTLE OLDSKULL
FANTASY ROLE-PLAYING SUPPLEMENT
CDDG2

THE CLASSIC DUNGEON


DESIGN GUIDE
BOOK II

DUNGEON DESIGN
MASTERY TABLES

By
KENT DAVID KELLY
(DARKSERAPHIM)

CASTLE OLDSKULL ~ CDDG2 KENT DAVID KELLY


4|Page

SUPPLEMENTS CDDG2 AND CDDG3


ARE COLLECTIVELY ILLUSTRATED BY

ELENORE ABBOTT, Heinrich Aldegrever,


Anne Anderson, JACQUES ACARIE-BARON,
John D. Batten, John Baueru,
Wladyslaw T. Benda, Jan Christian Bierpfaff,
WILLIAM BLAKE, Louis le Breton,
Clara Miller Burd, Edward Burne-Jones,
ANTOINE CARON, George Cattermole,
Jacques Androuet Du Cerceau (Floor Plans),
Georges Jules Victor Clairin, HARRY CLARKE,
Herbert Cole, JOSEPH CLEMENT COLL,
Henrique Alvim Correa, Louis Daguerre,
JEAN DELVILLE, Gustave Dore, Albrecht Durer,
Adolf Ehrhardt, Mary Hallock Foote,
Henry J. Ford, Caspar David Friedrich,
JOHN WILLIAM GODWARD, ERNST HAECKEL,
DOROTHY HARDY, J. F. Henning,
Hans Peter Hansen, Henry William Herbert,
William Hogarth, HANS HOLBEIN,
Wenceslaus Hollar, FRANS HUYS,
LUDVIG SANDOE IPSEN, CHRISTIAN JANK,
CASTLE OLDSKULL ~ CDDG2 KENT DAVID KELLY
Page |5

Theodor Kittelsen, EMILE LASSALLE,


Heinrich Lefler, WALTER MCDOUGALL,
Adolf Menzel, John Milford,
Evelyn de Morgan, William Morris,
Frank Myrick, Alphonse de Neuville,
BERNARDINO PARENZANO, Pierre Patel,
Giovanni Battista Piranesi, HOWARD PYLE,
ARTHUR RACKHAM, Alfred Rethel, LOUIS RHEAD,
Edouard Riou, David Roberts, ALBERT ROBIDA,
Marcel Roux, Karl Friedrich Schinkel,
Sidney Sime, Elmer Boyd Smith, WALLACE SMITH,
Lancelot Speed, CLARKSON STANFIELD,
James Stow, Sir John Tenniel,
Luigi Vanvitelli (Floor Plans),
Eugene Viollet-le-Duc, MARTIN ESKIL WINGE,
N. C. WYETH,
ET ALII

WONDERLAND IMPRINTS
2017

CASTLE OLDSKULL ~ CDDG2 KENT DAVID KELLY


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ONLY THE FINEST


WORKS OF FANTASY

Osr

Copyright © 2017 Kent David Kelly.


All rights reserved. No part of this book may be used or reproduced without the written
permission of the copyright holder, Kent David Kelly.
(Document Version 1.0)
Please feel welcome to contact the author at [email protected] with comments,
questions, requests, recommendations and greetings. And thank you for reading!
“Only the Finest Works of Fantasy”

CASTLE OLDSKULL ~ CDDG2 KENT DAVID KELLY


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CASTLE OLDSKULL ~ CDDG2 KENT DAVID KELLY


8|Page

HIC SVNT DRACONES


HERE THERE BE DRAGONS

CASTLE OLDSKULL (“Old School”) is a well-regarded, system neutral line of


supplements designed for use in Fantasy Role-Playing Games (FRPGs). Available
formats include PDF, paperback, and Kindle e-book.

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.

CASTLE OLDSKULL ~ CDDG2 KENT DAVID KELLY


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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.

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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.

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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,

CASTLE OLDSKULL ~ CDDG2 KENT DAVID KELLY


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corpses, doors, dungeon dressing, fountains, fungi, galleries, hideouts, laboratories,


magical gateways, prisoners, quarters, stairways, torture chambers, unusual rooms, and
those ever-baffling magical “unclassifiable chambers” which no one can fully
comprehend. It’s all here, the massive set of tables I have used for years to create new
mega-dungeons for the Castle Oldskull OSR campaign. I have refined and expanded
them over many months of writing, and now I offer them to you.
So what are you waiting for? This book is the perfect companion for THE CLASSIC
DUNGEON DESIGN GUIDE, and has been specially designed to serve both as a learning
grimoire and as a tabletop go-to book for design and for sandbox play. After all, if you’re
going to dare to delve into the netherworld, you should probably take not just a lantern
and an elvish sword of great antiquity; you should also carry the ultimate guidebook to
help you from getting lost along the way …
Another classic Fantasy Role-Playing Game Supplement from Wonderland Imprints,
Only the Finest Works of Fantasy. (67,700 words, 406 pages.)

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CONTENTS
Page 1 ~ Cover

Page 3 ~ Title Page

Page 6 ~ Introitus

Page 9 ~ Dedication

Page 10 ~ Empowering Your Imagination

Page 11 ~ Description

Page 13 ~ Contents

Page 16 ~ Chapter I: Introduction: Descending into Madness

Page 21 ~ Chapter II: Quarters and Themes for Dungeon NPCs

Page 22 ~ 2-1: Populating Barracks and Dormitories

Page 35 ~ 2-2: Populating Dungeon NPC Bedrooms, Quarters, and Chambers

Page 44 ~ 2-3: Suggested Level Titles for NPCs of Various Classes and Experience
Levels

Page 46 ~ 2-4: NPC Anti-Paladins in Dungeons

Page 49 ~ 2-5: NPC Assassins in Dungeons

Page 52 ~ 2-6: NPC Barbarians in Dungeons

Page 55 ~ 2-7: NPC Bards in Dungeons

Page 60 ~ 2-8: NPC Cavaliers in Dungeons

Page 62 ~ 2-9: NPC Clerics in Dungeons

Page 66 ~ 2-10: NPC Druids in Dungeons

Page 70 ~ 2-11: NPC Fighters in Dungeons

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Page 74 ~ 2-12: NPC Hunters in Dungeons

Page 77 ~ 2-13: NPC Illusionists in Dungeons

Page 80 ~ 2-14: NPC Jesters in Dungeons

Page 84 ~ 2-15: NPC Magic-Users in Dungeons

Page 89 ~ 2-16: NPC Monks in Dungeons

Page 93 ~ 2-17: NPC Mountebanks in Dungeons

Page 96 ~ 2-18: NPC Mystics in Dungeons

Page 99 ~ 2-19: NPC Paladins in Dungeons

Page 102 ~ 2-20: NPC Rangers in Dungeons

Page 105 ~ 2-21: NPC Savants in Dungeons

Page 108 ~ 2-22: NPC Thieves in Dungeons

Page 112 ~ Chapter III: Castle Oldskull Dungeon Mastery Design Tables

Page 113 ~ 3-1: Designing a Cave with Special Features

Page 122 ~ 3-2: Designing an Interesting Container

Page 145 ~ 3-3: Designing an Unnerving Corpse or Skeleton

Page 156 ~ 3-4: Designing a Noteworthy Dungeon Door

Page 184 ~ 3-5: Designing Unique and Random Dungeon Dressing

Page 211 ~ 3-6: Designing an Elaborate Fountain or Pool Room

Page 225 ~ 3-7: Designing a Fearsome Fungus, Slime, or Abomination

Page 236 ~ 3-8: Designing a Rogue’s or Villain’s Secret Hideout

Page 240 ~ 3-9: Designing an Unforgettable Laboratory, Magic Room, or Wizard’s


Chamber

Page 252 ~ 3-10: Designing a Mind-Blowing Magical Gateway

Page 284 ~ 3-11: Designing an Otherworldly Museum, Menagerie, or Gallery

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Page 306 ~ 3-12: Designing a Rescue-Worthy Prisoner, Captive, or Survivor

Page 320 ~ 3-13: Designing a Momentous Shrine or Altar

Page 383 ~ 3-14: Designing a Sinister Torture Chamber

Page 388 ~ 3-15: Designing an Unusual Evocative Room

Page 398 ~ About the Author

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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

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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.

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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

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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.

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“You must be,” said the Cat, “or you wouldn’t have come here.”

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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?

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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

POPULATING BARRACKS AND DORMITORIES

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.

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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!

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D1000 The Barracks / Dormitory D1000 The Barracks / Dormitory


Roll Belong to a Group of … Roll Belong to a Group of …
001 to Acolyte: A priest initiate, 006 to Adherent: A soldier following a
005 believer, or temple servitor. 010 single leader in the name of a
Technically but not always, a worthy cause.
level 1 Cleric.
011 to Apprentice: A person learning a 017 to Armsman: A soldier who
016 trade from a more skilled person; 021 carries his own arms. In FRPG
perhaps blacksmithing, magic, technical terms, may be
scouting, thievery, etc. differentiated from a man-at-
arms by carrying a pole arm and
bearing a blazon.
022 to Armswoman: A female 027 to Aspirant: Someone who hopes
026 armsman. Possibly soldiers in 032 to prove themselves, and to
service to a matriarchal culture. perhaps receive more training if
they are worthy. High morale.
033 to Assistant: Someone who helps a 038 to Attendant: Similar to an
037 higher-ranking person by 042 assistant, but where assistants
performing tedious or do the tasks, attendants serve the
unpleasant tasks. higher-level people with their
personal needs.
043 to Auxiliary: Reserve soldiers, 049 to Bandit: In FRPG terms, level 0
048 with poorer weapons and 053 Thieves of a neutral alignment.
equipment than the front-line
troops possess.
054 to Beast Handler: NPCs who keep 059 to Beastman: Shaggy humanoids
58 allied animals under control, 064 of low intelligence who are part
such as hunting hounds, war human, part animal. Good
dogs, or (getting creative in a fighters, although they abhor
dungeon setting) huge hunting confining armor.
spiders.
065 to Believer: Someone who believes 070 to Bondservant: A person who
069 in a divine (clerical) or arcane 074 works for life without wages,
(magical) cause. Likely of poor but who receives food, drink,

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fighting skill, but possibly and a place to stay. One step up


fanatical. from a slave.
D1000 The Barracks / Dormitory D1000 The Barracks / Dormitory
Roll Belong to a Group of … Roll Belong to a Group of …
075 to Bravo: An Assassin or Thief (of 081 to Brigand: In FRPG terms, level 0
080 level 0 or 1) with lots of potential 085 Thieves of evil alignment.
and attitude. Compare bandit.
086 to Builder: Someone who builds 091 to Celebrant: A devout adherent
090 walls, rooms and monuments 096 to a divine (clerical) religion,
(such as a pyramid or ziggurat). performing rites and rituals.
097 to Chattel: Someone regarded 102 to Cleaner: People who clean the
101 more as property than as a 106 dungeon, and who do so with
human soul. Their leaders solemn dedication. My personal
consider them expendable. favorite example are the Grey
Scrubbers in Gormenghast.
107 to Cohort: A company of 113 to Commoner: A non-combatant
112 organized professional soldiers. 117 person who owns a bit of
property, and performs a helpful
service to the group (hunting,
gathering, selling, etc.).
118 to Conscript: Non-professional 123 to Convert: Someone who has
122 soldiers drafted into service; they 128 changed religions (worship of a
are certainly being trained. god) due to an inspirational or
terrifying experience.
129 to Cultist: In FRPG terms, the non- 134 to Debris Hauler: Laborers tasked
133 good worshipper of a demon, 138 with clearing tunnels, removing
devil, primal spirit, or rubble, removing heavy trash
Lovecraftian entity. Probably and perhaps creating temporary
not entirely sane. barricades.
139 to Decoy: These poor sots exist to 145 to Defender: Soldiers tasked not
144 defend and die, so that other 149 with attacking, but with
people can make an escape. defending the dungeon from
They probably think they’re outside intruders.
warriors.

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150 to Delver: Scouts and guides 155 to Digger: Non-professional


154 tasked with exploring the deeper 160 miners, rock breakers or relic
dungeon looking for useful seekers.
things.
D1000 The Barracks / Dormitory D1000 The Barracks / Dormitory
Roll Belong to a Group of … Roll Belong to a Group of …
161 to Dredger: Similar to diggers, but 166 to Drover: NPCs who herd cattle,
165 they deal with loose material 170 or (in a dungeon) similar pack
such as sand, silt, and mud. animals, food animals, or beasts
of burden.
171 to Drudge: People tasked with 177 to Dwarf: Level zero dwarf NPCs,
176 nasty, hard work of any kind. 181 with the occasional level 1
Their tasks change frequently leader. If evil, they are likely
but are always unpleasant. Dvergar.
182 to Eunuch: Emasculated guards, 187 to Excavator: Skilled diggers and /
186 usually tasked with protecting 192 or dredgers. Differentiated from
harems, noble ladies, miners; miners extract precious
maidservants, etc. material, and excavators move
stone … usually as part of a
dungeon extension effort.
193 to Explorer: Skilled delvers, 198 to Fanatic: Believers or cultists
197 perhaps of experience level 1. 202 with unshakable morale.
203 to Fighter: Level 0 (nearly 1) or 1 209 to Flagellant: Fanatics who whip
208 NPCs of the Fighter class. 213 and scourge themselves bloody
in the name of enlightenment.
214 to Flunky: Brave, stupid servants 219 to Fodder: Guards, scouts and
218 who rarely question their orders. 224 conscripts who are used to
Very useful. “feed” monsters and the enemy;
weak numerous forces with high
expected losses.
225 to Follower: Loyal servants or 230 to Footman: In FRPG terms, a
229 soldiers devoted to a single NPC. 234 skilled man-at-arms who favors
Perhaps including some level 1 melee weapons. Heavy footmen
henchmen. have metal armor and / or two-

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handed weapons; light footmen


have leather or padded armor.
D1000 The Barracks / Dormitory D1000 The Barracks / Dormitory
Roll Belong to a Group of … Roll Belong to a Group of …
235 to Forager: Someone tasked with 241 to Gatherer: Similar to a forager,
240 finding food, a crucial skill in a 245 but this person also scavenges
dungeon setting. useful junk.
246 to Gleaner: Someone who gathers 251 to Gnole: Tough hyena-headed
250 bits of grain. In a dungeon 256 humanoids.
setting, a forager who specializes
in finding hidden scraps.
257 to Gnome: Level zero gnome 262 to Goblin: Nasty evil humanoids
261 NPCs, with the occasional level 1 266 perfectly adapted to the
leader. underground environment.
267 to Grunt: Footmen who are not 273 to Guard: Men-at-arms tasked
272 well-respected by their leaders. 277 with defending a specific locale
or person, and watching for
intruders.
278 to Guardian: Skilled guards tasked 284 to Guardsman / Guardswoman:
283 with defending a person or 289 As a point of differentiation, a
sacred site (such as a temple). respected guard.
290 to Half-Orc: Level zero half-orc 296 to Halfling: Level zero halfling
295 NPCs, with the occasional level 1 300 NPCs, with the occasional level 1
leader. leader.
301 to Hauler: Laborers who move 307 to Helper: Respected assistants.
306 heavy things, such as siege 312
equipment, barricades, or
perhaps stone blocks.
313 to Henchman: A level zero or 1 318 to Henchwoman: A female
317 NPC who accepts pay from a 324 henchman.
leader and follows him / her
anywhere.
325 to Hireling: A laborer or scout of 330 to Hobgoblin: Big, tough goblins
329 some kind, who is only in it for 335 who are skilled and organized.

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the money. Not too reliable in


life-or-death situations.
D1000 The Barracks / Dormitory D1000 The Barracks / Dormitory
Roll Belong to a Group of … Roll Belong to a Group of …
336 to Humanoid: Weak 342 to Infantry: Footmen with similar
341 anthropomorphic creatures who 346 arms and armor, who fight well
are not humans and not demi- together in formation.
humans. You can choose
goblins, orcs, your own favorite
obscure race, etc.
347 to Inferior: Level zero NPCs who 352 to Initiate: Someone who has just
351 are constantly reminded that 357 begun to understand an arcane
they exist to serve cruel leaders. or divine cause they’ve been
accepted into. One step up from
a believer, one step down from
an acolyte.
358 to Irregular: Conscripts who have 363 to Javelineer: Skirmishers who
362 received some decent training. 367 fight with hurled javelins.
368 to Kobold: Crafty mining 374 to Laborer: A general-purpose
373 humanoids who find significant 378 worker.
power in overwhelming
numbers.
379 to Lackey: Followers who are not 384 to Lantern Bearer: Followers who
383 considered very worthy by their 389 hold lanterns in the dungeons,
leader. especially in battle and risky
circumstances.
390 to Lantern Lighter: People who 395 to Lesser: Hey, one step from an
394 move about the dungeon 399 inferior. Serves a cruel master.
tunnels, keeping positioned
lanterns lit.
400 to Linkboy: A young, brave 406 to Litter Bearer: The strong guys
405 lantern bearer or torch bearer. 410 who carry spoiled masters in a
plush chair upon their
shoulders.

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411 to Maid: Female cleaners. Rare in 416 to Maidservant: An apprentice


415 dungeons, more common in 421 maid.
manor houses and strongholds;
they have good manners and
awareness.
D1000 The Barracks / Dormitory D1000 The Barracks / Dormitory
Roll Belong to a Group of … Roll Belong to a Group of …
422 to Manservant: A male maid, with 427 to Mariner: A skilled sailor. In a
426 less of a focus on cleaning and 431 dungeon, they might be tasked
more focus on politely attending with sailing underground rivers,
to a master. lakes or oceans …
432 to Marauder: Raiders who 438 to Masquer: Celebrants who wear
437 specialize in fear and 442 masks all of the time.
intimidation.
443 to Man-at-Arms: The most generic 448 to Menial: Submissive laborers.
447 form of level zero soldier. 454
Basically, anyone skilled with a
weapon who is not yet a level 1
Fighter.
455 to Mercenary: A man-at-arms who 460 to Militia: People who volunteer
459 is only in it for the money. 464 to serve as soldiers to protect a
Trained to keep high morale in town or dungeon. They are
adverse situations, but will not similar to irregulars, but choose
fight to the death unless trapped. to serve.
465 to Militiaman: A term for skilled 471 to Militiawoman: A female
470 militia; probably serving the men 475 militiaman.
as a de facto leader when an
officer is not present.
476 to Miner: A skilled worker who 481 to Minion: Favored servants.
480 removes stone to get at precious 486
ore, gems, or minerals.
487 to Mutant: A level zero human 492 to Neophyte: One step up from a
491 with twisted features; likely 496 convert; a convert initiate.
degenerate and / or insane.

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497 to Novice: A beginning apprentice. 503 to Novitiate: A novice serving a


502 507 Cleric or other priest.
D1000 The Barracks / Dormitory D1000 The Barracks / Dormitory
Roll Belong to a Group of … Roll Belong to a Group of …
508 to Oarsman: A mariner or slave 513 to Orc: Nasty humanoids with
512 tasked with moving the oars. 518 porcine features.
Sails aren’t very helpful on
underground seas …
519 to Outlaw: In FRPG terms, a 524 to Ovate: A druidic novitiate.
523 bandit who is becoming 528
desperate (neutral evil) and who
will soon be a brigand.
529 to Pack Handler: Someone 535 to Patroller: A guard tasked with
534 responsible for loading and 539 marching the corridors between
unloading saddlebags, sacks, rooms.
backpacks, and so forth.
540 to Peasant: Low-level commoners. 545 to Peon: Very low-level
544 550 commoners, almost
bondservants.
551 to Peregrine: Brave pilgrims who 556 to Pilgrim: People who wander to
555 can defend themselves. 560 far and dangerous places (such
as dungeons) to visit, and
perhaps guard, a sacred site.
561 to Pillager: Raiders more 567 to Plunderer: Pillagers who know
566 interested in stealing than in 571 what they’re doing; perhaps
killing. level 1 Thieves.
572 to Porter: People who carry sacks, 577 to Postulant: A believer who has
576 bags, chests, trunks, etc. without 582 asked to formally become an
the benefit of beasts of burden. initiate or novitiate.
583 to Prentice: A nice medieval- 588 to Prestidigitator: A smart and
587 sounding term for an apprentice. 593 tricky person fairly skilled with
sleight of hand (high Dexterity);
perhaps a level 1 Illusionist or
Magic-User.

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594 to Private: A ranked soldier in an 600 to Probationer: A person


599 organized military. 604 undergoing trials before
acceptance into an order; either
level 1, or on the brink.
D1000 The Barracks / Dormitory D1000 The Barracks / Dormitory
Roll Belong to a Group of … Roll Belong to a Group of …
605 to Pupil: A highly supervised 610 to Raider: A bandit or brigand
609 student. 615 who steals openly from enemies,
intimidating or killing when
necessary.
616 to Recruit: An informal rank below 621 to Retainer: A henchman or
620 private. 625 henchwoman with a familial
obligation; for example, a family
that has served a family or clan
of power.
626 to Rower: Similar to an oarsman, 632 to Ruffian: A tough and violent
631 but probably less skilled or 636 brigand or level zero Assassin.
rowing in a smaller vessel.
637 to Sailor: A skilled seaworthy 642 to Salvager: A person who gathers
641 person, but not as skilled as a 647 junk that might be valuable, part
mariner. of something valuable, or
worthy of repair.
648 to Sapper: A military digger, 653 to Scavenger: A low-skill salvager.
652 tasked with creating new tunnels 657
for tactical purposes (for
example, undermining an enemy
room or building an attack
tunnel).
658 to Scout: Someone brave and 664 to Searcher: A scout who is
663 sneaky who gathers information 668 looking for a specific someone or
for superiors, rather than something; perhaps a rescuer.
fighting. Perhaps a level zero
Thief.
669 to Seeker: A scout who is looking 674 to Sell-Sword: A mercenary
673 for a specific locale or treasure 679 swordsman.

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on orders of a superior, although


the thing might not actually be
there.
D1000 The Barracks / Dormitory D1000 The Barracks / Dormitory
Roll Belong to a Group of … Roll Belong to a Group of …
680 to Sentinel: A particularly skilled, 685 to Sentry: A sentinel who
684 vigilant, or sleepless guardsman. 689 demands passwords, keys,
identities, etc. before passing
people through.
690 to Serf: A low commoner who has 696 to Servant: A general assistant
695 no ownership of his home. 700 commoner.
701 to Server: A person tasked with 706 to Servitor: In FRPG terms, a cult
705 providing food, drink, and 711 servant; a cultist who is not
useful items to superiors. skilled in fighting but who will
fight regardless.
712 to Shield Bearer: A soldier who 717 to Siege Fighter: A fighter skilled
716 carries a shield and defends a 721 in using flaming oil, acid
higher-level NPC in the front grenades, tunnel ballistas, or
rank. something similar. Probably a
level 1 Fighter.
722 to Skirmisher: A lightly armed 729 to Slave: A person who forever
728 and armored footman who uses 735 belongs to a higher-level (evil?)
thrown weapons (sling stones, NPC, and who serves on threat
javelins, plumbatas, throwing of death.
axes, etc.).
736 to Slave Minder: A trusted person 743 to Soldier: Skilled men-at-arms
742 who watches the slaves, and 749 with a favored type of weapon.
guides their work, when the Variants include archers,
master is not present. crossbowmen, swordsmen, etc.
750 to Spear Carrier: A guard who 758 Spearman: Similar to a spear
757 carries a spear. The term is a bit to 765 carrier, but skilled and
derogatory, so these people are respected. Perhaps a level 1
regarded as generic or faceless Fighter.
by their masters.

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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.

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likely for a more powerful (and


watchful) NPC.
D1000 The Barracks / Dormitory D1000 The Barracks / Dormitory
Roll Belong to a Group of … Roll Belong to a Group of …
910 to Trooper: A low-level soldier in a 918 to Tyro: In FRPG terms, a
917 troop. 925 beginning evil Thief or Assassin
who is being trained; either at
experience level 1, or close to it.
926 to Understudy: A student selected 934 to Vassal: A servant or helper who
933 by a teacher for one-on-one 940 is related (by blood or clan) to
tutelage. If in a group, the the higher-level NPC they are
understudies learn under the assisting.
mentor one at a time.
941 to Veteran: A level 1 Fighter. The 946 to Vigile: In the Castle Oldskull
946 full term is “veteran man-at- 950 campaign, loyal veteran
arms.” guardsmen who directly serve
the most powerful NPC.
951 to Villein: Serfs who have some 956 to Warrior: [A] A skilled level 1
955 additional rights. 960 Fighter (on his way toward level
2). [B] Or, for demi-humans, a
level 1 (as opposed to level zero)
combatant. [C] Or, for
humanoids, a humanoid with
high hit points.
961 to Watcher: A guard who watches 966 to Watchman: In the Castle
965 over a place, group of people, or 970 Oldskull campaign, a skilled
thing that does not have military guardsman who has the night
value. An example, someone shift or the more dangerous
who watches a tunnel for beast shift. Probably a level 1 NPC,
or insect migrations. not always a Fighter.
971 to Watchwoman: A female 976 to Worker: A laborer who
975 watchman. 980 performs relatively light,
repetitive tasks. (Example:
making boots).

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981 to Workman: An established or 986 to Workwoman: A female


985 skilled worker. 990 workman.
D1000 The Barracks / Dormitory D1000 The Barracks / Dormitory
Roll Belong to a Group of … Roll Belong to a Group of …
991 to Worshipper: A believer in a 996 to Zealot: An aggressive,
995 temple. Spends most of their 000 dangerous, and / or combative
time praying, meditating, etc.; by fanatic.
default, also serve as temple
guards.

2-2

POPULATING DUNGEON NPC


BEDROOMS, qUARTERS, AND CHAMBERS

Designing bedrooms and quarters is a similar process to designing barracks and


dormitories, but the focus is different: the occupants are fewer, more individualized, and

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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.

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D1000 The Bedroom / Quarters D1000 The Bedroom / Quarters


Roll Belong to a … Roll Belong to a …
001 to 002 Actuary 003 to 004 Administrator
005 to 006 Advisor 007 to 008 Aedile
009 to 010 Agister 011 to 012 Alchemist
013 to 014 Alderman 015 to 016 Alnager
017 to 018 Ambassador 019 to 037 Anti-Paladin (see Anti-
Paladin Level Title Table
hereafter)
038 to 039 Apothecary 040 to 041 Arcane Smith, Arcane
Armorer, or Arcane
Weaponsmith
042 to 043 Apparitor 044 to 045 Arbiter
046 to 047 Arch-Baron 048 to 049 Arch-Baroness
050 to 051 Archduchess 052 to 053 Archduke
054 to 055 Armorer 056 to 057 Artisan
058 to 059 Artificer 060 to 079 Assassin (see Assassin Level
Title Table hereafter)
080 to 081 Assessor 082 to 084 Auditor
085 to 086 Auditor General 087 to 089 Bailiff
090 to 092 Banker 093 to 112 Barbarian (see Barbarian
Level Title Table hereafter)
113 to 132 Bard (see Bard Level Title 133 to 135 Baron
Table hereafter)
136 to 138 Baroness 139 to 141 Baronet
142 to 144 Barrister 145 to 147 Beedle
148 to 150 Bey 151 to 153 Blacksmith
154 to 156 Bodyguard 157 to 159 Borsholder
160 to 162 Boss 163 to 165 Bounty Hunter
166 to 168 Boyard 169 to 171 Burgher
172 to 174 Burgomaster 175 to 177 Burgrave

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D1000 The Bedroom / Quarters D1000 The Bedroom / Quarters


Roll Belong to a … Roll Belong to a …
178 to 180 Cancellarius 181 to 183 Caravan Master
184 to 186 Cartographer 187 to 189 Castellan
190 to 209 Cavalier (see Cavalier Level 210 to 212 Centurion
Title Table hereafter)
213 to 215 Chamberlain 216 to 218 Champion
219 to 220 Chancellor 221 to 223 Chieftain
224 to 226 Chieftess 227 to 246 Cleric (see Cleric Level Title
Table hereafter)
247 to 248 Coiner 249 to 251 Commandant
252 to 254 Commander 255 to 257 Counselor
258 to 260 Constable 261 to 263 Consul
264 to 266 Coroner 267 to 269 Councilman
270 to 272 Councilwoman 273 to 275 Councillor
276 to 278 Count 279 to 281 Counselor
282 to 283 Countess 284 to 286 Courtesan
287 to 289 Courtier 290 to 292 Cult Leader
293 to 295 Dark Elf 296 to 298 Dauphin
299 to 301 Decemvir 302 to 304 Deemer
305 to 306 Deposed Noble 307 to 309 Despot
310 to 312 Dictator 313 to 315 Diplomat
316 to 318 Domesman 319 to 321 Domeswoman
322 to 324 Dominus 325 to 344 Druid (see Druid Level Title
Table hereafter)
345 to 346 Duchess 347 to 349 Duke
350 to 352 Dvergar 353 to 355 Dwarf
356 to 358 Earl 359 to 361 Elder
362 to 364 Elf 365 to 367 Emir
368 to 370 Emissary 371 to 373 Entertainer
374 to 376 Enumerator 377 to 379 Equerry

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D1000 The Bedroom / Quarters D1000 The Bedroom / Quarters


Roll Belong to a … Roll Belong to a …
380 to 382 Exarch 383 to 385 Exchequer
386 to 388 Exciseman 389 to 391 Excisewoman
392 to 394 Exile 395 to 397 Feodary
398 to 417 Fighter (see Fighter Level 418 to 421 Foreman
Title Table hereafter)
422 to 424 Fugitive 425 to 427 Forge Master
428 to 429 Forger 430 to 432 Gaffman
433 to 435 Gaffwoman 436 to 438 Gager
439 to 440 Gatekeeper 441 to 443 Gaveller
444 to 446 Gemcutter 447 to 449 General
450 to 451 Gnome 452 to 454 Guard Captain
455 to 457 Guild Master 458 to 460 Guildsman
461 to 463 Guildswoman 464 to 466 Half-Elf
467 to 469 Half-Ogre 470 to 472 Half-Orc

473 to 474 Halfling 475 to 477 Heir


478 to 480 Heiress 481 to 483 Herald
484 to 485 Herzog 486 to 488 Hetman
489 to 490 Hierarch 491 to 510 Hunter (see Hunter Level
Title Table hereafter)
511 to 530 Illusionist (see Illusionist 531 to 533 Inquisitor
Level Title Table hereafter)
534 to 536 Inspector 537 to 539 Jarl
540 to 559 Jester (see Jester Level Title 560 to 562 Jeweler
Table hereafter)
563 to 565 Judge 566 to 567 Key Master
568 to 569 Lady 570 to 572 Lady in Waiting
573 to 575 Laird 576 to 578 Landgrave
579 to 580 Leader 581 to 583 Legatus

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D1000 The Bedroom / Quarters D1000 The Bedroom / Quarters


Roll Belong to a … Roll Belong to a …
584 to 585 Lord 586 to 588 Lord of Arms
589 to 608 Magic-User (see Magic-User 609 to 611 Magister
Level Title Table hereafter)
612 to 614 Magistrate 615 to 617 Majordomo
618 to 619 Manciple 620 to 622 Marchioness
623 to 625 Margrave 626 to 628 Marquis
629 to 631 Marshal 632 to 633 Master
634 to 636 Master Smith 637 to 639 Mastermind

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640 to 642 Merchant 643 to 645 Minter


D1000 The Bedroom / Quarters D1000 The Bedroom / Quarters
Roll Belong to a … Roll Belong to a …
646 to 648 Mistress 649 to 668 Monk (see Monk Level Title
Table hereafter)
669 to 688 Mountebank (see 689 to 708 Mystic (see Mystic Level
Mountebank Level Title Title Table hereafter)
Table hereafter)
709 to 711 Navigator 712 to 714 Netherworld Gnome
715 to 716 Netherworlder 717 to 719 Nobile
720 to 722 Noble 723 to 725 Nobleman
726 to 728 Noblewoman 729 to 731 Nomarch
732 to 734 Notary 735 to 737 Overlord
738 to 757 Paladin (see Fighter Level 758 to 760 Pasha
Title Table hereafter)
761 to 763 Praetor 764 to 766 Prince
767 to 768 Princess 769 to 771 Procurator
772 to 774 Propraetor 775 to 777 Puppet Master
778 to 797 Ranger (see Ranger Level 798 to 800 Reeve
Title Table hereafter)
801 to 803 Regent 804 to 806 Registrar
807 to 809 Researcher 810 to 812 Ruler
813 to 815 Sage 816 to 817 Satrap
818 to 837 Savant (see Savant Level 838 to 840 Scion
Title Table hereafter)
841 to 843 Scrutineer 844 to 846 Serdar
847 to 848 Shaman 849 to 851 Sheriff
852 to 854 Ship Captain 855 to 857 Shrieve
858 to 859 Siege Master 860 to 862 Signifer
863 to 865 Slave Keeper 866 to 868 Slave Lord
869 to 871 Slave Master 872 to 874 Solicitor
875 to 877 Spy 878 to 880 Spy Master

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D1000 The Bedroom / Quarters D1000 The Bedroom / Quarters


Roll Belong to a … Roll Belong to a …
881 to 883 Steward 884 to 886 Strategist
887 to 889 Sub-Chieftain 890 to 892 Sub-Chieftess
893 to 895 Sub-Commander 896 to 898 Sub-Ruler
899 to 901 Supreme Chancellor 902 to 904 Supreme Master
905 to 906 Tax Collector 907 to 909 Thane
910 to 912 Theocrat 913 to 932 Thief (see Thief Level Title
Table hereafter)
933 to 934 Thane 935 to 937 Theocrat
938 to 940 Torturer 941 to 943 Traitor
944 to 945 Treasurer 946 to 948 Tribune
949 to 951 Triumphator 952 to 954 Turncoat
955 to 957 Tyrant 958 to 960 Ulnager
961 to 963 Underworlder 964 to 965 Usher
966 to 967 Viceroy 968 to 970 Vidame
971 to 973 Villain 974 to 975 Viscount
976 to 977 Viscountess 978 to 980 Vizier
981 to 983 Warden 984 to 985 Watch Captain
986 to 988 Weapon Master 989 to 991 Weapon Smith
992 to 994 Witch Doctor 995 to 996 Witch Hunter
997 to 998 Zombie Lord 999 to 000 Zombie Master

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2-3

SUGGESTED LEVEL TITLES FOR NPCS


OF VARIOUS CLASSES AND EXPERIENCE LEVELS

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

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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).

For example, for a medium-sized PC party with 4 or 6 members and an average


experience level of 7, to have a challenging encounter you would probably want to choose
between (my example guidance) 1 level 9 NPC, 1 or 2 level 8 NPCs, 1 to 3 level 7 NPCs,
2 to 4 level 6 NPCs, 3 or 4 level 5 NPCs, or 4 level 4 NPCs. These are all very different
encounters, depending on the difficulty and the complexity you’re envisioning. If for
example you decide that the PCs should encounter 1 level 9 Fighter NPC in the bedroom,
then you would go down to the Fighter sub-table, look at the level titles for level 9, and
choose your favorite title to further develop (in this case, Archer, Lord, or Lady).

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.

Be creative! And do keep in mind, bedrooms tend to have guardrooms, escape


passages, secret doors, and/or treasure rooms nearby.

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2-4

NPC ANTI-PALADINS IN DUNGEONS

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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!

LEVEL TITLES FOR ANTI-PALADINS


IN THE CASTLE OLDSKULL FRPG SYSTEM
Experience Suggested
Level Level Title(s)
1  Caitiff
 Chaos Minion
 Evildoer
 Outcast
 Poltroon
 Traitor
2  Betrayer
 Chaos Bringer
 Miscreant
 Varlet
3  Chaos Warrior
 Demon Worshipper
 Hellion
 Malefactor
4  Anti-Hero / Anti-Heroine
 Dire Malefactor
 Hellraiser
5  Black Malefactor
 Blackguard
 Unforgiven One
6  Dark Knight

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 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

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2-5

NPC ASSASSINS IN DUNGEONS

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 …

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LEVEL TITLES FOR ASSASSINS


IN THE CASTLE OLDSKULL FRPG SYSTEM
Experience Suggested
Level Level Title(s)
1  Bloodletter
 Bravo
 Oath Breaker
 Scapegrace
 Tyro
 Vaunt
2  Butcher
 Impaler
 Poisoner
 Rutterkin
 Tormentor
3  Darksider
 Intimidator
 Pragmatus / Pragmata
 Trophyman
 Waghalter
4  Mauler
 Murderer / Murderess
 Rakehell
 Strangler
 Veteran Darksider
5  Exterminator
 Garrotter
 Hatchetman / Hatchetwoman
 Thug
6  Carnifex
 Eliminator
 Killer
 Sicarius / Sicaria
 Slaughterer
7  Cutthroat

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 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

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2-6

NPC BARBARIANS IN DUNGEONS

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.

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LEVEL TITLES FOR BARBARIANS


IN THE CASTLE OLDSKULL FRPG SYSTEM
Experience Suggested
Level Level Title(s)
1  Barrens Strider
 Berserker Minion (level 1 Barbarian of Berserker specialization)
 Nomad
 Outcast
 Outlander
 Savage (level 1 Barbarian of non-good alignment)
 Tribesman / Tribeswoman
2  Berserker (level 2 Barbarian of Berserker specialization)
 Boar Warrior
 Raider
 Tribal Hunter / Tribal Huntress
 Wild-Wanderer
 Wolfling
3  Bear Warrior
 Marauder
 Shield Biter
 Tribal Warrior
 Wild Berserker (level 3 Barbarian of Berserker specialization)
 Wilderlander
 Wolf Berserker (level 3 Barbarian of Berserker specialization)
4  Bear Berserker (level 4 Barbarian of Berserker specialization)
 Great Wolf Berserker (level 4 Barbarian of Berserker
specialization)
 Howler
 Shield Breaker
5  Destroyer
 Great Bear Berserker (level 5 Barbarian of Berserker
specialization)
 Warmonger
6  Mage Slayer
 Rager (level 6 Barbarian of Berserker specialization)

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 Tribal Hero / Tribal Heroine


Experience Suggested
Level Level Title(s)
7  Blood Rager (level 7 Barbarian of Berserker specialization)
 Hewer
 Sub-Chieftain / Sub-Chieftess
 Tribal Champion
8  Barbarian Champion
 Berserker Champion (level 8 Barbarian of Berserker
specialization)
 Chieftain / Chieftess
9  Barbarian Lord
 Berserker Lord (level 9 Barbarian of Berserker specialization)
 Horde Bringer
 War Chieftain / War Chieftess
10  Barbarian High Lord
 Berserker High Lord (level 10 Barbarian of Berserker
specialization)
 Great War Chieftain / Great War Chieftess
11  Barbarian Warlord
 Berserker Warlord (level 11 Barbarian of Berserker
specialization)
12  Barbarian Conqueror
 Berserker Conqueror (level 12 Barbarian of Berserker
specialization)
13  Barbarian Overlord
 Berserker Overlord (level 13 Barbarian of Berserker
specialization)
14  Barbarian Prince / Barbarian Princess
 Berserker Prince / Berserker Princess (level 14 Barbarian of
Berserker specialization)
15+  Barbarian King / Barbarian Queen
 Berserker King / Berserker Queen (level 15 Barbarian of
Berserker specialization)

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2-7

NPC BARDS IN DUNGEONS

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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 …

LEVEL TITLES FOR BARDS


IN THE CASTLE OLDSKULL FRPG SYSTEM
Experience Suggested
Level Level Title(s)
1  Chanter
 Courtier
 Herald (level 1 Bard in service to a noble)
 Probationer (of Fochlucan)
 Rhymer
 Storyteller
2  Balladeer
 Crowther
 Fochlucan Apprentice (lesser teller of 30 tales)
 Lyrist
 Noble Herald (level 2 Bard in service to a noble)
 Raconteur
 Trouper
3  Chronicler
 Fabler
 Fochlucan Adept (teller of 30 tales)

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 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

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 Storied Lorist / Storied Muse


Experience Suggested
Level Level Title(s)
11  Bard
 Canaith Apprentice (bardic lore master of 100 tales)
 Great Lore Master
 Vates
12  Canaith Adept (great bardic lore master of 100 tales)
 Grand Lore Master
 Master Bard
13  Canaith Master (grand bardic lore master of 100 tales)
 Grand Bard
 Myth Bringer
14  Cli Apprentice (bardic master of 150 epics)
 Legendary Bard
 Myth Maker
15  Cli Adept (great bardic master of 150 epics)
 Mythic Bard
16  Archipoeta
 Cli Master (grand bardic master of 150 epics)
17  Anstiuth Apprentice (bardic master of 250 legends)
18  Anstiuth Adept (great bardic master of 250 legends)
19  Anstiuth Master (grand bardic master of 250 legends)
20  Ollamh Apprentice (bardic lord / lady of 350 legends)
21  Ollamh Adept (great bardic lord / lady of 350 legends)
22  Ollamh Master (grand bardic lord / lady of 350 legends)
23+  Magna Alumnae (master of all of the bardic colleges)

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2-8

NPC CAVALIERS IN DUNGEONS

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 …

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LEVEL TITLES FOR CAVALIERS


IN THE CASTLE OLDSKULL FRPG SYSTEM
Experience Suggested
Level Level Title(s)
1  Armiger (level 1 Cavalier of upper social standing)
 Herald of Arms
 Hobilar
 Horseman / Horsewoman (level 1 Cavalier of low-middle
social standing)
 Lancer (level 1 Cavalier of middle social standing)
 Military Page (level 1 Cavalier of a squire apprenticeship)
2  Jouster
 Master of the Horse (level 2 Cavalier of low-middle social
standing)
 Scutarius (shield bearer, Latin)
 Scutifer (shield bearer)
 Shield Bearer / Shield Maiden
 Veteran Lancer (level 2 Cavalier of middle social standing)
 Worthy Armiger
3  Esquire
 Master Lancer
 Veteran Scutarius
 Veteran Scutifer
 Veteran Shield Bearer
4  Banner Bearer
 Cataphract
 Esquire Peer
 Knight Errant / Dame Errant (wandering knight)
5  Esquire and Master
 Knight Bachelor / Grand Dame Errant (knight of low order)
 Vaunted Knight Errant
6  Esteemed Knight Errant
 Knight / Dame
7  Grand Knight / Grand Dame
 Knight Hierarch / Dame Hierarch

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 Sovereign Knight / Sovereign Dame


Experience Suggested
Level Level Title(s)
8  Banneret (knight commander with a chivalric banner)
 Justiciar Cavalier (wise knight with limited legal authority)
 Knight Banneret (knight commander with a chivalric banner)
9  Chevalier (knight of noble recognition)
 Grand Justiciar Cavalier (wise knight with legal authority)
 Knight Commander / Dame Commander
 Sovereign Knight Banneret
10  Cavalier
 Grand Chevalier
 Sovereign Knight Commander / Sovereign Dame Commander
11  Grand Master Chevalier
 Lord Cavalier / Lady Cavalier
12  High Lord Cavalier / High Lady Cavalier
 Vice Marshal Cavalier
13  Marshal Cavalier
 Warlord Cavalier
14  High Warlord Cavalier
 Lord Marshal Cavalier
 Overlord Cavalier / Overlady Cavalier
15  Grand Commander Cavalier
 Grand Marshal Cavalier
16+  Grand Master Cavalier

2-9

NPC CLERICS IN DUNGEONS

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

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a relic), destroying undead (if good), creating and leading undead (if evil), or serving as
healers to a higher (monstrous?) power.

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A rarely-seen variant (but actually more common, from a worshipper’s perspective)


is the Cloistered Cleric; see alternate level titles below. In the Castle Oldskull campaign,
Cloistered Clerics are almost always NPCs. They dwell in temples and devote their lives
to protecting the temple, its precinct, and its people. Instead of adventuring and seeking
glory in the name of their deity, these characters tend to the flock of the faithful. They
deal with healing, curing, protection, inspiration, holy / unholy water creation, divination
and offering advice, repelling invaders if necessary, and so forth. Cloistered Clerics will
almost never be found in strange dungeons, but they will almost always be found
defending temples!

LEVEL TITLES FOR CLERICS


IN THE CASTLE OLDSKULL FRPG SYSTEM
Experience Suggested
Level Level Title(s)
1  Acolyte
 Believer
 Catechumen
 Cult Minion (level 1 Cleric of non-good alignment)
 Fledgling
 Postulant (level 1 Cleric in service to a good temple or order)
 Scribe (level 1 Cleric of Cloistered specialization)
 Scrivener (level 1 Cleric of Cloistered specialization)
 Temple Aspirant (level 1 Cleric of Cloistered specialization)
2  Adept
 Anchorite
 Cultist (level 2 Cleric of non-good alignment)
 Harbinger
 Ostiarius
 Peregrine
 Temple Initiate (level 2 Cleric of Cloistered specialization)
 Temple Servant (level 2 Cleric of Cloistered specialization)
 Under-Priest / Under-Priestess
3  Adept of the Order

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 Advocatus / Advocata (level 3 Cleric of Cloistered


specialization)
 Almoner (level 3 Cleric in service to a good temple or order)
 Cult Adept (level 3 Cleric of a non-good alignment)
 Deacon / Deaconess (level 3 Cleric of Cloistered specialization)
 Priest / Priestess
Experience Suggested
Level Level Title(s)
4  Cantor
 Cult Fanatic (level 4 Cleric of a non-good alignment)
 Curate
 Death Priest (level 4 Cleric of evil alignment)
 Officiant Priest / Officiant Priestess (level 4 Cleric in service to a
good temple or order)
 Temple Adept (level 4 Cleric of Cloistered specialization)
 Vicar / Vicaress
5  Healer
 Prefect / Prefectess
 Temple Priest / Temple Priestess (level 5 Cleric of Cloistered
specialization)
 Warrior Priest / Warrior Priestess
 Wise Man / Wise Woman (level 5 Cleric who presides over a
clan or enclave)
6  Canon / Canoness
 Chief Priest / Chief Priestess
 Elder (level 6 Cleric who presides over a clan or enclave)
 Sub-Prelate
7  Bishop (level 7 Cleric in service to a good temple or order)
 Exorcist
 Prelate
8  Archbishop
 Patriarch / Matriarch
 Shrine Keeper
9  Fane Keeper
 High Priest / High Priestess
10  Great High Priest / Great High Priestess
 Temple Keeper

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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

NPC DRUIDS IN DUNGEONS

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

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plants, water, and (if the area is shallow) cultivated roots from surface trees, which might
be animated guardians.

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LEVEL TITLES FOR DRUIDS


IN THE CASTLE OLDSKULL FRPG SYSTEM
Experience Suggested
Level Level Title(s)
1  Aspirant
 Child of Vortigern
 Naturalist
 Pagan
2  Moonchild
 Ovate
 Sun Brother / Sun Sister
3  Briar Treader
 Oak Seer / Oak Seeress
 Initiate of the First Circle
4  Hieros
 Initiate of the Second Circle
 Thorn Walker
5  Arbor Keeper
 Initiate of the Third Circle
 Stone Shaper
6  Faerie Caller
 Initiate of the Fourth Circle
 Wicker Man / Wicker Woman
 Willow Druid / Willow Druidess
7  Bear Druid
 Initiate of the Fifth Circle
 Primal Druid / Primal Druidess
 Shape Shifter
 Skin Wearer
8  Initiate of the Sixth Circle
 Lightning Caller
 Storm Bringer
9  Ash Druid / Ash Druidess
 Initiate of the Seventh Circle

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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

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2-11

NPC FIGHTERS IN DUNGEONS

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.

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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!

LEVEL TITLES FOR FIGHTERS


IN THE CASTLE OLDSKULL FRPG SYSTEM
Experience Suggested
Level Level Title(s)
1  Amazon (female only)
 Apprentice Fencer (level 1 Fighter of Blade Master
specialization)
 Armsman / Armswoman
 Bowman / Bow-Woman (level 1 Fighter of Archer
specialization)
 Brawler
 Footman / Footwoman
 Guardsman / Guardswoman
 Petty Sergeant (level 1 Fighter who leads men-at-arms)
 Sentry
 Trooper
 Veteran (level 1 Fighter who was a former man-at-arms)
2  Battler
 Fencer (level 2 Fighter of Blade Master specialization)
 Hoplite
 Junior Lieutenant (level 2 Fighter who leads men-at-arms)
 Legionnaire
 Master Bowman / Bow-Woman (level 2 Fighter of Archer
specialization)
 Ruffian (level 2 Fighter of non-good alignment)
 Sergeant (level 2 Fighter who leads men-at-arms)
 Shield Brother / Shield Sister
 Veteran Sergeant (level 2 Fighter who leads men-at-arms)
 Warrior
 Watchman / Watchwoman

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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)

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 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

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2-12

NPC HUNTERS IN DUNGEONS

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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!

LEVEL TITLES FOR HUNTERS


IN THE CASTLE OLDSKULL FRPG SYSTEM
Experience Suggested
Level Level Title(s)
1  Beast Handler
 Hound Tamer
 Wilderlander
2  Hound Keeper
 Tracker
 Wilderland Survivor
3  Herdhand
 Hound Master
 Wilderland Tracker
4  War Hound Master
 Wilderland Guide
5  Beast Keeper
 Huntsman / Huntswoman
6  Prey Chaser

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 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

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2-13

NPC ILLUSIONISTS IN DUNGEONS

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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.

LEVEL TITLES FOR ILLUSIONISTS


IN THE CASTLE OLDSKULL FRPG SYSTEM
Experience Suggested
Level Level Title(s)
1  Apprentice Trickster
 Cantrip Crafter
 Daydreamer
 Shadow Prentice
2  Cantrip Master
 Dreamer
 Evoker of Shadows
 Minor Trickster
3  Dreamlander
 Ethereal Wanderer
 Shadow Conjurer
 Trickster
4  Dreamlander of Pnath
 Face Dancer
 Master Dreamer

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 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

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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

NPC JESTERS IN DUNGEONS

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

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grenade jugglers, fire breathers, showman-murderers and war dancers. Cross an


adventuring jester at your peril!

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.

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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!

LEVEL TITLES FOR JESTER


IN THE CASTLE OLDSKULL FRPG SYSTEM
Experience Suggested
Level Level Title(s)
1  Jester Apprentice
 Knave
 Village Idiot
 Wag
2  Befuddler
 Punster
 Trouper
 Wit
3  Entertainer
 Knife Thrower
 Masquer
 Tumbler
4  Dark Entertainer
 Fire Walker
 Harlequin
 Tightrope Walker
5  Clown
 Commedia Jester
 Fire Dancer
 Sword Swallower
6  Juggler
 Riddler
 Zanni of Brighella
 Zanni of Pedrolino

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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

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Experience Suggested
Level Level Title(s)
15+  King of the Fools / Queen of the Fools

2-15

NPC MAGIC-USERS IN DUNGEONS

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

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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.

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LEVEL TITLES FOR MAGIC-USERS


IN THE CASTLE OLDSKULL FRPG SYSTEM
Experience Suggested
Level Level Title(s)
1  Alchemist’s Apprentice (level 1 Magic-User of Alchemist
specialization)
 Apprentice
 Familiar Seeker
 Medium
 Prentice
 Prestidigitator
2  Alchemist’s Disciple (level 2 Magic-User of Alchemist
specialization)
 Evoker
 Glassblower (level 2 Magic-User of Alchemist specialization)
 Promising Medium
 Seer
3  Abjurer
 Conjurer
 Dweomer Crafter
 Master Evoker
 Reagent Gatherer (level 3 Magic-User of Alchemist
specialization)
4  Dweomer Adept
 Elementalist
 Eyebiter
 Master Conjurer
 Mixer (level 4 Magic-User of Alchemist specialization)
 Theurgist
5  Aeromancer (if specializing in wind magic)
 Brewer (level 5 Magic-User of Alchemist specialization)
 Dweomer Master
 Geomancer (if specializing in earth magic)
 Hydromancer (if specializing in water magic)
 Master Theurgist
 Pyromancer (if specializing in fire magic)

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 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

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 Master Alchemist (level 11 Magic-User of Alchemist


specialization)
 Wizard / Wizardess
Experience Suggested
Level Level Title(s)
12  Grand Master Alchemist (level 12 Magic-User of Alchemist
specialization)
 Master Wizard / Mistress Wizardess
13  Great Wizard / Great Wizardess
 Demonologist (level 13 Magic-User of demon summoning)
 Diabolist Adept (level 13 Magic-User of devil summoning)
14  Demonologist Adept (level 14 Magic-User of demon
summoning)
 Diabolist Adept (level 14 Magic-User of devil summoning)
 Grand Wizard / Grand Wizardess
15  Master Demonologist (level 15 Magic-User of demon
summoning)
 Master Diabolist (level 15 Magic-User of devil summoning)
 Supreme Wizard / Supreme Wizardess
16  Mage
 Magus
17  Dread Mage
 Dread Magus
 Grand Mage
 Grand Magus
18  Archmage
19  Exalted Archmage
20+  Legendary Archmage

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2-16

NPC MONKS IN DUNGEONS

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.

LEVEL TITLES FOR MONKS


IN THE CASTLE OLDSKULL FRPG SYSTEM
Experience Suggested
Level Level Title(s)
1  Drunken Boxer
 Luctator
 Novice (of the Fist)
 Novice (of the Foot)
 Novice (of the Iron Will)

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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)

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 Master (of the Iron Will)


 Transcendent Monk (level 7 Monk of an outsider outlook)
Experience Suggested
Level Level Title(s)
8  Abbott / Abbess (level 8 Monk in service to a good monastery
or temple)
 Superior Master (of the Fist)
 Superior Master (of the Foot)
 Superior Master (of the Iron Will)
9  Master of the Boreal Realm
 Master of Dragons / Mistress of Dragons
 Master of the North Wind
 Transcendent Master (of the Fist)
 Transcendent Master (of the Foot)
 Transcendent Master (of the Iron Will)
10  Master of the Twilight Realm
 Master of the West Wind
11  Master of the Burning Realm
 Master of the South Wind
12  Master of the Dawning Realm
 Master of the East Wind
13  Master of the Boreal Spirits
 Master of Winter
14  Master of Autumn
 Master of the Falling Leaves
15  Master of the Eternal Sun
 Master of Summer
16  Master of Spring
 Master of the Verdant Realm
17  Grand Master of Dragons
 Grand Master of Flowers
18  Ascendant Grand Master
 Glorious Grand Master
19  Divine Grand Master
 Infernal Grand Master

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Experience Suggested
Level Level Title(s)
20+  Eternal Grand Master

2-17

NPC MOUNTEBANKS IN DUNGEONS

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).

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LEVEL TITLES FOR MOUNTEBANKS


IN THE CASTLE OLDSKULL FRPG SYSTEM
Experience Suggested
Level Level Title(s)
1  Charlatan Prentice
 Cozener
 Mountebank Prentice
2  Dealer
 Flash Artist
 Hoaxer
 Pretender
3  Cheat
 Double Dealer
 Gambler
 Veteran Hoaxer
4  Con Man / Con Woman
 Fraud
 Hoax Master
 Palmer
 Veteran Gambler
5  Con Artist
 Defrauder
 Disguise Artist
 Master Gambler
6  Deluder
 Master Defrauder
 Master of Disguise
 Schemer
7  Adept Schemer
 Deceiver
 Grand Master of Disguise
 Master Deluder
8  Forger
 Impostor
 Master Deceiver

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 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

NPC MYSTICS IN DUNGEONS

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.

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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.

LEVEL TITLES FOR MYSTICS


IN THE CASTLE OLDSKULL FRPG SYSTEM
Experience Suggested
Level Level Title(s)
1  Fortune’s Son / Fortune’s Daughter
 Leaf Reader
 Questioner
2  Fortune Finder
 Questioner of Spirits

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 Seeker (of Mysteries)


 Seeker (of Truth)
Experience Suggested
Level Level Title(s)
3  Crystal Gazer
 Far Seeker (of Mysteries)
 Far Seeker (of Truth)
 Fortune Teller
 Questioner of Souls
4  Augur
 Auspicier
 Empath
 Master Fortune Teller
 Soothsayer
5  Clairvoyant
 Diviner
 Foreteller
 Haruspex
 Master Empath
 Soothsayer Adept
 Vestal (female only)
6  Foreteller of Mysteries
 Oracle
 Seer
 Sibyl (female only)
 True Soothsayer
7  Devout Seer
 Foreteller of Secrets
 Great Oracle
 Lama
8  Elder Lama
 Foreteller of Omens
 Grand Oracle
 Prophesier
 Revelator
9  Foreteller of Truths
 Grand Prophesier

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 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

NPC PALADINS IN DUNGEONS

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.

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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.

LEVEL TITLES FOR PALADIN


IN THE CASTLE OLDSKULL FRPG SYSTEM
Experience Suggested
Level Level Title(s)
1  Gallant
 Palatine Armiger
 Palatine Lancer
2  Gallant Valorous
 Keeper (of the Faith)
 Keeper (of the Light)

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 Keeper (of the Truth)


 Palatine Scutifer
Experience Suggested
Level Level Title(s)
3  Gallant Dauntless
 Palatine Esquire
 Protector / Protectress
4  Crusader
 Defender
 Defiant
 Palatine Knight Errant / Palatine Dame Errant
5  Great Crusader
 Hospitaller
 Palatine Knight Bachelor / Grand Palatine Dame Errant
 Veteran Defender
 Warder
6  Grand Crusader
 Guardian
 Knight Hospitaller
 Palatine Knight / Dame Palatine
 Templar
 Veteran Warder
7  Grand Palatine Knight / Grand Dame Palatine
 Honored Guardian
 Knight Templar
 Paladin Chevalier
 Palatine Knight Hierarch / Palatine Dame Hierarch
 Veteran Guardian
8  Grand Guardian
 Justiciar
 Palatine Banneret
9  High Justiciar
 Paladin
 Palatine Knight Commander / Palatine Dame Commander
10  Grand Justiciar

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 Grand Palatine Knight Commander / Grand Palatine Dame


Commander
 Lord of the Garde / Lady of the Garde
 Paladin Lord / Lady Paladin
Experience Suggested
Level Level Title(s)
11  Grand Master Paladin / Grand Dame Paladin
 Lionheart
12  Paladin High Lord
 Palatine Vice Marshal
13  Paladin Warlord
 Palatine Marshal
14  Lord Marshal Paladin
 Paladin Overlord
 Palatine High Warlord
15  Palatine Grand Commander
 Palatine Grand Marshal
16+  Supreme Paladin Overlord

2-20

NPC RANGERS IN DUNGEONS

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.

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LEVEL TITLES FOR RANGERS


IN THE CASTLE OLDSKULL FRPG SYSTEM
Experience Suggested
Level Level Title(s)
1  Bounder
 Forester
 Goblin Bane
 Highlander
 Runner

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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)

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 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

NPC SAVANTS IN DUNGEONS

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.

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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

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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.

LEVEL TITLES FOR SAVANTS


IN THE CASTLE OLDSKULL FRPG SYSTEM
Experience Suggested
Level Level Title(s)
1  Apprentice Chiromancer
 Arcane Scribe
 Scholar’s Apprentice
2  Arcane Scrivener
 Chiromancer
 Scholar’s Scribe
3  Chiromancer Adept
 Illuminator
 Scholar’s Disciple
4  Master Chiromancer
 Omen Seeker
 Scholar
5  Astrologer
 Omen Reader
 Sophister
6  Master Astrologer
 Omen Bringer
 Sophister Adept
7  Master Sophister
 Noble Astrologer
 Philosopher

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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

NPC THIEVES IN DUNGEONS

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.

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LEVEL TITLES FOR THIEVES


IN THE CASTLE OLDSKULL FRPG SYSTEM
Experience Suggested
Level Level Title(s)
1  Alley Cat
 Apprentice
 Beggar Thief
 Dungeon Scout
 Lock Breaker
 Looter (level 1 Thief of Bandit / Brigand specialization)
 Trap Springer
2  Black Cat
 Footpad
 Lock Picker

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 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)

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 Brigand (level 10 Thief of Brigand specialization)


 Master Thief
 Master Thief-Acrobat (level 10 Thief of Acrobat specialization)
Experience Suggested
Level Level Title(s)
11  Bandit Lord (level 11 Thief of Bandit specialization)
 Brigand Lord (level 11 Thief of Bandit specialization)
 Grand Master Thief
12  Supreme Master Thief
13  Stealer of Shadows
14  Lord of Thieves / Lady of Thieves
15  Prince of Thieves / Princess of Thieves
16+  King of Thieves / Queen of Thieves

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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,

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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

DESIGNING A CAVE OR CAVERN


WITH SPECIAL FEATURES

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.)

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D1000 Interesting Cave Feature D1000 Interesting Cave Feature


Roll Roll
001 to 006 Adjacent Artificial Grotto 007 to 013 Alcove Filled with
(roll entrance on Door Table) Disturbing Objects (roll 1D6
times on Torture Chamber
Table)
014 to 019 Alcove Filled with 020 to 025 Ancient Shrine (roll on
Wondrous Junk (roll 1D10 Shrine Room Tables)
times on Laboratory /
Magician’s Chamber Table)
026 to 031 Ants (monstrous?) 032 to 037 Ashes (of slain monster?)
038 to 043 Bats (monstrous?) 044 to 049 Beaded Stalactites (pool
fingers)
050 to 055 Bedbugs (and bedding?) 056 to 061 Beetles (monstrous?)
062 to 067 Bloodstains (recent?) 068 to 073 Bones (human?)
074 to 079 Bottlebrushes / Immersed 080 to 085 Bridged Chasm
Stalactites
086 to 091 Bridged River 092 to 097 Burial (object, bones, skulls?)
098 to 103 Buried Treasure (random) 104 to 109 Burrow (beast or monster
lair?)
110 to 115 Cairn (with secret trapdoor 116 to 121 Calcified Skeleton (with
or buried treasure?) treasure?)
122 to 127 Calcite Cluster Formations 128 to 133 Calcite Drapery Formations
134 to 139 Cave Balloons (gas-filled 140 to 145 Cave Coral Formations
hydromagnesite)
146 to 151 Cave Crystals, Various 152 to 157 Cave Paintings (clue or
(treasure?) magical gateway?)
158 to 163 Cave Pearls (treasure?) 164 to 169 Centipedes (swarm or
monstrous?)
170 to 175 Cesspit (monster lair?) 176 to 181 Cesspool (aquatic monster
lair?)
182 to 188 Chasm (trap and/or descent?) 183 to 194 Chiming Water (spell
effect?)

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D1000 Interesting Cave Feature D1000 Interesting Cave Feature


Roll Roll
195 to 200 Cockroaches (monstrous?) 201 to 207 Columns (floor to ceiling)
208 to 214 Conulites (“splash cups”) 215 to 220 Crystalline Blade
Formations (treasure?)
221 to 226 Crystalline Chandelier 227 to 233 Crystalline Sphere
Formations (treasure?) Formations (coralloids)
234 to 240 Crystalline Stalactites 241 to 246 Crystalline Stalagmites

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D1000 Interesting Cave Feature D1000 Interesting Cave Feature


Roll Roll
247 to 252 Curved (Deflected) 253 to 259 Dead Body (roll on Corpse /
Stalactites Skeleton Table)
260 to 266 Dead Monster 267 to 272 Dolmen (with secret
compartment or treasure?)
273 to 278 Dragon’s Ribcage 279 to 285 Dung Heap (monstrous,
hiding tentacle beast?)
286 to 292 Dungeon Scout’s Stash (roll 293 to 298 Dust / Choking Powder
on Hideout Table) (magical?)
299 to 304 Echo Chamber (with spell 305 to 311 Enchanted Pool (roll on
effect or prophecy?) Fountain / Pool Room Table)
312 to 318 Excavation (to secret 319 to 324 Extinguished Candles
cavern?)
325 to 330 Fine Dust (blinding or 331 to 337 Fire / Funeral Pyre (ever-
choking, or hiding object?) burning, magical?)
338 to 344 Firepit (magical?) 345 to 350 Fissure (in wall, corridor?)
351 to 356 Fleas (and infested beast?) 357 to 363 Flies (monstrous?)
354 to 370 Flowstone and Drapery 371 to 376 Footprints (human or
Formations otherwise?)
377 to 382 Forgotten Trap (roll using 383 to 389 Fungi (edible or monstrous?)
BDT1, BOOK OF
DUNGEON TRAPS)
390 to 396 Gemstone Node (treasure) 397 to 402 Geothermal Mud Pots
(trap?)
403 to 408 Geyser Pool (trap?) 409 to 415 Glowworms (hanging from
ceiling?)
416 to 422 Gnats / Creepy Crawlies (and 423 to 428 Grave (undead corpse
infested / afflicted monster?) and/or treasure?)
429 to 434 Grubs (flesh grubs?) 435 to 441 Guano (and bats?)
442 to 448 Gypsum Filaments 449 to 454 Gypsum Flowers (treasure?)
(treasure?)

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D1000 Interesting Cave Feature D1000 Interesting Cave Feature


Roll Roll
455 to 460 Half-Buried Body (roll on 461 to 467 Half-Buried Treasure (roll
Corpse / Skeleton Table) on Container Table)
468 to 474 Halites (salt tendrils) 475 to 480 Helictites (calcite tangles)
481 to 486 Hole(s) (descent to lower 487 to 493 Ice Formations (magical or
level?) blocking opening?)
494 to 500 Inscriptions (clue or 501 to 506 Ledges and Outcroppings
warning?) (climbable)
507 to 512 Lichen (edible or medicinal?) 513 to 519 Lizards and/or Degenerate
Dinosaurs (monstrous?)
520 to 526 Locusts (swarm?) 527 to 532 Low Ceiling
533 to 538 Mad Hermit (roll on Prisoner 539 to 545 Maggots (soul maggots?)
/ Captive / Survivor Table)
546 to 552 Magic Circle (summoning?) 553 to 558 Magma Behind Stone (trap)
559 to 565 Magma Flow (trap) 566 to 572 Magma Pool (trap)
573 to 579 Mice (including 580 to 585 Mineral Node
polymorphed victim or mage
familiar?)
586 to 591 Mist / Steam / Vapor 592 to 598 Moles (scurrying /
(magical?) burrowing)
599 to 605 Monster Skeleton 606 to 611 Moss (edible or monstrous
(animating?) plant growth?)
612 to 617 Mushrooms (edible or 618 to 625 Natural Pedestals /
magical?) Shelfstone
626 to 632 Niter / Verdigris (hiding 633 to 638 Odd Object (roll on CDDG1
armored skeleton?) Dungeon Dressing Tables)
639 to 644 Odd Object (roll on CDDG2 645 to 651 Oracle (NPC or magic
Dungeon Dressing Tables) mouth?)
652 to 658 Paw Prints (beast or monster) 659 to 664 Piece of Armor (clue, or
valuable?)
665 to 670 Pit (trap and/or descent?) 671 to 677 Poisonous Gas / Vapor (trap)

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D1000 Interesting Cave Feature D1000 Interesting Cave Feature


Roll Roll
678 to 684 Potsherds / Broken Relics 685 to 690 Precious Metal Node
(treasure)
691 to 696 Quicksand (trap) 697 to 703 Rats (monstrous?)
704 to 710 Reflecting Crystals / Surfaces 711 to 716 Refuse (with treasure?)
717 to 722 River (to secret caverns?) 723 to 729 Rubble (hiding treasure or
opening?)
730 to 736 Salt Formations 737 to 742 Scales (from a monster or
monstrous serpent)
743 to 748 Scarab Beetles (deadly 748 to 755 Scattered Treasure (minor)
swarm?)
756 to 762 Scorpions (monstrous?) 763 to 768 Scrapheap (with hidden
treasure?)
769 to 774 Shed Skin (monstrous) 775 to 781 Shimmering Energy (roll on
Magical Gateway Table)
782 to 788 Sinkhole (trap) 789 to 794 Skulls on Stakes (human?)
795 to 800 Slime Mold (roll on Fungus / 801 to 807 Sloping Floor (trap?)
Slime / Abomination Table)

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D1000 Interesting Cave Feature D1000 Interesting Cave Feature


Roll Roll
808 to 814 Slugs (monstrous?) 815 to 820 Snakes (dangerous?)
821 to 826 Something Bizarre (roll on 827 to 833 Spiders (monstrous?)
Unusual / Evocative Room
Table)
834 to 840 Stairs Leading Down to a 841 to 846 Stalactites (living?)
Vast Hall (roll on Museum /
Gallery Table)
847 to 852 Stalagmites 853 to 859 Strange Odor (roll in
CDDG1)
860 to 866 Strange Shadows (monster?) 867 to 872 Strange Sound (roll in
CDDG1)
873 to 878 Stream (to secret grotto?) 879 to 885 Sulfur Slime Drippings
(“snotties”)
886 to 892 Tar Pit (trap) 893 to 898 Tiers of Stone / Natural
Staircase
899 to 904 Tool(s) (random) 905 to 911 Treasure (random single
object)
912 to 918 Tree Roots in Ceiling 919 to 924 Uneven / Unstable Floor
(rootsicles, sign of secret
ascent?)
925 to 933 Unstable Ceiling 934 to 942 Unstable Wall (hiding secret
cave?)
943 to 951 Unusual Light Source (roll in 952 to 960 Utmost Shore of
CDDG1) Netherworld Sea

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D1000 Interesting Cave Feature D1000 Interesting Cave Feature


Roll Roll
961 to 970 Vermin (random, 971 to 980 Vines / Creepers
monstrous?)
981 to 990 Weapon(s) (random) 991 to 000 Worms (larval dholes?)

3-2

DESIGNING AN INTERESTING CONTAINER

So when do you need to design interesting containers? Basically always! Without


containers, treasure is just lying about ready to be stolen from monster lairs. Thieves
don’t get to show off their open locks and find trap skills. Don’t fall prey to the “You find
a plain wooden chest” trap, which can bore your players after the 100th time. Make
things interesting again by having at least half of your dungeon containers be strange.
Remember, it doesn’t matter why the weird container is there; it just matters that it is.

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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.

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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.

D1000 Container Type Craftsmanship / Contents Location


Roll Material
001 to 005 “Chest” Hewn Aboriginal (Empty) Adjacent
from Floor Details / Motif Corridor
006 to 010 Alcove African Details / (Empty) Adjacent
Motif Corridor
011 to 015 Alembic Alabaster (Empty) Adjacent
(stone) Corridor
016 to 020 Amphora Alchemist (Empty) Adjacent
Owner / Motif Stairway
021 to 025 Aquarium Anglo-Saxon (Empty) Adjacent
Details / Motif Stairway
026 to 030 Ark Animated (Empty) Adjacent
Stairway
031 to 035 Armoire Ant Man (Empty) Against a Wall
Craftsmanship
036 to 040 Backpack Anti-Paladin (Empty) Against a Wall
Owner / Motif
041 to 045 Bag Arabian Details (Empty) Against a Wall
/ Motif
046 to 050 Barrel Assassin Owner (Empty) Alcove
/ Motif

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D1000 Container Type Craftsmanship / Contents Location


Roll Material
051 to 055 Basin Atlantean (Empty) Alcove
Details / Motif
056 to 060 Basket Aztec Details / Acid (in vials; or Alcove
Motif acid etching
marks)
061 to 065 Beaker Babylonian Animal Skin / Behind a
Details / Motif Parts Tapestry
066 to 070 Beehive Barbarian Art Supplies Behind a
Owner / Motif Tapestry
071 to 075 Belt Pouch Basalt (stone) Ashes Behind a
Tapestry
076 to 080 Bin Beastman- Bandages Behind
Crafted Concealed Door
081 to 085 Bookcase Blueschist Beads / Marbles Behind
(stone) Concealed Door
086 to 090 Bottle Bone Bedding Behind
Concealed Door
091 to 095 Bowl Brass (metal) Beeswax Behind Door
096 to 100 Box Breccia (stone) Bent Silverware Behind Door
101 to 105 Bucket Broken / Blood / Dried Behind Door
Destroyed Blood
106 to 110 Bundle Bronze (metal) Bones Behind
Furniture
111 to 115 Cabinet Bronzebound Book(s) Behind
Wood Furniture
116 to 120 Canister Burlap Boots / Shoes Behind
Furniture
121 to 125 Canopic Jar Bugbear-Crafted Bottles of Ink Behind Grating
(valuable or
magical?)
126 to 130 Carafe Byzantine Bottomless Behind Grating
Details / Motif Dimensional
Space

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D1000 Container Type Craftsmanship / Contents Location


Roll Material
131 to 135 Cart Canvas Brackish Water / Behind Grating
Dampness
136 to 140 Case Carthaginian Brassware Behind Secret
Details / Motif Door
141 to 145 Cask Cavalier Owner Broken Behind Secret
/ Motif Clockwork Door
146 to 150 Casket Caveman Broken Pottery Behind Secret
Owner / Motif Door
151 to 155 Cauldron Celtic Details / Broken Tool Behind Secret
Motif (random) Panel
156 to 160 Cavelet Under Centaur-Crafted Burned Object Behind Secret
Enormous Pillar Panel
161 to 165 Chalice Ceramic / Clay Candles / Behind Secret
Candle Stumps Panel
166 to 170 Chamber Pot Childlike / Cap Behind Tapestry
Naïve Art
171 to 175 Chariot Chinese Details Ceramics Behind Tapestry
/ Motif
176 to 180 Chest Cimmerian Chainmail Links Behind Tapestry
Details / Motif
181 to 185 Clay Jar Claystone Chalk Buried Under
Bedding or
Straw
186 to 190 Coffer Cleric Owner / Charcoal Buried Under
Motif Bedding or
Straw
191 to 195 Coffin Clockwork Chunks of a Buried Under
Solid Substance Bedding or
Straw
196 to 200 Compartment in Cloth Cinders / Ashen Buried Under
Base of Dais / Cinders Floor
Statue

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D1000 Container Type Craftsmanship / Contents Location


Roll Material
201 to 205 Cookpot Copper (metal, Clay Buried Under
treasure) Floor
206 to 210 Cradle Crude Cloak Buried Under
Floor
211 to 215 Crate Crystal Clothing Cage
(random)
216 to 220 Crock Cult-Fashioned Coal Cage
/ Lovecraftian
221 to 225 Crystal Cube Cyclops-Crafted Codebook Cage
(magical)
226 to 230 Cupboard Dacite (stone) Coins (copper?) Center of Room

231 to 235 Curiosity Damaged Confession Center of Room


Cabinet
236 to 240 Decanter Dark Elven- Copperware Center of Room
Crafted
241 to 245 Dimensional Deep One- Cords Chamber Pot /
Rift Crafted Under Latrine

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D1000 Container Type Craftsmanship / Contents Location


Roll Material
246 to 250 Dish Demon-Crafted Crockery Chamber Pot /
Under Latrine
251 to 255 Display Case Devil-Crafted Crystals Chamber Pot /
Under Latrine
256 to 260 Dresser Diorite (stone) Curios (trinkets) Chamber Pot /
Under Latrine
261 to 265 Drinking Gourd Dolomite Damaged Chamber Pot /
(stone) Weapon Under Latrine
(random)
266 to 270 Drinking Horn Doppelganger- Dead Flesh Chamber Pot /
Crafted Under Latrine
271 to 275 Egg Sac Dragon Hide Dead Leaves Corner of Room
276 to 280 Eggshell Druid Owner / Destroyed Lace Corner of Room
(giant?) Motif
281 to 285 Ewer Dvergar-Crafted Dishes Corner of Room
286 to 290 Firkin Dwarven- Doll(s) Dais
Crafted
291 to 295 Firkin Egyptian Details Dried Ink Dais
/ Motif
296 to 300 Flagon Elder Thing Dungeon Dais
Craftsmanship Dressing
(random,
CDDG1 tables)
301 to 305 Flagon Electrum (metal, Dungeon Dais
treasure) Dressing
(random,
CDDG2 tables)
306 to 310 Flask Elemental Motif Dungeoneering Dais
(random) Equipment
(random)
311 to 315 Flask Elven-Crafted Dust Dais
316 to 320 Foot Locker English Details / False Bottom Dimensional
Motif and Secret Rift

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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

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D1000 Container Type Craftsmanship / Contents Location


Roll Material
386 to 390 Goblet Ghul-Crafted Herbs Encased in
(valuable?) Crystal
391 to 395 Goblet Giant-Crafted Honeycomb Far Corner of
Room
396 to 400 Hamper Glass Incense Floor Fissure
(valuable?)
401 to 405 Hamper Glassteel Ingot (random, Floor Fissure
(magical) treasure)
406 to 410 Hanging Net Gneiss (stone) Ink / Dried Ink Floor Fissure
411 to 415 Hanging Net Gnole-Crafted Insect Husks Floor Fissure
416 to 420 Haversack Gnome-Crafted Ironware Hanging Net
421 to 425 Haversack Goblin-Crafted Jar of Dead Hanging Net
Insects
426 to 430 Hogshead Gold (metal, Jars of Dye Hidden Above
(barrel) treasure) Ceiling
431 to 435 Hogshead Granite (stone) Jewelry Hidden Above
(barrel) (random, Ceiling
treasure)
436 to 440 Hole in Floor Greek Details / Junk Hidden Above
Motif Ceiling
441 to 445 Hole in Floor Greenschist Key Hidden Above
(stone) Ceiling
446 to 450 Hole in Wall Greenstone Kitchen Utensils Hidden Behind
Wall / Stone

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D1000 Container Type Craftsmanship / Contents Location


Roll Material
451 to 455 Hole in Wall Gremlin-Crafted Leather Hood Hidden Behind
Wall / Stone
456 to 460 Hollow Behind Greywacke Letter(s) Hidden Behind
a Brick (stone) Wall / Stone
461 to 465 Hollow Behind Hacked Wood Linen Hidden Behind
a Brick with Embedded Wall / Stone
Axe

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D1000 Container Type Craftsmanship / Contents Location


Roll Material
466 to 470 Hollow Behind Halfling-Crafted Lumps of Semi- Hole in Ceiling
a Mirror Liquid Material
471 to 475 Hollow Behind Harpy-Crafted Maggots Hole in Ceiling
a Mirror
476 to 480 Hollow Behind Hobgoblin- Magic Mouth Hole in Floor
a Painting Crafted
481 to 485 Hollow Behind Hunter Owner / Magic Ring Hole in Floor
a Painting Motif (treasure)
486 to 490 Hollow Behind Hyborian Magic Wand Hole in Wall
a Wall Hanging Details / Motif (treasure)
491 to 495 Hollow Behind Hyperborean Manacles Hole in Wall
a Wall Hanging Details / Motif
496 to 500 Hollow Gourd Illusionist Map (treasure?) In a Pit
Owner / Motif
501 to 505 Hollow Gourd Indian Details / Material Spell In a Pit
Motif Components
(random,
treasure)
506 to 510 Hollow Peg Leg Irish Details / Melted Copper In a Pit
Motif Coins
511 to 515 Hollow Peg Leg Iron (metal) Mirror In a Pit
516 to 520 Hollow Statue Ironbound Mold (monster?) In a Pool
Wood
521 to 525 Hollow Statue Italian Details / Monster Skin / In a Pool
Motif Part
526 to 530 Hollow Stone Iron Sealed with Mouse (dead) In a Pool
Lead
531 to 535 Hollow Stone Iron Sealed with Mouse (living) In a Pool
Silver
536 to 540 Hollowed-Out Iron Wrapped Mud / Dried Inside a
Book in Chains Mud Container
541 to 545 Hollowed-Out Ivory (treasure) Nails Inside a
Book Container

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D1000 Container Type Craftsmanship / Contents Location


Roll Material
546 to 550 Holy Water Japanese Details Needles Inside a
Basin / Motif Container
551 to 555 Holy Water Jester Owner / Oil / Oily Inside a
Basin Motif Residue Container
556 to 560 Hourglass Kobold-Crafted Oil Flask(s) Inside a
Container
561 to 570 Hourglass Lead (metal) Ore Samples Inside a
Container
571 to 575 Hutch Leather Padlock Inside a
Container
576 to 580 Hutch Leprechaun- Paint Bottles Inside a
Crafted Container
581 to 585 Ice Chest Lignite (stone) Paintbrushes Inside a
Container
586 to 590 Ice Chest Limestone Papyrus Inside a
Container
591 to 595 Iron Maiden Lizard Man Parchment Inside a
Craftsmanship Container
596 to 600 Iron Maiden Macedonian Pebbles Inside a
Details / Motif Container
601 to 605 Jar Madman- Pewterware Inside a Piece of
Crafted Furniture
606 to 610 Jar Magic-User Piece(s) of Inside a Piece of
Owner / Motif Armor Furniture

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D1000 Container Type Craftsmanship / Contents Location


Roll Material
611 to 615 Jug Marble (stone) Piece(s) of Inside a Piece of
Armor Furniture
616 to 620 Jug Mariner Owner Pipe / Pipeweed Inside a Piece of
/ Motif Furniture

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D1000 Container Type Craftsmanship / Contents Location


Roll Material
621 to 625 Kettle Mayan Details / Pipe / Pipeweed Inside Another
Motif Container
626 to 630 Kettle Mediterranean Preserved Bird’s Inside Another
Islandic Details / Nest Container
Motif
631 to 635 Knapsack Medusa-Crafted Preserved Bird’s Inside Another
Nest Container
636 to 640 Knapsack Merfolk-Crafted Preserved Inside Another
Eggshells Container
641 to 645 Lockbox Mi-Go Preserved Invisible
Craftsmanship Eggshells
646 to 650 Locker Minotaur- Pretty Stones Invisible
Crafted
651 to 655 Locket Monk Owner / Pretty Stones Invisible
Motif
656 to 660 Mi-Go Brain Monster / Quills Invisible
Canister Monstrous
Container
(brollachan)
661 to 665 Monster’s Mountebank Quills Ledge
Stomach Owner / Motif
666 to 670 Mug Mudstone Rags Ledge
671 to 675 Mummy Bundle Mystic Owner / Rags Ledge Above
Motif Door
676 to 680 Nest Native Rat(s) (dead) Ledge Above
American Door
Details / Motif
681 to 685 Niche Necromancer Rat(s) (dead) Magically
Owner / Motif Floating
686 to 690 Nook Nephrite (stone) Rat(s) (living) Magically
Floating
691 to 695 Offering Bowl Netherworld Rat(s) (living) Magically
Gnome-Crafted Floating

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D1000 Container Type Craftsmanship / Contents Location


Roll Material
696 to 700 Oil Flask Non-Euclidean Rats’ Nest Magically
Floating
701 to 705 Open Grave Nordic Details / Rats’ Nest Near a Door
Motif
706 to 710 Ossuary Obsidian Resin Near a Door
(crystal / stone) (unidentifiable)
711 to 715 Oubliette Ogre-Crafted Resin Near Center of
(unidentifiable) Room
716 to 720 Pack Ogre Mage- Robe Near Corner of
Crafted Room
721 to 725 Package Oolite (stone) Robe Near Firepit /
(wrapped) Fireplace
726 to 730 Pail Orc-Crafted Rocks Near Firepit /
Fireplace
731 to 735 Phial Paladin Owner / Rocks Near Firepit /
Motif Fireplace
736 to 740 Pit Persian Details / Rope Near Firepit /
Motif Fireplace
741 to 745 Pitcher Pewter (metal) Rope Niche
746 to 750 Pool Phoenician Rotted Food Niche
Details / Motif

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D1000 Container Type Craftsmanship / Contents Location


Roll Material
751 to 755 Portable Hole Pixie-Crafted Rotted Food Niche
(magical)
756 to 760 Pot Plaited Rushes Rotting Leather Niche
(or leather
strips)
761 to 765 Potion Bottle Planar Motif Rotting Leather Not Present,
(random) Indicated on
Map
766 to 770 Pouch Platinum (metal, Rotting Vellum Not Present,
treasure) Indicated on
Map
771 to 775 Puncheon Polynesian Rotting Vellum Not Present,
(barrel) Details / Motif Indicated on
Map

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D1000 Container Type Craftsmanship / Contents Location


Roll Material
776 to 780 Purse Polypous Rusted Scrap Not Present,
Craftsmanship Iron Indicated on
Map
781 to 785 Puzzle Box Porphyry Rusted Scrap On a Pallet
(stone) Iron
786 to 790 Rack Platinum Sacks On a Pallet
(metal)
791 to 795 Reliquary Porcelain Sacks On a Pallet
796 to 800 Repository Primitive Salt On a Pallet
Craftsmanship
801 to 805 Rucksack Psychic Owner / Salt On Top of a
Motif Piece of
Furniture
806 to 810 Sac Pyrolite (stone) Salted Meat On Top of a
Piece of
Furniture
811 to 815 Sack Quartz (crystal / Salted Meat On Top of a
stone) Piece of
Furniture
816 to 820 Saddlebag Ranger Owner / Sand On Top of a
Motif Piece of
Furniture
821 to 824 Safe (locked) Rhyolite (stone) Sand Scattered /
Upended
825 to 828 Sarcophagus Roman Details / Scrap Leather Scattered /
Motif Upended
829 to 832 Satchel Rotted Wood Scrap Leather Scattered /
Upended
833 to 836 Saucer Russian Details Scrap Wood Scattered /
/ Motif Upended
837 to 840 Sea Chest Sackcloth Scrap Wood Shelf / Shelves
841 to 844 Shadow Box Salamandra Scrimshaw Shelf / Shelves
Craftsmanship (valuable?)

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D1000 Container Type Craftsmanship / Contents Location


Roll Material
845 to 848 Slop Bucket Sandstone Scrimshaw Shelf / Shelves
(valuable?)
849 to 852 Snuff Box Satyr Scroll (non- Shelf / Shelves
Craftsmanship magical)

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D1000 Container Type Craftsmanship / Contents Location


Roll Material
853 to 856 Specimen Jar Savant Owner / Sealing Wax Small Room
Motif Above This
Area
857 to 860 Spiderweb Scoria (stone) Secret Small Room
Compartment Above This
Area
861 to 863 Stitched Corpse Scottish Details / Seeds Small Room
Motif Below This Area
864 to 866 Stone Slab Chest Sea Devil Shrouds Small Room
Craftsmanship Below This Area
867 to 869 Stone Slab Chest Serpent Folk Skull Stacked /
Craftsmanship Secured

870 to 872 Strongbox Serpentine Slime Stacked /


(locked) (stone) (monstrous?) Secured

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D1000 Container Type Craftsmanship / Contents Location


Roll Material
873 to 875 Strongbox Shale (stone) Soap Stacked /
(locked) Secured
876 to 878 Stuffed Beast Siltstone Soil / Grave Dirt Stacked /
(taxidermy) Secured
879 to 882 Stuffed Beast Silver (metal, Specimen Jars Trash Heap
(taxidermy) treasure)
883 to 886 Stuffed Mattress Skarn (stone) Spices Trash Heap
(valuable?)
887 to 890 Stuffed Monster Skin Spider Trash Heap
(taxidermy) (monster?)
891 to 894 Tankard Slate (stone) Spider Nest Trash Heap
895 to 898 Terrarium Spanish Details Splinters Under a Dead
/ Motif Body
899 to 902 Tinder / Sprite-Crafted Statuette Under a Dead
Firewood Box Body
903 to 906 Tinderbox Steel (metal) Strange Under a Piece of
Encrustations Furniture
907 to 910 Tool Box Stone (various) String Under a Piece of
Furniture
911 to 914 Trench Stone Sealed Tabard Under a Piece of
with Lead Furniture
915 to 919 Troll Nest Stone Sealed Tool (random) Under a Piece of
with Silver Furniture
920 to 924 Trunk Stone Slabs Toy(s) Under a
Skeleton
925 to 928 Tub Stone Wrapped Trap Under a
in Chains Skeleton
929 to 932 Tube Sumerian Tree Bark Under Rubble /
Details / Motif Debris
933 to 936 Tun (barrel) Swiss Details / Trick (magical) Under Rubble /
Motif Debris

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D1000 Container Type Craftsmanship / Contents Location


Roll Material
937 to 940 Uncapped Skull Syenite (stone) Tunic Under Rubble /
(giant?) Debris
941 to 944 Under Loose Thief Owner / Turpentine / Under Rubble /
Flagstone motif Turpentine Debris
Stains
945 to 948 Under Loose Thrall of Twine Under Rubble /
Floorboard Cthulhu Debris
Craftsmanship
949 to 952 Unholy Water Tilting / Unidentifiable Under Rubble /
Basin Collapsing Liquid / Stains Debris
953 to 956 Urn Travertine Unidentifiable Under Stairs
(stone) Powder
957 to 960 Vase Tribal Owner / Unidentifiable Under Stairs
Motif Viscous
Material
961 to 964 Vat Troglodyte Vellum Veiled by an
Craftsmanship Illusion
965 to 968 Vessel Troll-Crafted Vermin Veiled by an
Illusion
969 to 972 Vial Unknown / Vial(s) Veiled by an
Alien Illusion
Workmanship
973 to 976 Wagon Vampiric Voodoo Doll Veiled by an
Craftsmanship Illusion
977 to 980 Wardrobe Warlock / Witch Waterskin Veiled by an
Owner / Motif Illusion
981 to 984 Water Barrel Whiteschist Wax Veiled by an
(stone) Illusion
985 to 988 Waterskin Wicker Weapon Wall Fissure
(random)
989 to 992 Well Wood Wrapped Wire Wall Fissure
in Chains

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D1000 Container Type Craftsmanship / Contents Location


Roll Material
993 to 996 Wine Bottle Woodwose- Wool Wall Fissure
Crafted
997 to 000 Wineskin Yithian Yarn Wall Fissure
Craftsmanship

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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!

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D1000 Race / Species Wealth / Curious Cause of Death /


Roll (Anthropomorphic) Object Ominous Detail
001 to 008 (Other, GM’s choice) 10’ Pole Acid / Corrosion
009 to 016 Ant Man Acid Vial All Bones Broken
017 to 024 Ape, Carnivorous Amulet / Talisman All Flesh and Objects
(non-magical) Gray / Devoid of
Color
025 to 032 Ape, White Animal Claws / Teeth Ancient / Old Age
033 to 040 Arcane Zombie Backpack Anointed
(animated)
041 to 048 Arcane Zombie Badge Barely Alive
(formerly animated)
049 to 056 Baboon, Cave Bell Bloated
057 to 064 Beastman Bracers Blood Drained
065 to 072 Beastman Caltrops Blowgun Dart
073 to 080 Bugbear Candles Branded
081 to 088 Caveman Clue / Parchment Buried Alive
089 to 096 Caveman Coffer Buried and Dug Up
Again
097 to 104 Centaur Collapsible Rope Buried Up to the Neck
Bridge
105 to 112 Centaur Collapsible Shelter Burn Shadow on Wall
(no body)
113 to 120 Dark Elf Crutch Burned
121 to 128 Dark Elf Crystal / Pretty Stone Caged / Trapped
129 to 136 Dark Elf Curious Tool (roll on Caught in Machinery
Hideout Table)
137 to 144 Dark Elf Cursed Object / Idol Claws / Talons
145 to 152 Deep One Damaged Gem Covered in
(random) Centipedes

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D1000 Race / Species Wealth / Curious Cause of Death /


Roll (Anthropomorphic) Object Ominous Detail
153 to 160 Deep One Damaged Jewelry Covered in Flies
(random)
161 to 168 Doppelganger Dark Elven Brooch / Covered in Honey
Talisman (non-
magical)
169 to 176 Doppelganger Delving Journal Covered in Resin
(Hardened)
177 to 184 Dvergar Disturbed Earth Covered in Spider
Underneath (buried Webs
container, roll on
Container Table)
185 to 192 Dvergar Disturbed Earth Crushed
Underneath (buried
container, roll on
Container Table)
193 to 200 Dwarf Disturbed Earth Death by Allergy
Underneath (buried (Asphyxiated, Bee
container, roll on Stings etc.)
Container Table)
201 to 208 Dwarf Disturbed Earth Death from Dancing
Underneath (buried Madness
container, roll on
Container Table)
209 to 216 Dwarf Disturbed Earth Decapitated (body
Underneath (buried only, no head)
container, roll on
Container Table)
217 to 224 Dwarf Disturbed Earth Decapitated (head
Underneath (buried only, no body)
container, roll on
Container Table)
225 to 232 Dwarf Doll / Puppet Dehydrated
233 to 240 Elf Drinking Horn Detonation /
Explosion

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D1000 Race / Species Wealth / Curious Cause of Death /


Roll (Anthropomorphic) Object Ominous Detail
241 to 248 Elf Ear Trumpet Diseased
249 to 256 Frogman Eyepatch Dragged / Slammed
into Something
257 to 264 Frogman Fire-Starting Bow Dragged Through the
Mud
265 to 272 Fungus Man Fishhook & Line Drenched in Honey
273 to 280 Fungus Man Flint and Steel Drowned
281 to 288 Ghul (destroyed) Fur / Hide Drowned in
Quicksand
289 to 296 Ghul (destroyed) Gambling Chips / Electrocution /
Tokens Lightning Magic
297 to 304 Ghul (undead) Gauntlets Encased in Ice
305 to 312 Ghul (undead) Gemstone (random) Energy Drained
313 to 320 Gnole Greathelm Eviscerated
321 to 328 Gnole Hat Eyeless / Blinded
329 to 336 Gnome Healing Herbs Eyes Sewn Shut
337 to 344 Gnome Healing Salve / Potion Fangs
345 to 352 Goblin Helm Fatal Curse
353 to 360 Goblin Holy Symbol Feasted Upon by
Scavengers (cave
jackals, rats, slugs,
etc.)
361 to 368 Gremlin Holy Water Vial Fell from a Great
Height
369 to 376 Gremlin Horrible Infestation Flayed Skin (No
(roll on Fungus Table) Bones)
377 to 384 Half-Elf Incense Flesh Twisting /
Moving Inside
385 to 392 Half-Elf Iron Spike(s) Foot Stuck in Bear
Trap

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D1000 Race / Species Wealth / Curious Cause of Death /


Roll (Anthropomorphic) Object Ominous Detail
393 to 400 Halfling Keepsake / Heirloom Freezing / Ice Magic
(random)
401 to 408 Halfling Kerchief Hanged
409 to 415 Half-Ogre Key Hanging in Cage
416 to 422 Half-Ogre Knife Hanging in Gibbet
423 to 430 Half-Orc Knucklebones Hanging in Chains
431 to 438 Half-Orc Lantern Head on Stake
439 to 446 Hobgoblin Leather Gloves Headless Mummy
447 to 454 Human, Alchemist Letter Identical Copy / Clone
of an Adventurer
455 to 462 Human, Anti-Paladin Letter of Marque / Immaculate / No Sign
Deed of Decay
463 to 470 Human, Assassin Locket Impaled
471 to 478 Human, Bandit Lodestone Infested
479 to 486 Human, Barbarian Lucky Coin Insect Bites / Stings
487 to 494 Human, Bard Magnifying Lens Left on Embalming
Table
495 to 502 Human, Brigand Mallet and Stake Levitating / Floating
503 to 510 Human, Buccaneer Map Look of Absolute
Terror
511 to 518 Human, Cannibal Mask Maggoty
519 to 526 Human, Cavalier Material Spell Magical Aging
Component (random)
527 to 534 Human, Cleric Medal / Medallion Magical Illumination
Present
535 to 542 Human, Cultist Mirror Magical Trap
543 to 550 Human, Dervish Monocle Masked
551 to 558 Human, Druid Monster Claws / Mechanical Trap
Teeth

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D1000 Race / Species Wealth / Curious Cause of Death /


Roll (Anthropomorphic) Object Ominous Detail
559 to 566 Human, Fighter Mousetrap Missing One Arm
567 to 574 Human, Hunter Musical Instrument Missing One Foot
(random)
575 to 582 Human, Huntsman Net Missing One Hand
583 to 590 Human, Illusionist Noble’s Decree Missing One Leg
591 to 598 Human, Jester Oddity (roll on Monster Hatched
Container Contents from Body
Table)
599 to 606 Human, Magic-User Oddity (roll on Mouth Sewn Shut
Container Contents
Table)
607 to 614 Human, Man-at-Arms Oil Flask Mummified
615 to 622 Human, Man-at-Arms Oil Flask Mummified Hand
Only
623 to 630 Human, Merchant Padlock Mummified Head
Only
631 to 638 Human, Monk Padlock Mummified Limbs
Only
639 to 646 Human, Mystic Papyrus Mutilated Beyond
Recognition
647 to 654 Human, Noble Papyrus No Feet
655 to 662 Human, Nomad Parchment No Hands
663 to 670 Human, Normal Parchment Paralyzed and
Contorted, Starved
671 to 678 Human, Normal Pass / Token Partially Buried (by
animal)
678 to 686 Human, Normal Pass / Token Partially Buried (by
demi-human, human,
or humanoid)
687 to 694 Human, Normal Peg Leg Partially Buried (by
monster)

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D1000 Race / Species Wealth / Curious Cause of Death /


Roll (Anthropomorphic) Object Ominous Detail
695 to 702 Human, Paladin Peg Leg Partially Eaten
703 to 710 Human, Peregrine / Piece of Jewelry Petrified
Pilgrim (random)
712 to 720 Human, Pirate Piece of Jewelry Poisoned
(random)
721 to 728 Human, Ranger Pomander Premature Burial
729 to 736 Human, Sage Pomander Reanimating
737 to 744 Human, Savage Pouch of Coins Remains (arm and
hand only)
745 to 752 Human, Savant Pouch of Coins Remains (armless
torso)
753 to 760 Human, Thief Pouch of Gems Remains (arms only)
761 to 768 Human, Vagabond Pouch of Gems Remains (leg and foot
only)
769 to 776 Human, Warlock / Rags Remains (legless
Witch torso)
777 to 784 Imp Rags Remains (legs only)

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D1000 Race / Species Wealth / Curious Cause of Death /


Roll (Anthropomorphic) Object Ominous Detail
785 to 792 Jackal Man Rattle / Sistrum Remains (torso only)
793 to 800 Kobold Rattle / Sistrum Riddled with Arrows
801 to 808 Leprechaun Rod, Staff, or Wand Scalped
(drained)
809 to 816 Lizard Man Sack Seizure / Stroke
817 to 824 Lizard Man Scroll / Encrypted Semi-Animated /
Message Whispering
825 to 832 Medusa Sharpened Coin Semi-Undead /
Telepathic
833 to 840 Mermaid Shears Shrouded
841 to 848 Merman Silver Weapon Shrunken Head (no
body)
849 to 856 Ogre Skullcap Slashed
857 to 864 Ogre Mage Snakeskin Slaughtered /
Butchered
865 to 872 Rakshasa Spice Satchel Slime-Devoured /
Liquefied
873 to 880 Satyr Spyglass Someone You Knew
(acquaintance)
881 to 888 Sea Devil Steel Gauntlets Someone You Knew
(enemy)
889 to 896 Skeleton (animated) Sunstone Someone You Knew
(friend)
897 to 904 Skeleton (formerly Tattoo / Skin Map Stabbed Repeatedly
animated)
905 to 912 Thrall of Cthulhu Tent Staked and
Decapitated Vampire
913 to 920 Troglodyte Tinderbox Starved
921 to 928 Troll Tool (random) Stoned to Death
929 to 936 Vampire (destroyed) Torch(es) Stored in Canopic Jars

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D1000 Race / Species Wealth / Curious Cause of Death /


Roll (Anthropomorphic) Object Ominous Detail
937 to 942 Vampire (undead) Toss-Stone Strangled
943 to 948 Werebear Trinket (magical?) Stuck / Imprisoned
949 to 944 Wereboar Uncut Gem (random) Stuffed into Barrel
955 to 960 Wererat Unholy Symbol Suffered Heart Attack
961 to 966 Weretiger Unholy Water Vial Suicide
967 to 972 Werewolf Vellum Target Dummy /
Mannequin
973 to 978 Wight (animated) Walking Stick Throat Slit

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D1000 Race / Species Wealth / Curious Cause of Death /


Roll (Anthropomorphic) Object Ominous Detail
979 to 983 Wight (formerly Waterskin Tortured
animated)
984 to 988 Zombie (animated) Weapon (random) Two Corpses, Violent
Deaths (enemies
killed one another)
989 to 992 Zombie (animated) Whetstone Voodoo / Telekinetic
Torture
993 to 996 Zombie (formerly Wineskin Warm Body (very
animated) recent death)
997 to 000 Zombie (formerly Worry Stone Was Undead,
animated) Destroyed

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.

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This section is a considerable expansion of supplement CDDG1’s original Section 9-2,


Doors and Apertures, for when you want more detail and millions of different potential
results. Please note that this table can be a bit overwhelming in play, and that it is
recommended for the pre-session dungeon design phases only. In other words, don’t use
this complex system every time you need a door … most doors can still be standard thick
wooden ironbound doors. But do use this every time you need an interesting door, or
where a nondescript corridor is boring, and the interesting feature is bound to be the door
at the end of the way.

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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.

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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.

D1000 Door / Portal Door Material Door Lock Door Feature


Roll Type
001 to Archway Air / Wind Broken Wooden (None)
004 (Magical) Pin Lock (+17%
to open)
005 to Archway, Air / Wind Broken Wooden (None)
008 Bricked Up (Magical) Pin Lock (+17%
to open)
009 to Archway, Air / Wind Broken Wooden Above Floor
012 Covered by (Magical) Pin Lock (+17% Level
Curtain / to open)
Tapestry
013 to Archway, Hewn Air / Wind Bronze Fetterlock Above Floor
016 from Stone (Magical) (+9% to open) Level
017 to Archway, Air / Wind Bronze Fetterlock Acid-Etched
020 Magical (trick) (Magical) (+9% to open)
021 to Archway, Misty Basalt Bronze Fetterlock Acid-Etched
024 (trap / trick) (+9% to open)

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D1000 Door / Portal Door Material Door Lock Door Feature


Roll Type
025 to Archway, Basalt Bronze Padlock Alarum, Magical
028 Partially Bricked (+7% to open) (trick)
Up
033 to Archway, Basalt Bronze Padlock Alarum,
036 Sculpted (maw of (+7% to open) Mechanical or
a giant skull etc.) Bell
037 to Archway, Basalt Complex Bronze Alarum,
040 Trapped Fetterlock (-2% to Mechanical or
open) Bell
041 to Archway Air / Wind Broken Wooden (None)
044 (Magical) Pin Lock (+17%
to open)
045 to Archway, Trick Bone Complex Bronze Arrow Slit
048 (magical) Fetterlock (-2% to
open)
049 to Archway, Bone Complex Bronze Arrow Slit
052 Webbed Padlock (-4% to
open)
053 to Barrier, Crystal / Bone Complex Bronze Aura of Silence
056 Ice, Cracked Padlock (-4% to
open)
057 to Barrier, Crystal / Bone Complex Iron Aura of Silence
060 Ice, Opaque Fetterlock (-12%
to open)
061 to Barrier, Crystal / Bone Complex Iron Banner
064 Ice, Partly Fetterlock (-12%
Shattered to open)
065 to Barrier, Crystal / Brass Complex Iron Banner
068 Ice, Translucent Padlock (-14% to
open)
069 to Barrier, Crystal / Brass Complex Iron Barred Window
072 Ice, Transparent Padlock (-14% to
open)

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D1000 Door / Portal Door Material Door Lock Door Feature


Roll Type
073 to Barrier, Magical Brass Complex Iron Barred Window
076 (trick / Warded Lock (-
obstruction) 46% to open)
077 to Blade Barrier Brass Complex Iron Barred, on
080 (magical) Warded Lock (- Adventurers’
46% to open) Side
081 to Bookcase, Brass Complex Steel Barred, on
084 Pivoting Fetterlock (-27% Adventurers’
to open) Side
085 to Bookcase, Sliding Bronze Complex Steel Barred, on
088 Fetterlock (-27% Opposite Side
to open)
089 to Burrow Opening, Bronze Complex Steel Barred, on
092 Large Padlock (-29% to Opposite Side
open)
093 to Burrow Opening, Bronze Complex Steel Bas Relief
096 Small Padlock (-29% to (demonic face
open) etc.)
097 to Cave Mouth Bronze Complex Steel Bas Relief
100 Warded Lock (- (demonic face
48% to open) etc.)
101 to Cave-In, Cleared Bronze Complex Steel Bindings /
104 Warded Lock (- Fittings
48% to open)
105 to Cave-In, Partially Bronzebound Fir Confounding Bindings /
108 Cleared (wood) Bronze Fetterlock Fittings
(-16% to open)
109 to Cave-In, Bronzebound Fir Confounding Blocked by
112 Uncleared (wood) Bronze Fetterlock Barrels / Crates
(-16% to open) on Adventurers’
Side
113 to Clockwork Bronzebound Fir Confounding Blocked by
116 Artifice (opening (wood) Bronze Padlock Barrels / Crates
/ closing) (-18% to open)

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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)

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153 to Crawlway, Small Bronzebound Confounding Broken /


156 Oak (wood) Steel Padlock (- Deactivated Trap
44% to open)
D1000 Door / Portal Door Material Door Lock Door Feature
Roll Type
157 to Crawlway, Tiny Bronzebound Confounding Buried by Cave-
160 Oak (wood) Steel Padlock (- In
44% to open)
161 to Crawlway, Bronzebound Confounding Buried by Cave-
164 Webbed Oak (wood) Steel Warded In
Lock (-52% to
open)
165 to Disgusting Flesh Bronzebound Confounding Buried by Rubble
168 Sphincter Oak (wood) Steel Warded
Hatchway Lock (-52% to
open)
169 to Door, Angled / Bronzebound Crude Bronze Buried by Rubble
172 Triangular Oak (wood) Fetterlock
(+21%to open)
173 to Door, Angled / Bronzebound Crude Bronze Buried by Trash
176 Triangular Oak (wood) Fetterlock
(+21%to open)
177 to Door, Bifold Bronzebound Crude Bronze Buried by Trash
180 Pine (wood) Fetterlock
(+21%to open)
181 to Door, Bifold Bronzebound Crude Bronze Burn / Scorch
184 Pine (wood) Padlock (+14% to Mark
open)
185 to Door, Bricked Up Bronzebound Crude Bronze Burn / Scorch
188 Pine (wood) Padlock (+14% to Mark
open)
189 to Door, Bricked Up Bronzebound Crude Bronze Caught Piece of
192 Pine (wood) Padlock (+14% to Cloth
open)

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193 to Door, Broken / Bronzebound Crude Wooden Caught Piece of


196 Sundered Pine (wood) Pin Lock (+30% Cloth
to open)
D1000 Door / Portal Door Material Door Lock Door Feature
Roll Type
197 to Door, Broken / Bronzebound Crude Wooden Claw Marks
200 Sundered Pine (wood) Pin Lock (+30%
to open)
201 to Door, Carved Bronzebound Crude Wooden Claw Marks
204 Ivory Poplar (wood) Pin Lock (+30%
to open)
205 to Door, Carved Bronzebound Damaged Iron Cold Surface
208 Ivory Poplar (wood) Warded Lock (-
25% to open)
209 to Door, Circular Bronzebound Damaged Iron Cold Surface
212 Poplar (wood) Warded Lock (-
25% to open)
213 to Door, Circular Bronzebound Damaged Iron Covered by
216 Poplar (wood) Warded Lock (- Roots
25% to open)
217 to Door, Concealed Bronzebound Damaged Steel Covered by
220 Poplar (wood) Warded Lock (- Roots
35% to open)
221 to Door, Concealed Bronzebound Damaged Steel Covered in Ivy
224 Poplar (wood) Warded Lock (-
35% to open)
225 to Door, Concealed, Bronzebound Damaged Steel Covered in Ivy
228 Behind Bookcase Redwood (wood) Warded Lock (-
35% to open)
229 to Door, Concealed, Bronzebound Iron Fetterlock Covered in Nails
232 Behind Bookcase Redwood (wood) (+5% to open)
233 to Door, Concealed, Bronzebound Iron Fetterlock Covered in Nails
236 Behind Boxes / Redwood (wood) (+5% to open)
Crates

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237 to Door, Concealed, Bronzebound Iron Fetterlock Crooked Frame


240 Behind Boxes / Redwood (wood) (+5% to open) (stuck)
Crates
D1000 Door / Portal Door Material Door Lock Door Feature
Roll Type
241 to Door, Concealed, Bronzebound Iron Padlock Crooked Frame
244 Behind Furniture Redwood (wood) (+3% to open) (stuck)
245 to Door, Concealed, Bronzebound Iron Padlock Crowbar
248 Behind Furniture Wood (GM’s (+3% to open) Wedged in Gap
choice, or
unidentifiable)
249 to Door, Concealed, Bronzebound Iron Padlock Crowbar
252 Behind Tapestry Wood (GM’s (+3% to open) Wedged in Gap
choice, or
unidentifiable)
253 to Door, Concealed, Bronzebound Iron Warded Crude Window
256 Behind Tapestry Wood (GM’s Lock (No Sawed into Door
choice, or Modifier)
unidentifiable)
257 to Door, Concealed, Bronzebound Iron Warded Crude Window
260 Mostly Bricked Wood (GM’s Lock (No Sawed into Door
Up choice, or Modifier)
unidentifiable)
261 to Door, Concealed, Bronzebound Iron Warded Cursed
264 Mostly Bricked Wood (GM’s Lock (No
Up choice, or Modifier)
unidentifiable)
265 to Door, Concealed, Clumped Sheet Key in Door Cursed
268 One-Way of Fungus
(monster?)
269 to Door, Concealed, Clumped Sheet Key in Door Curtained
272 One-Way of Fungus
(monster?)
273 to Door, Cyclopean Clumped Sheet Key in Door Curtained
276 (for giants, titans, of Fungus
etc.) (monster?)

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D1000 Door / Portal Door Material Door Lock Door Feature


Roll Type
277 to Door, Cyclopean Clumped Sheet Key in Door Damaged /
280 (for giants, titans, of Fungus Splintering
etc.) (monster?)
281 to Door, False Clumped Sheet Key in Door Damaged /
284 (activates trap) of Fungus Splintering
(monster?)
285 to Door, False Clumped Sheet Key in Door Deactivated /
288 (activates trap) of Mold Misfired Trap
(monster?)
289 to Door, False (falls Clumped Sheet Key in Door Deactivated /
292 over as a trap) of Mold Misfired Trap
(monster?)
293 to Door, False (falls Clumped Sheet Key in Door Deadbolt on
296 over as a trap) of Mold Adventurers’
(monster?) Side
297 to Door, False Clumped Sheet Key in Door Deadbolt on
300 (illusion) of Mold Adventurers’
(monster?) Side
301 to Door, False Clumped Sheet Key in Door, Deadbolt on Far
304 (illusion) of Mold Broken Side
(monster?)
305 to Door, False Crystal Key in Door, Deadbolt on Far
308 (leads to wall) Broken Side
309 to Door, False Crystal Key in Door, Dispel Magic
312 (leads to wall) Broken Aura
313 to Door, False, Trick Crystal Key in Door, Dispel Magic
316 (magical) Broken Aura
317 to Door, False, Trick Crystal Key in Door, Door Stands in
320 (magical) Broken Mostly Collapsed
Wall
321 to Door, False, Crystal Key in Door, Door Stands in
324 Unopening Broken Mostly Collapsed
(structural part Wall
of wall)

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D1000 Door / Portal Door Material Door Lock Door Feature


Roll Type
325 to Door, False, Earth / Mud Key in Door, Doormat /
328 Unopening (magical) Trapped Covered Pit
(structural part
of wall)
329 to Door, Huge Earth / Mud Key in Door, Doormat /
332 (magical) Trapped Covered Pit
333 to Door, Huge Earth / Mud Key in Door, Dripping Slime
336 (magical) Trapped (monster?)
337 to Door, Magical Earth / Mud Lock Destroyed Dripping Slime
340 (trick) (magical) (monster?)
341 to Door, Magical Earth / Mud Lock Destroyed Ear Weevil(s)
344 (trick) (magical)
345 to Door, One-Way Fire / Magma Lock Destroyed Ear Weevil(s)
348 (creates wall of (magical)
force)
349 to Door, One-Way Fire / Magma Lock Destroyed Flanked by
352 (creates wall of (magical) Arrow Slits
force)
353 to Door, One-Way Fire / Magma Lock Destroyed Flanked by
356 (locks when (magical) Arrow Slits
closing)
357 to Door, One-Way Fire / Magma Lock Destroyed Footprints / Boot
360 (locks when (magical) Tracks End Here
closing)
361 to Door, One-Way Fire / Magma Lock Destroyed Footprints / Boot
364 (magically (magical) Tracks End Here
vanishes)
365 to Door, One-Way Flowing Water Lock Destroyed Framed with
368 (magically (magical) Bones
vanishes)

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D1000 Door / Portal Door Material Door Lock Door Feature


Roll Type
369 to Door, One-Way Flowing Water Lock Destroyed Framed with
372 (slams shut, (magical) Bones
spring-loaded)

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D1000 Door / Portal Door Material Door Lock Door Feature


Roll Type
373 to Door, One-Way Flowing Water Lock Destroyed Fungal Growths
376 (slams shut, (magical) (monster?)
spring-loaded)
377 to Door, One-Way, Flowing Water Lock Destroyed Fungal Growths
380 Trapped (forcing (magical) (monster?)
return activates
trap)
381 to Door, One-Way, Flowing Water Lock Destroyed Gem-Studded
384 Trapped (forcing (magical) (treasure)
return activates
trap)
385 to Door, Secret Glass (magical?) Lock Destroyed Gem-Studded
388 (treasure)
389 to Door, Secret Glass (magical?) Lock Destroyed Glyph of Power
392 (magical)
393 to Door, Secret, Glass (magical?) Lock Destroyed Glyph of Power
396 Activated by (magical)
Hanging Chain
397 to Door, Secret, Glass (magical?) Lock Destroyed Guardian Beast
400 Activated by Before Door
Hanging Chain
401 to Door, Secret, Glass (magical?) Lock Destroyed Guardian Beast
404 Activated by Before Door
Lever
405 to Door, Secret, Granite Lock Destroyed Guardian Beast
408 Behind Mirror Behind Door
409 to Door, Secret, Granite Lock Destroyed Guardian Beast
412 Behind Painting Behind Door
413 to Door, Secret, in Granite Lock Destroyed Guardian
416 Fireplace Monster Before
Door
417 to Door, Secret, in Granite Lock Destroyed Guardian
420 Pit Monster Before
Door

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D1000 Door / Portal Door Material Door Lock Door Feature


Roll Type
421 to Door, Secret, Granite Lock Destroyed Guardian
424 Invisible Monster Behind
Door
425 to Door, Secret, Heavy Wood Lock Destroyed Guardian
428 Locked (GM’s choice, or Monster Behind
unidentifiable) Door
429 to Door, Secret, Heavy Wood Lock Destroyed Guardian NPC
432 Moon Gate (GM’s choice, or Before Door
unidentifiable)
433 to Door, Secret, Heavy Wood Lock Destroyed Guardian NPC
436 One-Way (GM’s choice, or Before Door
unidentifiable)
437 to Door, Secret, Part Heavy Wood Lock Destroyed Guardian NPC
440 of Bas Relief (GM’s choice, or Behind Door
unidentifiable)
441 to Door, Secret, Part Heavy Wood Lock Destroyed Guardian NPC
444 of Fresco (GM’s choice, or Behind Door
unidentifiable)
445 to Door, Small Ice (magical?) Lock Destroyed Gust of Wind /
448 (goblin-sized) Pressure Change
449 to Door, Small Ice (magical?) Lock Destroyed Gust of Wind /
452 (goblin-sized) Pressure Change
453 to Door, Spring Ice (magical?) Lock Destroyed Hacked and
456 (stuck, slams Chopped, Hole
shut unless Reveals Room
spiked) Interior
457 to Door, Spring Ice (magical?) Lock Removed Hacked and
460 (stuck, slams Chopped, Hole
shut unless Reveals Room
spiked) Interior
461 to Door, Tiny (Alice Ice (magical?) Lock Removed Hagoday
464 in Wonderland Knocker
door)

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D1000 Door / Portal Door Material Door Lock Door Feature


Roll Type
465 to Door, Tiny (Alice Iron Lock Removed Hagoday
468 in Wonderland Knocker
door)
469 to Door, Trapped Iron Lock Removed Heavily Scorched
472 / Blasted
473 to Door, Trapped Iron Lock Removed Heavily Scorched
476 / Blasted
477 to Doors, Double Iron Lock Removed Holding Back
480 Mudslide (trap)
481 to Doors, Double Iron Lock Removed Holding Back
484 Mudslide (trap)
485 to Doors, Double, Iron / Metal Lock Removed Holding Back
488 Broken / (GM’s choice) Sand Avalanche
Sundered (trap)
489 to Doors, Double, Iron / Metal Lock Removed Holding Back
492 Broken / (GM’s choice) Sand Avalanche
Sundered (trap)
493 to Doors, Double, Iron / Metal Lock Removed Holding Back
496 Huge (GM’s choice) Trash Avalanche
(trap)
497 to Doors, Double, Iron / Metal Lock Removed Holding Back
500 Huge (GM’s choice) Trash Avalanche
(trap)
501 to Doors, Double, Iron / Metal Lock Removed Holding Back
504 Magical (trick) (GM’s choice) Tumbling Rubble
(trap)
505 to Doors, Double, Ironbound Maple Lock Removed Holding Back
508 Magical (trick) (wood) Tumbling Rubble
(trap)
509 to Doors, Double, Ironbound Maple Lock Removed Hot Surface
512 Trapped (wood)
513 to Doors, Double, Ironbound Maple Lock Removed Hot Surface
516 Trapped (wood)

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D1000 Door / Portal Door Material Door Lock Door Feature


Roll Type
517 to Doors, Double, Ironbound Maple No Lock / Icicles
520 Unpredictable (wood) Unlocked
(roll again for
second quality)
521 to Doors, Double, Ironbound Maple No Lock / Icicles
524 Unpredictable (wood) Unlocked
(roll again for
second quality)
525 to Fireplace, Ironbound Oak No Lock / Inscription, Clue
528 Pivoting (wood) Unlocked
529 to Fissure Ironbound Oak No Lock / Inscription, Clue
532 (wood) Unlocked
533 to Fountain, Sliding Ironbound Oak No Lock / Inscription,
536 (wood) Unlocked Mockery
537 to Fungal Valve Ironbound Oak No Lock / Inscription,
540 (monstrous) (wood) Unlocked Mockery
541 to Gates, Iron, Ironbound Oak No Lock / Inscription,
544 Locked (wood) Unlocked Riddle
545 to Gates, Iron, Ironbound Pine No Lock / Inscription,
548 Locked (wood) Unlocked Riddle
549 to Gates, Iron, Open Ironbound Pine No Lock / Inscription,
552 (wood) Unlocked Unintelligible
553 to Gates, Iron, Ironbound Pine No Lock / Inscription,
556 Rusted Open (wood) Unlocked Unintelligible
557 to Gates, Iron, Ironbound Pine No Lock / Inscription,
560 Rusted Shut (wood) Unlocked Warning
561 to Gates, Magical Ironbound Pine No Lock / Inscription,
564 (trick) (wood) Unlocked Warning
565 to Grate, Floor Ironbound No Lock / Insects / Vermin
568 Poplar (wood) Unlocked
569 to Grate, Wall Ironbound No Lock / Insects / Vermin
572 Poplar (wood) Unlocked

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D1000 Door / Portal Door Material Door Lock Door Feature


Roll Type
573 to Great Demonic Ironbound No Lock / Inset with Skulls
576 Face Poplar (wood) Unlocked
577 to Grotto Entrance Ironbound No Lock / Inset with Skulls
578 Poplar (wood) Unlocked
579 to Hatchway / Ironbound No Lock / Inside Furniture
582 Valve Poplar (wood) Unlocked (wardrobe,
armoire etc.)
583 to Hatchway / Ironbound No Lock / Inside Furniture
586 Valve, Redwood (wood) Unlocked (wardrobe,
Clockwork / armoire etc.)
Magical
587 to Hatchway / Ironbound No Lock / Intelligent, Asks
590 Valve, Steam- Redwood (wood) Unlocked Riddle
Powered
591 to Hatchway / Ironbound No Lock / Intelligent, Casts
594 Valve, Trapped Redwood (wood) Unlocked Spells (trick)
595 to Hole in Ceiling Ironbound No Lock / Intelligent,
598 Redwood (wood) Unlocked Curious / Jesting
599 to Hole in Ironbound No Lock / Intelligent,
602 Collapsed Wall Redwood (wood) Unlocked Demands
Password
603 to Hole in Floor Ironbound Wood No Lock / Intelligent,
606 (GM’s choice, or Unlocked Demands Tribute
unidentifiable)
607 to Hole in Water Ironbound Wood No Lock / Intelligent,
610 (GM’s choice, or Unlocked Hostile
unidentifiable)
611 to Hollow Colossus Ironbound Wood No Lock / Ivory-Inlaid
614 (GM’s choice, or Unlocked (treasure)
unidentifiable)
615 to Hollow Pillar Ironbound Wood No Lock / Ivory-Inlaid
618 (GM’s choice, or Unlocked (treasure)
unidentifiable)

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D1000 Door / Portal Door Material Door Lock Door Feature


Roll Type
619 to Lychgate Ironbound Wood No Lock / Jammed /
622 (GM’s choice, or Unlocked Swollen Wood
unidentifiable)
623 to Lychgate, Cursed Ivory (treasure) No Lock / Jammed /
626 Unlocked Swollen Wood
627 to Lychgate, Ivory (treasure) No Lock / Knocker
630 Magical (trick) Unlocked
631 to Lychgate, Ivory (treasure) No Lock / Knocker
634 Summoning Unlocked
(undead)

635 to Membrane, Ivory (treasure) No Lock / Lever


638 Crystalline Unlocked
649 to Membrane, Ivory (treasure) No Lock / Lever
642 Crystalline, Self- Unlocked
Repairing

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D1000 Door / Portal Door Material Door Lock Door Feature


Roll Type
643 to Membrane, Flesh Leather Stretched No Lock / Magic Mouth
646 Over Wooden Unlocked
Frame
647 to Membrane, Leather Stretched No Lock / Magic Mouth
650 Flesh, Over Wooden Unlocked
Regenerating Frame
651 to Membrane, Leather Stretched No Lock / Magnetized
650 Fungal Over Wooden Unlocked (partly magical)
Frame
655 to Membrane, Leather Stretched No Lock / Magnetized
658 Fungal, Over Wooden Unlocked (partly magical)
Tentacled Frame
659 to Mirror, Leather Stretched No Lock / Manacles /
662 Enchanted Over Wooden Unlocked Shackles on Door
Looking Glass Frame
663 to Mouth of Hell Maple (wood) No Lock / Message Box
666 Unlocked
667 to Opening / Maple (wood) No Lock / Mold-Covered
670 Hollow, Hewn Unlocked (monster?)
from Stone
671 to Opening, Behind Maple (wood) No Lock / Murder Holes
674 Waterfall Unlocked Above
675 to Opening, Bricked Maple (wood) No Lock / Open (ajar)
678 Up Unlocked
679 to Opening, Cave Maple (wood) No Lock / Open Wide
682 Unlocked
683 to Opening, Cave, Monstrous Flesh No Lock / Painted
686 Blocked by (brollachan, Unlocked
Boulder monster)
687 to Opening, Cave, Monstrous Flesh No Lock / Partially Battered
690 Blocked by (brollachan, Unlocked Down
Rubble monster)

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D1000 Door / Portal Door Material Door Lock Door Feature


Roll Type
691 to Opening, Monstrous Flesh No Lock / Pawprints End
694 Collapsed Wall (brollachan, Unlocked Here
monster)
695 to Opening, Door Monstrous Flesh No Lock / Peephole
698 off Hinges, Lying (brollachan, Unlocked
on Ground monster)
699 to Opening, Hidden Monstrous Flesh No Lock / Pick / Tool Stuck
702 / Shadowed (brollachan, Unlocked in Lock
monster)
703 to Opening, Hide- Oak (wood) No Lock / Pinned Corpse,
706 Covered Unlocked Door Stuck
707 to Opening, Moss- Oak (wood) No Lock / Pinned Skeleton,
710 Veiled Unlocked Door Stuck
711 to Opening, Oak (wood) No Lock / Pressure Plate
714 Partially Bricked Unlocked (trap?)
Up
715 to Opening, Oak (wood) No Lock / Pull Chain
718 Tapestried Unlocked
719 to Opening, Oak (wood) No Lock / Pull Ring
722 Triangular Unlocked
723 to Opening, Vine- Oak (wood) No Lock / Reinforced, Lead
726 Covered Unlocked Seal in Seams
727 to Opening, Web- Oak (wood) No Lock / Reinforced,
730 Covered Unlocked Silver Seal in
Seams
731 to Painted Image of Oak (wood) No Lock / Runes
734 a Door (magic?) Unlocked
735 to Panel, Sliding Oak (wood) No Lock / Runes
738 Unlocked
739 to Panel, Sliding, Oak (wood) No Lock / Scorch Mark
742 Trapped Unlocked
743 to Pipe Mouth, Dry Oak (wood) No Lock / Scorch Mark
746 Unlocked

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D1000 Door / Portal Door Material Door Lock Door Feature


Roll Type
747 to Pipe Mouth, Oak (wood) No Lock / Shield Mounted
750 Slimy Unlocked on Door
751 to Pipe Mouth, Oak (wood) No Lock / Shield Mounted
754 Sludge-Filled Unlocked on Door
755 to Pipe Mouth, Oak (wood) No Lock / Sign
758 Water Flowing Unlocked
759 to Portcullis with Oak (wood) No Lock / Sign
762 Chain Pulley on Unlocked
Adventurers’
Side
763 to Portcullis with Obsidian No Lock / Skin Nailed to
766 Chain Pulley on Unlocked Door
Far Side
767 to Portcullis with Obsidian No Lock / Skin Nailed to
770 Lever on Unlocked Door
Adventurers’
Side
771 to Portcullis with Obsidian No Lock / Skulls in Niches
774 Lever on Far Side Unlocked
775 to Portcullis with Obsidian No Lock / Skulls in Niches
778 Rope Pulley on Unlocked
Adventurers’
Side
779 to Portcullis with Obsidian No Lock / Smoke Pluming
782 Rope Pulley on Unlocked Underneath
Far Side
783 to Portcullis with Poplar (wood) No Lock / Smoke Pluming
786 Winch Wheel on Unlocked Underneath
Adventurers’
Side
787 to Portcullis with Poplar (wood) No Lock / Source of
790 Winch Wheel on Unlocked Illumination
Far Side Above Door (roll
in CDDG1)

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D1000 Door / Portal Door Material Door Lock Door Feature


Roll Type
791 to Portcullis, Bone Poplar (wood) No Lock / Source of
794 Unlocked Illumination
Above Door (roll
in CDDG1)
795 to Portcullis, Poplar (wood) No Lock / Spiderwebs
798 Carved Stone Unlocked
799 to Portcullis, Closed Poplar (wood) No Lock / Spiderwebs
802 Unlocked
803 to Portcullis, Redwood (wood) No Lock / Spiked Open
806 Crystal (magical) Unlocked
807 to Portcullis, Redwood (wood) No Lock / Spiked Open
810 Magical (trick) Unlocked
811 to Portcullis, Redwood (wood) No Lock / Spiked Shut
814 Obsidian Unlocked
(magical)
815 to Portcullis, Open / Redwood (wood) No Lock / Spiked Shut
818 Raised Unlocked
819 to Portcullis, Redwood (wood) No Lock / Spy Hole (small
822 Partially Raised Unlocked peephole)
823 to Portcullis, Rotting / No Lock / Spy Hole (small
826 Rusted Open Crumbling Wood Unlocked peephole)
827 to Portcullis, Rotting / No Lock / Steps Down to
830 Rusted Partially Crumbling Wood Unlocked Door
Open
831 to Portcullis, Rotting / No Lock / Steps Down to
834 Rusted Shut Crumbling Wood Unlocked Door
835 to Portcullis, Rotting / No Lock / Steps Up to Door
838 Trapped Crumbling Wood Unlocked

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D1000 Door / Portal Door Material Door Lock Door Feature


Roll Type
839 to Rolling Barrier, Rotting / No Lock / Steps Up to Door
842 Heap of Bound Crumbling Wood Unlocked
Shields
843 to Rolling Barrier, Rusted Iron No Lock / Strange Odor
846 Stone Unlocked (roll in CDDG1)
847 to Rolling Barrier, Rusted Iron No Lock / Strange Odor
850 Wood Unlocked (roll in CDDG1)
851 to Rolling Barrier, Rusted Iron No Lock / Strange Sound
854 Wood, Spiked Unlocked (roll in CDDG1)
855 to Sliding Block of Rusted Iron No Lock / Strange Sound
858 Crystal Unlocked (roll in CDDG1)
859 to Slime Membrane Rusted Iron No Lock / Stuck
862 (monstrous) Unlocked
863 to Statue, Pivoting Silver No Lock / Stuck
866 Unlocked
867 to Statue, Sliding Silver No Lock / Stuck Open
870 Unlocked
871 to Stone Slab, Silver No Lock / Stuck Open
874 Pressure- Unlocked
Activated
875 to Throne, Silver No Lock / Stuck, Hinge
878 Revolving Unlocked Failing
879 to Throne, Sliding Silver No Lock / Stuck, Hinge
882 Unlocked Failing
883 to Trapdoor, Slimy Membrane Reinforced Iron Sundered and
886 Concealed, in (monster) Warded Lock (- Repaired
Ceiling 37% to open)
887 to Trapdoor, Slimy Membrane Reinforced Iron Sundered and
890 Concealed, in (monster) Warded Lock (- Repaired
Floor 37% to open)

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891 to Trapdoor, in Slimy Membrane Reinforced Iron Tapestry


894 Ceiling (monster) Warded Lock (- Covering
37% to open)
D1000 Door / Portal Door Material Door Lock Door Feature
Roll Type
895 to Trapdoor, in Slimy Membrane Reinforced Steel Tapestry
898 Floor (monster) Warded Lock (- Covering
40% to open)
899 to Trapdoor, Slimy Membrane Reinforced Steel Trapped
902 Magical (trick), (monster) Warded Lock (-
in Ceiling 40% to open)
903 to Trapdoor, Spider’s Web Reinforced Steel Trapped
906 Magical (trick), Warded Lock (-
in Floor 40% to open)
907 to Trapdoor, Secret, Spider’s Web Rusted Iron Trick (magical)
910 in Ceiling Warded Lock (-
23% to open)
911 to Trapdoor, Secret, Spider’s Web Rusted Iron Trick (magical)
914 in Floor Warded Lock (-
23% to open)
915 to Turnstile, Spider’s Web Rusted Iron Tripwire (trap?)
918 Revolving Warded Lock (-
23% to open)
919 to Turnstile, Spider’s Web Simple Bronze Tripwire (trap?)
922 Revolving, One- Fetterlock (+19%
Way (access from to open)
other side only)
923 to Turnstile, Steel Simple Bronze Vines
926 Revolving, One- Fetterlock (+19%
Way (forward to open)
only)
927 to Turnstile, Rusted Steel Simple Bronze Vines
930 Shut Fetterlock (+19%
to open)

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931 to Turnstile, Steel Simple Bronze Voodoo Doll


934 Trapped Padlock (+12% to Nailed to Door
open)
D1000 Door / Portal Door Material Door Lock Door Feature
Roll Type
935 to Wall Coffin, Steel Simple Bronze Voodoo Doll
938 Opening Padlock (+12% to Nailed to Door
open)
939 to Wall Coffin, Steel Simple Bronze Warped Wood
942 Pivoting Padlock (+12% to
open)
943 to Wall of Fire Stone (GM’s Simple Wooden Warped Wood
946 (magical) choice) Pin Lock (+27%
to open)
947 to Wall of Force Stone (GM’s Simple Wooden Waterfall
950 (magical) choice) Pin Lock (+27%
to open)
951 to Wall of Ice Stone (GM’s Simple Wooden Waterfall
954 (magical) choice) Pin Lock (+27%
to open)
955 to Wall of Wind Stone (GM’s Steed Padlock (- Waterfall
958 (magical) choice) 10% to open)
959 to Wall Stone (GM’s Steed Padlock (- Wedged by Dead
962 Sarcophagus, choice) 10% to open) Body
Opening
963 to Wall Unknown Exotic Steed Padlock (- Wind / Air
966 Sarcophagus, Wood 10% to open) Current (roll in
Pivoting CDDG1)
967 to Wall, Crumbling Unknown Exotic Steed Warded Wind / Air
970 Wood Lock -21% to Current (roll in
open) CDDG1)
971 to Wall, Illusory Unknown Exotic Steed Warded Window
974 (magical) Wood Lock -21% to
open)

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975 to Wall, Lowering Unknown Exotic Steed Warded Window


978 Wood Lock -21% to
open)
D1000 Door / Portal Door Material Door Lock Door Feature
Roll Type
979 to Wall, Pivoting Unknown Exotic Steel Fetterlock (- Window
982 Wood 7% to open) Covered by
Leather / Canvas
on Adventurers’
Side
983 to Wall, Pivoting, Unknown Stone Steel Fetterlock (- Window
986 One-Way 7% to open) Covered by
(swings shut) Leather / Canvas
on Adventurers’
Side
987 to Wall, Pivoting, Unknown Stone Steel Fetterlock (- Window
990 Trapped 7% to open) Covered by
Leather / Canvas
on Far Side
991 to Wall, Rising Unknown Stone Wooden Pin Window
993 Lock (+24% to Covered by
open) Leather / Canvas
on Far Side
994 to Wall, Sliding Unknown Exotic Wooden Pin Wizard Locked
996 Wood Lock (+24% to
open)
997 to Wall, Sliding, Unknown Stone Wooden Pin Wizard Locked
000 Trapped Lock (+24% to
open)

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3-5

DESIGNING UNIQUE AND RANDOM


DUNGEON DRESSING

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.

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I already included a fairly detailed dungeon dressing (random object) system in


CDDG1, THE CLASSIC DUNGEON DESIGN GUIDE. So why do I also offer this new
system? Basically, it’s to give you additional options and more power, but at the cost of
speed. I recommend the CDDG1 system be used for quick determination of an object (for
example, you can roll on those tables during a play session when PCs are actively
searching a room which you feel requires a bit more detail). But if you keep using the
CDDG1 system and your players like to poke about, you will in a few months of play
find that the results become repetitive and stale. This advanced CDDG2 dungeon
dressing system is intended to provide you with a maximum of options, for those times
when you don’t just want the PCs to find something weird; you also want something
weird enough to get your own mind moving in unexpected dungeon design directions.

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:

 Why is this here?


 What was its original purpose?
 Who was first responsible for it?
 Why was it left behind?
 Is it just random trash, or is it a subtle clue to something secret?
 Does it point to a treasure, a trap, a trick, a monster, an NPC, or a secret location
elsewhere in the dungeon?

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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.

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D1000 Option 1 Option 2 Option 3 Option 4


Roll
001 to 10’ Pole Acid Etching on Acid Etching on Acid Etching on
004 the Ceiling the Door the Floor
005 to Acid Etching on Acid Vial Air Shaft Air Vent
008 the Wall
009 to Alarum Alchemical Alchemical Font Alcove
012 Chart
013 to Alembic Almanac Altar Amphora
016
017 to Animal Corpse Animal Skeleton Animal Skin Animal Skull
020
021 to Ankle Sheath Antler Anvil Apron
024
025 to Aquarium Arch Archway Ark
028
029 to Armillary Armoire Armor Rack Arrow
032 Sphere
033 to Arrowhead Astrolabe Astrological Aura
036 Chart
037 to Automaton Axe Axe Head Backpack
040
041 to Bag Balance Balance Weight Balcony
044
045 to Ball Ball and Chain Ball of Twine Bandage
048
049 to Banner Barrel Barrel Rack Bas Relief
052

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D1000 Option 1 Option 2 Option 3 Option 4


Roll
053 to Basin Basket Bas-Relief on the Bas-Relief on the
056 Ceiling Wall
057 to Bastinado Beaker Beast Hide Beast Horn
060
061 to Beast Pelt Bed Bedding Bedroll
064
065 to Beehive Beheaded Statue Bell Belt
068
069 to Belt Pouch Bench Bin Birdcage
072

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D1000 Option 1 Option 2 Option 3 Option 4


Roll
073 to Bladed Chair Bladed Pole Blanket Block and Tackle
076
077 to Bloodstain Boiling Vat Bolt Bone
080
081 to Book Bookcase Bookshelf Boot
084
085 to Bottle Boulder Bowl Box
088
089 to Branding Iron Brank Brazen Bull Brazier
092
093 to Breaking Wheel Brick Bridge Bridle
096
097 to Broken Blade Broken Glass Broken Weapon Broom
100 Shards
101 to Bucket Bulging Area in Bundle Bunk
104 the Wall
105 to Burlap Sheet Burrow Bust Butcher's Block
108
109 to Button Cabinet Cage Caged Helm
112
113 to Cairn Caltrops Campfire Candelabra
116
117 to Candle Candle Holder Candle Snuffer Candlestick
120
121 to Cane Canister Canopic Jar Canvas Sheet
124
125 to Cap Cape Carafe Carpet
128
129 to Cart Case Cask Casket
132
133 to Catapelta Cat-o’-Nine-Tails Catwalk Cauldron
136

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D1000 Option 1 Option 2 Option 3 Option 4


Roll
137 to Cavaletto Ceiling Ceiling Crack Ceiling Glyph
140 Squarciapalle
141 to Ceiling Hollow Ceiling Inlay Ceiling Mural Ceiling
144 Ornament
145 to Ceiling Painting Ceiling Pipe Ceiling Relief Ceiling
148 Scratchings
149 to Ceiling Stone Ceiling-Mounted Ceiling-Mounted Censer
152 Manacles Pull Chain
153 to Centipede Cage Cesspit Cesspool Chain
156
157 to Chain Socket Chair Chalice Chamber Pot
160
161 to Chandelier Charcoal Stick Chariot Chart
164
165 to Chasm Chest Chest of Chime
168 Drawers
169 to Chimney Chirurgeon’s Chirurgeon’s Chisel
172 Saw Table
173 to Chute Cistern Clamp Claw
176
177 to Clay Jar Cleaver Clepsydra Climbing Claws
180
181 to Climbing Cloak Cloak Rack Clockwork /
184 Harness Machine
188 to Club Clump of Ashes Clump of Fur Clump of Ice
192
193 to Clump of Moss Clump of Rust Clump of Clump of Yarn
196 Vegetation
197 to Coal Shovel Coat Cobwebs Cocoon
200
201 to Codex Coffer Coffin Coffin Cage
204

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D1000 Option 1 Option 2 Option 3 Option 4


Roll
205 to Coif Coin Collapsed Collapsed Floor
208 Ceiling
209 to Collapsed Wall Collapsing Area Colossus Column
212 in the Ceiling
213 to Concealed Door Condensation Contraption Cookpot
216
217 to Cord Corpse Cot Couch
220
221 to Cradle Crampons Cranny Crate
224
225 to Crater Crawlway Cresset Crock
228
229 to Crocodile Shears Crossbow Bolt Crowbar Crucible
232
233 to Crutch Crystal Crystal Ball Crystalline
236 Outcropping
237 to Cup Cupboard Curiosity Curtain
240 Cabinet
241 to Cushion Dagger Dagger Sheath Dais
244
245 to Damaged Damaged Door Damaged Floor Damaged Wall
248 Ceiling
249 to Dart Decanter Demi-Human Demi-Human
252 Corpse Skeleton
253 to Demi-Human Deposit of Alum Deposit of Salt Deposit of Sulfur
256 Skull Crystals Crystals Crystals
257 to Desk Dimensional Rift Dirt Floor Disguise Kit
260
261 to Dish Display Case Divan Divining Rod
264
265 to Dome Door Door Glyph Door Handle
268

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D1000 Option 1 Option 2 Option 3 Option 4


Roll
269 to Door Inlay Door Ornament Door Scratchings Doublet
272
273 to Dowsing Rod Drawing Dresser Dried Flower
276
277 to Dried Fruit Dried Plant Dried Vegetable Drinking Gourd
280
281 to Drinking Horn Drum Dung Heap Dunking Barrel
284
285 to Dunking Cradle Dust Clumps Dust Heap Ear Trumpet
288
289 to Egg Egg Sac Eggshell Elevator
292
293 to Entrails Eruption of Tree Eruption of Tree Eruption of Tree
296 Roots in the Roots in the Roots in the Wall
Ceiling Floor
297 to Ewer Fallen Rafter Fang Feather
300
301 to Fetters Figurine Files Fire
304
305 to Firepit Fireplace Firewood Rack Firkin
308
309 to Fishhook Fishing Pole Fissure Flag
312
313 to Flagon Flagstone Flask Flayed Skin
316
317 to Flint and Steel Floor Floor Crack Floor Drain
320
321 to Floor Glyph Floor Inlay Floor Mat Floor Painting
324
325 to Floor Pipe Floor Scratchings Floor Stone Floor-Mounted
328 Pull Chain
329 to Floor-Mounted Folding Screen Folio Font
332 Shackles

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D1000 Option 1 Option 2 Option 3 Option 4


Roll
333 to Food Scraps Foot Locker Footprints / Boot Footstool
336 Tracks
337 to Forge Forged Letter Forgery Kit Fork
340
341 to Fossil Fountain Fresco Funerary Urn
344
345 to Fungal Bloom Fungal Growth Fungal Growth Fungal Growth
348 on Ceiling on Door on Floor
349 to Fungal Growth Fungus Funnel Fur
352 on Wall
353 to Gap in the Gap in the Floor Gap in the Wall Garrote
356 Ceiling Blocks Stones Blocks
357 to Gas Cloud Gate Gateway Gauntlet
360
361 to Giant Spider Giant-Sized Gibbet Girdle
364 Web Chest
365 to Glass “Gem” Glass Cutter Glass Eye Globe
368
369 to Glove Goblet Gong Gorget
372
373 to Gown Graffiti Grappling Hook Grating
376
377 to Grave Grave Bundle Grimoire Grindstone
380
381 to Guano Guard Post Gutter Fishing Hacksaw
384 Pole
385 to Hammer Hammer Head Hammock Hamper
388
389 to Hand Crossbow Hand Mirror Handprints Hanging Chain
392 and Bolts
393 to Hanging Lamp Hanging Lantern Hanging Net Hangman’s
396 Noose

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D1000 Option 1 Option 2 Option 3 Option 4


Roll
397 to Hassock Hat Hatch Hatchet
400
401 to Haunch of Meat Haversack Head Crusher Headdress
404
405 to Healing Herbs Heap of Burlap Heap of Canvas Heap of Pebbles
408 Tarps Tarps
409 to Heap of Pottery Heap of Powder Heap of Straw Heap of Tailings
412 Shards Bedding
413 to Helmet Herb Satchel Heretic’s Fork Hiding Place
416
417 to Hieroglyphs Hilt Hinge Hive
420
421 to Hoe Hogshead Hoist Hole in Ceiling
424 (barrel)
425 to Hole in Floor Hole in Wall Hollow Behind a Hollow Behind a
428 Brick Mirror
429 to Hollow Behind a Hollow Behind a Hollow Gourd Hollow Peg Leg
432 Painting Wall Hanging
433 to Hollow Reed / Hollow Statue Hollow Stone Hollowed-Out
436 Breathing Tube Book
437 to Holy Symbol Hood Hoof Hoofprints
440
441 to Hook Hooked Pole Hooks and Horn
444 Cords
445 to Hourglass Human Corpse Human Skeleton Human Skull
448
449 to Humanoid Humanoid Humanoid Skull Husk
452 Corpse Skeleton
453 to Hutch Ice Ice Chest Icicles
456
457 to Icon Idol Illusion Implement of
460 Torture

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D1000 Option 1 Option 2 Option 3 Option 4


Roll
461 to Improvised Incense Burner Incense Censer Incomplete
464 Lockpick Construction
465 to Inglenook Ink Bottle Inscription on Inscription on
468 the Ceiling the Door
469 to Inscription on Inscription on Insect Insect Nest
472 the Floor the Wall Exoskeleton
473 to Iron Bar Iron Boot Iron Chair Iron Chest
476
477 to Iron File Iron Maiden Iron Mask Iron Spike
480
481 to Jar Jawbone Jerkin Journal
484
485 to Judas Cradle Jug Kerchief Kettle
488
489 to Key Keymaking Set Kiln Knapsack
492
493 to Knife Knucklebone Ladder Ladle
496 (gaming die)
497 to Lampblack Lantern Lanthorn Latrine
500
501 to Leather Scrap Lectern Ledge Length of Wire
504
505 to Lever Lichen Lock Lock Pick
508
509 to Lock Plate Lockbox Locker Locket
512
513 to Lodestone Loincloth Loom Lump of Coal
516
517 to Lump of Fat Lump of Grease Lump of Resin Lumps of Coal
520
521 to Lute Lyre Machine Magic Circle
524

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D1000 Option 1 Option 2 Option 3 Option 4


Roll
525 to Magic Mouth Magical Light Magical Mist Magnifying
528 Crystal
529 to Magnifying Mallet Manacles Mantle
532 Glass
533 to Manuscript Map Marbles Marked Cards
536
537 to Marked Target Mask Mass of Mass of
540 Dummy Vegetation on Vegetation on
the Ceiling the Floor
541 to Mass of Mechanical Mi-Go Brain Mirror
544 Vegetation on Contraption Canister
the Wall
545 to Mirror in Glove Mist Mold Molted Skin
548
549 to Monocle Monster Corpse Monster Egg Monster
552 Skeleton
553 to Monster Skull Mortar Mosaic Mound of Clay
556
557 to Mound of Dirt Mud Pool Mug Mummy
560
561 to Mummy Bundle Mushroom Mushroom Patch Nail
564

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D1000 Option 1 Option 2 Option 3 Option 4


Roll
565 to Needle Nest Net Newts
568
569 to Niche Niter Deposit Nook Noose
572
573 to Obelisk Obstruction Offering Bowl Oil Flask
576
577 to Oil Lamp Open Grave Opening Ore Heap
580

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D1000 Option 1 Option 2 Option 3 Option 4


Roll
581 to Ornament Ornamental Orrery Ossuary
584 Carving
585 to Oubliette Pack Package Pail
588 (wrapped)
589 to Paintbrush Painting Pallet Pan
592
593 to Pauldron Paw Prints Pedestal Peephole
596
597 to Pentacle Pentagram Pestle Phial
600
601 to Pictogram on the Pictogram on the Pictogram on the Pictogram on the
604 Ceiling Door Floor Wall
605 to Piece of Armor Piece of Chalk Piece of Charcoal Piece of Clay
608
609 to Piece of Piece of Flint Piece of Paper Piece of Rotting
612 Driftwood Wood
613 to Piece of Rubble Piece of Piece of Soap Piece of Tree
616 Scrimshaw Bark
617 to Piece of Wood Pile of Pile of Bedding Pile of Bone Dust
620 Arrowheads
621 to Pile of Bones Pile of Bricks Pile of Coal Pile of Dead
624 Leaves
625 to Pile of Debris Pile of Dirt Pile of Gravel Pile of Insect
628 Husks
629 to Pile of Leaves Pile of Lumber Pile of Manure Pile of Rags
632
633 to Pile of Rotted Pile of Rubble Pile of Sand Pile of Sawdust
636 Wood
637 to Pile of Scrap Iron Pile of Sleeping Pile of Stone Pile of Stones
640 Furs Blocks
641 to Pile of Twigs Pillar Pillory Pillow
644

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D1000 Option 1 Option 2 Option 3 Option 4


Roll
645 to Pin Pincer Pinecone Pit
648
649 to Pitcher Plant Plaque / Playing Plate
652 Card
653 to Platter Poison Ring Poison Vial(s) Pole Arm
656
657 to Pool Pool of Blood Pool of Filth Pool of Urine
660
661 to Portal Portcullis Pot Potion Bottle
664
665 to Potter's Wheel Pouch Powdered Glass Practice Lock
668
669 to Prayer Wheel Preserved Protrusion Puddle of Fluid
672 Eyeball
673 to Puddle of Ichor Puddle of Slime Puddle of Water Puffball
676
677 to Puffball Patch Pull Chain Pulley Pulpit
680
681 to Puncheon Purse Puzzle Box Quill
684 (barrel)
685 to Quiver Rack Rack / Stretching Rafter
688 Table
689 to Rag Railing Raised Platform Rat Cage
692
693 to Rat King Rat Trap Rat’s Nest Ration Pack
696
697 to Razor Reliquary Repository Ribbon
700
701 to Ribcage Ring of Keys Rivulet Roasting Spit
704
705 to Rock Roll of Cloth Root Rope
708

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D1000 Option 1 Option 2 Option 3 Option 4


Roll
709 to Rope and Row of Wall Rubble Heap Rucksack
712 Grappling Hook Pegs
713 to Rug Rune Rune Stick Rune Stone
716
717 to Rush Light Rusted Weapon Sabaton Sac
720
721 to Sack Saddlebag Safe (locked) Salt Deposit
724
725 to Sandal Sarcophagus Satchel Saucer
728
729 to Saw Scale Scarabs Scattering of
732 Ashes
733 to Scattering of Scattering of Scattering of Scattering of
736 Bones Refuse Stones Straw
737 to Scavenger’s Scold’s Bridle Scoop Scorch Mark on
740 Daughter the Ceiling
741 to Scorch Mark on Scorch Mark on Scorch Mark on Scorpion Cage
744 the Door the Floor the Wall
745 to Scourge Scrap of Flesh Scrap of Leather Scrap of
748 Parchment
749 to Scrap Wood Pile Scrapheap Scrawling on Scrawling on
752 Ceiling Door
753 to Scrawling on Scrawling on Scroll Scroll Case
756 Floor Wall
757 to Scroll Tube Sculpture Sea Chest Secret
760 Compartment
761 to Secret Door Set of Knives Set of Scalpels Set of
764 Thumbscrews
765 to Settee Severed Arm Severed Foot Severed Hand
768
769 to Severed Leg Severed Limb Severed Paw Severed Tentacle
772

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D1000 Option 1 Option 2 Option 3 Option 4


Roll
773 to Shackles Shadow Box Shard of Crystal Shard of Glass
776
777 to Shard of Sharpened Coin Sharpened Spike Sharpened Stick
780 Obsidian
781 to Sheaf of Arrows Sheaf of Shed Skin Shelves
784 Crossbow Bolts
785 to Shield Shire Smoking Shirt Shovel
788 Pipe
789 to Shrine Shrunken Head Shuttered / Sideboard
792 Bullseye Lantern
793 to Signaling Silted Pool Silver Blade Silver Dagger
796 Whistle
797 to Silver Knife Sinkhole Skeleton Skeleton Key
800
801 to Sketch Skewer Skull Sledge Hammer
804
805 to Slide Sliding Wall Slime Slime Trail
808
809 to Slimy Ceiling Slimy Door Slimy Floor Slimy Wall
812 Coating Coating Coating Coating
813 to Sling Bullet Sling Stone Slipper Slop Bucket
816
817 to Sludge Pool Small Toolkit Smoke Hole Snail Shell
820
821 to Snuff Box Spear Head Specimen Jar Spell Reagent
824 Case
825 to Spice Satchel Spider Cage Spiderweb Spinning Wheel
828
829 to Spirit Sponge Spool of Thread Spool of Twine
832
833 to Spool of Wire Stack of Bones Stack of Bricks Stack of
836 Firewood

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D1000 Option 1 Option 2 Option 3 Option 4


Roll
837 to Stack of Stone Staff Stairway Statue
840 Blocks
841 to Statuette Steam Cloud Steam Vent Stick
844
845 to Stick of Incense Stick of Sealing Stilts Stinger
848 Wax
849 to Stirring Stick Stitched Corpse Stocks Stone
852
853 to Stone Block Stone Calendar Stone Disc Stone Slab
856
857 to Stone Slab Chest Stool Strainer Strangle Wire /
860 Garrote
861 to Strappado Rack Straw Mattress Stream Stream of
864 Dripping Fluid
865 to Stream of Strongbox Stuffed Beast Stuffed Mattress
868 Dripping Water (locked) (taxidermy)
869 to Stuffed Monster Sundered Shield Sundial Sunken Area in
872 (taxidermy) the Floor
873 to Surcoat Switch Sword Sword Cane
876
877 to Sword Scabbard Tabard Table Tablet
880
881 to Tablilla Setup Tangle of Roots Tangle of String Tangle of Vines
884
885 to Tangle of Tankard Tapestry Target
888 Withered Things
889 to Target Dummy Tarp Teeth Tent
892
893 to Terrarium Textile Scrap Thief’s Tools Throne
896

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D1000 Option 1 Option 2 Option 3 Option 4


Roll
897 to Throwing Thumbscrews Thurible Tile
900 Knives
901 to Timber Tinder / Tinderbox Tiny Hourglass
904 Firewood Box
905 to Toadstool Toadstool Patch Tongs Tongue Tearer
908
909 to Tool Tool Box Tool Handle Tool Rack
912

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913 to Tooth Tooth Pliers Torch Torch Stub


916
D1000 Option 1 Option 2 Option 3 Option 4
Roll
917 to Torture Rack Trail of Blood Trail of Trail of Ichor
920 Breadcrumbs
921 to Trail of Mud Trail of Pretty Trail of Sand Trail of Slime
924 Stones
925 to Training Trap Trapdoor Trash Pile
928 Dummy
929 to Tray Trench Tribal Standard Trickle of Fluid
932
933 to Trickle of Sand Trickle of Sand Trickle of Water Trickle of Water
936 from the Ceiling from the Wall from the Ceiling from the Wall
937 to Tripod Troll Nest Trophy Head Trophy Hide
940
941 to Trophy Paw Trophy Skull Trough Trunk
944
945 to Tub Tube Tuft of Hair Tun (barrel)
948
949 to Tunic Turnstile Turtle Shell Tusk
952
953 to Unholy Symbol Unidentifiable Unseen Servant Urn
956 Rusted
Implement
957 to Utility Belt / Vapor Vase Vat
960 Bandolier
961 to Vegetation Veil Verdigris Verdigris-
964 Covered Object
965 to Vessel Vial Vise Wagon
968
969 to Walking Staff Walking Stick Wall Wall Covering
972
973 to Wall Glyph Wall Inlay Wall Mirror Wall Mural
976

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D1000 Option 1 Option 2 Option 3 Option 4


Roll
977 to Wall Ornament Wall Painting Wall Pipe Wall Plaque
979
980 to Wall Rack Wall Relief Wall Sconce Wall Scratchings
982
983 to Wall Stone Wall-Mounted Wall-Mounted Wardrobe
985 Manacles Pull Chain
986 to Washtub Water Barrel Water Clock Waterskin
988
989 to Wax Blob Wax Pad and Weapon Handle Weapons Rack
991 Stylus
992 to Well Whetstone Whip Wig
994
995 to Wine Bottle Wineskin Wire Cutters Wooden Beam
997
998 to Wooden Wooden Plank Wooden Pole Workbench
000 Container

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”

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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.

D100 Option 1 Option 2 Option 3 Option 4 Option 5


Roll
[01] or Abyssal Astral Elemental Ethereal Infernal
[02]
[03] Ancient Archaic New- Old Recently-
Looking Crafted
[04] Angled Balanced Coiled Precisely- Stacked
Positioned
[05] or Animated Chiming Glowing Hovering Shimmering
[06]
[07] Ash-Covered Blackened Burned Melted Scorched
[08] Ash-Wood Oakwood Pinewood Poplar- Walnut
Wood
[09] or Atlantean Cimmerian Hyborian Hyperborean Thulean
[10]
[11] Babbling Murmuring Screaming Singing Weeping
[12] Basalt Diorite Granite Sandstone Slate
[13] or Beastman- Bugbear- Frogman- Kobold- Lizard Man-
[14] Crafted Crafted Crafted Crafted Crafted
[15] Beautiful Ceremonial Fine Ornate Well-Made
[16] Bent Broken Cracked Damaged Rusted
[17] or Black Brown Gray Purple White
[18]

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D100 Option 1 Option 2 Option 3 Option 4 Option 5


Roll
[19] Bleeding Blossoming Draining Dying Undead
[20] Bloodstained Bloody Dung-Caked Gore-Caked Slaver-
Covered
[21] or Blue Green Orange Red Yellow
[22]
[23] Boxed Caged Enmeshed Netted Packed
[24] Bronze Iron Lead Steel Tin
[25] or Brownie- Dark Elf- Deep One- Dvergar- Netherworld
[26] Crafted Crafted Crafted Crafted Gnome-
Crafted
[27] Buried Camouflage Hidden Invisible Stashed
d
[28] Burned Corroded Decaying Rusted Tarnished
[29] or Calcite- Corrosion- Niter- Rust- Webbed
[30] Covered Layered Covered Covered
[31] Centipede- Lice-Ridden Maggoty Spider- Worm-
Infested Infested Ridden
[32] Chained Dangling Hanging Suspended Swaying
[33] or Changeling- Dwarven Elven Gnomish Halfling
[34] Crafted
[35] Chewed Clawed Gnawed Scratched Stomped
[36] Cinnamon- Musk- Spice-Tinged Sweet- Vanilla-
Scented Scented Smelling Scented
[37] or Cleaned Oiled Polished Sharpened Repaired
[38]
[39] Clockwork Futuristic Holographic Mechanical Steam-
Powered
[40] Cold Cooling Frigid Hot Warm
[41] or Collapsed Fallen Scattered Toppled Unraveled
[42]
[43] Colossal Huge Large Small Tiny

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D100 Option 1 Option 2 Option 3 Option 4 Option 5


Roll
[44] Conspicuous Door- Nail- Submerged Wall-
Mounted Suspended Mounted
[45] or Corded Entangled Entwined Roped Strung
[46]
[47] or Crawling Creeping Shivering Slithering Twitching
[48]
[49] or Crude Improvised Makeshift Primitive Unadorned
[50]

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D100 Option 1 Option 2 Option 3 Option 4 Option 5


Roll
[51] or Crystalline Leathery Porcelain Sackloth Stone
[52]
[53] or Cursed Holy Sacred Primordial Unholy
[54]
[55] or Damp Dripping Moist Oil-Soaked Wet
[56]
[57] or Decaying Decomposin Putrefied Rotted Spoiled
[58] g
[59] or Decorated Engraved Filigreed Etched Painted
[60]
[61] or Deformed Metamorpho Mutating Polymorphe Transmogrifi
[62] sing d ed
[63] or Demonic Diabolic Elemental Holy Unholy
[64]
[65] or Desiccated Dried Mummified Preserved Withered
[66]
[67] or Destroyed Ruined Shattered Splintered Wrecked
[68]
[69] or Diminutive Lightweight Miniature Small Tiny
[70]
[71] or Dirt-Piled Dung-Piled Junk- Rubble- Trash-
[72] Covered Covered Covered
[73] or Dirty Dusty Filthy Stained Tarnished
[74]
[75] or Dis- Depleted Empty Half- Hollow
[76] Assembled Consumed
[77] or Disturbing Eerie Ominous Strange Weird
[78]
[79] or Dropped Lost Sought-After Spilled Unsheathed
[80]

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D100 Option 1 Option 2 Option 3 Option 4 Option 5


Roll
[81] or Eerie Eldritch Nightmarish Psychic Unsettling
[82]
[83] or Fetid Fragrant Smelly Smoke- Stinking
[84] Scented
[85] or Fungus- Lichen- Mold- Moss- Puffball-
[86] Covered Covered Covered Covered Covered

[87] or Glimmering Mist-Veiled Phosphoresc Radiant Shadowed


[88] ent
[89] or Glue- Grease- Muddy Slimy Sludge-
[90] Covered Covered Covered
[91] or Glued Immovable Lodged Stuck Wedged
[92]
[93] or Heaped Mounded Piled Ritually- Stacked
[94] Arranged
[95] or Heavy Immense Large Looming Vast
[96]

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D100 Option 1 Option 2 Option 3 Option 4 Option 5


Roll
[97] or Hobgoblin- Gnole- Goblin- Kobold- Orcish
[98] Crafted Crafted Crafted Crafted
[99] or Intact Salvageable Slightly Unbroken Undamaged
[00] Damaged

3-6

DESIGNING AN ELABORATE
FOUNTAIN OR POOL ROOM

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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.

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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!

D100 Feature of Pool / Water Color / Water Effect Denizen /


Roll or Statue Motif Consistency / Additional
Quality Decoration
01 (None) Acid (None) (None)
02 (Roll on Denizen Alcohol Acidic / Angel
Column for Corrosive (summoned)
statue motif)
03 (Scene, roll three Astral / Starry Alchemical Anglerfish
times) (partial random
potion effects)

04 (Scene, roll twice) Bitter Alcohol / Aquatic


Intoxicating Dracunculus
05 Angel Statue Black Aura of Silence Aquatic Elf
06 Animating Blood(y) Bestows Dark Aquatic Gargoyle
Statue, Beautiful Sight
07 Animating Blue Bestows Night Aquatic Ghul
Statue, Beautiful Vision

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D100 Feature of Pool / Water Color / Water Effect Denizen /


Roll or Statue Motif Consistency / Additional
Quality Decoration
08 Animating Boiling Blessing Aquatic
Statue, Hobgoblin
Dangerous
09 Animating Brackish / Salty Calcification Aquatic Troll
Statue, (Petrification)
Dangerous

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D100 Feature of Pool / Water Color / Water Effect Denizen /


Roll or Statue Motif Consistency / Additional
Quality Decoration
10 Animating Brown Causes Blindness Brine Hag
Statue, Intelligent
11 Animating Bubbling Causes Disease Buckets Nearby
Statue, Intelligent
12 Beast Statue Cascading Causes Parasitic Cage / Eel Trap
Infection in Water
13 Beast Statue Clear Clairaudience Carnivorous
Plant
14 Beasts Present, Cloudy Clairvoyance Coins
Drinking Underwater
15 Beasts Present, Cold Confusion Crafted from
Drinking Beautiful Rock
Crystal
16 Brine Hag Statue Cool Cures Disease Crocodile
17 Brine Hag Statue Covered by Cures Parasitic Crystal
Algae Infection Formations
18 Centaur Statue Covered by Lily Cures Dead Body in
Pads Petrification Water or Nearby
19 Centaur Statue Deep Cures Poison Dead Rats
20 Clams Draining Curse / Ill Omen Deep One
21 Clams Drying Up / Decreases Demon
Silted Charisma (summoned)
22 Crabs Effervescent Decreases Devil
Constitution (summoned)
23 Crabs Ethereal / Decreases Drowned One
Intangible Dexterity (zombie)
24 Crystal Coffin Fizzy / Decreases Eel (monstrous?)
Underwater Mineralized Intelligence
25 Crystal Coffin Flammable Oil Decreases Eggs Underwater
Underwater on Surface (trap) Strength

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D100 Feature of Pool / Water Color / Water Effect Denizen /


Roll or Statue Motif Consistency / Additional
Quality Decoration
26 Dead Body Foaming Decreases Electric Eel
Underwater Wisdom
27 Dead Body Frozen / Icy Drains Magic Emerald Hag
Underwater Items
28 Dead Fish Fuming Drains Spells Fanged Fish
(poisonous?)

29 Dead Fish Glowing / Enflaming Floating Candles


Phosphorescent (begins to boil (magical?)
when touched)
30 Demi-Human Golden Enhances Value Frogman
Statue (GM’s of Gemstones
choice)

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D100 Feature of Pool / Water Color / Water Effect Denizen /


Roll or Statue Motif Consistency / Additional
Quality Decoration
31 Demon Statue Gold-Flecked Fear Ghost
32 Demon Statue Gray Geas / Quest Giant Crab
33 Devil Statue Greasy Grants Limited Giant Crayfish
Wish
34 Devil Statue Green Grants Wish Giant Crocodile
35 Dragon’s Head Gushing Hallucinations / Giant Frog
Statue Illusion
Summoning

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D100 Feature of Pool / Water Color / Water Effect Denizen /


Roll or Statue Motif Consistency / Additional
Quality Decoration
36 Dragon’s Head Herbal / Spiced Haste Giant Water
Statue Beetle
37 Eels Honeyed Healing Giant Water
Spider
38 Eels Hot Holy Water Giant Water
Worm
39 Filled with Bones Iced Over / Icy Identifies Magic Glass-Covered
Items
40 Filled with Bones Illusory Increases Grating
Charisma Underwater
41 Filled with Ink(y) Increases Guardian Beast
Rubble Constitution (summoned)
42 Filled with Invisible Increases Guardian
Rubble Dexterity Monster
(summoned)
43 Fish Layered / Silted Increases Hippocampus
Intelligence
44 Fish Statue Layered Liquids Increases Hydra
(e.g., oil and Strength
water)
45 Frogs Leaking Increases Inscription
Wisdom Describes Water
Effects (false or
misleading)
46 Gargoyle Statue Metallic / Liquid Intelligent / Inscription
Metal Psionic, Chaotic Describes Water
Evil Effects (true)
47 Gargoyle Statue Misty / Vaporous Intelligent / Invisible Monster
Psionic, Chaotic
Evil

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D100 Feature of Pool / Water Color / Water Effect Denizen /


Roll or Statue Motif Consistency / Additional
Quality Decoration
48 Gargoyle Wall Moss-Covered Intelligent / Kelpie
Spouts Cascade Psionic, Chaotic
Water into Good
Fountain
49 Gargoyle Wall Muddy Intelligent / Killer /
Spouts Cascade Psionic, Chaotic Carnivorous Frog
Water into Good
Fountain
50 Gemstone(s) in Murky Intelligent / Lamprey
Water Psionic, Chaotic
Neutral
51 Giant’s Head Oily Intelligent / Leech
Statue Psionic, Chaotic
Neutral
52 God of Water Opalescent Intelligent / Living Shadow
Statue Psionic, Lawful
Evil
53 Goddess of Orange / Rusty Intelligent / Lizard Man
Water Statue Psionic, Lawful
Evil
54 Grotesque Statue Overflowing Intelligent / Loose Grating
(wingless Psionic, Lawful Underwater
gargoyle) Good
55 Grotto Overflowing Intelligent / Melusine
Underneath Psionic, Lawful
Good
56 Hero Statue Phosphorescent Intelligent / Mermaid or
Psionic, Lawful Nereid
Neutral
57 Hippocampus Phosphorescent Intelligent / Merman
Statue Psionic, Lawful
Neutral

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D100 Feature of Pool / Water Color / Water Effect Denizen /


Roll or Statue Motif Consistency / Additional
Quality Decoration
58 Horse Statue Pure Intelligent / Merrow
Psionic, Neutral
Evil
59 Human Statue Pure Intelligent / Mosaic
(GM’s choice of Psionic, Neutral Underwater
figure type) Evil
60 Humanoid Statue Purple Intelligent / Nixie
(GM’s choice) Psionic, Neutral
Good
61 Humanoids Purple Intelligent / Nymph
Present, Drinking Psionic, Neutral
Good
62 Hydra Statue Rainbowed / Intelligent / Octopus
Layered Colors Psionic, True
Neutral
63 Inscription Rainbowed / Intelligent / Poisonous
Layered Colors Psionic, True (Water) Snake
Neutral
64 Leeches Rainbowed / Journey to the Poisonous Frog
Multi-Colored Dreamlands
Mineral Deposits
65 Lion Statue Rainbowed / Journey to the Rare Aquatic
Multi-Colored Dreamlands Monster (GM’s
Mineral Deposits choice)
66 Madman Red Madness Ringed with
Defends Pool dried healing
with His Life herbs
67 Magic Mouth Red Madness Runes
68 Magical Gate Reflecting Pool Meditation / Rusalka
Underwater (crystal ball Communication
properties) with Deity or
Power

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D100 Feature of Pool / Water Color / Water Effect Denizen /


Roll or Statue Motif Consistency / Additional
Quality Decoration
69 Mermaid Statue Reflecting Pool Oracular / Rusted Tool(s)
(crystal ball Reflecting Pool Underwater
properties)
70 Minotaur Statue Reflectionless Paralysis Scrawled
(magical) Warning Nearby
71 Monster Statue Reflectionless Planar Sea Devil
(GM’s choice) (magical) Summoning
72 Monsters Salt-Encrusted Planar Travel Sea Monster or
Present, Drinking Serpent (random,
small)
73 Naga Statue Salt-Encrusted Poison Seiren or Undine
74 NPCs Present, Sewage Pool is an Selkie
Drinking Imprisoned
Liquid Monster
(elemental?)
75 Nymph / Nereid Sewage Potion Effect, Serpentine Water
Statue Major (roll or Elemental
choose)
76 Octopus Statue Shadow-Filled Potion Effect, Shark
Minor (roll or
choose)
77 Petrified Victim Shadow-Filled Recharges Magic Skeleton
“Statue” Items (animated)

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D100 Feature of Pool / Water Color / Water Effect Denizen /


Roll or Statue Motif Consistency / Additional
Quality Decoration
78 Runes Shallow Reflection of Skeleton in Water
Opposition or Nearby
(lifeless)
79 Saint Statue Shallow Refreshing Slime (GM’s
choice)
80 Sea Monster Silvery Restores Spells Speaking
Statue (programmed,
unintelligent)
81 Seiren Statue Silvery Sleep Spectre
82 Serpentine Slimy Slowing Spiderwebs
Statue(s)
83 Sleeping / Slimy Summons Allies Squid
Imprisoned
Vampire Floats
on Surface
84 Sleeping Sweet / Sugary Summons Beasts Stingray
Adventurers
Encamped Here
85 Snails Sweet / Sugary Summons Strangling
Monsters Seaweed
86 Stairs Swirling Teleportation Stream Flows
Underwater from Pool
87 Surrounded by Swirling Transmutes Base Tree Roots
Edible Metals to
Mushrooms Precious Metals
88 Surrounded by Syrupy Transmutes Gold Triton
Poisonous to Lead
Mushrooms
89 Surrounded by Syrupy Transmutes Gold Turtle
Skeletons to Platinum

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D100 Feature of Pool / Water Color / Water Effect Denizen /


Roll or Statue Motif Consistency / Additional
Quality Decoration
90 Surrounded by Thick Transmutes Lead Unusual
Wall of Crystal to Gold Fragrance (roll in
CDDG1)
91 Surrounded by Translucent Transmutes Unusual Scent
Wall of Force Precious Metals (roll in CDDG1)
to Base Metals
92 Transparent Trickling Unholy Water Vampiric
Crystals in Water Dragonfish
(cannot be seen,
can be found)
93 Treasure Chest Vinegar Vision, Ancestral Vodyanoy
Underwater
94 Tree Growing in Viscous Vision, Waste-Filled
Water (magical) Clairvoyant
95 Triton Statue Warm Vision, Clue Water Elemental
96 Very Deep White Vision, Water Naga
Nightmarish
97 Very Deep, Wine Vision, Past Water Pixie
Underground
River Below
98 Very Deep, Yellow Vision, Prophetic Water Sprite
Underwater / Future
Cavern Below
99 Waterfall (Roll Twice) Vision, Riddling / Wraith
Cascades into Mysterious
Fountain
00 Worms (Roll Twice) Vomiting Wraith of the
Deep

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3-7

DESIGNING A FEARSOME
FUNGUS, sLIME, OR ABOMINATION

“I collect spores, molds, and fungus.”

— Dr. Egon Spengler, re: his secret dungeon exploration hobby

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 …

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D100 Fungus / Slime Strange / Power Weakness /


Roll Appearance Unnerving Vulnerability
Feature
01 “Humanoid” “Fingers” Acidic / “Mind” Control
Corrosive (on
contact)

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D100 Fungus / Slime Strange / Power Weakness /


Roll Appearance Unnerving Vulnerability
Feature
02 Abyssal / “Winged” / Acidic / Abjuration Magic
Demoniac Ichor Flying Corrosive Spores
03 Accursed / Appears to be Always Wins Acid
Boneless Human Stalactites / Initiative in
Icicles Combat
04 Accursed / Attacks are Awe-Inducing / Air Magic
Boneless Monster Anesthetic / Charismatic
Painless
05 Algae / Aquatic Babbling Beguiling Spores All Magic
/ Charm Person
06 Amorphous Kelp Bones Inside / Blinking / Cannot Leave
/ Seaweed Encrusted Displacement Darkness
07 Animated and Bubbles Out of a Blood Draining / Cannot Leave
Sentient Cauldron Unremovable Temple / Unholy
Crystalline Shrine
Material
08 Animated and Bubbles Out of Branching Cannot Leave
Sentient Energy the Earth Pseudopods / Water
Attack Multiple
Opponents
09 Animated and Bubbling Burrowing Chemicals /
Sentient Ice Solvents
10 Animated and Cackling Cause Confusion Cold / Ice
Sentient Magma
11 Animated and Causes Auditory Cause Fear Crushing
Sentient Mist Hallucinations Weapons /
Bludgeons
12 Animated and Ceiling-Crawling Causes Disease Crushing
Sentient Sand Weapons /
Bludgeons
13 Animated and Controls Insect Causes Madness Crushing
Sentient Water Swarm (when seen) Weapons /
Bludgeons

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D100 Fungus / Slime Strange / Power Weakness /


Roll Appearance Unnerving Vulnerability
Feature
14 Artificial Plasm / Controls Pack of Causes Crushing
Liquid Rats Pacification / Weapons /
Automaton Unwillingness to Bludgeons
Attack
15 Bread Mold Covered with Causes Parasitic Curing /
Eyes Infection Purification
16 Centipede-Like Covered with Causes Vertigo / Cursed /
“Creature” Mouths Stumbling (on Destined to be
contact) Slain by Dwarves
17 Colour Out of Crying / Moaning Creates Illusions / Cursed /
Space / Energy Shadow Destined to be
Plasm Monsters Slain by Elves
18 Coruscating Decaying Flesh Disenchants Cursed /
Spheres Magic Items Destined to be
Slain by Gnomes
19 Crab-Like Delicious, Prized Drains Spells Cursed /
“Creature” (truffle-like) Destined to be
Slain by Halflings
20 Crystalline Plasm Enormous Energy Drain Cursed /
Destined to be
Slain by Humans
21 Decapitated Equipment Inside Erupts with Earth Magic
Head with / Encrusted Vermin
“Legs”
22 Elder Thing Erupts from a Filled with Blood Empathic /
Experiment Magical Gate Maggots Former Human,
Chaotic Good
23 Gelatinous, Erupts from Foetor / Empathic /
Cubical Behind a Secret Overwhelming Former Human,
Door Stench Chaotic Neutral
24 Gelatinous, Ethereal Frost (on contact) Empathic /
Spherical Former Human,
Lawful Evil

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D100 Fungus / Slime Strange / Power Weakness /


Roll Appearance Unnerving Vulnerability
Feature
25 Giant Amoeba Extra- Frost / Freezing Empathic /
Dimensional / Spores Former Human,
Ever-Shifting Lawful Good
26 Gill Fungi Falls Apart as it Fungal Empathic /
Moves Parasitism / Former Human,
“Possession” Lawful Neutral
27 Hydra-Like Fanged Glue / Sticky Empathic /
“Many-Headed” Pseudopods Former Human,
Monster Neutral Evil
28 Infernal / Filled with Eggs Grows Wildly Empathic /
Diabolical Ichor from Cold Former Human,
Neutral Good
29 Infested Beast Filled with Faces Grows Wildly Empathic /
from Heat Former Human,
True Neutral
30 Infested Demi- Flickers with Hallucinatory Empathic,
Human Strange Colors Spores Chaotic Evil
31 Infested Doll / Floods Out of the Heat Sensing / Fear / Self-
Puppet Ceiling Detect Invisibility Preservation
32 Infested Giant / Flowering / Hurl Spiny Quills Fire
Titan Blossoming (manticore-like)
33 Infested Gremlin Glowing Invisible Fire
34 Infested Human Goaded / Magic Resistance Fire
Followed by
Humanoids
35 Infested Growing / Mind Control Fire
Humanoid Expanding
36 Infested Imp Hive Mind Motion Sensing / Food / Starving
Detect Invisibility (requires dead
flesh)
37 Infested Monster Hive Mind Never Misses in Food / Starving
Combat (requires flesh)

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D100 Fungus / Slime Strange / Power Weakness /


Roll Appearance Unnerving Vulnerability
Feature
38 Interconnected Hooting Never Misses in Food / Starving
Mushrooms Combat (requires
gemstones)
39 Interconnected Hooting Never Misses in Food / Starving
Stinkhorns Combat (requires magic /
magic items)
40 Interconnected Hopping / Non-Euclidean / Food / Starving
Toadstools Lurching Teleports Victims (requires normal
fungus)
41 Jelly / Leathery Hopping / Non-Euclidean / Food / Starving
Slime Lurching Teleports Victims (requires normal
fungus)
42 Jelly / Leathery Hovering / Paralyzing Food / Starving
Slime Floating (requires plants)
43 Lichen Hovering / Paralyzing Food / Starving
Floating (requires plants)
44 Mi-Go Hypnotic / Paralyzing Food / Starving
Alluring Spores (requires
precious metals)
45 Mi-Go Hypnotic / Paralyzing Food / Starving
Experiment Alluring Spores (requires
precious metals)
46 Mildew Indescribable / Petrification (on Greed / Treasure
Alien Color contact)
47 Mold Indescribable / Petrification (on Greed / Treasure
Alien Color contact)
48 Mold Lairs in a Petrifying Spores Healing Magic
Cesspool (inflicts damage)
49 Mold Lairs in a Petrifying Spores Healing Magic
Cesspool (inflicts damage)
50 Moving Hive / Lairs in a Poison Immunity Holy Magic /
Vermin Container Symbols

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D100 Fungus / Slime Strange / Power Weakness /


Roll Appearance Unnerving Vulnerability
Feature
51 Mushroom Lairs in a Poison Immunity Holy Magic /
Cluster Container Symbols
52 Octopus-Like Lairs in a Pit Poisonous (on Illusions
“Creature” contact) (susceptible,
cannot
disbelieve)
53 Ooze / Crawling Lairs in a Pit Poisonous (on Illusions
Slime contact) (susceptible,
cannot
disbelieve)
54 Overgrown Lairs in a Pool Poisonous Spores Incessant Thirst
Golem (requires blood)
55 Overgrown Leeches Color Poisonous Spores Incessant Thirst
Juggernaut Out of (requires blood)
Everything
56 Pillarine / Flying Magical Gateway Pseudopodal Incessant Thirst
Polyp Inside / “Weapons” (requires water)
Encrusted
57 Pseudo- Medicinal / Pseudopodal Incessant Thirst
Brollachan / Healing “Weapons” (requires water)
Shape Shifter
58 Pudding / Heap Mimicking Pseudopods / Iron Weapons
Human Voices / Multiple Attacks
Cries
59 Pudding / Heap Mind Altering / Pseudopods / Iron Weapons
Bestows Multiple Attacks
Language
60 Pudding / Heap Paralyzed Victim Psionic Light
Inside /
Encrusted
61 Pudding / Heap Peaceful and Psionic Light
Empathic

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D100 Fungus / Slime Strange / Power Weakness /


Roll Appearance Unnerving Vulnerability
Feature
62 Puffball Primordial / Regenerating Lightning
From the Time
Before
63 Puffball Pseudopods Resistant to Lightning
Crushing
Weapons
64 Quadrupedal Pseudopods Resistant to Loud Noises
Fungal “Brain” Piercing
Weapons
65 Quadrupedal Rolling Resistant to Loud Noises
Fungal “Brain” Slashing
Weapons
66 Rotting Rolling Rotting / Magic Weapons
Vegetation Withering Limbs (immune to non-
magic weapons)
67 Rotting Root Structures Rusts Armor and Magic Weapons
Vegetation (rhizomorphs) Weapons (immune to non-
magic weapons)
68 Sand Plasm Root Structures Shape Shifting Magic Weapons
(rhizomorphs) (immune to non-
magic weapons)
69 Sand Plasm Runs on “Legs” Skeleton Minions Magic Weapons
/ Animates Dead (immune to non-
Victims magic weapons)
70 Shambler Runs on “Legs” Skeleton Minions Mindless /
(bipedal, plant) / Animates Dead Unthinking
Victims
71 Shambler Seeps Out of a Sleep Spores Mindless /
(bidedal, plant) Wall Unthinking
72 Shelf Fungus Seeps Out of a Sleep Spores Necromantic
Wall Magic

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D100 Fungus / Slime Strange / Power Weakness /


Roll Appearance Unnerving Vulnerability
Feature
73 Shelf Fungus Shadow / Two- Slime Minions / Necromantic
Dimensional Animates Dead Magic
Victims
74 Shoggoth Spawn Shadow / Two- Slime Minions / Piercing /
Dimensional Animates Dead Impaling
Victims Weapons
75 Shoggoth Spawn Shrieking Slowing Piercing /
Impaling
Weapons
76 Slime / Dripping Shrieking Slowing Piercing /
Impaling
Weapons
77 Slime / Dripping Skulls Inside / Smothering / Piercing /
Encrusted Strangling Impaling
Weapons
78 Slime / Dripping Skulls Inside / Smothering / Piercing /
Encrusted Strangling Impaling
Weapons
79 Slime / Dripping Speaks Spell Casting Poison
80 Slime / Dripping Speaks Spell Casting Poison
81 Slime / Dripping Splitting / Spell Immunity Psionics
Separating
82 Slime Mold Sweet-Smelling Spell Immunity Psionics
(myxommycetes)
83 Slime Mold Telepathic Spider Climbing / Salt
(myxommycetes) Web Crawling
84 Slug-Like Tendrils Spits Acid Salt
“Creature”
85 Smut / Rust Tentacles Spits Paralyzing Silver Weapons
Fluid
86 Snail-Like Translucent Spits Poison Slashing /
“Creature” (with Cutting Weapons

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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

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D100 Fungus / Slime Strange / Power Weakness /


Roll Appearance Unnerving Vulnerability
Feature
98 Web-Work / Worshipped / Whip-Like Very Slow
Crawling “Spider Protected by Tendrils /
Web” Humanoids Ensnaring
99 Worm-Like Worshipped / Zombie Minions / Vinegar
“Creature” Protected by Animates Dead
Monsters Victims
00 Yeast Worshipped / Zombie Minions / Water
Protected by Animates Dead
Undead Victims

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3-8

DESIGNING A ROGUE’S OR VILLAIN’S


SECRET HIDEOUT

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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.

Most of the equipment and furnishings found in a hideout will be non-magical,


because the people who use the room are used to relying on their skills and wits, not
spells and magic items. Many players wonder what “thieves’ tools” actually are; this
selection of 100+ items gives you a fair idea of the various things that might exist beyond
lock picks and files.

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.

D1000 Hideout / Thief’s Chamber D1000 Hideout / Thief’s Chamber


Roll Feature Roll Feature
001 to 008 10’ Pole (collapsible) 009 to 016 3’ Pole (flexible)
017 to 025 5’ Pole (hinged) 026 to 033 Acid Vial(s)
034 to 041 Air Bladder / Water 042 to 050 Alarum (magical, in room)
Breathing Skin
051 to 058 Alarum (mechanical, in 059 to 066 Ankle Sheath
room)
067 to 075 Back / Shoulder Blade Sheath 076 to 083 Black Clothing
084 to 091 Blackened Leather Armor 092 to 100 Blackened Padded Armor
101 to 108 Blackjack / Cudgel 109 to 116 Blackmail Material (written)
117 to 125 Bladed Pole 126 to 133 Blinding Powder
134 to 141 Blowgun and Needles 142 to 150 Boot Blade

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D1000 Hideout / Thief’s Chamber D1000 Hideout / Thief’s Chamber


Roll Feature Roll Feature
151 to 158 Caltrops 159 to 166 Camouflaged Cloak
167 to 175 Camouflaged Robe / Mantle 176 to 183 Chisels
184 to 191 Climbing Claws 192 to 200 Climbing Harness
201 to 208 Clockwork / Machine (in 209 to 216 Code Book
room)
217 to 225 Concealed Door (in room) 226 to 233 Counterfeit Coin
234 to 241 Counterfeiter’s Equipment 245 to 250 Crampons / Climbing Boots
251 to 258 Crowbar / Prybar 259 to 266 Disguise Kit
267 to 275 Disguised Dagger (belt 276 to 283 Disguised Knife (belt buckle,
buckle, spring-loaded, etc.) spring-loaded, etc.)
284 to 291 Drugged Piece of Meat 292 to 300 Ear Trumpet / Listening
Cone
301 to 308 Escape Tunnel (in room) 309 to 316 Felt-Bottomed Boots
317 to 325 Felt-Bottomed Shoes 326 to 333 Files and Saws (small)
334 to 341 Flask of Sneezing Powder 342 to 350 Forged Document /
Credentials
351 to 358 Forged Letter 359 to 366 Forgery Kit
367 to 375 Glass “Gem” 376 to 383 Glass Cutter
384 to 391 Glass Eye 392 to 400 Guardian Beast / Familiar (in
room)
401 to 408 Gutter Fishing Pole 409 to 416 Hacksaw
417 to 425 Hammer 426 to 433 Hand Crossbow and Bolts
434 to 441 Hand Mirror 442 to 450 Hollow Reed / Breathing
Tube
451 to 458 Hooked Pole 459 to 466 Improvised Lockpick
467 to 475 Improvised Safety Goggles 476 to 483 Iron Spikes
(lamp glass, glue, and
leather)
484 to 491 Keymaking Set 492 to 500 Lampblack / Soot
501 to 508 Loaded Knucklebones (dice) 509 to 516 Lockpicks
517 to 525 Lodestone / Magnet 526 to 533 Magnifying Crystal

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D1000 Hideout / Thief’s Chamber D1000 Hideout / Thief’s Chamber


Roll Feature Roll Feature
534 to 541 Mallet 540 to 550 Manacles
551 to 558 Map / Nautical Chart 559 to 566 Marbles
567 to 575 Marked Cards 576 to 583 Marked Target Dummy
584 to 591 Masks 592 to 600 Mirror in Glove
601 to 608 Oil Flask(s) 609 to 616 Peephole (in door)
617 to 625 Pepper Grenade 626 to 633 Plumbatas / Throwing Darts
634 to 641 Poison Pill (experimental, 642 to 650 Poison Ring
dangerous)
651 to 658 Poison Vial(s) 659 to 666 Portcullis in Narrow Room
Section (triggered by
pressure plate)
667 to 675 Practice Lock 676 to 683 Razor
684 to 691 Razor in Glove 692 to 700 Ring of Keys
701 to 708 Rope and Grappling Hook 709 to 716 Scroll (magical, with
decryption notes)
717 to 725 Secret Door (in room) 726 to 733 Sharpened Coin
734 to 741 Shuttered / Bullseye Lantern 742 to 750 Silver Dagger
751 to 758 Silver Knife 759 to 766 Skeleton Key
767 to 775 Sling and Stones 776 to 783 Small Toolkit
784 to 791 Smelling Salts 792 to 800 Smoke Grenade
801 to 808 Spool of Twine 809 to 816 Spool of Wire
817 to 825 Spyglass 826 to 833 Staff Sling (collapsible)
834 to 841 Stilts 842 to 850 Strange Acoustics / Listening
Angles (in room)
851 to 858 Strangle Wire / Garrote 859 to 866 Sword Cane
867 to 875 Thief’s Tools 876 to 883 Throwing Knives
884 to 891 Tinderbox 892 to 900 Tiny Hourglass
901 to 908 Trap (in room, deactivated) 909 to 916 Trap (in room, set)
917 to 925 Trap (practice, on work 926 to 933 Trap Door (in room’s
table) ceiling)

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D1000 Hideout / Thief’s Chamber D1000 Hideout / Thief’s Chamber


Roll Feature Roll Feature
934 to 941 Trap Door (in room’s floor) 942 to 950 Treasure Coffer (small)
951 to 958 Treasure Coffer (small, with 959 to 965 Utility Belt / Bandolier
secret compartment)
966 to 970 Vial of Glue 971 to 975 Vial of Golden Mold Spores
976 to 980 Vial of Solvent 981 to 984 Water-Walking Baskets
985 to 988 Wax Pad and Stylus 989 to 992 Wig
993 to 996 Wire Cutters 997 to 000 Wrist Sheath

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.

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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.

D1000 Laboratory / Magician’s D1000 Laboratory / Magician’s


Roll Chamber Feature Roll Chamber Feature
001 to 005 Alarum (magical?) 006 to 010 Alchemical Chart(s) (with
coded potion recipe?)
011 to 015 Alchemist (NPC, ally?) 016 to 020 Alcove(s) (with animated
guardian statue or
gargoyle?)

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D1000 Laboratory / Magician’s D1000 Laboratory / Magician’s


Roll Chamber Feature Roll Chamber Feature
021 to 025 Alembic (a distillation vessel, 026 to 030 Anti-Magic Zone (magical,
with bubbling potion?) sentient?)

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?)

051 to 055 Armillary Sphere(s) (model 056 to 060 Aspergillum (a water


of the celestial planes, sprinkler or dripper, with
magically animated?) potion?)
061 to 065 Astrolabe (treasure) 066 to 070 Astrological Chart(s) (with
prophetic divination?)
071 to 075 Astronomy Chart(s) (for 076 to 080 Athanor (an alchemist’s
Dreamlands journeys?) furnace, with venomous
smoke?)
081 to 085 Balance and Set of Weights 086 to 090 Beakers (with bubbling
(perhaps crystalline, and/or magic potion?)
with pan of potion
ingredients?)
091 to 095 Bellows (animated, attached 096 to 100 Bellows (with imprisoned
to fireplace?) minor air elemental?)
101 to 105 Bestiary (a book of beasts, 106 to 110 Book Involving Death and
monsters, and perhaps the the Afterlife (for lichdom or
use of monster parts) undead creation?)
111 to 115 Book Involving Embalming 116 to 120 Book of Alchemical Lore
and Mummification (for (with coded potion recipes?)
undead creation?)

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D1000 Laboratory / Magician’s D1000 Laboratory / Magician’s


Roll Chamber Feature Roll Chamber Feature
121 to 125 Book of Ancient Lore 126 to 130 Book of Ancient Maps (to
(treasure, clues to new hidden treasure(s)?)
adventures?)
131 to 135 Book of Arcane Lore (partial 136 to 140 Book of Astrological Lore
ancient spell mantras?) (with apocalyptic
prophecies?)
141 to 145 Bottle of Powder (blinding 146 to 150 Brazen Head (cursed
powder, laughing powder, magical treasure, sentient,
sneezing powder, etc.) riddling?)
151 to 155 Brazier (of vision-inducing 156 to 160 Brimstone (hopefully in a
enchanted smoke?) container, poison?)
161 to 165 Broom (magical, attacking?) 166 to 170 Broom (magical, flying?)
171 to 175 Bubbles (floating, magical?) 176 to 180 Burn / Scorch Marks
(recent?)
181 to 185 Bust (magical, talking?) 186 to 190 Cabinet with 1,001 Tiny
Drawers (with various
trinkets, see Container
Table)
191 to 195 Cage (perhaps with monster) 196 to 200 Candles (burning, magical?)
201 to 205 Carpet (flying, or 206 to 210 Carpet (hiding trapdoor, or
smothering?) vertical magical gateway?)
211 to 215 Cauldron (with bubbling 216 to 220 Ceiling Painting (sun, moon,
potion batch, or partially- zodiacal constellations, etc.;
animated cauldron born magically animated?)
zombie?)
221 to 225 Cell(s) (occupied by 226 to 230 Censer (with incense,
experimental subjects?) magical?)
231 to 235 Centrifuge (clockwork, 236 to 240 Clepsydra (water clock,
valuable, controlling crucial being used to time crucial
experiment?) experiment?)
241 to 245 Clone (magical, in 246 to 250 Cobwebs (with young
suspended animation) dimensional spider?)

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D1000 Laboratory / Magician’s D1000 Laboratory / Magician’s


Roll Chamber Feature Roll Chamber Feature
251 to 255 Conjuration Trap (summons 256 to 260 Crucible (small, with cooling
monster) magical metal?)
261 to 265 Crystal Lens (to draw in 266 to 270 Crystal(s) (magical spell
sunlight, or to attenuate components, or observation
beams or rays?) lenses?)
271 to 275 Cursed Item (roll again) 276 to 280 Demon (bound /
imprisoned)
281 to 285 Devil (bound / imprisoned, 286 to 290 Diary / Journal (with secrets
random) of experimentation?
291 to 295 Disguised Magical Item (roll 296 to 300 Dissection Tools (with
again) partially dissected monster
corpse?)
301 to 305 Dowsing Rod (to detect 306 to 310 Dumbwaiter (to upper or
water, or identify potion lower level?)
types?)
311 to 315 Dungeon Dressing (random, 316 to 320 Escape Chute (to a lower
see tables in CDDG1 or dungeon level?)
CDDG2)
321 to 325 Esoteric Texts (with 326 to 330 Essential Salts (slain wizard
Lovecraftian notes / tales?) awaiting reanimation?)
331 to 335 Ever-Blooming Flower under 336 to 340 Eye of Newt (or similar
Glass (treasure, or indication monstrous reagent, perhaps
of alternate world?) moving?)
341 to 345 Failed Experiment(s) 346 to 350 Familiar (creature / monster)
(remains of a creature, slime,
or animated item?)
351 to 355 Fire Poker (with wand 356 to 360 Fireplace (magical, never
hidden in handle?) goes out; with fire elemental
spark?)
361 to 365 Flasks and Vials (with 366 to 370 Fungus in Vial (monstrous?)
various potions and/or
ingredients?)

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D1000 Laboratory / Magician’s D1000 Laboratory / Magician’s


Roll Chamber Feature Roll Chamber Feature
371 to 375 Funnels (perhaps crystalline, 376 to 380 Geode(s) (with minor gem
or made of rare metal?) elementals inside?)
381 to 385 Glass Tubing (filled with 386 to 390 Glittering / Shimmering Air
poisonous gas or liquid?) (magical, or monstrous?)
391 to 395 Globe (another world / 396 to 400 Globe (this world, or the
planet?) netherworld, magically
animated?)
401 to 405 Golem (partially constructed, 406 to 410 Gremlin (familiar, ally, thief,
head with moving eyes?) or spy?)

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D1000 Laboratory / Magician’s D1000 Laboratory / Magician’s


Roll Chamber Feature Roll Chamber Feature
411 to 415 Grimoire (a book on magic, 416 to 420 Guard Dog (invisible)
but not necessarily with
complete spells inscribed)
421 to 425 Hand of Glory (cursed 426 to 430 Haunt / Poltergeist (familiar,
magical item) apprentice, or remains of a
fatal experiment?)
431 to 435 Herbal (book of healing 436 to 440 Homunculus (monster
herbs or spell component familiar)
lore)
441 to 445 Hourglass (with magical 446 to 450 Illusion (of art / feature /
sand, or timing an event in trap?)
the dungeon?)
451 to 455 Illusion (of beast, person, or 456 to 460 Imp (monster familiar)
monster?)
461 to 465 Improvised Quicksilver 466 to 470 Incense / Incense Burner
Thermometer (measuring a (with magical smoke?)
crucial magic item creation
phase?)
471 to 475 Invisible or Floating Object 476 to 480 Large and Fragile Glass
(roll again) Sphere (prison or light
source?)
481 to 485 Leather Apron (with 486 to 490 Leather Mask (protective,
interesting spell components resistance to poison?)
or keys in pockets?)
491 to 495 Leather or Silk Gloves 496 to 500 Living Shadow (monster,
(magical?) somehow imprisoned
against wall)
501 to 505 Lodestone-and-String 506 to 510 Magic Item (in preparation,
Contraption, Moving random)
(treasure or monster
detection?)

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D1000 Laboratory / Magician’s D1000 Laboratory / Magician’s


Roll Chamber Feature Roll Chamber Feature
511 to 515 Magic Mouth (gives 516 to 520 Magical Circle (for
warning, asks questions?) summoning, or opening a
magical gateway?)
521 to 525 Magical Gateway (use tables 526 to 530 Magnifying Crystal (to
in this book to create) detect invisibility, traps, or
ethereal locations?)
531 to 535 Mandrake Root (poisonous 536 to 540 Measuring Spoons (with
and/or animated?) powdered spell
components?)
541 to 545 Metal Tubing (with 546 to 550 Minion (NPC, hunchback,
poisonous vapor?) mad, turncoat, ally or
enemy?)
551 to 555 Minute Glass (timing 556 to 560 Mirror (with trapped soul,
imminent event, or trap or reflection of wizard, or
trigger?) prophetic?)
561 to 565 Mold in Vial (monstrous?) 566 to 570 Monocle and Chain (magical
lens?)
571 to 575 Monster (in stasis, random) 576 to 580 Monster Hair / Fur / Pelt
(spell reagent, type?)
581 to 585 Monster Repellent (very 586 to 590 Mortar and Pestle (with rare
specific; Perfluor’s Instant herbs?)
Slug-Repelling Powder etc.)
591 to 595 Mortar and Pestle (with spell 596 to 600 Mounted Human Skeleton
component powder) with Experimental Treasures
601 to 605 Mounted Skeleton 606 to 610 Mummified Body Part
(monstrous or animating?) (animated, or part of a lich?)
611 to 615 Mushroom Garden 616 to 620 Observation Nook (manned
(mushrooms are swaying / by wizard or an apprentice?)
unfolding)
621 to 625 Occult Scrolls (non-magical, 626 to 630 Oil Lamp (magical, ever-
but disturbing and filled burning)
with drawings,
Lovecraftian?)

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D1000 Laboratory / Magician’s D1000 Laboratory / Magician’s


Roll Chamber Feature Roll Chamber Feature
631 to 635 Oil Lanthorn (with magical 636 to 640 Orrery (model of the
oil potion?) celestial spheres, planar or
summoning?)
641 to 645 Painting (moving / magical, 646 to 650 Papyrus Sheaf (with
gateways to other dungeon prepared spell or code?)
locales?)
651 to 655 Parchment Sheaf (with spell) 656 to 660 Partially-Crafted
Homunculus in Crystal Vial
(monster)
661 to 665 Plague Doctor Mask 666 to 670 Pocket Dimension
(protective, magical?) (dangerous, roll on Magical
Gateway table)
671 to 675 Poisonous / Carnivorous 676 to 680 Poisonous Herb Garden
Plant under Glass (hungry or under Glass (sentient
mobile?) specimens, or cultivated
from Wonderland?)
681 to 685 Poisonous Plants 686 to 690 Potion Mixture (two potions
(carnivorous?) in experimental preparation,
random wild magic effect)
691 to 695 Potion Bottles (1D6 random 696 to 700 Powder Shaker (with
potions) magical dust?)
701 to 705 Prism (rainbowed or 706 to 710 Quill(s) (exotic, cockatrice,
chromatic magic item?) peryton, etc., for writing
spells?)
711 to 715 Reflecting Basin (scrying 716 to 720 Robe (magical?)
pool, crystal ball effects?)
721 to 725 Rolling Clay Balls Run Down 726 to 730 Sage (NPC, friend, foe or
Wall Tracks (timer for prisoner?)
imminent event?)
731 to 735 Scroll (in preparation, 736 to 740 Scrying Crystal (showing an
random spell) interesting location?)
741 to 745 Secret Door (to secret 746 to 750 Sentient Inanimate Object
treasure room?) (roll again)

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D1000 Laboratory / Magician’s D1000 Laboratory / Magician’s


Roll Chamber Feature Roll Chamber Feature
751 to 755 Shelf of Reagents (magical 756 to 760 Silence Zone (magical,
spell components, hiding defensive measure vs.
secret door?) enemy spell casters?)
761 to 765 Silver Dagger or Athame 766 to 770 Sketchbook (magically
(magical ceremonial weapon, animated?)
intelligent?)
771 to 775 Slime in Vial (monstrous?) 776 to 780 Slumbering Mandrake Root
in Crystal Vial (monster,
potential familiar or clone?)
781 to 785 Smoke (floating / 786 to 790 Smoking Pipe (pipeweed
omnipresent, sleep-inducing pouch is empty, or magical?)
or hypnotizing?)
791 to 795 Specimen Jar with Alien 796 to 800 Spectacles (magical, planar
Substance (animal, monster, sight or dark vision?)
or slime?)
801 to 805 Spell Component Pantry 806 to 810 Spider in Web (encouraged,
(filled with dangerous silk is cultivated,
goodies and volatile monstrous?)
combinations)
811 to 815 Spyglass (viewing of another 816 to 820 Staff (magical?)
world?)
821 to 825 Statue (animating or 826 to 830 Statuette / Idol (of a
monstrous?) demigod, god, devil,
indication of wizard
alignment?)
831 to 835 Stirring Rod (in jar of 836 to 840 Stirring Spoons (in jars with
magical potion?) dangerous ingredients?)
841 to 845 Strange Odor (roll in 846 to 850 Strange Sound (roll in
CDDG1, ominous?) CDDG1, invisible source?)
851 to 855 Strange Wind Current (roll 856 to 860 Stuffed Beast (random
in CDDG1, magical?) animal or mount,
animating?)

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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.)

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D1000 Laboratory / Magician’s D1000 Laboratory / Magician’s


Roll Chamber Feature Roll Chamber Feature
981 to 985 Work Table (animated 986 to 990 Workbench (animated
object, guardian?) object?)
991 to 995 Workbook (with coded 996 to 000 Zodiacal Chart (showing
spells or animated maps?) prophecy, celestial location,
or spell mantras?)

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.

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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.

The Unorthodox Destination column is intentionally designed to be overwhelming,


and to get you reading and researching. You may be familiar with some of the places on
this list, but most will probably be new to you unless you are exceedingly well read. I
recommend that you save that special column for those times when you have
considerable reading and design time, and also the inclination to sketch out an amazing
new world for your players to explore. It’s a perfect list for changing up a slow campaign,
or beginning a new one.

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

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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.

D1000 Gateway Control / Orthodox (?) Unorthodox


Roll Descriptor Restriction Destination Destination
001 to Alcove (Roll Four 1,000’ into the Sky Agartha
005 Times) (very (with feather fall) (Alexandre Saint-
dangerous) Yves d’Alveydre)
006 to Alcove, (Roll Four 100’ into the Sky Albur
010 Painted Times) (very (with feather fall) (Anonymous,
dangerous) Voyage au
Centre de la
Terre, 1821)
011 to Altar, Holy (Roll Four 20’ into the Sky Alfheim (Norse
015 Times) (very (plummeting) mythology)
dangerous)
016 to Altar, Unholy (Roll Three 50’ into the Sky Alfheim (Norse
020 Times) (plummeting) mythology)
(dangerous)
021 to Archway (Roll Three Alternate World / Amazonia and
025 Times) Dimension (roll Themiscyra
(dangerous) on Unorthodox (Greek
Destination mythology)
Column)
026 to Archway, (Roll Three Archmage’s Amazonia and
030 Infernal Times) Tower Themiscyra
(dangerous) (abandoned or (Greek
taken over) mythology)

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D1000 Gateway Control / Orthodox (?) Unorthodox


Roll Descriptor Restriction Destination Destination
031 to Bone-Framed (Roll Twice) Archmage’s Animal Republic
035 Portal (temperamental) Tower (evil) (Jean Jacobe de
Fremont
d’Ablancourt,
1654)
036 to Bone-Framed (Roll Twice) Archmage’s Annwn (Welsh
040 Portal (temperamental) Tower (good) mythology)
(animated,
twitching
skeletons)
041 to Book (Roll Twice) Archmage’s Annwn (Welsh
045 (temperamental) Tower (neutral) mythology)
046 to Book, Ages Journeyers Arctic Land (in Arcadia (Greek
050 Animated During Passage campaign world, mythology)
GM’s choice)
051 to Book, Ages Journeyers City of the Elder Arcadia (Greek
055 Animated, During Passage Things mythology)
Evil (Antarctica)
056 to Book, Evil Ages Journeyers Cloud Palace (of Asphodel
060 During Passage evil giant / Meadows (Greek
monsters) mythology)
061 to Cage Assassins Only Cloud Palace (of Asphodel
065 good giant / Meadows (Greek
magi) mythology)
066 to Cage, Assassins Only Cloud Palace (of Atlante’s Castle
070 Submerged neutral giant / (Ludovico
guardian beasts) Ariosto, Orlando
Furioso, 1516)

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D1000 Gateway Control / Orthodox (?) Unorthodox


Roll Descriptor Restriction Destination Destination
071 to Chasm Assassins Only Demon Lair Atlantis (Plato
075 etc.)
076 to Chasm, Barbarians Only Devil Lair Atlantis (Plato
080 Bottomless etc.)
081 to Coffin Barbarians Only Domain of a Lich Atvatabar and
085 (active and angry) Calnogor
(William R.
Bradshaw)
086 to Coffin, Glass / Barbarians Only Domain of a Lich Atvatabar and
090 Crystal (in temporal Calnogor
stasis)

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(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

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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)

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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

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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)

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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)

276 to Hollow Tree, Causes Far-Away Plains Demonland (Eric


280 Evil Temporary (in campaign Rucker Eddison)
Deafness world, GM’s
choice)

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D1000 Gateway Control / Orthodox (?) Unorthodox


Roll Descriptor Restriction Destination Destination
281 to Hollow Tree, Causes Far-Away Ruins Demonland (Eric
285 Sacred Temporary (in campaign Rucker Eddison)
Deafness world, GM’s
choice)
286 to Hovering Causes Far-Away Swamp Distant Past
290 Black Hole Temporary (in campaign
(“Neutron Insanity world, GM’s
Star”) choice)
291 to Hovering Causes Far-Away Town Distant Past
295 Black Hole Temporary (in campaign
(The Void) Insanity world, GM’s
choice)
296 to Hovering in Causes Far-Away Village Doggerland
300 Air Temporary (in campaign (Refer to PM1,
Insanity world, GM’s The Pegana
choice) Mythos)
301 to Hovering in Causes Far-Away Doggerland
305 Air, Fading Temporary Wasteland (in (Refer to PM1,
Muteness campaign world, The Pegana
GM’s choice) Mythos)
306 to Ice Block Causes Forgotten Angelic Dolorous Gard
310 Temporary Shrine (Arthurian)
Muteness
311 to Ice Block, Causes Forgotten Shrine Dolorous Gard
315 Filled with Temporary of a Fallen Angel (Arthurian)
Corpses Muteness
316 to Immense Causes Genie Lair Dreamlands (H.
320 Crystal Temporary (djinni) P. Lovecraft)
Reversal of
Gravity
321 to Immense Causes Genie Lair (earth Dreamlands (H.
325 Crystal, Temporary genie) P. Lovecraft)
Revolving Reversal of
Gravity

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D1000 Gateway Control / Orthodox (?) Unorthodox


Roll Descriptor Restriction Destination Destination
326 to Immovable Causes Genie Lair (ifrit) Dreamlands,
330 Puzzle Box / Temporary Beyond the
Lament Reversal of Fields We Know
Configuration Gravity (Lord Dunsany)
331 to In Ceiling Causes Genie Lair (water Dreamlands,
335 Temporary genie) Beyond the
Weightlessness Fields We Know
(Lord Dunsany)
336 to In Ceiling, Causes Gnome Laird’s Dying Earth (Jack
340 Fading Temporary Stronghold (in Vance)
Weightlessness campaign world,
GM’s choice)

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D1000 Gateway Control / Orthodox (?) Unorthodox


Roll Descriptor Restriction Destination Destination
341 to In Floor Causes Halfling Shire Dying Earth (Jack
345 Temporary Reeve’s Hall (in Vance)
Weightlessness campaign world,
GM’s choice)
346 to In Floor, Causes Vertigo / Inner Plane El Dorado (Sir
350 Fading Nausea (choose) Walter Raleigh,
Edgar Allan Poe,
etc.)
351 to In Wall Causes Vertigo / Ki-Rin Lair El Dorado (Sir
355 Nausea Walter Raleigh,
Edgar Allan Poe,
etc.)
356 to In Wall, Causes Vertigo / Land of the El Dorado
360 Fading Nausea Netherworld (Spanish folklore)
Gnomes
361 to Invisible Causes Location on This El Dorado
365 Weakness Dungeon Level (Spanish folklore)
366 to Invisible, Causes Lost City (Arctic) Elemental Plane
370 Gives Off Weakness (in campaign (choose)
Light world, GM’s
choice)
371 to Machine Causes Lost City (sub- Elemental Plane
375 Weakness Arctic) (in (choose)
campaign world,
GM’s choice)
376 to Machine, Cavaliers Only Lost City (sub- Exham Priory (H.
380 Immense tropical) (in P. Lovecraft)
campaign world,
GM’s choice)
381 to Magic Circle, Cavaliers Only Lost City Exham Priory (H.
385 Arcane (temperate) (in P. Lovecraft)
campaign world,
GM’s choice)

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D1000 Gateway Control / Orthodox (?) Unorthodox


Roll Descriptor Restriction Destination Destination
386 to Magic Circle, Cavaliers Only Lost City Far Future
390 Diabolic (tropical) (in
campaign world,
GM’s choice)
391 to Map on Wall Chaotic Lost World (ape Far Future
395 (of this world) Creatures Only kingdom) (in
campaign world,
GM’s choice)

396 to Map on Wall Chaotic Lost World Future of the


400 (of another Creatures Only (dinosaurs) (in Morlocks and
world) campaign world, Eloi (H. G. Wells)
GM’s choice)

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D1000 Gateway Control / Orthodox (?) Unorthodox


Roll Descriptor Restriction Destination Destination
401 to Map on Wall, Chaotic Lost World Garden of
305 Animated (of Creatures Only (Pleistocene) (in Earthly Delights
this world) campaign world, (Hieronymus
GM’s choice) Bosch etc.)
406 to Map on Wall, Chaotic Evil Lovecraftian Gondwane (Lin
410 Animated (of Creatures Only Locale (GM’s Carter)
another choice)
world)
411 to Metal-Framed Chaotic Evil Malfunctioning, Gondwane (Lin
415 Portal Creatures Only Random (reroll 5 Carter)
times, these
images shift at
random)
415 to Metal-Framed Chaotic Evil Malfunctioning, Gormenghast
420 Portal, Heated Creatures Only Shifting / (Mervyn Peake)
Changing (reroll
10 times, these
images shift in
succession)
421 to Mirror Chaotic Good Near Future Helheim (Norse
425 Creatures Only mythology)
426 to Mirror (with Chaotic Good Nearby City (in Helheim (Norse
430 rippling Creatures Only campaign world, mythology)
quicksilver GM’s choice)
surface)
431 to Mist Chaotic Good Nearby City (in Hyborian Age
435 Creatures Only campaign world, (Robert E.
GM’s choice) Howard)
436 to Mist, of Chaotic Neutral Nearby Coastline Hyborian Age
440 Strange Hue Creatures Only (in campaign (Robert E.
and Fragrance world, GM’s Howard)
choice)
441 to Mosaic of Chaotic Neutral Nearby Coastline Hy-Brasil (Irish
445 Landscape Creatures Only (in campaign mythology)

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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

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D1000 Gateway Control / Orthodox (?) Unorthodox


Roll Descriptor Restriction Destination Destination
486 to Painting, Dark Elves Only Nearby Swamp Island of Dreams
490 Three (in campaign (Lucian of
Dimensional world, GM’s Samosata, Virgil)
choice)

491 to Pit Drains Magic Nearby Town (in Jabberwocky Isle


495 Items During campaign world, (Lewis Carroll)
Passage GM’s choice)
496 to Pit, Drains Magic Nearby Village Jabberwocky Isle
500 Bottomless Items During (in campaign (Lewis Carroll)
Passage world, GM’s
choice)
501 to Pool Drains Spells Nearby Jotunheim (Greek
505 During Passage Wasteland (in mythology)

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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)

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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)

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Condition- world, GM’s


Dependent choice)
D1000 Gateway Control / Orthodox (?) Unorthodox
Roll Descriptor Restriction Destination Destination
591 to Scroll, Fading and Realm to the Far Maple White
595 Animated, Returning, Day- East (in campaign Land, the Lost
Sinister Dependent world, GM’s World (Sir
choice) Arthur Conan
Doyle)
596 to Scroll, Sinister Fading and Realm to the Far Mictlan (Aztec
600 Returning, Day- North (in mythology)
Dependent campaign world,
GM’s choice)
601 to Shimmering Fading and Realm to the Far Mictlan (Aztec
605 Surface, Black Returning, Time- North (in mythology)
/ Jet Dependent campaign world,
GM’s choice)
606 to Shimmering Fading and Realm to the Far Minaria (Glen
610 Surface, Black Returning, Time- Northeast (in and Ken
/ Jet, Dependent campaign world, Rahman)
Murmuring GM’s choice)
611 to Shimmering Fighters Only Realm to the Far Minaria (Glen
615 Surface, Blue / Northeast (in and Ken
Sapphire campaign world, Rahman)
GM’s choice)
616 to Shimmering Fighters Only Realm to the Far Moon Orbiting
620 Surface, Blue / Northwest (in the Planet
Sapphire, campaign world,
Chiming GM’s choice)
621 to Shimmering Gnomes Only Realm to the Far Moon Orbiting
625 Surface, Northwest (in the Planet
Brown / campaign world,
Earthen GM’s choice)
626 to Shimmering Gnomes Only Realm to the Far Mountain of
630 Surface, South (in Clouds (Arabian
Brown / folklore)

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Earthen, campaign world,


Rumbling GM’s choice)
D1000 Gateway Control / Orthodox (?) Unorthodox
Roll Descriptor Restriction Destination Destination
631 to Shimmering Good Creatures Realm to the Far Mountain of
635 Surface, Only South (in Clouds (Arabian
Golden campaign world, folklore)
GM’s choice)
636 to Shimmering Good Creatures Realm to the Far Mu (Augustus le
640 Surface, Only Southeast (in Plongeon, James
Golden, campaign world, Churchward)
Chiming GM’s choice)
641 to Shimmering Halflings Only Realm to the Far Mu (Augustus le
645 Surface, Gray Southeast (in Plongeon, James
/ Murky campaign world, Churchward)
GM’s choice)
646 to Shimmering Halflings Only Realm to the Far Muspelheim
650 Surface, Gray Southwest (in (Norse
/ Murky, campaign world, mythology)
Whispering GM’s choice)
651 to Shimmering Humans Only Realm to the Far Muspelheim
655 Surface, Green Southwest (in (Norse
/ Emerald campaign world, mythology)
GM’s choice)
656 to Shimmering Humans Only Realm to the Far Mysterious
660 Surface, Green West (in Island (Jules
/ Emerald, campaign world, Verne)
Bubbling GM’s choice)
661 to Shimmering Hunters Only Realm to the Far Nehwon (Fritz
665 Surface, Green West (in Leiber)
/ Emerald campaign world,
GM’s choice)
666 to Shimmering Hunters Only Realm to the Near Nehwon (Fritz
670 Surface, East (in campaign Leiber)
Orange / world, GM’s
Jacinth choice)

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D1000 Gateway Control / Orthodox (?) Unorthodox


Roll Descriptor Restriction Destination Destination
671 to Shimmering Illusionists Only Realm to the Near Niflheim (Norse
675 Surface, East (in campaign mythology)
Orange / world, GM’s
Jacinth, choice)
Flickering
676 to Shimmering Illusionists Only Realm to the Near Niflheim (Norse
680 Surface, North (in mythology)
Orange / campaign world,
Jacinth, GM’s choice)
Fragrant
681 to Shimmering Jesters Only Realm to the Near Northwindland
685 Surface, North (in (George
Orange / campaign world, MacDonald)
Jacinth, Warm GM’s choice)
686 to Shimmering Jesters Only Realm to the Near Outer Plane of
690 Surface, South (in Chaos (choose)
Purple / campaign world,
Amethyst GM’s choice)
691 to Shimmering Keyword Realm to the Near Outer Plane of
695 Surface, Required South (in Chaos (choose)
Purple / campaign world,
Amethyst, GM’s choice)
Bubbling
696 to Shimmering Keyword Realm to the Near Outer Plane of
700 Surface, Required West (in Evil (choose)
Purple / campaign world,
Amethyst, GM’s choice)
Seething
701 to Shimmering Lawful Realm to the Near Outer Plane of
705 Surface, Creatures Only West (in Evil (choose)
Purple / campaign world,
Amethyst, GM’s choice)
Whirling
706 to Shimmering Lawful Realm to the Outer Plane of
710 Surface, Creatures Only Northeast (in Good (choose)

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Rainbowed / campaign world,


Opalescent GM’s choice)
D1000 Gateway Control / Orthodox (?) Unorthodox
Roll Descriptor Restriction Destination Destination
711 to Shimmering Lawful Evil Realm to the Outer Plane of
715 Surface, Creatures Only Northeast (in Good (choose)
Rainbowed / campaign world,
Opalescent, GM’s choice)
Fragrant
716 to Shimmering Lawful Evil Realm to the Outer Plane of
720 Surface, Creatures Only Northwest (in Law (choose)
Rainbowed / campaign world,
Opalescent, GM’s choice)
Mesmerizing
721 to Shimmering Lawful Good Realm to the Outer Plane of
725 Surface, Creatures Only Northwest (in Law (choose)
Rainbowed / campaign world,
Opalescent, GM’s choice)
Rumbling
726 to Shimmering Lawful Good Realm to the Outer Plane of
730 Surface, Red / Creatures Only Southeast (in Neutrality
Ruby campaign world, (choose)
GM’s choice)
731 to Shimmering Lawful Neutral Realm to the Outer Plane of
735 Surface, Red / Creatures Only Southeast (in Neutrality
Ruby, Bloody campaign world, (choose)
GM’s choice)
736 to Shimmering Lawful Neutral Realm to the Oz (L. Frank
740 Surface, Red / Creatures Only Southwest (in Baum)
Ruby, campaign world,
Crumbling GM’s choice)
741 to Shimmering Mages Only Realm to the Oz (L. Frank
745 Surface, Red / (illusionists, Southwest (in Baum)
Ruby, Foul magic-users, campaign world,
Smelling savants, etc.) GM’s choice)

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D1000 Gateway Control / Orthodox (?) Unorthodox


Roll Descriptor Restriction Destination Destination
746 to Shimmering Mages Only Ruined City (in Pandaemonium
750 Surface, (illusionists, campaign world, (John Milton,
Silvery magic-users, GM’s choice) Paradise Lost)
savants, etc.)
751 to Shimmering Magical Ruined City (in Pandaemonium
755 Surface, Keystone campaign world, (John Milton,
Silvery, Required GM’s choice) Paradise Lost)
Chiming
756 to Shimmering Magical Ruined Past of Pegana
760 Surface, Keystone Stronghold (in (Lord Dunsany)
Silvery, Required campaign world,
Liquid Metal GM’s choice)
761 to Shimmering Magic-Users Ruined Past of Pegana
765 Surface, Only Stronghold (in (Lord Dunsany)
Silvery, campaign world,
Murmuring GM’s choice)
766 to Shimmering Magic-Users Ruined Temple Pellucidar (Edgar
770 Surface, White Only (in campaign Rice Burroughs)
/ Pearlescent world, GM’s
choice)
771 to Shimmering Map in Room Ruined Temple Pellucidar (Edgar
775 Surface, White Controls (in campaign Rice Burroughs)
/ Pearlescent, Destination world, GM’s
with Birdsong choice)
776 to Shimmering Map in Room Ruined Town (in Planet in Another
780 Surface, Controls campaign world, Solar System
Yellow / Destination GM’s choice)
Amber
781 to Shimmering Monks Only Ruined Town (in Planet in the
785 Surface, campaign world, Same Solar
Yellow / GM’s choice) System
Amber,
Honey-Like

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D1000 Gateway Control / Orthodox (?) Unorthodox


Roll Descriptor Restriction Destination Destination
786 to Shrine, Holy Monks Only Ruined Village (in Post-Apocalyptic
790 campaign world, Landscape
GM’s choice)
791 to Shrine, Most Ruined Village (in Post-Apocalyptic
795 Unholy Charismatic campaign world, Landscape
Journeyer GM’s choice)
Controls
Destination

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D1000 Gateway Control / Orthodox (?) Unorthodox


Roll Descriptor Restriction Destination Destination
796 to Sinkhole Most Same Room Purgatory (Dante
800 Charismatic (possibility to Alighieri etc.)
Journeyer create a
Controls doppelganger)
Destination
801 to Sinkhole, Most Intelligent Same Room Recent Past
805 Collapsing Journeyer (possibility to
Room Controls create a
Destination doppelganger)
806 to Space Most Intelligent Ship (in a sub- Recent Past
810 Between Two Journeyer Arctic harbor)
Pillars, Iron Controls
Destination
811 to Space Most Wise Ship (in a sub- Shambhala
815 Between Two Journeyer Arctic harbor) (Tibetan
Pillars, Stone Controls mythology)
Destination
816 to Sphere of Most Wise Ship (in a sub- Shambhala
820 Whirling Journeyer tropical harbor) (Tibetan
Shadows Controls mythology)
Destination
821 to Spiderweb, Mountebanks Ship (in a sub- Skull Island
825 Giant Only tropical harbor) (Edgar Wallace,
Merian C.
Cooper, etc.)
826 to Spiderweb, Mountebanks Ship (in a Skull Island
830 with Giant Only temperate harbor) (Edgar Wallace,
Leng Spider Merian C.
Cooper, etc.)
831 to Staircase, Mystics Only Ship (in a Tamoanchan
835 Ascending temperate harbor) (Meso-American
mythology)

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D1000 Gateway Control / Orthodox (?) Unorthodox


Roll Descriptor Restriction Destination Destination
836 to Staircase, Mystics Only Ship (in a tropical Tamoanchan
840 Descending harbor) (Meso-American
mythology)
841 to Steampunk Netherworld Ship (in a tropical Tekumel (M. A.
845 Contraption / Gnomes Only harbor) R. Barker)
Time Machine
846 to Steampunk Netherworld Ship (in an Arctic Tekumel (M. A.
850 Contraption / Gnomes Only harbor) R. Barker)
Time
Machine.
Damaged
851 to Stone-Framed Neutral Ship (in an Arctic The Dark Tower
855 Portal Creatures Only harbor) (Robert
Browning etc.)
856 to Stone-Framed Neutral Ship (sailing on a The Dark Tower
860 Portal, Creatures Only sub-Arctic sea) (Robert
Cracked Browning etc.)
861 to Stream Neutral Evil Ship (sailing on a The House on the
865 Creatures Only sub-Arctic sea) Borderland
(William Hope
Hodgson)
866 to Stream Neutral Evil Ship (sailing on a The House on the
870 (flowing in Creatures Only sub-tropical sea) Borderland
reverse) (William Hope
Hodgson)
871 to Tapestry Neutral Good Ship (sailing on a The Labyrinth
875 Creatures Only temperate sea) (Jim Henson)
876 to Tapestry, Neutral Good Ship (sailing on a The Labyrinth
880 Animated Creatures Only tropical sea) (Jim Henson)
881 to Tapestry, Paladins Only Ship (sailing on The Nameless
885 Animated, an Arctic sea) City (H. P.
with Stitching Lovecraft)
Needle

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D1000 Gateway Control / Orthodox (?) Unorthodox


Roll Descriptor Restriction Destination Destination
886 to Tapestry, with Paladins Only Stronghold of Evil The Nameless
890 Stiching (in campaign City (H. P.
Needle world, GM’s Lovecraft)
choice)
891 to Trapdoor in Paralyzes Stronghold of The Night Land
895 Ceiling Good (in (William Hope
campaign world, Hodgson)
GM’s choice)
896 to Trapdoor in Paralyzes Stronghold of The Night Land
900 Floor Neutrality (in (William Hope
campaign world, Hodgson)
GM’s choice)
901 to Underground Poisons Sub-Arctic Land The Scholomance
905 Lake (in campaign (Romanian /
world, GM’s Transylvanian
choice) folklore)
906 to Underground Poisons Sub-Tropical The Well at
910 Lake, Boiling Land (in World’s End
campaign world, (William Morris)
GM’s choice)
911 to Vine- Priests Only Surface Above Thra (Jim
915 Surrounded (cleric, druid, Dungeon Henson)
Portal monk, etc.)
916 to Vine- Priests Only Temperate Land Treasure Island
920 Surrounded (cleric, druid, (in campaign (Robert Louis
Portal monk, etc.) world, GM’s Stevenson)
(writhing choice)
vines)
921 to Wall, Painted Rangers Only Temple Treasure Island
925 (abandoned or (Robert Louis
taken over) Stevenson)
926 to Wall, Painted, Rangers Only Temple (evil) (in Twilight Faerie
930 Animated campaign world, Land (Brian
GM’s choice) Froud)

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D1000 Gateway Control / Orthodox (?) Unorthodox


Roll Descriptor Restriction Destination Destination
931 to Wall, Painted, Rogues Only Temple (good) (in Underground
935 Animated, (assassins, campaign world, Kingdom
Sinister jesters, thieves, GM’s choice) (Edward
etc.) Packard)
936 to Wall, Painted, Rogues Only Temple (neutral) Underground
940 Sinister (assassins, (in campaign Kingdom
jesters, thieves, world, GM’s (Edward
etc.) choice) Packard)
941 to Wardrobe Rots Food Three Dungeon Utopia (Plato,
945 During Passage Levels Down Thomas More
etc.)
946 to Wardrobe, Rots Food Three Dungeon Utopia (Plato,
950 Endless During Passage Levels Up Thomas More
etc.)
951 to Waterfall Savants Only Titan’s Domain Valley of the
955 (evil) Beasts (Algernon
Blackwood)
956 to Waterfall Savants Only Titan’s Domain Witchland (Eric
960 (flowing in (good) Rucker Eddison)
reverse)
961 to Well (with Thieves Only Titan’s Domain Wonderland
965 vapors) (neutral) (Lewis Carroll)
966 to Well (with Thieves Only Tropical Land (in Wonderland
970 water) campaign world, (Lewis Carroll)
GM’s choice)
971 to Whirlpool Transmutes Two Dungeon Xanadu (Samuel
975 Precious Metals Levels Down Taylor Coleridge)
During Passage
976 to Whirlpool Transmutes Two Dungeon Xibalba (Mayan
980 (turning in Precious Metals Levels Up mythology)
slow motion) During Passage
981 to Whirlwind True Neutral Under a Lake Xibalba (Mayan
985 Creatures Only (conferring water mythology)
breathing)

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D1000 Gateway Control / Orthodox (?) Unorthodox


Roll Descriptor Restriction Destination Destination
986 to Whirlwind True Neutral Under a Sea (air- Ys (French
990 (turning in Creatures Only filled cavern, folklore)
slow motion) conferring water
breathing)
991 to Wood-Framed Warriors Only Under an Ocean Zothique (Clark
995 Portal (fighter, paladin, (air-filled cavern, Ashton Smith)
ranger, etc.) conferring water
breathing)
996 to Wood-Framed Warriors Only Ziggurat (in Zothique (Clark
000 Portal (with (fighter, paladin, campaign world, Ashton Smith)
growing ranger, etc.) GM’s choice)
leaves)

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3-11

DESIGNING AN OTHERWORLDLY
MUSEUM, MENAGERIE, OR GALLERY

This is an experimental table which is still in development in my own campaign. I


have not yet developed the concept fully, because it is too easy to turn the well-
intentioned idea of “museum full of interesting stuff for the PCs to check out” into “game-
imbalancing treasure vault where all of the treasures look strange and are hard to carry.”
But I still find the idea very useful, especially in creating unusual goals for players who
are weary of the “open the door, kill the monster, steal the treasure” rut that is all too
easy for a weary GM to fall into. Sometimes, we need to play with volatile experimental
systems to get our imaginations jump-started once again.

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,

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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 …

D1000 Originators / Owners / Guardians Prominent Items in Collection


Roll (Roll twice if necessary) (Roll 5-10 times)
001 to 003 Air Elementals (anthropomorphic) (Selected Classes) Armor, Tools
and Weapons
004 to 006 Alchemists (Selected Classes) Armor, Tools
and Weapons
007 to 009 Aliens (Selected Classes) Armor, Tools
and Weapons
010 to 012 Ant Men Airship Tools / Equipment
(otherworldly?)
013 to 015 Anti-Paladins Airship Tools / Equipment
(otherworldly?)
016 to 018 Ape Men Airship Tools / Equipment
(otherworldly?)
019 to 021 Arcane Zombies (undead former Alchemical Instruments /
owners) Experimental Contraptions
022 to 024 Barbarians Alchemical Instruments /
Experimental Contraptions
025 to 027 Bards Alchemical Instruments /
Experimental Contraptions
028 to 030 Beastmen (degenerated / cursed) Amulets / Rings / Talismans
(non-magical?)
031 to 033 Brollachans Amulets / Rings / Talismans
(non-magical?)

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034 to 036 Brownies Amulets / Rings / Talismans


(non-magical?)
D1000 Originators / Owners / Guardians Prominent Items in Collection
Roll (Roll twice if necessary) (Roll 5-10 times)
037 to 039 Bugbears Ancient Artifacts
040 to 042 Carnivorous Ape Men Ancient Artifacts
043 to 045 Carnivorous White Apes Ancient Artifacts
(degenerated / cursed)
046 to 048 Cavaliers Animal Specimens
049 to 051 Cave Baboons (degenerated / cursed) Animal Specimens
052 to 054 Cavemen (degenerated / cursed) Animal Specimens
055 to 057 Centaurs Aquatic Specimens
058 to 060 Changelings Aquatic Specimens
061 to 063 Clerics Aquatic Specimens
064 to 066 Cloud Giants Arachnid Specimens
067 to 069 Dark Elves Arachnid Specimens
070 to 072 Deep Ones Arachnid Specimens
073 to 075 Demons Armor, Banners, Flags,
Pennants, Shields
076 to 078 Devils Armor, Banners, Flags,
Pennants, Shields
079 to 081 Dimensional Travelers Armor, Banners, Flags,
Pennants, Shields
082 to 084 Doppelgangers Beasts (alive, menagerie)
085 to 087 Dragons (evil) Beasts (alive, menagerie)
088 to 090 Dragons (good) Beasts (alive, menagerie)
091 to 093 Dragons (neutral) Beetle Specimens, Eggs, Hives
094 to 096 Dream Eaters Beetle Specimens, Eggs, Hives
097 to 099 Druids Beetle Specimens, Eggs, Hives

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D1000 Originators / Owners / Guardians Prominent Items in Collection


Roll (Roll twice if necessary) (Roll 5-10 times)
100 to 102 Dryads Books, Grimoires, Scrolls,
Tablets
103 to 105 Dust Elementals (anthropomorphic) Books, Grimoires, Scrolls,
Tablets
106 to 108 Dvergar Books, Grimoires, Scrolls,
Tablets
109 to 111 Dwarves Butterfly / Avian Specimens
112 to 114 Earth Elementals (anthropomorphic) Butterfly / Avian Specimens
115 to 117 Elves Butterfly / Avian Specimens
118 to 120 Entanglers Carnivorous Plants (dangerous)
121 to 123 Evil Eyes of Azathoth Carnivorous Plants (dangerous)

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D1000 Originators / Owners / Guardians Prominent Items in Collection


Roll (Roll twice if necessary) (Roll 5-10 times)
124 to 126 Evil Eyes of Cthulhu Carnivorous Plants (dangerous)
127 to 129 Evil Eyes of Nyarlathotep Clay Tablets, Hieroglyphic Slabs,
Pieces of Inscribed Monuments,
Sanskrit Translations, etc.
130 to 132 Fighters Clay Tablets, Hieroglyphic Slabs,
Pieces of Inscribed Monuments,
Sanskrit Translations, etc.
133 to 135 Fire Elementals (anthropomorphic) Clay Tablets, Hieroglyphic Slabs,
Pieces of Inscribed Monuments,
Sanskrit Translations, etc.
136 to 138 Fire Giants Coins, Medals, Passes, Seals,
Tokens
139 to 141 Fire Salamandrae Coins, Medals, Passes, Seals,
Tokens
142 to 144 Frogmen (degenerated / cursed) Coins, Medals, Passes, Seals,
Tokens
145 to 147 Frost Giants Crystal Vessels, Contraptions,
Weapons, Artwork, etc.
148 to 150 Frost Salamandrae Crystal Vessels, Contraptions,
Weapons, Artwork, etc.
151 to 153 Fungi (sentient, use tables in this Crystal Vessels, Contraptions,
book) Weapons, Artwork, etc.
154 to 156 Genies (djinn) Display Cases (Empty /
Shattered / Robbed)
157 to 159 Genies (earth genies) Display Cases (Empty /
Shattered / Robbed)
160 to 162 Genies (ifrits) Display Cases (Empty /
Shattered / Robbed)
163 to 165 Genies (water genies) Diverse Collection / Curiosity
Cabinets
166 to 168 Ghuls (undead former owners) Diverse Collection / Curiosity
Cabinets

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169 to 171 Giants or Cyclopes (sub-species of Diverse Collection / Curiosity


your choice, or all) Cabinets
D1000 Originators / Owners / Guardians Prominent Items in Collection
Roll (Roll twice if necessary) (Roll 5-10 times)
172 to 174 Gnoles Divination Objects
175 to 177 Gnomes Divination Objects
178 to 180 Goblins Divination Objects
181 to 183 Gremlins Dolls / Puppets (animated?)
184 to 186 Hags (sub-species of your choice, or Dolls / Puppets (animated?)
all)
187 to 189 Half-Elves Dolls / Puppets (animated?)
190 to 192 Halflings Dwarven Crafts
193 to 195 Half-Ogres Dwarven Crafts
196 to 198 Half-Orcs Dwarven Crafts
199 to 201 Highland Giants Eggs / Eggshells / Young /
Incubators
202 to 204 Hobgoblins Eggs / Eggshells / Young /
Incubators
205 to 208 Humans and / or Monsters, Adyge Eggs / Eggshells / Young /
Habze Mythos Incubators
209 to 212 Humans and / or Monsters, African Elven Crafts
Mythos (choose)
213 to 216 Humans and / or Monsters, Ainu Elven Crafts
Mythos
217 to 220 Humans and / or Monsters, Akamba Elven Crafts
Mythos
221 to 224 Humans and / or Monsters, Akan Espionage / Assassin Tools
Mythos
225 to 228 Humans and / or Monsters, Alaskan Espionage / Assassin Tools
Mythos
229 to 232 Humans and / or Monsters, Albanian Espionage / Assassin Tools
Mythos

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233 to 236 Humans and / or Monsters, Exotic Animals / Taxidermy


Algonquian Mythos
D1000 Originators / Owners / Guardians Prominent Items in Collection
Roll (Roll twice if necessary) (Roll 5-10 times)
237 to 240 Humans and / or Monsters, Alpine Exotic Animals / Taxidermy
Mythos
241 to 244 Humans and / or Monsters, Anglo- Exotic Animals / Taxidermy
Saxon Mythos
245 to 248 Humans and / or Monsters, Arabian Fabrics / Textiles (artwork,
Folklore clothing, flags, maps, tapestries,
raw materials, etc.)
249 to 252 Humans and / or Monsters, Fabrics / Textiles (artwork,
Armenian Mythos clothing, flags, maps, tapestries,
raw materials, etc.)
253 to 256 Humans and / or Monsters, Ashanti Fabrics / Textiles (artwork,
Mythos clothing, flags, maps, tapestries,
raw materials, etc.)
257 to 260 Humans and / or Monsters, Asiatic Fish / Aquariums
Mythos (choose)
261 to 264 Humans and / or Monsters, Fish / Aquariums
Australian (Aboriginal) Mythos
265 to 268 Humans and / or Monsters, Fish / Aquariums
Ayyavazhi Mythos
269 to 272 Humans and / or Monsters, Aztec Fish / Deep Water Specimens
Mythos
273 to 276 Humans and / or Monsters, Fish / Deep Water Specimens
Babylonian Mythos
277 to 280 Humans and / or Monsters, Balinese Fish / Deep Water Specimens
Mythos
281 to 284 Humans and / or Monsters, Balochi Fossils / Fossilized Remains
Mythos
285 to 288 Humans and / or Monsters, Baltic Fossils / Fossilized Remains
Mythoi
289 to 292 Humans and / or Monsters, Baluba Fossils / Fossilized Remains

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293 to 296 Humans and / or Monsters, Bambuti Furniture / Living


/ Pygmy Mythos Accommodations
D1000 Originators / Owners / Guardians Prominent Items in Collection
Roll (Roll twice if necessary) (Roll 5-10 times)
297 to 300 Humans and / or Monsters, Bantu Furniture / Living
Mythos Accommodations
301 to 304 Humans and / or Monsters, Basque Furniture / Living
Mythos Accommodations
305 to 308 Humans and / or Monsters, Berber Giants’ Objects (teeth, clubs,
Mythos items from bags, armor, etc.)
309 to 312 Humans and / or Monsters, Brazilian Giants’ Objects (teeth, clubs,
Mythos items from bags, armor, etc.)
313 to 316 Humans and / or Monsters, Breton Giants’ Objects (teeth, clubs,
Mythos items from bags, armor, etc.)
317 to 320 Humans and / or Monsters, Gnomish Crafts
Brythonic Mythos
321 to 324 Humans and / or Monsters, Buddhist Gnomish Crafts
Mythos
325 to 328 Humans and / or Monsters, Burmese Gnomish Crafts
Mythos
329 to 332 Humans and / or Monsters, Halfling Crafts
Bushongo Mythos
333 to 336 Humans and / or Monsters, Halfling Crafts
Canaanite Mythos
337 to 340 Humans and / or Monsters, Halfling Crafts
Candomble
341 to 344 Humans and / or Monsters, Catalan Heraldic Banners / Shields
Mythos (ancestry, bloodlines, lineages of
power, legendry, etc.)
345 to 348 Humans and / or Monsters, Celtic Heraldic Banners / Shields
Mythos (ancestry, bloodlines, lineages of
power, legendry, etc.)
349 to 352 Humans and / or Monsters, Chilota Heraldic Banners / Shields
Mythos (ancestry, bloodlines, lineages of
power, legendry, etc.)

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353 to 356 Humans and / or Monsters, Chinese Herb / Plant Specimens


Mythos
D1000 Originators / Owners / Guardians Prominent Items in Collection
Roll (Roll twice if necessary) (Roll 5-10 times)
357 to 360 Humans and / or Monsters, Cornish Herb / Plant Specimens
Mythos
361 to 364 Humans and / or Monsters, Cthulhu Herb / Plant Specimens
Mythos
365 to 368 Humans and / or Monsters, Cthulhu Hides / Furs / Skins
Mythos
369 to 372 Humans and / or Monsters, Czech Hides / Furs / Skins
Folklore
373 to 376 Humans and / or Monsters, Dahomey Hides / Furs / Skins
Mythos
377 to 380 Humans and / or Monsters, Dinka History / Historical Relics
Mythos
381 to 384 Humans and / or Monsters, Dutch History / Historical Relics
Folklore
385 to 388 Humans and / or Monsters, Edo History / Historical Relics
Mythos
389 to 392 Humans and / or Monsters, Efik Holy Relics / Symbols /
Mythos Trappings
393 to 396 Humans and / or Monsters, Egyptian Holy Relics / Symbols /
Mythos Trappings
397 to 400 Humans and / or Monsters, Elamite Holy Relics / Symbols /
Mythos Trappings
401 to 404 Humans and / or Monsters, English / Humanoid Objects / Tribal
Arthurian Folklore Standards
405 to 408 Humans and / or Monsters, Estonian Humanoid Objects / Tribal
Mythos Standards
409 to 412 Humans and / or Monsters, Etruscan Humanoid Objects / Tribal
Mythos Standards
413 to 416 Humans and / or Monsters, European Illusions / Permanent Magical
Mythos (choose) Effects

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417 to 420 Humans and / or Monsters, Finnic Illusions / Permanent Magical


Mythos Effects
D1000 Originators / Owners / Guardians Prominent Items in Collection
Roll (Roll twice if necessary) (Roll 5-10 times)
421 to 424 Humans and / or Monsters, Finnish Illusions / Permanent Magical
Mythos Effects
425 to 428 Humans and / or Monsters, Frankish Insect Specimens, Eggs, Hives
Mythos
429 to 432 Humans and / or Monsters, French Insect Specimens, Eggs, Hives
Folklore
433 to 436 Humans and / or Monsters, Georgian Insect Specimens, Eggs, Hives
(Caucasian) Mythos
437 to 440 Humans and / or Monsters, German Instruments of Torture (physical,
Folklore psychic, magical, etc.)
441 to 444 Humans and / or Monsters, Goidelic / Instruments of Torture (physical,
Gaelic Mythos psychic, magical, etc.)
445 to 448 Humans and / or Monsters, Greek Instruments of Torture (physical,
Mythos psychic, magical, etc.)
449 to 452 Humans and / or Monsters, Guarani Ivory / Scrimshaw (carvings,
Mythos idols, improvised weapons,
tools, etc.)
453 to 456 Humans and / or Monsters, Haitian Ivory / Scrimshaw (carvings,
Mythos idols, improvised weapons,
tools, etc.)
457 to 460 Humans and / or Monsters, Ivory / Scrimshaw (carvings,
Hawaiian Mythos idols, improvised weapons,
tools, etc.)
461 to 464 Humans and / or Monsters, Kaleidoscopes (valuable,
Hebridean Folklore perhaps magical gateway
viewers or scrying devices)
465 to 468 Humans and / or Monsters, Hindu Kaleidoscopes (valuable,
Mythos perhaps magical gateway
viewers or scrying devices)

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469 to 472 Humans and / or Monsters, Hittite Kaleidoscopes (valuable,


Mythos perhaps magical gateway
viewers or scrying devices)
D1000 Originators / Owners / Guardians Prominent Items in Collection
Roll (Roll twice if necessary) (Roll 5-10 times)
473 to 476 Humans and / or Monsters, Leather Goods (armor, clothing,
Hungarian Mythos artwork, barding, tools, etc.)
477 to 480 Humans and / or Monsters, Hurrian Leather Goods (armor, clothing,
Mythos artwork, barding, tools, etc.)
481 to 483 Humans and / or Monsters, Igbo Leather Goods (armor, clothing,
Mythos artwork, barding, tools, etc.)
484 to 486 Humans and / or Monsters, Incan Magic Items (minor)
Mythos
487 to 489 Humans and / or Monsters, Indian Magic Items (minor)
Mythos
490 to 492 Humans and / or Monsters, Magic Items (minor)
Indonesian Mythos
493 to 495 Humans and / or Monsters, Inuit Magic Mouths (telling tales of
Mythos lost cultures)
496 to 498 Humans and / or Monsters, Iranian Magic Mouths (telling tales of
Mythos lost cultures)
499 to 501 Humans and / or Monsters, Irish Magic Mouths (telling tales of
Mythos lost cultures)
502 to 504 Humans and / or Monsters, Islandic Magical Gateways (inaccessible,
Folklore (choose) glimpses of other worlds)
505 to 507 Humans and / or Monsters, Isoko Magical Gateways (inaccessible,
Mythos glimpses of other worlds)
508 to 510 Humans and / or Monsters, Italian Magical Gateways (inaccessible,
Folklore glimpses of other worlds)
511 to 513 Humans and / or Monsters, Japanese Magician’s Props / Objects (non-
Mythos magical)
514 to 516 Humans and / or Monsters, Kaluli Magician’s Props / Objects (non-
Mythos magical)
517 to 519 Humans and / or Monsters, Khoikhoi Magician’s Props / Objects (non-
Mythos magical)

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D1000 Originators / Owners / Guardians Prominent Items in Collection


Roll (Roll twice if necessary) (Roll 5-10 times)
520 to 522 Humans and / or Monsters, Kintu / Maps / Nautical Charts
Ugandan Mythos
523 to 525 Humans and / or Monsters, Korean Maps / Nautical Charts
Mythos
526 to 528 Humans and / or Monsters, Kumina Maps / Nautical Charts
529 to 531 Humans and / or Monsters, Kurdish Masks, Ritual Celebrant Pieces,
Mythos or Items of Infiltration
532 to 534 Humans and / or Monsters, Latvian Masks, Ritual Celebrant Pieces,
Mythos or Items of Infiltration
535 to 537 Humans and / or Monsters, Masks, Ritual Celebrant Pieces,
Lithuanian Mythos or Items of Infiltration
538 to 540 Humans and / or Monsters, Lotuko Medical Anomalies / Skeletons
Mythos
541 to 543 Humans and / or Monsters, Lozi Medical Anomalies / Skeletons
Mythos
544 to 546 Humans and / or Monsters, Lugbara Medical Anomalies / Skeletons
Mythos
547 to 549 Humans and / or Monsters, Minerals / Crystals (perhaps
Lusitanian Mythos including crystalline weapons,
magical stone armor, tools, etc.)
550 to 552 Humans and / or Monsters, Malagasy Minerals / Crystals (perhaps
Mythos including crystalline weapons,
magical stone armor, tools, etc.)
553 to 555 Humans and / or Monsters, Malay Minerals / Crystals (perhaps
Mythos including crystalline weapons,
magical stone armor, tools, etc.)
556 to 558 Humans and / or Monsters, Maltese Monster Part Specimens
Mythos
559 to 561 Humans and / or Monsters, Monster Part Specimens
Mangarevan Mythos
562 to 564 Humans and / or Monsters, Manx Monster Part Specimens
Mythos

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565 to 567 Humans and / or Monsters, Maori Monster Specimens (living,


Mythos dead, undead?)
D1000 Originators / Owners / Guardians Prominent Items in Collection
Roll (Roll twice if necessary) (Roll 5-10 times)
568 to 570 Humans and / or Monsters, Mapuchi Monster Specimens (living,
Mythos dead, undead?)
571 to 573 Humans and / or Monsters, Masai Monster Specimens (living,
Mythos dead, undead?)
574 to 576 Humans and / or Monsters, Mayan Monsters (alive, magical
Mythos menagerie)
577 to 579 Humans and / or Monsters, Monsters (alive, magical
Melanesian Mythos menagerie)
580 to 582 Humans and / or Monsters, Monsters (alive, magical
Mesopotamian Mythoi (choose, or menagerie)
conglomerate)
583 to 585 Humans and / or Monsters, Musical Instruments (magical?)
Micronesian Mythos
586 to 588 Humans and / or Monsters, Musical Instruments (magical?)
Mongolian Mythos
589 to 591 Humans and / or Monsters, Musical Instruments (magical?)
Montenegrin Folklore
592 to 594 Humans and / or Monsters, Nautical Equipment (and island
Muskogean / Iroquois Mythos treasures?)
595 to 597 Humans and / or Monsters, Mythos Nautical Equipment (and island
of William Blake treasures?)
598 to 600 Humans and / or Monsters, Nart Nautical Equipment (and island
Saga Mythoi treasures?)
601 to 603 Humans and / or Monsters, Native Otherworldly Artifacts, from
American Mythos (choose) Earth
604 to 607 Humans and / or Monsters, Norse Otherworldly Artifacts, from
Mythos Earth
608 to 610 Humans and / or Monsters, Obeah Otherworldly Artifacts, from
Earth

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D1000 Originators / Owners / Guardians Prominent Items in Collection


Roll (Roll twice if necessary) (Roll 5-10 times)
611 to 613 Humans and / or Monsters, Olmec Otherworldly Artifacts,
Mythos Lovecraftian
614 to 616 Humans and / or Monsters, Ossetian Otherworldly Artifacts,
Mythos Lovecraftian
617 to 619 Humans and / or Monsters, Paleo- Otherworldly Artifacts,
Balkans Mythos Lovecraftian
620 to 622 Humans and / or Monsters, Papuan Otherworldly Artifacts, Post-
Mythos Apocalyptic
623 to 625 Humans and / or Monsters, Pegana Otherworldly Artifacts, Post-
Mythos Apocalyptic
626 to 628 Humans and / or Monsters, Persian Otherworldly Artifacts, Post-
Mythos Apocalyptic
629 to 631 Humans and / or Monsters, Otherworldly Artifacts,
Philippine Mythos Primitive
632 to 634 Humans and / or Monsters, Polish Otherworldly Artifacts,
Folklore Primitive
635 to 637 Humans and / or Monsters, Otherworldly Artifacts,
Polynesian Mythos Primitive
638 to 640 Humans and / or Monsters, Proto- Otherworldly Artifacts,
Indo-European Mythos Primordial (dinosaur age, etc.)
641 to 643 Humans and / or Monsters, Proto- Otherworldly Artifacts,
Indo-Iranian Mythos Primordial (dinosaur age, etc.)
644 to 646 Humans and / or Monsters, Prussian Otherworldly Artifacts,
Mythos Primordial (dinosaur age, etc.)
647 to 649 Humans and / or Monsters, Otherworldly Artifacts,
Quimbanda Technological
650 to 652 Humans and / or Monsters, Rapa Nui Otherworldly Artifacts,
Mythos Technological
653 to 655 Humans and / or Monsters, Rigvedic Otherworldly Artifacts,
Mythos Technological
656 to 658 Humans and / or Monsters, Roma Otherworldly Specimens
(Gypsy) Mythos (biological)

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D1000 Originators / Owners / Guardians Prominent Items in Collection


Roll (Roll twice if necessary) (Roll 5-10 times)
659 to 661 Humans and / or Monsters, Roman Otherworldly Specimens
Mythos (biological)
662 to 664 Humans and / or Monsters, Otherworldly Specimens
Romanian Mythos (biological)
665 to 667 Humans and / or Monsters, Russian Pages from Illuminated
Folklore Manuscripts (valuable?)
668 to 670 Humans and / or Monsters, Pages from Illuminated
Ryukyuan Mythos Manuscripts (valuable?)
671 to 673 Humans and / or Monsters, Sami Pages from Illuminated
Mythos Manuscripts (valuable?)
674 to 676 Humans and / or Monsters, Samoan Paintings (magical, animated,
Mythos gateways, cursed?)
677 to 679 Humans and / or Monsters, Santeria Paintings (magical, animated,
gateways, cursed?)
680 to 682 Humans and / or Monsters, Paintings (magical, animated,
Scandinavian Folklore gateways, cursed?)
683 to 685 Humans and / or Monsters, Scottish Phantoms (monsters, illusions,
Mythos nightmares, memories, etc.)
686 to 688 Humans and / or Monsters, Scythian Phantoms (monsters, illusions,
Mythos nightmares, memories, etc.)
689 to 691 Humans and / or Monsters, Serbian Phantoms (monsters, illusions,
Folklore nightmares, memories, etc.)
692 to 694 Humans and / or Monsters, Shinto Planar Objects, Elemental
Mythos
695 to 697 Humans and / or Monsters, Siberian Planar Objects, Elemental
Shamanism
698 to 700 Humans and / or Monsters, Slavic Planar Objects, Elemental
Mythos
701 to 703 Humans and / or Monsters, Somali Planar Objects, Planes of Chaos
Mythos
704 to 706 Humans and / or Monsters, South Planar Objects, Planes of Chaos
American Mythos (choose)

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D1000 Originators / Owners / Guardians Prominent Items in Collection


Roll (Roll twice if necessary) (Roll 5-10 times)
707 to 709 Humans and / or Monsters, Spanish Planar Objects, Planes of Chaos
Folklore
710 to 712 Humans and / or Monsters, Sumerian Planar Objects, Planes of Evil
Mythos
713 to 715 Humans and / or Monsters, Swiss Planar Objects, Planes of Evil
Folklore
716 to 718 Humans and / or Monsters, Tahitian Planar Objects, Planes of Evil
Mythos
719 to 721 Humans and / or Monsters, Tamil Planar Objects, Planes of Good
Mythos
722 to 724 Humans and / or Monsters, Tatar Planar Objects, Planes of Good
Mythos
725 to 727 Humans and / or Monsters, Tibetan Planar Objects, Planes of Good
Mythos
728 to 730 Humans and / or Monsters, Tongan Planar Objects, Planes of Law
Mythos
731 to 733 Humans and / or Monsters, Tumbuka Planar Objects, Planes of Law
Mythos
734 to 736 Humans and / or Monsters, Turkic Planar Objects, Planes of Law
Mythos
737 to 739 Humans and / or Monsters, Turkish Planar Objects, Umbral /
Folklore Shadowland
740 to 742 Humans and / or Monsters, Tuvaluan Planar Objects, Umbral /
Mythos Shadowland
743 to 745 Humans and / or Monsters, Planar Objects, Umbral /
Ukrainian Folklore Shadowland
746 to 748 Humans and / or Monsters, Poisonous Plants (dangerous)
Umbanda
749 to 751 Humans and / or Monsters, Uralic Poisonous Plants (dangerous)
Mythoi
752 to 754 Humans and / or Monsters, Uto- Poisonous Plants (dangerous)
Aztecan Mythos

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D1000 Originators / Owners / Guardians Prominent Items in Collection


Roll (Roll twice if necessary) (Roll 5-10 times)
755 to 757 Humans and / or Monsters, Vainakh Prismatic Gases / Vapors (mind-
Mythoi altering, otherworldly, weapon
samples, spell effects, etc.)
758 to 760 Humans and / or Monsters, Vedic Prismatic Gases / Vapors (mind-
Mythos altering, otherworldly, weapon
samples, spell effects, etc.)
761 to 763 Humans and / or Monsters, Prismatic Gases / Vapors (mind-
Vietnamese Mythos altering, otherworldly, weapon
samples, spell effects, etc.)
764 to 766 Humans and / or Monsters, Vodou / Puzzles and Puzzle Boxes
Voodoo (valuable, perhaps planar
summoning matrices?)
767 to 769 Humans and / or Monsters, Welsh Puzzles and Puzzle Boxes
Mythos (valuable, perhaps planar
summoning matrices?)
770 to 772 Humans and / or Monsters, Yoruba Puzzles and Puzzle Boxes
Mythos (valuable, perhaps planar
summoning matrices?)
773 to 775 Hunters Random Crafts / Caravan
Objects (from other realms,
worlds, cultures, times, extinct
peoples, etc.)
776 to 778 Ice Elementals (anthropomorphic) Random Crafts / Caravan
Objects (from other realms,
worlds, cultures, times, extinct
peoples, etc.)
779 to 781 Illusionists Random Crafts / Caravan
Objects (from other realms,
worlds, cultures, times, extinct
peoples, etc.)
782 to 784 Imaginary (?) Monsters from Religious Objects / Relics
Medieval Bestiaries

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D1000 Originators / Owners / Guardians Prominent Items in Collection


Roll (Roll twice if necessary) (Roll 5-10 times)
785 to 787 Imps Religious Objects / Relics
788 to 790 Invisible Monsters Religious Objects / Relics
791 to 793 Jackal Men Rocks / Crystals (gems?)
794 to 796 Jesters Rocks / Crystals (gems?)
797 to 799 Ki-Rins Rocks / Crystals (gems?)
800 to 802 Kobolds Rune Stones / Petroglyphs
803 to 805 Lammasus Rune Stones / Petroglyphs
806 to 808 Leprechauns Rune Stones / Petroglyphs
809 to 811 Liches Scrolls (magical, archival,
cursed, coded, translated?)
812 to 814 Lightning Elementals Scrolls (magical, archival,
(anthropomorphic) cursed, coded, translated?)

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815 to 817 Lizard Men Scrolls (magical, archival,


cursed, coded, translated?)
D1000 Originators / Owners / Guardians Prominent Items in Collection
Roll (Roll twice if necessary) (Roll 5-10 times)
818 to 834 Lovecraftian Race of GM’s Choice Sculpture / Statues (animated?)
(Elder Things, Mi-Go, Moonbeasts,
Polypous Ones, etc.)
835 to 837 Magic-Users Sculpture / Statues (animated?)
838 to 840 Magma Elementals Sculpture / Statues (animated?)
(anthropomorphic)
841 to 843 Medusas Seashells / Monster Carapaces
(armor, clothing, spell reagents,
treasure?)
844 to 846 Merfolk Seashells / Monster Carapaces
(armor, clothing, spell reagents,
treasure?)
847 to 849 Molds (sentient, use tables in this Seashells / Monster Carapaces
book) (armor, clothing, spell reagents,
treasure?)
850 to 852 Monks Shrunken Heads (of victims,
heretics, ancestors, honored
heroes?)
853 to 855 Mud Elementals (anthropomorphic) Shrunken Heads (of victims,
heretics, ancestors, honored
heroes?)
856 to 858 Mystics Shrunken Heads (of victims,
heretics, ancestors, honored
heroes?)
859 to 861 Nagas (sub-species of your choice, or Skeletons (animated?)
all)
862 to 864 Nereids Skeletons (animated?)
865 to 867 Ogre Magi Skeletons (animated?)
868 to 870 Ogres Skulls (monstrous, oracular,
cursed, treasure, magical
powers?)

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D1000 Originators / Owners / Guardians Prominent Items in Collection


Roll (Roll twice if necessary) (Roll 5-10 times)
871 to 873 Paladins Skulls (monstrous, oracular,
cursed, treasure, magical
powers?)
874 to 876 Petty Gods / Home Gods (refer to Skulls (monstrous, oracular,
PM1, The Pegana Mythos) cursed, treasure, magical
powers?)
878 to 880 Pixies Steampunk / Gnomish
Clockwork Contraptions
(otherworldly?)
881 to 883 Rakshasas Steampunk / Gnomish
Clockwork Contraptions
(otherworldly?)
884 to 886 Rangers Steampunk / Gnomish
Clockwork Contraptions
(otherworldly?)
887 to 889 Rock Giants Surgical Instruments (or Other
Specific and Esoteric Tools)
890 to 892 Sages Surgical Instruments (or Other
Specific and Esoteric Tools)
893 to 895 Salamandrae (sub-species of your Surgical Instruments (or Other
choice, or all) Specific and Esoteric Tools)
896 to 898 Satyrs Tapestries (animated, gateways,
historical, prophetic, magical?)
899 to 901 Savants Tapestries (animated, gateways,
historical, prophetic, magical?)
902 to 904 Sea Devils Tapestries (animated, gateways,
historical, prophetic, magical?)
905 to 907 Serpent Folk Tapestries (animated, gateways,
historical, prophetic, magical?)
908 to 910 Shape Shifters (sub-species of your Tapestries (animated, gateways,
choice, or all) historical, prophetic, magical?)
911 to 913 Shedus Tapestries (animated, gateways,
historical, prophetic, magical?)

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D1000 Originators / Owners / Guardians Prominent Items in Collection


Roll (Roll twice if necessary) (Roll 5-10 times)
914 to 916 Skeletons (undead former owners) Taxidermy (animals)
917 to 919 Slimes (sentient, use tables in this Taxidermy (animals)
book)
920 to 922 Sphinxes (sub-species of your choice, Taxidermy (animals)
or all)
923 to 925 Sprites Taxidermy (monsters)
926 to 928 Steam Elementals (anthropomorphic) Taxidermy (monsters)
929 to 931 Storm Giants Taxidermy (monsters)
932 to 934 Thieves Totems and Totem Poles
935 to 937 Thralls of Cthulhu Totems and Totem Poles
938 to 940 Time Travelers Treasure (various)
941 to 943 Titans Treasure (various)
944 to 946 Troglodytes Treasure (various)
947 to 949 Trolls Trophies
950 to 952 Trolls Trophies
953 to 955 Twisted Giants Unholy Relics / Symbols /
Trappings
956 to 958 Vampires (undead former owners) Unholy Relics / Symbols /
Trappings
959 to 961 Vampiric Dragonfish Unholy Relics / Symbols /
Trappings
962 to 964 Venomous Salamandrae Vases / Porcelain
965 to 967 Warlocks / Witches Vases / Porcelain
968 to 970 Water Elementals (anthropomorphic) Very Strange Curiosities
(“Ripley’s in Fantasy”)
971 to 973 Werebears Very Strange Curiosities
(“Ripley’s in Fantasy”)
974 to 976 Wereboars Very Strange Curiosities
(“Ripley’s in Fantasy”)
977 to 979 Wererats Weapons
980 to 982 Weretigers Weapons

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D1000 Originators / Owners / Guardians Prominent Items in Collection


Roll (Roll twice if necessary) (Roll 5-10 times)
983 to 985 Werewolves Weapons
986 to 988 White Apes (degenerated / cursed) Wood Carvings
989 to 991 Wights (undead former owners) Wood Carvings
992 to 994 Wind Treaders Woodworks
995 to 997 Wraiths of the Deep Woodworks
998 to 000 Zombies (undead former owners) Woodworks

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

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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!

The races provided here are anthropomorphic (roughly human-shaped), by design.


You can always use surprising prisoner types such as monsters, giants, aliens and so
forth, but I feel that these options work best under the most common circumstances.

Have fun with the chaos you’re about to cause …

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D100 Race Class or Motivation Value to Descriptor /


Roll Archetype Rescuers Complication
[01] Beastman “Antichrist” Addict in Bounty Alters Reality
(Apocalyptic Withdrawal / Ultra-
Figure) Powerful
[02] Bugbear Acrobat / Addict in Bounty Amnesia
Escape Artist Withdrawal
[03] Deep One Alchemist Avoiding Charlatan, Attacks
Duty Feigns
Worth
[04] Doppelgang Anti-Paladin Berserker Charlatan, Attempts to
er Rage Feigns Imprison
Worth Rescuers
[05] Dragon Artificer Berserker Familiar, Begging /
(shape Rage Ally Pleading
shifter)
[06] Dummy / Artisan / Catatonic, Familiar, Begs
Doll (reroll) Craftsman Can be Led Ally Forgiveness /
Clings, Won’t
Stand
[07] Dwarf Assassin Catatonic, Familiar, Bitten by
Can be Led Enemy Werewolf
[08] Dwarf Bandit Chaotic and Familiar, Blind
Evil Enemy
[09] Dwarf Barbarian Chaotic and Familiar, Branded /
Evil Family Covered in
Member Runes
[10] Dwarf Bard Chaotic and Familiar, Carrying /
Good Family Hiding
Member Improvised
Weapon
[11] Dwarf, Dark Bawd / Harlot Chaotic and Familiar, Carrying /
(dvergar) Good Former Hiding Key

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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

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D100 Race Class or Motivation Value to Descriptor /


Roll Archetype Rescuers Complication
[23] Gnome Drunkard Envy of Information, Dead / Dying
Another Deeper
Prisoner Dungeon
Level
[24] Gnome Drunkard Explorer Information, Dead / Dying
Deeper
Dungeon
Level
[25] Gnome, Engineer Explorer Information, Deadly Secret
Netherworld Dungeon
Stairs /
Descent
[26] Goblin Engineer Faith / Information, Deadly Secret
Destiny Dungeon
Stairs /
Descent
[27] Goblin, Svart Explorer Faith / Information, Deaf
Destiny Labyrinth
Path
[28] Gremlin Explorer Family Information, Deaf
Labyrinth
Path
[29] Half-Elf Fighter Family Information, Denounces
Magical God /
Gateway Goddess
[30] Half-Elf Fighter Fugitive Information, Denounces
Magical God /
Gateway Goddess
[31] Half-Elf Fugitive Fugitive Information, Dimensional
Monster Lair Traveler
[32] Half-Elf Fugitive Glory Information, Dimensional
Monster Lair Traveler
[33] Halfling Gentleman / Glory Information, Diseased
Gentlewoman Password

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D100 Race Class or Motivation Value to Descriptor /


Roll Archetype Rescuers Complication
[34] Halfling Gentleman / Grateful Information, Diseased
Gentlewoman Password
[35] Halfling Gladiator Greedy Information, Elderly
Riddle
Answer
[36] Halfling Gladiator Greedy Information, Elderly
Riddle
Answer
[37] Half-Ogre Guild Master Hated Information, Filthy
Enemy in Secret Room
Adjacent
Cell
[38] Half-Orc Guild Master Hated Information, Filthy
Enemy in Secret Room
Adjacent
Cell
[39] Half-Orc Guildsman / Hateful Information, Gibbering
Guildswoman Trap
[40] Half-Orc Guildsman / Helping Information, Gibbering
Guildswoman Another Trap
Prisoner
[41] Half-Orc Hunter Helping Information, Hallucinating
Another Treasure
Prisoner Location
[42] Hobgoblin Hunter Helpless Information, Hallucinating
Treasure
Location
[43] Hobgoblin, Illusionist Helpless Information, Hanging from
Tusked Trick Ceiling
[44] Human of Illusionist Honor / Information, Hanging from
the City Oath Trick Ceiling
[45] Human of Jester Honor / Noble, Hanging in
the City Oath Count / Gibbet
Countess

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D100 Race Class or Motivation Value to Descriptor /


Roll Archetype Rescuers Complication
[46] Human of Jester Immobile / Noble, Hanging in
the City Needs to be Count / Gibbet
Carried Countess

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D100 Race Class or Motivation Value to Descriptor /


Roll Archetype Rescuers Complication
[47] Human of Jeweler Last of His / Noble, Duke Hiding Under
the City Her Kind / / Duchess Bed / Pallet
Tribe
[48] Human of Jeweler Last of His / Noble, Duke Hiding Under
the City Her Kind / / Duchess Bed / Pallet
Tribe
[49] Human of Laborer Lawful and Noble, Hiding Under
the Forest Evil Marquis / Trash Heap
Marchioness
[50] Human of Laborer Lawful and Noble, Hiding Under
the Forest Evil Marquis / Trash Heap
Marchioness
[51] Human of Lazar / Leper Lawful and Noble, Illusion
the Forest Good Prince /
Princess
[52] Human of Lazar / Leper Lawful and Noble, Illusion
the Forest Good Prince /
Princess
[53] Human of Madman Lawful and Noble’s In Alcove
the Forest Neutral Twin
[54] Human of Madman Lawful and Noble’s In Alcove
the Hills Neutral Twin
[55] Human of Mage Loved One Offers In Cage / Pen
the Hills / Family Reward
Member in from Clan
Adjacent
Cell
[56] Human of Mage Loved One Offers In Cage / Pen
the Hills / Family Reward
Member in from Clan
Adjacent
Cell

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D100 Race Class or Motivation Value to Descriptor /


Roll Archetype Rescuers Complication
[57] Human of Man-at-Arms Mi-Go in Offers In Oubliette
the Hills Disguise Reward
from Cult
[58] Human of Mercenary Mind Offers In Oubliette
the Hills Soldier Controlled Reward
from Cult
[59] Human of Merchant Mind Offers In Pit
the Controlled Reward
Mountains from Family
[60] Human of Miner / Mindless Offers In Torture
the Prospector Reward Device
Mountains from Family
[61] Human of Miner / Mindless Offers Infested
the Prospector Reward
Mountains from Guild
[62] Human of Monk Murderous Offers Insists on
the Reward Leading
Mountains from Guild Adventurers
to Crucial
Location
[63] Human of Monk Murderous Offers Invisible
the Reward
Mountains from Home
[64] Human of Mountebank Neutral and Offers Long Beard,
the Plains Evil Reward Covered in
from Home Hair
[65] Human of Mountebank Neutral and Offers Man in the
the Plains Evil Reward Iron Mask
from Liege
Lord
[66] Human of Mystic Neutral and Offers Mute
the Plains Good Reward
from Liege
Lord

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D100 Race Class or Motivation Value to Descriptor /


Roll Archetype Rescuers Complication
[67] Human of Mystic Neutral and Offers One-Armed
the Plains Good Service,
Adventurer

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D100 Race Class or Motivation Value to Descriptor /


Roll Archetype Rescuers Complication
[68] Human of Noble Oath / Offers One-Legged
the Plains Promise / Service,
Penitence Adventurer
[69] Human of Nomad Oath / Offers Paranoid
the Swamp Promise / Service, Delusions
Penitence Bodyguard
[70] Human of Nomad Panicked Offers Prays
the Swamp Service, Endlessly
Bodyguard
[71] Human of Other (GM’s Panicked Offers Psychic
the Swamp choice) Service,
Guide /
Scout
[72] Human of Paladin Pregnant Offers Raving
the Swamp Service,
Guide /
Scout
[73] Human of Paladin Pregnant Offers Reckless /
the Swamp Service, Daredevil
Negotiator /
Monster
Parley
[74] Human of Peasant Pride Offers Relative /
the Service, Heir of
Wasteland Negotiator / Dungeon
Monster Arch-Villain
Parley
[75] Human of Peasant Pride Prisoner Sacrificed
the Exchange Everything
Wasteland and Failed
[76] Human of Peasant Promise Prisoner Scarred
the Exchange Beyond
Wasteland Recognition

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D100 Race Class or Motivation Value to Descriptor /


Roll Archetype Rescuers Complication
[77] Human of Peregrine / Promise Ransom, Schizophrenic
the Pilgrim Lavish
Wasteland
[78] Human of Peregrine / Psychic Ransom, Screaming
the Pilgrim Compulsio Lavish
Wasteland n
[79] Illusion Pirate Psychic Ransom, Secret Agenda
(reroll) Compulsio Meager / Misleading
n
[80] Kobold Pirate Quest / Ransom, Sees Invisible
Geas Meager Monsters
(imagined)
[81] Kobold Poison Brewer Quest / Ransom, Sees Invisible
Geas Respectable Monsters
(real)
[82] Lizard Man, Polymorphed Recovery of Ransom, Shackled to
Savage Amphibian in Lost Item Respectable Another
Human(oid) Prisoner
Form
[83] Lizard Man, Polymorphed Return to Reward, Shackled to
Savage Insect in Home Lavish Dead Body
Human(oid) World /
Form Dimension
[84] Lizard Man, Rake Solving a Reward, Shape Shifter
Tribal Mystery Lavish
[85] Lizard Man, Ranger Spy Mission Reward, Siamese
Tribal / Infiltration Meager Twins /
Parasitic Twin
[86] Medusa Ruffian Spy Mission Reward, Stockholm
/ Infiltration Meager Syndrome
[87] Medusa Sage Survival Reward, Strangely
Respectable Casual / Jovial
[88] Morlock Scout Survival Reward, Strangles
Respectable

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D100 Race Class or Motivation Value to Descriptor /


Roll Archetype Rescuers Complication
[89] Morlock Serf Terrified Reward, Suicidal
Well-
Intended but
Meager
[90] Orc Shaman Terrified Reward, Tortured
Well-
Intended but
Meager
[91] Shape Slave Thirst Tempter, Translucent /
Shifter, Demon in Fading
Werebear Disguise
[92] Shape Smuggler Thirst Tempter, Triggered by
Shifter, Demon in Key Word /
Wereboar Disguise Mesmerized
[93] Shape Spy Time Tempter, Turning into
Shifter, Traveller Devil in Slime
Wererat Disguise
[94] Shape Spy Master / Time Tempter, Under Moldy
Shifter, Ringleader Traveller Devil in Mattress
Weretiger Disguise
[95] Shape Thief Treasure / Test, God in Vampirism
Shifter, Wealth Disguise
Werewolf
[96] Skeleton Tradesman Treasure / Test, God in Vanishes
Wealth Disguise when
Rescued
[97] Troglodyte Treasure True Test, Violent
Hunter Neutral Goddess in
Disguise
[98] Wight Tribesman True Test, Wanted for
Neutral Goddess in Terrible
Disguise Crimes

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[99] Woodwose / Witch Vengeful Wealthy Winged /


Plant Man Clipped
Wings
D100 Race Class or Motivation Value to Descriptor /
Roll Archetype Rescuers Complication
[00] Zombie Witch Doctor Vengeful Wealthy Won’t Stop
Drawing
Figures on
Wall

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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

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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

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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.

On the Subject of Shifting Deity Alignment

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.

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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.

In adding this level of ethical complexity to your campaign, you as GM should


remember that alignments are not cage-like boxes. Rather, they are divine and infernal
philosophies which are held by living creatures of great power, such as gods, goddesses,
demon lords and arch-devils. Those high philosophies change as the gods react to the
worlds and events around them. Not all gods are shifting, however. Some gods never
sway far from their chosen paradigm, such as Zeus. But others do, and you can consider
(for example) Osiris before his dismemberment, and after his resurrection.

Creating Holy and Unholy Symbols

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.

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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.

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Deity Philosophy and the Gygaxian Alignment Grid

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.

LAWFUL Accordance NEUTRAL Accordance CHAOTIC


GOOD Between GOOD Between GOOD
LG and NG NG and CG
(LG) (NG) (CG)
Accordance Accordance Accordance
Between (No Between (No Between
LG and LN Accordance) NG and TN Accordance) CG and CN

LAWFUL Accordance TRUE Accordance CHAOTIC


NEUTRAL Between NEUTRAL Between NEUTRAL
LN and TN TN and CN
(LN) (TN) (CN)
Accordance Accordance Accordance
Between (No Between (No Between
LN and LE Accordance) TN and NE Accordance) CN and CE

LAWFUL Accordance NEUTRAL Accordance CHAOTIC


EVIL Between EVIL Between EVIL
LE and NE NE and CE
(LE) (NE) (CE)

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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.

Worshippers’ Alignments and Consideration of Accordance

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

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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.

Summary of Domains of Worship

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.

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Deity’s Non-Cleric Worshippers’ Possible Alignments


Alignment CE CG CN LE LG LN NE NG TN
All-Embracing Yes Yes Yes No No No No No No
Chaos (CE, CG,
CN)
All-Embracing Yes No No Yes No No Yes No No
Evil (CE, LE, NE)
All-Embracing No Yes No No Yes No No Yes No
Good (CG, LG,
NG)
All-Embracing No No No Yes Yes Yes No No No
Law (LE, LG, LN)
All-Embracing No No Yes No No Yes Yes Yes Yes
Neutrality (NE,
NG, TN)
CE Ascending Yes No Yes No No No Yes No No
Toward CN
CE Shifting Yes No No No No No Yes No No
Toward NE
CG Descending No Yes Yes No No No No No No
Toward CN
CG Shifting No Yes No No No No No Yes No
Toward NG
Chaotic Evil (CE) Yes No Yes No No No Yes No No
Chaotic Good No Yes No Yes No No No Yes No
(CG)
Chaotic Neutral Yes Yes Yes No No No No No Yes
(CN)
CN Ascending No Yes Yes No No No No No No
Toward CG
CN Descending Yes No Yes No No No No No No
Toward CE

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CN Shifting Yes No No No No No No No Yes


Toward TN
Deity’s Non-Cleric Worshippers’ Possible Alignments
Alignment CE CG CN LE LG LN NE NG TN
Cosmic / Mad Mad Mad Mad Mad Mad Mad Mad Mad
Incomprehensible
Lawful Evil (LE) No No No Yes No Yes Yes No No
Lawful Good No No No No Yes Yes No Yes No
(LG)
Lawful Neutral No No No Yes Yes Yes No No Yes
(LN)
LE Ascending No No No Yes No Yes No No No
Toward LN
LE Shifting No No No Yes No No Yes No No
Toward NE
LG Descending No No No No Yes Yes No No No
Toward LN
LG Shifting No No No No Yes No No Yes No
Toward NG
LN Ascending No No No No Yes Yes No No No
Toward LG
LN Descending No No No Yes No Yes No No No
Toward LE
LN Shifting No No No No No Yes No No Yes
Toward TN
NE Ascending No No No No No No Yes No Yes
Toward TN
NE Shifting Yes No No No No No Yes No No
Toward CE
NE Shifting No No No Yes No No Yes No No
Toward LE
Neutral Evil (NE) Yes No No Yes No No Yes No Yes
Neutral Good No Yes No No Yes No No Yes Yes
(NG)

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NG Descending No No No No No No No Yes Yes


Toward TN
Deity’s Non-Cleric Worshippers’ Possible Alignments
Alignment CE CG CN LE LG LN NE NG TN
NG Shifting No Yes No No No No No Yes No
Toward CG
NG Shifting No No No No Yes No No Yes No
Toward LG
TN Ascending No No No No No No No Yes Yes
Toward NG
TN Descending No No No No No No Yes No Yes
Toward NE
TN Shifting No No Yes No No No No No Yes
Toward CN
TN Shifting No No No No No Yes No No Yes
Toward LN
True Neutral No No Yes No No Yes Yes Yes Yes
(TN)
Unaligned / Mad Mad Mad Mad Mad Mad Mad Mad Yes
Primordial

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Shrine Table I: Deity Variables

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.

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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)
001 to All- Adyge Habze Abjuration / Anchor
003 Embracing Mythos Exorcism
Chaos (CE,
CG, CN)
004 to All- Adyge Habze Acrobatics / Leaping Anchor
006 Embracing Mythos
Chaos (CE,
CG, CN)
007 to All- African Mythos Agility / Haste Angel
009 Embracing (choose)
Chaos (CE,
CG, CN)
010 to All- African Mythos Agriculture / Angel
012 Embracing (choose) Farming
Chaos (CE,
CG, CN)
013 to All- Ainu Mythos Air / Wind Ankh
015 Embracing
Chaos (CE,
CG, CN)
016 to All- Ainu Mythos Alchemy / Ankh
018 Embracing Chemistry
Chaos (CE,
CG, CN)
019 to All- Akamba Mythos Alcohol / Antlers
021 Embracing Drunkenness
Chaos (CE,
CG, CN)
022 to All- Akamba Mythos Ambition Antlers
024 Embracing

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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

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Evil (CE, LE,


NE)
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)
049 to All- Alpine Mythos Arts / Artisans Basilisk
051 Embracing (type?)
Evil (CE, LE,
NE)
052 to All- Alpine Mythos Astrology / The Basilisk
054 Embracing Zodiac
Evil (CE, LE,
NE)
055 to All- Anglo-Saxon Authority / Bat
057 Embracing Mythos Rulership
Good (CG,
LG, NG)
058 to All- Anglo-Saxon Autumn Bat
060 Embracing Mythos
Good (CG,
LG, NG)
061 to All- Arabian Folklore Avians / Birds Bee
063 Embracing
Good (CG,
LG, NG)

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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)
064 to All- Arabian Folklore Babble / Confusion Bee
066 Embracing
Good (CG,
LG, NG)
067 to All- Armenian Mythos Barbarians / Bird (type?)
069 Embracing Outlanders
Good (CG,
LG, NG)
070 to All- Armenian Mythos Bats / Echolocation Bird (type?)
072 Embracing
Good (CG,
LG, NG)
073 to All- Ashanti Mythos Battles / Warfare Bleeding Eye
075 Embracing
Good (CG,
LG, NG)
076 to All- Ashanti Mythos Bears Bleeding Eye
078 Embracing
Good (CG,
LG, NG)
079 to All- Asiatic Mythos Beastmen / Half- Blossom
081 Embracing (choose) Human Monsters (lotus, rose,
Good (CG, etc.)
LG, NG)
082 to All- Asiatic Mythos Beauty Blossom
084 Embracing (choose) (lotus, rose,
Law (LE, LG, etc.)
LN)
085 to All- Australian Betrayal / Treachery Boar
087 Embracing (Aboriginal) Mythos

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Law (LE, LG,


LN)
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)
088 to All- Australian Blacksmithing / Boar
090 Embracing (Aboriginal) Mythos Metalworking
Law (LE, LG,
LN)
091 to All- Ayyavazhi Mythos Blood / Blood Book
093 Embracing Sacrifice
Law (LE, LG,
LN)
094 to All- Ayyavazhi Mythos Camouflage / Book
096 Embracing Hiding
Law (LE, LG,
LN)
097 to All- Aztec Mythos Cannibalism / Flesh Bow and
099 Embracing Powers Arrow
Law (LE, LG,
LN)
100 to All- Aztec Mythos Cats / Felines Bow and
102 Embracing Arrow
Law (LE, LG,
LN)
103 to All- Babylonian Mythos Caves / Cave Branch (olive,
105 Embracing Exploration oak, etc.)
Law (LE, LG,
LN)
106 to All- Babylonian Mythos Chariots / Wheels Branch (olive,
108 Embracing oak, etc.)
Law (LE, LG,
LN)
109 to All- Balinese Mythos Charity Bull
111 Embracing

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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

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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

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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)
169 to CG Chilota Mythos Dark Elves Cloud
171 Descending
Toward CN
171 to CG Shifting Chinese Mythos Darkness / Night Cloud
173 Toward NG
174 to CG Shifting Cornish Mythos Dawn / Sunrise Coin(s)
176 Toward NG
177 to CG Shifting Cthulhu Mythos Death Coin(s)
179 Toward NG
180 to CG Shifting Czech Folklore Decay / Entropy Coyote
182 Toward NG
183 to Chaotic Evil Czech Folklore Deceit / Trickery Coyote
185 (CE)
186 to Chaotic Evil Dahomey Mythos Deep Ones Cross
188 (CE)
189 to Chaotic Evil Dahomey Mythos Desire / Lust Cross
191 (CE)
192 to Chaotic Evil Demonic (Demon Desperation / Crossbones
194 (CE) Lord) Despair
195 to Chaotic Evil Demonic (Demon Desperation / Crossbones
197 (CE) Lord) Despair
198 to Chaotic Evil Diabolic (Arch- Destruction Crown
200 (CE) Devil)
201 to Chaotic Evil Diabolic (Arch- Destruction Crown
203 (CE) Devil)
204 to Chaotic Evil Dinka Mythos Destruction of the Crystal
206 (CE) Unfaithful
207 to Chaotic Evil Dinka Mythos Destruction of the Crystal
209 (CE) Unfaithful
210 to Chaotic Evil Draconian (Dragon Diplomacy / Dagger
212 (CE) King or Queen) Negotiations

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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)
213 to Chaotic Evil Draconian (Dragon Diplomacy / Dagger
215 (CE) King or Queen) Negotiations
216 to Chaotic Evil Dutch Folklore Discord / Disunity Deer / Stag
218 (CE)
219 to Chaotic Evil Dutch Folklore Discord / Disunity Deer / Stag
221 (CE)
222 to Chaotic Evil Dwarven Mythos Disease Demon
224 (CE)
225 to Chaotic Evil Dwarven Mythos Disease Demon
227 (CE)
228 to Chaotic Evil Edo Mythos Divination Demon
230 (CE)
231 to Chaotic Evil Edo Mythos Divination Demon
233 (CE)
234 to Chaotic Evil Efik Mythos Dogs / Wolves / Devil
236 (CE) Canines
237 to Chaotic Evil Efik Mythos Dogs / Wolves / Devil
239 (CE) Canines
240 to Chaotic Evil Egyptian Mythos Domination / Dolphin
242 (CE) Subjugation
243 to Chaotic Evil Egyptian Mythos Domination / Dolphin
245 (CE) Subjugation
246 to Chaotic Evil Elamite Mythos Doom / The Dolphin
248 (CE) Apocalypse
249 to Chaotic Evil Elamite Mythos Doom / The Dolphin
251 (CE) Apocalypse
252 to Chaotic Evil Elven Mythos Duels Double Head
254 (CE) (Janus figure)
255 to Chaotic Evil Elven Mythos Duels Double Head
257 (CE) (Janus figure)

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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)
258 to Chaotic Evil English / Arthurian Dvergir (Dark Dragon
260 (CE) Folklore Dwarves)
261 to Chaotic Evil English / Arthurian Dvergir (Dark Dragon
263 (CE) Folklore Dwarves)
264 to Chaotic Evil Estonian Mythos Earth Dragonfly
266 (CE)
267 to Chaotic Good Estonian Mythos Earth Dragonfly
269 (CG)
270 to Chaotic Good Etruscan Mythos Earthquakes Dragonfly
272 (CG)
273 to Chaotic Good Etruscan Mythos Earthquakes Dragonfly
275 (CG)
276 to Chaotic Good European Mythos Empathy / Eagle
278 (CG) (choose) Sympathy
279 to Chaotic Good European Mythos Empathy / Eagle
281 (CG) (choose) Sympathy
282 to Chaotic Good Finnic Mythos Endurance / Egg
284 (CG) Fortitude
285 to Chaotic Good Finnic Mythos Endurance / Egg
287 (CG) Fortitude
288 to Chaotic Good Finnish Mythos Entertainers / Jesters Elephant
290 (CG)
291 to Chaotic Good Finnish Mythos Entertainers / Jesters Elephant
293 (CG)
294 to Chaotic Good Frankish Mythos Envy Ermine
296 (CG)
297 to Chaotic Good Frankish Mythos Envy Ermine
299 (CG)
300 to Chaotic Good French Folkolore Ethics / Morality Eye
302 (CG)

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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)
303 to Chaotic Good French Folkolore Ethics / Morality Eye
305 (CG)
306 to Chaotic Good Georgian Evocation Eyes
308 (CG) (Caucasian) Mythos
309 to Chaotic Good Georgian Evocation Eyes
311 (CG) (Caucasian) Mythos
312 to Chaotic Good German Folklore Experimentation / Faceted Gem /
314 (CG) Inventions Prism
315 to Chaotic Good German Folklore Experimentation / Faceted Gem /
317 (CG) Inventions Prism
318 to Chaotic Good Giant Mythos Falling Stars / Facing
320 (CG) (choose) Meteors Figures (roll
twice)
321 to Chaotic Good Giant Mythos Falling Stars / Facing
323 (CG) (choose) Meteors Figures (roll
twice)
324 to Chaotic Good Gnomish Mythos Family / Ancestors Falcon
326 (CG)
327 to Chaotic Good Gnomish Mythos Family / Ancestors Falcon
329 (CG)
330 to Chaotic Good Goidelic / Gaelic Farewells / Feathered
332 (CG) Mythos Departures Serpent
333 to Chaotic Good Goidelic / Gaelic Farewells / Feathered
335 (CG) Mythos Departures Serpent
336 to Chaotic Good Greek Mythos Fate / Destiny Fish
338 (CG)
339 to Chaotic Good Greek Mythos Fate / Destiny Fish
341 (CG)
342 to Chaotic Good Guarani Mythos Fertility / Childbirth Fish (stylized)
344 (CG) / Sea Monster

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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)
345 to Chaotic Good Guarani Mythos Fertility / Childbirth Fish (stylized)
347 (CG) / Sea Monster
348 to Chaotic Good Haitian Mythos Fire Fist
350 (CG)
351 to Chaotic Haitian Mythos Fire Fist
353 Neutral (CN)
354 to Chaotic Halfling Mythos Fish Flame
356 Neutral (CN)
357 to Chaotic Halfling Mythos Fish Flame
359 Neutral (CN)
360 to Chaotic Hawaiian Mythos Foraging Fox
362 Neutral (CN)
363 to Chaotic Hawaiian Mythos Foraging Fox
365 Neutral (CN)
366 to Chaotic Hebridean Folklore Forest (type?) / Fox
368 Neutral (CN) Forest Animals
369 to Chaotic Hebridean Folklore Forest (type?) / Fox
371 Neutral (CN) Forest Animals
372 to Chaotic Hindu Mythos Forges Griffin
374 Neutral (CN)
375 to Chaotic Hindu Mythos Forges Griffin
377 Neutral (CN)
378 to Chaotic Hittite Mythos Forgiveness Griffin
380 Neutral (CN)
381 to Chaotic Hittite Mythos Forgiveness Griffin
383 Neutral (CN)
384 to Chaotic Hoodoo Fortune / Wealth Hammer
386 Neutral (CN)
387 to Chaotic Hoodoo Fortune / Wealth Hammer
388 Neutral (CN)

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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)
389 to Chaotic Humanoid Mythos Freedom / Hand
391 Neutral (CN) (choose) Liberation
392 to Chaotic Humanoid Mythos Freedom / Hand
394 Neutral (CN) (choose) Liberation
395 to Chaotic Humanoid Fury / Wrath Hare
397 Neutral (CN) Shamanism (choose)
398 to Chaotic Humanoid Fury / Wrath Hare
400 Neutral (CN) Shamanism (choose)
401 to Chaotic Humanoid Witch Gates / Portals Harp
403 Neutral (CN) Doctors (choose)
404 to Chaotic Humanoid Witch Gates / Portals Harp
406 Neutral (CN) Doctors (choose)
407 to Chaotic Hungarian Mythos Gemstones / Gem Hawk
409 Neutral (CN) Cutting
410 to Chaotic Hungarian Mythos Gemstones / Gem Hawk
412 Neutral (CN) Cutting
413 to Chaotic Hurrian Mythos Geysers / Head / Helm /
415 Neutral (CN) Geothermal Waters Janus Head
416 to Chaotic Hurrian Mythos Geysers / Head / Helm /
418 Neutral (CN) Geothermal Waters Janus Head
419 to Chaotic Igbo Mythos Giants (race?) Helm / Great
421 Neutral (CN) Helm
422 to Chaotic Igbo Mythos Giants (race?) Helm / Great
424 Neutral (CN) Helm

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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)
425 to Chaotic Incan Mythos Gluttony / Hunger Hippocampus
426 Neutral (CN)
427 to Chaotic Incan Mythos Gluttony / Hunger Hippocampus
429 Neutral (CN)
430 to Chaotic Indian Mythos Greed Horn /
432 Neutral (CN) Clarion
433 to CN Indian Mythos Greed Horn /
435 Ascending Clarion
Toward CG
436 to CN Indonesian Mythos Greetings / New Horse
438 Ascending Friendships
Toward CG
439 to CN Indonesian Mythos Greetings / New Horse
441 Ascending Friendships
Toward CG
442 to CN Inuit Mythos Guards / Vigilance Horse
444 Ascending
Toward CG
445 to CN Inuit Mythos Guards / Vigilance Horse
447 Descending
Toward CE
448 to CN Iranian Mythos Guilt Horse
450 Descending
Toward CE
451 to CN Iranian Mythos Guilt Hound
453 Descending
Toward CE
454 to CN Irish Mythos Harvest Hound
456 Descending
Toward CE

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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)
457 to CN Shifting Irish Mythos Harvest Hound
459 Toward TN
460 to CN Shifting Islandic Folklore Hatred Hound
462 Toward TN (choose)
463 to CN Shifting Islandic Folklore Hatred Hydra
465 Toward TN (choose)
466 to CN Shifting Isoko Mythos Hearth / Home Hydra
468 Toward TN
469 to Cosmic / Isoko Mythos Hearth / Home Icicle(s)
471 Incomprehen
sible
472 to Cosmic / Italian Folklore Hell / Eternal Icicle(s)
474 Incomprehen Torment
sible
475 to Cosmic / Italian Folklore Hell / Eternal Jackal
477 Incomprehen Torment
sible
478 to Cosmic / Japanese Mythos Herald of the Gods Jackal
480 Incomprehen
sible
481 to Cosmic / Japanese Mythos Herald of the Gods King
483 Incomprehen
sible
484 to Cosmic / Kaluli Mythos Herbs / Spices King
486 Incomprehen
sible
487 to Cosmic / Kaluli Mythos Herbs / Spices Lantern /
489 Incomprehen Lanthorn
sible
490 to Cosmic / Khoikhoi Mythos Herds / Herdsmen Lantern /
492 Incomprehen Lanthorn
sible

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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)
493 to Cosmic / Khoikhoi Mythos Herds / Herdsmen Leaf (type?)
495 Incomprehen
sible
496 to Cosmic / Kintu / Ugandan Heroes / Heroism Leaf (type?)
498 Incomprehen Mythos
sible
499 to Cosmic / Kintu / Ugandan Heroes / Heroism Lighthouse /
501 Incomprehen Mythos Beacon
sible
502 to Cosmic / Korean Mythos Hideousness / Lighthouse /
504 Incomprehen Ugliness Beacon
sible
505 to Cosmic / Korean Mythos Hideousness / Lightning Bolt
507 Incomprehen Ugliness / Thunderbolt
sible
508 to Cosmic / Kumina Hills / Highlands Lightning Bolt
510 Incomprehen / Thunderbolt
sible
511 to Cosmic / Kumina Hills / Highlands Lion
513 Incomprehen
sible
514 to Lawful Evil Kurdish Mythos History Lion
516 (LE)
517 to Lawful Evil Kurdish Mythos History Lion
519 (LE)
520 to Lawful Evil Latvian Mythos Home God (GM’s Lion
522 (LE) choice, minor
domain)
523 to Lawful Evil Latvian Mythos Home God (GM’s Lion
525 (LE) choice, minor
domain)

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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)
526 to Lawful Evil Lithuanian Mythos Honor / Oaths Lion
528 (LE)
529 to Lawful Evil Lithuanian Mythos Honor / Oaths Lion
531 (LE)
532 to Lawful Evil Lotuko Mythos Hope Lion
534 (LE)
535 to Lawful Evil Lotuko Mythos Hope Lyre
537 (LE)
538 to Lawful Evil Lozi Mythos Humanoids (race?) Lyre
540 (LE)
541 to Lawful Evil Lozi Mythos Humanoids (race?) Lyre
543 (LE)
544 to Lawful Evil Lugbara Mythos Humility Lyre
546 (LE)
547 to Lawful Evil Lugbara Mythos Humility Mace
549 (LE)
550 to Lawful Evil Lusitanian Mythos Humor / Laughter Mace
552 (LE)
553 to Lawful Evil Lusitanian Mythos Humor / Laughter Mace
555 (LE)
556 to Lawful Evil Malagasy Mythos Hunting Mace
558 (LE)
559 to Lawful Evil Malagasy Mythos Hunting Maiden
561 (LE)
562 to Lawful Evil Malay Mythos Ice / Snow Maiden
564 (LE)
565 to Lawful Evil Malay Mythos Ice / Snow Maiden
567 (LE)
568 to Lawful Evil Maltese Mythos Illusions / Mirages Maiden
570 (LE)

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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)
571 to Lawful Evil Maltese Mythos Illusions / Mirages Man
573 (LE)
574 to Lawful Evil Mangarevan Innocence Man
576 (LE) Mythos
577 to Lawful Evil Mangarevan Innocence Man
579 (LE) Mythos
580 to Lawful Evil Manx Mythos Insects Man
582 (LE)
583 to Lawful Evil Manx Mythos Insects Mermaid /
585 (LE) Melusine
586 to Lawful Evil Maori Mythos Intelligence / Mermaid /
588 (LE) Cunning Melusine
589 to Lawful Evil Maori Mythos Intelligence / Mermaid /
591 (LE) Cunning Melusine
592 to Lawful Evil Mapuchi Mythos Judgment / Mermaid /
594 (LE) Punishment Melusine
595 to Lawful Evil Mapuchi Mythos Judgment / Mistletoe
597 (LE) Punishment
598 to Lawful Good Masai Mythos Justice Mistletoe
600 (LG)
601 to Lawful Good Masai Mythos Justice Mistletoe
603 (LG)
604 to Lawful Good Mayan Mythos Knights / Cavaliers Mistletoe
606 (LG)
607 to Lawful Good Mayan Mythos Knights / Cavaliers Moon
609 (LG) (gibbous,
crescent, etc.)
610 to Lawful Good Melanesian Mythos Knowledge / Moon
612 (LG) Learning (gibbous,
crescent, etc.)

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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)
613 to Lawful Good Melanesian Mythos Knowledge / Moon
615 (LG) Learning (gibbous,
crescent, etc.)
616 to Lawful Good Mesopotamian Lakes / Pools Moon
618 (LG) Mythoi (choose, or (gibbous,
conglomerate) crescent, etc.)

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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)
619 to Lawful Good Mesopotamian Laughter / Mirth Morning Star
621 (LG) Mythoi (choose, or / Spiked Club
conglomerate)
622 to Lawful Good Micronesian Mythos Lies Morning Star
624 (LG) / Spiked Club
625 to Lawful Good Micronesian Mythos Light / Day Morning Star
627 (LG) / Spiked Club
628 to Lawful Good Mongolian Mythos Lightning / Thunder Morning Star
630 (LG) / Storms / Spiked Club
631 to Lawful Good Mongolian Mythos Love / Adoration Mother and
633 (LG) Child
634 to Lawful Good Montenegrin Luck / Good Omens Mother and
636 (LG) Folklore Child
637 to Lawful Good Montenegrin Lycanthropes Mother and
639 (LG) Folklore Child
640 to Lawful Good Muskogean / Magic (type?) Mother and
642 (LG) Iroquois Mythos Child
643 to Lawful Good Muskogean / Magical Mountain
645 (LG) Iroquois Mythos Craftsmanship
646 to Lawful Good Mythos Matriarchy Mountain
648 (LG)
649 to Lawful Good Mythos Melee Combat Mountain
651 (LG)
652 to Lawful Good Mythos of William Memory / Mountain
654 (LG) Blake Concentration
655 to Lawful Good Mythos of William Mercenaries / Men- Musical
657 (LG) Blake at-Arms Instrument
(type?)

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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)
658 to Lawful Good Nart Saga Mythoi Mercy / Sufferance Musical
660 (LG) Instrument
(type?)
661 to Lawful Good Nart Saga Mythoi Metals / Mining Musical
663 (LG) Instrument
(type?)
664 to Lawful Good Native American Mind Control / Musical
666 (LG) Mythos (choose) Possession Instrument
(type?)
667 to Lawful Good Native American Mischief Net
669 (LG) Mythos (choose)
670 to Lawful Good Norse Mythos Misfortune / Ill Net
672 (LG) Omen
673 to Lawful Good Norse Mythos Mist / Fog Net
675 (LG)
676 to Lawful Good Obeah Monks / Martial Net
678 (LG) Arts
679 to Lawful Good Obeah Monsters (type?) Owl
681 (LG)
682 to Lawful Olmec Mythos Moon Owl
684 Neutral (LN)
685 to Lawful Olmec Mythos Mountains / Owl
687 Neutral (LN) Mountain Journeys
688 to Lawful Orcish Mythos Murder / Assassins Owl
690 Neutral (LN)
691 to Lawful Orcish Mythos Music / Bards Paw (clawed,
693 Neutral (LN) taloned, etc.)
694 to Lawful Ossetian Mythos Nature / Earth Paw (clawed,
696 Neutral (LN) Mother taloned, etc.)
697 to Lawful Ossetian Mythos Nepenthe / Oblivion Peacock
699 Neutral (LN)

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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)
700 to Lawful Paleo-Balkans Netherworld Peacock
702 Neutral (LN) Mythos Gnomes
703 to Lawful Paleo-Balkans Nightmares Pegasus
705 Neutral (LN) Mythos
706 to Lawful Palo Nobility / Royalty Pegasus
708 Neutral (LN)
709 to Lawful Palo Nothing / Pegasus
711 Neutral (LN) Unworshipped (winged
horse)
712 to Lawful Papuan Mythos Ocean / Seas Pegasus
714 Neutral (LN) (winged
horse)
715 to Lawful Papuan Mythos Oddities / Pentagram /
717 Neutral (LN) Eccentricity Pentacle
718 to Lawful Pegana Mythos One Wind (direction Pentagram /
720 Neutral (LN) (refer to PM1) / realm) Pentacle
721 to Lawful Pegana Mythos Orators / Eloquence Peryton
723 Neutral (LN) (refer to PM1)
724 to Lawful Persian Mythos Other Planet(s) Peryton
726 Neutral (LN)
727 to Lawful Persian Mythos Pain / Suffering Porcupine
729 Neutral (LN)
730 to Lawful Philippine Mythos Paladins / Crusaders Porcupine
732 Neutral (LN)
733 to Lawful Philippine Mythos Panic / Hysteria Praying
735 Neutral (LN) Mantis
736 to Lawful Polish Folklore Pastoral Praying
738 Neutral (LN) Countryside Mantis
739 to Lawful Polish Folklore Pathways / Journeys Ram
741 Neutral (LN)

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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)
742 to LE Ascending Polynesian Mythos Patience / Vigils Ram
744 Toward LN
745 to LE Ascending Polynesian Mythos Patriarchy Raven
747 Toward LN
748 to LE Ascending Proto-Indo- Peace Raven
750 Toward LN European Mythos
751 to LE Ascending Proto-Indo- Petty God (GM’s Raven
753 Toward LN European Mythos choice, minor
domain)
754 to LE Shifting Proto-Indo-Iranian Pirates Raven
756 Toward NE Mythos
757 to LE Shifting Proto-Indo-Iranian Plague Reptile
759 Toward NE Mythos (type?)
760 to LE Shifting Prussian Mythos Plains / Grasslands Reptile
762 Toward NE (type?)
763 to LE Shifting Prussian Mythos Plane of Existence Rune /
765 Toward NE (GM’s choice) Hieroglyph
766 to LG Quimbanda Plants / Trees Rune /
768 Descending Hieroglyph
Toward LN
769 to LG Quimbanda Poetry / Sagas Salamander
771 Descending
Toward LN
772 to LG Rapa Nui Mythos Poison Salamander
774 Descending
Toward LN
775 to LG Rapa Nui Mythos Pride / Hubris Scroll
777 Descending
Toward LN
778 to LG Shifting Rigvedic Mythos Prudence / Care Scroll
780 Toward NG

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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)
781 to LG Shifting Rigvedic Mythos Psychic Powers Sea Lion
783 Toward NG
784 to LG Shifting Roma (Gypsy) Psychopomp / Sea Lion
786 Toward NG Mythos Guide of the Dead
787 to LG Shifting Roma (Gypsy) Purification Sea Lion
789 Toward NG Mythos
790 to LN Roman Mythos Quests / Geases Sea Lion
792 Ascending
Toward LG
793 to LN Roman Mythos Racing / Running Sea Monster
795 Ascending
Toward LG
796 to LN Romanian Mythos Rain / Inundation Sea Monster
798 Ascending
Toward LG
799 to LN Romanian Mythos Rainbows Seashell
801 Ascending
Toward LG
802 to LN Russian Folklore Rangers / Scouts Seashell
804 Descending
Toward LE
805 to LN Russian Folklore Rebirth / Serpent
807 Descending Reincarnation
Toward LE
808 to LN Ryukyuan Mythos Reptiles Serpent
810 Descending
Toward LE
811 to LN Ryukyuan Mythos Resurrection Shield
813 Descending
Toward LE

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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)
814 to LN Shifting Sami Mythos Rivers / Streams Shield
816 Toward TN
817 to LN Shifting Sami Mythos Roads / Journeys Skeleton
819 Toward TN
820 to LN Shifting Samoan Mythos Rotting / Withering Skeleton
822 Toward TN
823 to LN Shifting Samoan Mythos Sacrifice / Skull
825 Toward TN Martyrdom
826 to NE Santeria Salts / Reagents Skull
828 Ascending
Toward TN
829 to NE Santeria Science / Research Skull and
831 Ascending Crossbones
Toward TN

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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)
832 to NE Scandinavian Sea Creatures Skull and
834 Ascending Folklore Crossbones
Toward TN
835 to NE Scandinavian Sea Monsters Snake
837 Ascending Folklore
Toward TN
838 to NE Shifting Scottish Mythos Seafaring / Mariners Snake
840 Toward CE
841 to NE Shifting Scottish Mythos Secrets Spear
843 Toward CE
844 to NE Shifting Scythian Mythos Serpents Spear
846 Toward CE
847 to NE Shifting Serbian Folklore Servants / Servitude Sphinx
849 Toward CE
850 to NE Shifting Shinto Mythos Shadows Sphinx
852 Toward LE
853 to NE Shifting Siberian Shamanism Shape Shifting Spider
855 Toward LE
856 to NE Shifting Siberian Shamanism Ships / Shipwrights Spider
858 Toward LE
859 to NE Shifting Slavic Mythos Silence Spiral / Vortex
861 Toward LE
862 to Neutral Evil Somali Mythos Slaughter Spiral / Vortex
864 (NE)
865 to Neutral Evil South American Sleep / Dreams Staff /
867 (NE) Mythos (choose) Thyrsus
868 to Neutral Evil South American Sloth / Slowness Staff /
870 (NE) Mythos (choose) Thyrsus
871 to Neutral Evil Spanish Folklore Soldiers / Duty Star
873 (NE)

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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)
874 to Neutral Evil Spanish Folklore Solitude Star
876 (NE)
877 to Neutral Evil Sumerian Mythos Song / Dance Sun / Solar
879 (NE) Disk
880 to Neutral Evil Sumerian Mythos Space / The Void Sun / Solar
882 (NE) Disk
883 to Neutral Evil Swiss Folklore Spiders / Arachnids Swan
885 (NE)
886 to Neutral Evil Tahitian Mythos Spies / Intrigue Swan
888 (NE)
889 to Neutral Evil Tahitian Mythos Spring Sword
891 (NE)
892 to Neutral Evil Tamil Mythos Stars / Star Journeys Sword
894 (NE)
895 to Neutral Evil Tatar Mythos Stone / Stonemasons Tiger
897 (NE)
898 to Neutral Good Tibetan Mythos Storytelling Tiger
900 (NG)
901 to Neutral Good Tongan Mythos Strength / Might Torch
903 (NG)
904 to Neutral Good Tongan Mythos Summer Torch
906 (NG)
907 to Neutral Good Tumbuka Mythos Swamps / Wetlands Tree
909 (NG)
910 to Neutral Good Tumbuka Mythos Temperance / Tree
912 (NG) Moderation
913 to Neutral Good Turkic Mythos The Netherworld Trident
915 (NG)
916 to Neutral Good Turkic Mythos The Occult Trident
918 (NG)

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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)
919 to Neutral Good Turkish Folklore Thieves / Stealing Tusks
921 (NG)
922 to Neutral Good Turkish Folklore Time / Eternity Tusks
924 (NG)
925 to Neutral Good Tuvaluan Mythos Time Travel Two Crossed
927 (NG) Identical
Objects
(bones, rods,
swords, etc.)
928 to Neutral Good Tuvaluan Mythos Transmutation Two Crossed
930 (NG) Identical
Objects
(bones, rods,
swords, etc.)
931 to Neutral Good Ukrainian Folklore Traps / Defensive Unicorn
933 (NG) Constructs
934 to NG Ukrainian Folklore Truth Unicorn
936 Descending
Toward TN
937 to NG Umbanda Tyranny Wand /
939 Descending Caduceus
Toward TN
940 to NG Umbanda Undead Wand /
942 Descending Caduceus
Toward TN
943 to NG Uralic Mythoi Undeath / Lichdom Warhorse
945 Descending
Toward TN
946 to NG Uralic Mythoi Valor / Bravery Warhorse
948 Descending
Toward TN

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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)
949 to NG Uto-Aztecan Mythos Vampirism / Blood Wave
951 Descending Powers
Toward TN
952 to NG Uto-Aztecan Mythos Vengeance Wave
954 Descending
Toward TN
955 to NG Shifting Vainakh Mythoi Vice / Indulgence Whirlpool
957 Toward CG
958 to NG Shifting Vainakh Mythoi Victory / Triumph Whirlpool
960 Toward LG
961 to NG Shifting Vedic Mythos Violent Weather / Winged Man /
963 Toward LG Storms Woman
964 to NG Shifting Vedic Mythos Volcanoes Winged Man /
966 Toward LG Woman
967 to NG Shifting Vietnamese Mythos Wanderers / Wings
969 Toward LG Wanderlust
970 to NG Shifting Vietnamese Mythos Warriors / Fighters Wings
972 Toward LG
973 to True Neutral Vodou / Voodoo Wastelands (type?) Wolf
975 (TN)
976 to True Neutral Vodou / Voodoo Water Wolf
978 (TN)
979 to True Neutral Welsh Mythos Wealth / Riches Wolf
982 (TN)
983 to True Neutral Welsh Mythos Weather (type?) Wolf
986 (TN)

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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)
986 to True Neutral Yoruba Mythos Wine / Revelry Woman
990 (TN)
991 to True Neutral Yoruba Mythos Winter Woman
993 (TN)
994 to True Neutral Zulu Mythos Wisdom / Intuition Wyrm
996 (TN) (wingless
dragon)
997 to True Neutral Zulu Mythos Work / Laborers Wyrm
000 (TN) (wingless
dragon)

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Shrine Table II: Altar Variables

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 Altar’s Original Purpose column is an elaboration that I added to my own


campaign because I got tired of unimaginative players saying “That’s only for worship,
since we don’t worship that god this is just a trap and treasure room.” This column gives
you a bit more detail and color than that, by telling you exactly why despairing (or
hopeful) mortals created the altar in the first place. You can reroll results that you don’t
feel fit the deity you just generated, but with a little thought you can make even
antithetical results fit fairly well in a sensible manner. For example, if you have a god of
healing and you roll up Apocalyptic Power / Plague as the altar’s purpose, you can justify
that by describing the altar as being intended to ward of plagues and to delay the plague-
ridden end of the world.

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

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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.

Altar Auras and Inscriptions

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.

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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.

D1000 Altar’s Original Material Effect / Feature / Aura /


Roll Purpose / Type of Object Inscription
Worship
001 to Abjuration / Alabaster Air Current (None)
005 Repulsion of (valuable) Change (roll in
Spirits CDDG1)
006 to Abjuration / Alabaster Alarm Spell (None)
010 Repulsion of (valuable)
Spirits
011 to Age Reversal Alder (wood) Altar Cloth Acclamation
015 (treasure?)
016 to Age Reversal Ash (wood) Ancient / Acclamation
020 Primordial
021 to Ancestral Bamboo Augury Sticks Angelic
025 Communication (treasure) Truename
026 to Ancestral Basalt (stone) Bas Reliefs Angelic
030 Communication Truename
031 to Apocalyptic Power Basalt (stone) Behind a Aura of
035 / Plague Portcullis Ancientry
036 to Apocalyptic Power Birch (wood) Bell (treasure?) Aura of
040 / Plague Ancientry
041 to Apocalyptic Power Bloodwood Bestows Spell / Aura of Awe
045 / Plague (wood) Power
046 to Apocalyptic Power Blueschist Bestows Vision Aura of Awe
050 / Plague (stone)
051 to Apotheosis Bone, Petrified Blood Sacrifice Aura of
055 Claustrophobia

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D1000 Altar’s Original Material Effect / Feature / Aura /


Roll Purpose / Type of Object Inscription
Worship
056 to Apotheosis Bone, Petrified Bloodstains Aura of
060 Claustrophobia
061 to Apotheosis Bones Bloodstains Aura of
065 Claustrophobia
066 to Apotheosis Bones Braziers Aura of Cold
070
071 to Appearance of Bones (giant, Braziers Aura of Cold
075 Sacred Objects carved)
076 to Appearance of Bones (giant, Candelabras Aura of
080 Sacred Objects carved) Confusion
081 to Appeasement of Brass Candelabras Aura of
085 Deity Confusion
086 to Appeasement of Brass Candles / Wax Aura of
090 Deity Stumps Confusion
091 to Atonement / Breccia (stone) Candles / Wax Aura of
095 Humility Stumps Contemplation
096 to Atonement / Bricks Censer Aura of
100 Humility Contemplation
101 to Avatar Visitation Bricks Censer Aura of Curiosity
105
106 to Avatar Visitation Bronze Ceremonial / Aura of Curiosity
110 Sacrificial
Weapon
(magical?)
111 to Blood Sacrifice Bronze Ceremonial / Aura of Darkness
115 Sacrificial / Limited Senses
Weapon
(magical?)
116 to Blood Sacrifice Cedar (wood) Ceremonial Aura of Darkness
120 Armor (treasure) / Limited Senses
121 to Blood Sacrifice Cedar (wood) Ceremonial Aura of Déjà vu
125 Armor (treasure)

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D1000 Altar’s Original Material Effect / Feature / Aura /


Roll Purpose / Type of Object Inscription
Worship
126 to Blood Sacrifice Cement / Ceremonial Garb Aura of Déjà vu
130 Roman (treasure?)
Concrete
131 to Boundary Marker Cement / Ceremonial Garb Aura of Déjà vu
135 Roman (treasure?)
Concrete
136 to Boundary Marker Cherry (wood) Ceremonial Aura of Desire
140 Headdress
(treasure)
141 to Burnt Offerings Cherry (wood) Ceremonial Aura of Desire
145 Headdress
(treasure)
146 to Burnt Offerings Chitin and Chalice(treasure) Aura of Desire
150 Resin
151 to Clairaudience Chitin and Chalice(treasure) Aura of Dread
155 Resin
156 to Clairaudience Clay Bricks Chimes Aura of Dread
160 (summoning?)
161 to Clairvoyance Clay Bricks Chimes Aura of Dread
165 (summoning?)
166 to Clairvoyance Claystone Clockwork / Aura of Echoes /
170 Automaton Voices
171 to Communication Copper Clockwork / Aura of Echoes /
175 with Another Automaton Voices
World
176 to Communication Copper Coins (treasure) Aura of Fear
180 with Another
World
181 to Communication Copper Coins (treasure) Aura of Fear
185 with Another
World

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D1000 Altar’s Original Material Effect / Feature / Aura /


Roll Purpose / Type of Object Inscription
Worship
186 to Communication Copper Cold (magical?) Aura of Fear
190 with Another
World
191 to Conversion of the Crystal Cold (magical?) Aura of Hatred
195 Unfaithful (valuable)
196 to Conversion of the Crystal Container (roll on Aura of Hatred
200 Unfaithful (valuable) Container Table)
201 to Conversion of the Crystal- Container (roll on Aura of Hope
205 Unfaithful Encased Slime Container Table)
or Energy
(monstrous?)
206 to Conversion of the Crystal- Crystal Prism Aura of Hope
210 Unfaithful Encased Slime (magical?)
or Energy
(monstrous?)
211 to Creation of an Crystal- Crystal Prism Aura of Hope
215 Artifact Encased Slime (magical?)
or Energy
(monstrous?)
216 to Creation of an Crystal- Crystal Sphere Aura of
220 Artifact Encased Slime (magical?) Intimidation
or Energy
(monstrous?)
221 to Curing Cypress Crystal Sphere Aura of
225 (wood) (magical?) Intimidation
226 to Curing Cypress Cultists / Aura of Joy
230 (wood) Worshippers
(NPCs)
231 to Curing Dacite (stone) Cultists / Aura of Joy
235 Worshippers
(NPCs)
236 to Curing Dacite (stone) Cursed Aura of Joy
240

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D1000 Altar’s Original Material Effect / Feature / Aura /


Roll Purpose / Type of Object Inscription
Worship
241 to Destruction of an Diorite (stone) Cursed Aura of Light /
245 Artifact Enhanced Senses
246 to Destruction of an Diorite (stone) Dais Aura of Light /
250 Artifact Enhanced Senses
251 to Destruction of Dolomite Dais Aura of Love
255 Enemies (stone)
256 to Destruction of Dolomite Dark Elven Aura of Love
260 Enemies (stone) Token / Regalia
(treasure)
261 to Dimensional Ebony (wood) Dark Elven Aura of Madness
265 Communication Token / Regalia
(treasure)
266 to Dimensional Electrum (very Darkness / Light Aura of Madness
270 Communication valuable) Spell
271 to Dimensional Electrum (very Darkness / Light Aura of Madness
275 Journey valuable) Spell
276 to Dimensional Elm (wood) Dead Body Aura of Mirth
280 Journey (inanimate)
281 to Dimensional Fir (wood) Dead Body Aura of Mirth
285 Journey (inanimate)
286 to Dimensional Flint (stone) Divination Bones Aura of Peace
290 Journey (treasure)
291 to Dimensional Giant Insect Divination Bones Aura of Peace
295 Knowledge / Chitin (treasure)
Revelation
296 to Dimensional Gilded Iron Divination Sticks Aura of Peace
300 Knowledge / (treasure)
Revelation
301 to Dimensional Glass Divination Sticks Aura of Rage
305 Viewing (magical?) (treasure)
306 to Dimensional Glassteel Divination Aura of Rage
310 Viewing (magical) Tokens (treasure)

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D1000 Altar’s Original Material Effect / Feature / Aura /


Roll Purpose / Type of Object Inscription
Worship
311 to Divination Glazed Bricks Divination Aura of Rage
315 Tokens (treasure)
316 to Divination Gneiss (stone) Dolls / Puppets Aura of Sadness
320 (monster?)
321 to Doom / Gold (very Dolls / Puppets Aura of Sadness
325 Punishment of the valuable) (monster?)
Unfaithful
326 to Doom / Granite (stone) Drum(s) Aura of Shadows
330 Punishment of the (summoning?)
Unfaithful
331 to Dreamlands Greenschist Drum(s) Aura of Shadows
335 Journeys (stone) (summoning?)
336 to Dreamlands Greenstone Engravings Aura of Static /
340 Journeys Energy
341 to Empathy / Greywacke Engravings Aura of Static /
345 Understanding (stone) Energy
346 to Empathy / Hardened Explosive Runes Aura of Warmth
350 Understanding Leather Spell
(monstrous?)
351 to Eternal Health Hemlock Explosive Runes Aura of Warmth
355 (wood) Spell
356 to Eternal Health Ice (magical) Filth / Beautiful /
360 Desecration Evocative
361 to Eternal Youth Ice (magical) Filth / Beautiful /
365 Desecration Evocative
366 to Eternal Youth Invisible Fire Trap Spell Boundary
370 Material Inscription
371 to Forbidden Iron Fire Trap Spell Boundary
375 Knowledge / Inscription
Madness

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D1000 Altar’s Original Material Effect / Feature / Aura /


Roll Purpose / Type of Object Inscription
Worship
376 to Forbidden Ironwood Firepit Chant
380 Knowledge / (wood)
Madness
381 to Golem Creation Ironwood Firepit Chant
385 (wood)
386 to Golem Creation Ivory Flasks and Clue
390 (valuable) Vessels (roll on
Container Table
as needed)
391 to Golem Creation Ivory Flasks and Clue
395 (valuable) Vessels (roll on
Container Table
as needed)
396 to Golem Creation Ivory Frescoes Couplet
400 (valuable)
401 to Healing / Lacquered Frescoes Couplet
405 Regeneration Wood (type?)
406 to Healing / Lacquered Fungus (roll on Cryptic
410 Regeneration Wood (type?) Fungus Table)
411 to Idolatry / Living Lead Fungus (roll on Cryptic
415 Statue Creation Fungus Table)
416 to Idolatry / Living Lead Gargoyle Curse
420 Statue Creation (monster?)
421 to Lost Knowledge Lead Gargoyle Curse
425 (monster?)
426 to Lost Knowledge Lead Glowing / Date (Future)
430 Phosphorescent
431 to Lost Knowledge Lignite (stone) Glowing / Date (Future)
435 Phosphorescent
436 to Lost Knowledge Lignite (stone) Glyph of Date (Past)
440 Warding Spell

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D1000 Altar’s Original Material Effect / Feature / Aura /


Roll Purpose / Type of Object Inscription
Worship
441 to Magic Item Limestone Glyph of Date (Past)
445 Creation Warding Spell
446 to Magic Item Limestone Golem (monster) Date (Today)
450 Creation
451 to Material Sacrifice Limestone Golem (monster) Date (Today)
455
456 to Material Sacrifice Limestone Gong Dedication
460 (summoning?
461 to Material Sacrifice Living Flesh Gong Dedication
465 (summoning?
466 to Material Sacrifice Living Flesh Grotto Demonic
470 Truename
471 to Meditation / Self- Living Fungus Grotto Demonic
475 Realization Truename
476 to Meditation / Self- Living Fungus Guardian Beast Denunciation
480 Realization (animal)
481 to Minion Visitation Mahogany Guardian Beast Denunciation
485 (wood) (animal)
486 to Minion Visitation Mahogany Guardian Diabolic
490 (wood) Monster Truename
(monster)
491 to Minion Visitation Maple (wood) Guardian Diabolic
495 Monster Truename
(monster)
496 to Minion Visitation Maple (wood) Guardians Dwarven Runes
500 Present
(monsters)
501 to Miraculous Marble (stone, Guardians Dwarven Runes
505 Evocations valuable) Present
(monsters)
506 to Miraculous Marble (stone, Hack Marks / Eerie
510 Evocations valuable) Desecration

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D1000 Altar’s Original Material Effect / Feature / Aura /


Roll Purpose / Type of Object Inscription
Worship
511 to Nepenthe Marble (stone, Hack Marks / Eerie
515 valuable) Desecration
516 to Nepenthe Marble (stone, Healing Herbs Elogium
520 valuable) (treasure)
521 to Oracle Meteoric Iron Healing Herbs Elogium
525 (very valuable) (treasure)
526 to Oracle Meteoric Iron Hidden Treasure Elven Script
530 (very valuable) (type?)
531 to Oracle Mud Bricks Hidden Treasure Elven Script
535 (type?)
536 to Oracle Mud Bricks High Priest Encrypted
540 Present (NPC)
541 to Planar Mudstone High Priest Encrypted
545 Communication Present (NPC)
546 to Planar Mudstone Holy / Unholy Epitaph
550 Communication Book (magical?)
551 to Planar Knowledge Nephrite Holy / Unholy Epitaph
555 / Revelation (stone) Book (magical?)
556 to Planar Knowledge Oak (wood) Holy / Unholy Gibberish
560 / Revelation Monstrance
(treasure)
561 to Planar Knowledge Oak (wood) Holy / Unholy Gibberish
565 / Revelation Monstrance
(treasure)
566 to Planar Knowledge Obsidian Holy / Unholy Gnomish Runes
570 / Revelation (crystal / stone, Symbol (treasure)
valuable)
571 to Planar Travel Obsidian Holy / Unholy Gnomish Runes
575 (crystal / stone, Symbol (treasure)
valuable)

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D1000 Altar’s Original Material Effect / Feature / Aura /


Roll Purpose / Type of Object Inscription
Worship
576 to Planar Travel Onyx Holy / Unholy Good Omen
580 (valuable) Water Basin
(magical?)
581 to Planar Viewing Onyx Holy / Unholy Good Omen
585 (valuable) Water Basin
(magical?)
586 to Planar Viewing Oolite (stone) Hot (magical?) Halfling Script
590
591 to Planar Viewing Oolite (stone) Hot (magical?) Halfling Script
595
596 to Planar Viewing Packed / Icon Haunting
600 Hardened
Earth
601 to Possession Petrified Icon Haunting
605 Wood
606 to Possession Petrified Idol(s) Hieroglyphic
610 Wood
611 to Prison for Pewter Idol(s) Hieroglyphic
615 Supernatural
Entity
616 to Prison for Pewter Illusion Historical
620 Supernatural Commemoration
Entity
621 to Prison for Pine (wood) Illusion Historical
625 Supernatural Commemoration
Entity
626 to Prison for Pine (wood) Immaculate / Honoring Hero
630 Supernatural Untouchable
Entity Shrine
631 to Protective Aura / Platinum (very Immaculate / Honoring Hero
635 Repulsion of valuable) Untouchable
Corporeal Enemies Shrine

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D1000 Altar’s Original Material Effect / Feature / Aura /


Roll Purpose / Type of Object Inscription
Worship
636 to Protective Aura / Platinum (very Imprisoned Honoring Martyr
640 Repulsion of valuable) Angel (monster)
Corporeal Enemies
641 to Psychic Porphyry Imprisoned Honoring Martyr
645 Empowerment (stone) Angel (monster)
646 to Psychic Porphyry Imprisoned Honoring Ruler
650 Empowerment (stone) Demon (monster)
651 to Purification of Precious Stone Imprisoned Honoring Ruler
655 Objects (GM’s choice, Demon (monster)
very valuable)
656 to Purification of Precious Stone Imprisoned Devil Ill Omen
660 Objects (GM’s choice, (monster)
very valuable)
661 to Purification of Pyrolite Imprisoned Devil Ill Omen
665 Objects (stone) (monster)
666 to Purification of Pyrolite Incense Imprecation
670 Objects (stone)
671 to Purification of Quartz (crystal Incense Imprecation
675 Worshippers / stone)
676 to Purification of Quartz (crystal Incense Burners Invisible
680 Worshippers / stone)
681 to Purification of Rhyolite Incense Burners Invisible
685 Worshippers (stone)
686 to Purification of Rhyolite Inset Gems Invitation
690 Worshippers (stone) (treasure)
691 to Quests and Geases Rock Crystal Jewelry (sacred Invitation
695 (valuable) treasure)
696 to Quests and Geases Rock Crystal Living Shadows Invocation
700 (valuable) (monster)
701 to Reincarnation Rusted Iron Magic Circle Invocation
705

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D1000 Altar’s Original Material Effect / Feature / Aura /


Roll Purpose / Type of Object Inscription
Worship
706 to Reincarnation Rusted Iron Magic Mouth Lament
710 Spell
711 to Reliquary / Relic Sandstone Magical Gateway Lament
715 Protection (roll on Magical
Gateway table)
716 to Reliquary / Relic Sandstone Magnetic Effect / Legend
720 Protection Lodestone (trick?)
721 to Reliquary / Relic Scoria (stone) Manacles / Legend
725 Protection Chains
726 to Reliquary / Relic Scoria (stone) Map (treasure) Lovecraftian
730 Protection Truename
731 to Resurrection Serpentine Mask (treasure?) Lovecraftian
735 (stone) Truename
736 to Resurrection Serpentine Material Offering Nautical
740 (stone) (sacred / Coordinates
untouchable
treasure)
741 to Resurrection Shale (stone) Minions Present Nautical
745 (NPCs) Coordinates
746 to Resurrection Shale (stone) Mold (roll on Oath
750 Fungus Table)
751 to Sanctuary from Siltstone Mosaics Oath
755 Opposite
Alignment
756 to Sanctuary from Siltstone Niches / Alcoves Obscure
760 Opposite Honorific
Alignment
761 to Sanctuary from Silver Offering Bowl Obscure
765 Planar Invaders (valuable) (treasure?) Honorific
766 to Sanctuary from Silver Offertory Paradox
770 Planar Invaders (valuable) Container (roll on

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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

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D1000 Altar’s Original Material Effect / Feature / Aura /


Roll Purpose / Type of Object Inscription
Worship
836 to Spell Recovery Slate (stone) Scourge of Prayer for
840 Flagellation Salvation
(treasure?)
841 to Summoning Soapstone Screen / Filigree Prayer for
845 Familiar (treasure?) Salvation
846 to Summoning Soapstone Scroll (magical?) Prayer for
850 Familiar Visitation
851 to Summoning Spruce (wood) Secret Prayer for
855 Familiars Compartment Visitation
(treasure?)
856 to Summoning Stacked Stones Secret Door Prophecy
860 Familiars
861 to Summoning Stacked Stones Secret Stairway Prophecy
865 Guardian
866 to Summoning Stalactites Secret Trapdoor Quote
870 Guardian
871 to Supernatural Stalactites Skeleton Quote
875 Knowledge, New (inanimate)
Languages
876 to Supernatural Stalagmites Skulls Reader’s Own
880 Knowledge, New Name
Languages
881 to Supernatural Stalagmites Slime (roll on Reader’s Own
885 Knowledge, New Fungus Table) Name
Languages
885 to Supernatural Steel Spider Webs Riddle
890 Knowledge, New (giant?)
Languages
891 to Supernatural Steel Spirit Present Riddle
895 Knowledge, New (monster)
Spells

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D1000 Altar’s Original Material Effect / Feature / Aura /


Roll Purpose / Type of Object Inscription
Worship
896 to Supernatural Stone (type?) Statue(s) Secret
900 Knowledge, New
Spells
901 to Teleportation Stone (type?) Strange Odor Secret
905 (roll in CDDG1)
906 to Teleportation Syenite (stone) Strange Sound Spell-Activating
910 (roll in CDDG1)
911 to Temporal Stasis Syenite (stone) Stud / Pommels Spell-Activating
915 (buttons) (trap /
trick?)
916 to Temporal Stasis Tiled Bricks Submerged Taunt
920
921 to Temporal Stasis / Tiled Bricks Summon Vermin Taunt
925 Preservation Spell
926 to Temporal Stasis / Tin Sunken Pit Threat
930 Preservation
931 to Time Travel Tin Symbol Spell Threat
935
936 to Time Travel Travertine Tapestry(magical) Trap-Activating
940 (stone)
941 to Transmigration of Travertine Tea Leaves (in Trap-Activating
945 Souls (stone) container?)
946 to Transmigration of Unknown Teleportation Trick-Activating
950 Souls Alien Metal Spell
951 to Transmutation Unknown The Elder Sign Trick-Activating
955 Alien Stone
956 to Transmutation Unknown Throne / Sacred Unknown
960 Alien Wood Seat Language
961 to Undead Verdigris Trap (roll in Book Unknown
965 Reanimation of Dungeon Language
Traps)

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D1000 Altar’s Original Material Effect / Feature / Aura /


Roll Purpose / Type of Object Inscription
Worship
966 to Undead Verdigris Trapdoor Unreadable
970 Reanimation
971 to Vigil / Whiteschist Trash Heap Unreadable
975 Sleeplessness (stone)
976 to Vigil / Whiteschist Treasure (type?) Votive Inscription
980 Sleeplessness (stone)

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D1000 Altar’s Original Material Effect / Feature / Aura /


Roll Purpose / Type of Object Inscription
Worship
981 to Visions Woven Vines Trick (roll on Votive Inscription
985 Trick Table)
986 to Visions Woven Vines Tripods Warning
990
991 to Weather / Yew (wood) Undead Warning
995 Environment (monster)
Control
996 to Weather / Yew (wood) Waterfall Warning
000 Environment
Control

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

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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.

D100 Implement of Torture / D100 Implement of Torture /


Roll Torture Chamber Feature Roll Torture Chamber Feature
[01] Anvil [02] Ball and Chain
[03] Barrel of Oil [04] Barrel of Tar
[05] Bastinadoes [06] Black Hood
[07] Bladed Chair [08] Boiling Vat
[09] Boulder [10] Branding Irons
[11] Brank [12] Brazen Bull
[13] Brazier and Tongs (for hot [14] Breaking Wheel
coals)
[15] Broken Glass Shards [16] Cage
[17] Caged Helm [18] Cat-o’-Nine-Tails
[19] Cat’s Paws [20] Catapelta
[21] Cauldron [22] Cavaletto Squarciapalle
[23] Centipede Cage [24] Chains
[25] Chair of Torture [26] Chirurgeon’s Saw
[27] Chirurgeon’s Table [28] Clamps
[29] Coffin Cage [30] Cranks and Ropes
[31] Cressets [32] Crocodile Shears
[33] Daggers [34] Dripping Water Trough
and Tubes
[35] Dunking Barrel [36] Dunking Cradle
[37] Fetters [38] Firepit
[39] Fireplace [40] Flask of Honey
[41] Garrote ]42] Hangman’s Noose
[43] Hatchets and Meat Cleavers [44] Heretic’s Fork
or
Head Crusher

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D100 Implement of Torture / D100 Implement of Torture /


Roll Torture Chamber Feature Roll Torture Chamber Feature
[45] Hooks and Cords [46] Hungry / Starving Monster
in Cage
or
Inquisitor (NPC)
[47] Instrument of Mercy [48] Instrument of Torment
(monster) (monster)
[49] Iron Boot [50] Iron Chair
[51] Iron Maiden [52] Iron Mask
[53] Judas Cradle [54] Living Victim (see Prisoner
Table)
[55] Maces and Morning Stars [56] Manacles
[57] Needles and Pins [58] Oubliette
[59] Pendulum Blade [60] Pillory
[61] Pincers [62] Pit
[63] Powdered Glass [64] Psychic Inquisitor (NPC)
[65] Rack / Stretching Table [66] Rat Cage
[67] or [68] Ropes [69] or [70] Ropes and Cords
[71] or [72] Sausage Grinder [73] or [74] Scold’s Bridle
or
Scavenger’s Daughter
[75] or [76] Scorpion Cage [77] or [78] Scourge
[79] Set of Knives [80] Set of Scalpels
[81] or [82] Sledge Hammer [83 or [84] Spider Cage

[85] Stake and Manacles [86] Stocks


[87] Strappado Setup [88] Swords
[89] Tablilla Setup [90] Thumbscrews
[91] Tongs [92] Tongue Tearer
[93] Tooth Pliers [94] Torches

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D100 Implement of Torture / D100 Implement of Torture /


Roll Torture Chamber Feature Roll Torture Chamber Feature
[95] Torturer (NPC) [96] Vial of Acid
[97] Vial of Poison [98] Victim (see Corpse Table)
[99] Vise [00] Whips

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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 …

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D1000 Unusual / Evocative Room Feature


Roll
001 to 005 101 Containers Present
006 to 011 15’ High Pyramid of Mostly-Empty Potion Bottles
012 to 017 23 Dead Bodies Present
018 to 022 666 Books Present
023 to 028 Adventurers’ Campsite (recently abandoned)
029 to 034 Air / Surfaces Are Glittering
035 to 039 Alien Architecture
040 to 045 All Surfaces Covered in Mosaics
046 to 051 All Surfaces Made of Compressed / Angular Dirt (unstable)
052 to 056 Animated Suits of Armor March in Formation, Halt
057 to 062 Aquarium with Aquatic Creatures
063 to 068 Arrow Points to Secret Door (trap?)
069 to 073 Beast Trophies (animated?)
074 to 078 Blast Shadows of Slain People on Walls
079 to 083 Bleeding Walls
084 to 088 Breathing Walls
089 to 093 Bricked Up Trapdoor in Ceiling / Floor
094 to 098 Broken Musical Instruments Everywhere
099 to 103 Burning Lantern in Center of Room (no other feature)
104 to 108 Caged Fire Beetles and Tiny Fire Elementals Provide Illumination
109 to 113 Cairn in Center of Room
114 to 118 Canopic Jars and Embalming Slab
119 to 123 Canvas Spread Over Surfaces
124 to 128 Cats Roaming Everywhere
129 to 133 Cenotaphs Everywhere
134 to 139 Chalk Scrawlings / Diagrams Everywhere
140 to 145 Chandelier Turned into Precarious Climbing Ladder to Dangerous
Treasure Room

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D1000 Unusual / Evocative Room Feature


Roll
146 to 150 Chasm and Bridge
151 to 156 Claw Marks Everywhere
157 to 162 Climbable Series of Low Wooden Rafters
163 to 167 Colossus Covered in Verdigris
168 to 173 Covered in Bloody Scrawlings of a Madman
174 to 179 Crucible and Smith’s Gear
180 to 184 Curiosity Cabinet filled with Wondrous Things
185 to 190 Darkness Spell, Growling Sounds
191 to 196 Disembodied Voice Mockingly Narrates the Adventurers’ Actions
197 to 201 Doll Sits Up in Middle of the Room, Crawls Away Toward Grating
202 to 207 Doors are Giant Sculpted Mouths
208 to 213 Doors Every 10’ Divide Room into Cells
214 to 218 Doors Removed and Stacked
219 to 224 Doors to Nowhere Every 10’ (opening to walls, perhaps with Roman
numerals on them)
225 to 230 Dream Catchers Hanging Everywhere
231 to 235 Dungeon Villain’s Giant Head Hovers as Watchful “Hologram”
236 to 242 Every Surface is Carved / Etched / Engraved
243 to 249 Every Surface Made of Flesh
250 to 254 Feral Child Lair
255 to 261 Filled with Mist
262 to 268 Filled with Prisoners
269 to 273 Filled with Taxidermy (beasts, monsters, etc.)
274 to 280 Floating Objects
281 to 287 Floor is 3’ Deep Pool of Mud (potential trap for short demi-humans)
288 to 292 Floor is a Wall (with doors mounted in floor and ceiling)
293 to 299 Floor is Ceiling (with furnishings on ceiling)
300 to 306 Floor Tiles Form a Game Board
306 to 311 Friendly Cat in Room, Follows Adventurers

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D1000 Unusual / Evocative Room Feature


Roll
312 to 318 Frigid, Walls Covered in Ice
319 to 325 Funerary Urns on Shelves
326 to 330 Fungal Garden, Beautiful
331 to 337 Fungal Garden, Cursed (Negative Magical Property)
338 to 344 Fungal Garden, Edible
345 to 349 Fungal Garden, Enchanted (Positive Magical Property)
350 to 356 Fungal Garden, Gas-Emitting
357 to 363 Fungal Garden, Hallucinogenic
364 to 368 Fungal Garden, Hive Mind
369 to 375 Fungal Garden, Invasive / Parasitic
376 to 382 Fungal Garden, Magic Eating
383 to 387 Fungal Garden, Phosphorescent
388 to 394 Fungal Garden, Poisonous
395 to 401 Gargoyles on Pedestals
402 to 406 Ghostly Mist Handprints on the Walls
407 to 413 Glass Coffin(s) in Room
414 to 420 Gong Hanging in Stand, Still Barely Reverberating (no other features
in room)
421 to 425 Grass-Like Growth Everywhere
426 to 432 Gravestone(s)
433 to 439 Gremlin Flees from Explorers into Tiny Hole
440 to 444 Half-Finished Colossal Sculpture
445 to 441 Hand Cart and Rails, Leading Out Descending Tunnel
442 to 448 Hanging Hides, Flayed Skins and Pelts
449 to 453 Hanging Nets Everywhere Hold Boxes, Skulls, Etc.
454 to 460 Hermit Slowly Turning into a Tree
461 to 467 Huge Pile of Flinders / Splinters
468 to 472 Improvised Midwall Divides Room

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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

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644 to 650 Pieces of Driftwood


D1000 Unusual / Evocative Room Feature
Roll
651 to 656 Pipe Organ (playing on its own?)
657 to 661 Portcullises Every 10’ Divide Room into Cells
662 to 667 Pots and Pans Hanging Everywhere
668 to 673 Rat Swarm Flees
674 to 678 Reflecting Mirrors Cascading with Surface Sunlight
679 to 684 Room Filled Floor to Ceiling with Trash
685 to 490 Room Filled with 10’ Deep Sand
691 to 695 Room Filled with Hedge Maze, Dirt Floor
696 to 701 Room Floor is an Enormous Sinkhole (trap if adventurers open door
quickly)
702 to 707 Room Has Recently Flooded
708 to 712 Room is a 30’ Tall Trash Heap (with gremlin burrows throughout)
713 to 718 Room is a Whirlpool with an Aura of Silence (trap)
719 to 724 Room is Filled with Statues
725 to 729 Room is Made of Bones and Skulls
730 to 735 Room is Made of Bronze / Brass Plating
736 to 741 Room is Made of Crystal / Glass
742 to 746 Room is Made of Energy / Force Fields
747 to 752 Room is Made of Iron / Steel Plating
753 to 758 Roots Growing Everywhere
759 to 763 Ropes Dangling from Shafts
764 to 769 Runestone(s)
770 to 775 Sealed and Airless Until Opened
776 to 780 Shadows in Walls (living)
781 to 786 Shattered Barricade, Broken Weapons
787 to 792 Skeletal Hands Stuck in Floor / Wall / Ceiling
793 to 797 Skulls in Piles
798 to 803 Skylight in Ceiling Leads to Surface

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D1000 Unusual / Evocative Room Feature


Roll
804 to 809 Slime Dripping Everywhere
810 to 814 Soot Covers Everything
815 to 820 Steam Vents
821 to 826 Sticks and Wicker Men Hanging Everywhere
827 to 831 Strange Overpowering Feeling
832 to 836 Suits of Rusted Armor Stacked Floor to Ceiling
837 to 842 Sweltering, Scalding Steam
843 to 847 Terrarium with Tiny Creatures
848 to 853 Thousands of Cockroaches Flee
854 to 859 Thousands of Rat Skeletons Crunch Underfoot
860 to 864 Tiny Furniture and Light Fixtures
865 to 870 Tiny Hut in Center of Room, Made of Filthy Thatch and Clay Bricks
871 to 876 Totem Poles to the Ceiling
877 to 881 Trail of Pebbles / Breadcrumbs
882 to 887 Transparent Ceiling
888 to 893 Transparent Floor
894 to 898 Transparent Wall
899 to 904 Troll Held in Magical Stasis
905 to 910 Two Armored (Inanimate) Skeletons in Fighting Pit, Impaled on Each
Other’s Spears
911 to 915 Uneven / Dangerous Floor
916 to 921 Very High Ceiling
922 to 927 Very Low Ceiling
928 to 932 Vines Growing Everywhere
933 to 938 Walls Are Moving (huge insect migration)
939 to 944 Walls Covered in Old Mounted Shields
945 to 949 Walls Covered in Old Mounted Weapons
950 to 955 Walls Covered in Writhing Snakes (harmless?)
956 to 963 Walls Filled with Shelves and Bottles

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D1000 Unusual / Evocative Room Feature


Roll
964 to 970 Winch and Pulleys, Chalk Outline on Wall
971 to 977 Wind Current
978 to 984 Wooden Floor Partially Collapsed, Stone Chamber Beneath
985 to 992 Writing / Graffiti on Every Surface
993 to 000 Writing on Walls (shifting, changing)

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Holy second hobbit crap, Bobbins!

Look at all these crazy dungeon tables!

Game over, man!

Game over!

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ABOUT THE AUTHOR

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.

Hoary wizard-priests who inspired Mr. Kelly in his netherworldly machinations


included the peerless Gygax, Carr, Arneson, Cook, Hammack, Jaquays, Bledsaw,
Moldvay, Kuntz, Schick and Ward. Sadly, a misguided made-for-the-basements movie
entitled Mazes and Monsters gave Mr. Kelly’s parents conniptions in 1982. As a result of
that blasphemous Tom Hanks debacle (and other more personal lapses in judgment), Mr.
Kelly was eventually forbidden from playing his favorite game for a considerable length
of time.

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,

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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.

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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.

My available books, as of spring 2017, include:



[1] Arachne: A Pyre of Angels



CASTLE OLDSKULL FRPG GAMING SUPPLEMENTS

[2] City-State Encounters (CSE1)

[3] The Classic Dungeon Design Guide, Book I (CDDG1)

[4] The Classic Dungeon Design Guide, Book II (CDDG2)

[4] Dungeon Delver Enhancer (DDE1)

[5] Game World Generator (GWG1)

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[6] The Great Dungeon Bestiary (CDDG2)

[7] Mega-Dungeon Monsters & Treasure (MDMT1)

[8] The Pegana Mythos (PM1)

[9] Treasure Trove: The Book of Potions (TT1)



[10+] The Complete Alice in Wonderland

(and many other public domain author editions, published under the Wonderland Imprints
blazon)



[11] Cthulhu in Wonderland



DUNGEON MASTER’S GUILD GAMING SUPPLEMENTS

[12] City State Creator I (ELD2)

[13] City State Creator II (ELD3)

[14] Dungeon Crucible: Random Dungeon Name Generator (DC1)

[15] Guy de Gaxian’s Dungeon Monsters: Level 1 (GG1)

[16] Old School Dragons: Molting Wyrmlings (DR1)

[17] Oldskull Rogues Gallery I (ORG1)

[18] Oldskull Rogues Gallery II (ORG2)

[19] 1,000 Rooms of Madness (DC2-S)

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[20] Random Treasure Trove Generator (RTT1)

[21] Spawning Pool of the Elder Things (SP1)

[22] Treasure Trove 1: Challenge 1 Treasures (TT1)

[23] Treasure Trove 2: Challenge 2 Treasures (TT2)

[24] Treasure Trove 3: Challenge 3 Treasures (TT3)



[25] From the Fire: An Epic Novel of the Nuclear Holocaust



HAWK & MOOR: THE UNOFFICIAL HISTORY

OF DUNGEONS & DRAGONS

[26] Book 1: The Dragon Rises

[27] Book 1: The Dragon Rises, Deluxe Edition

[28] Book 2: The Dungeons Deep

[29] Book 2: The Dungeons Deep, Deluxe Edition

[30] Book 3: Lands and Worlds Afar

[31] Book 4: Of Demons & Fallen Idols

[32] Book 5: Age of Glory

[33] The Steam Tunnel Incident

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

THE LYRIC BOOKS OF SHADOW

[34] I: For the Dark Is the Light

[35] II: The Summoning of Dark Angels



[36] The Necronomicon: The Cthulhu Revelations



(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 …

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Castle Oldskull – Old School FRPG Supplements


(at DriveThruRPG.com)

CSE1 DDE1 GWG1


City State Encounters Dungeon Delver Game World Generator
Enhancer

BDT1 CDDG1 PM1


The Book of Dungeon The Classic Dungeon The Pegana Mythos
Traps Design Guide

And More
To Come
KENT DAVID KELLY
WONDERLAND IMPRINTS OSR

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CASTLE OLDSKULL ~ CDDG2 KENT DAVID KELLY

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