DUMB DECISION TTRPG · Library
Dungeon Master's Guide (2014)
Page 290

Appendix A: Random Dungeons

This appendix helps you quickly generate a dungeon. The tables work in an iterative manner. First, roll a starting area, then roll to determine the passages and doors found in that area. One you have initial passages and doors, determine the location and nature of subsequent passages, doors, chambers, stairs, and so on-each of them generated by rolls on different tables.

Following these instructions can lead to sprawling complexes that more than fill a single sheet of graph paper. If you want to constrain the dungeon, establish limits ahead of time on how far it can grow. The most obvious limit to a dungeon's size is the graph paper it's drawn on. If a feature would exceed the boundaries of the page, curtail it. A corridor might turn or come to a dead end at the map's edge, or you can make a chamber smaller to fit the available space.

Alternatively, you can decide that passages leading off the edge of the map are additional dungeon entrances. Stairs, shafts, and other features that would normally lead to levels you don't plan to map can serve a similar purpose.

Starting Area

The Starting Area table produces a chamber or a set of corridors at the entrance to your dungeon. When rolling for a random starting area, pick one of the doors or passages leading into the starting area as the entrance to the dungeon as a whole.

Once you've selected the entrance, roll on the appropriate table for each passage or door leading away from the starting area. Passages each extend 10 feet beyond the starting area. After that point, check on the Passage table for each passage to determine what lies beyond. Use the Beyond a Door table to determine what lies behind doors and secret doors.

Starting Area
d10Configuration
1Square, 20 × 20 ft.; passage on each wall
2Square, 20 × 20 ft.; door on two walls, passage in third wall
3Square, 40 × 40 ft.; doors on three walls
4Rectangle, 80 × 20 ft., with row of pillars down the middle; two passages leading from each long wall, doors on each short wall
5Rectangle, 20 × 40 ft.; passage on each wall
6Circle, 40 ft. diameter; one passage at each cardinal direction
7Circle, 40 ft. diameter; one passage in each cardinal direction; well in middle of room (might lead down to lower level)
8Square, 20 × 20 ft.; door on two walls, passage on third wall, secret door on fourth wall
9Passage, 10 ft. wide; T intersection
10Passage, 10 ft. wide; four-way intersection

Passages

When generating passages and corridors, roll on the Passage table multiple times, extending the length and branches of any open passage on the map until you arrive at a door or chamber.

Whenever you create a new passage, roll to determine its width. If the passage branches from another passage, roll a d12 on the Passage Width table. If it comes from a chamber, roll a d20 on that table, but the width of the passage must be at least 5 feet smaller than the longest dimension of the chamber.

Passage
d20Detail
1-2Continue straight 30 ft., no doors or side passages
3Continue straight 20 ft., door to the right, then an additional 10 ft. ahead
4Continue straight 20 ft., door to the left, then an additional 10 ft. ahead
5Continue straight 20 ft.; passage ends in a door
6-7Continue straight 20 ft., side passage to the right, then an additional 10 ft. ahead
8-9Continue straight 20 ft., side passage to the left, then an additional 10 ft. ahead
10Continue straight 20 ft., comes to a dead end; 10% chance of a secret door
11-12Continue straight 20 ft., then the passage turns left and continues 10 ft.
13-14Continue straight 20 ft., then the passage turns right and continues 10 ft.
15-19Chamber (roll on the Chamber table)
20Stairs* (roll on the Stairs table)
Passage Width
d12;d20Width
1–25 ft.
3–1210 ft.
13–1420 ft.
15–1630 ft.
1740 ft., with row of pillars down the middle
1840 ft., with double row of pillars
1940 ft. wide, 20 ft. high
2040 ft. wide, 20 ft. high, gallery 10 ft. above floor allows access to level above

Doors

Whenever a table roll indicates a door, roll on the Door Type table to determine its nature, then roll on the Beyond a Door table to see what lies on the other side of it. If a door is barred, you decide which side of the door the bar is on. Unlocked doors can also be stuck, at your discretion. See chapter 5, "Adventure Environments," for information on doors and portcullises.

Door Type
d20Door Type
1-10Wooden
11-12Wooden, barred or locked
13Stone
14Stone, barred or locked
15Iron
16Iron, barred or locked
17Portcullis
18Portcullis, locked in place
19Secret door
20Secret door, barred or locked
Beyond a Door
d20Feature
1-2Passage extending 10 ft., then T intersection extending 10 ft. to the right and left
3-8Passage 20 ft. straight ahead
9-18Chamber (roll on the Chamber table)
19Stairs (roll on the Stairs table)
20False door with trap

Chambers

Whenever a roll on a table indicates a chamber, use the Chamber table to define its dimensions. Then roll on the Chamber Exits table to determine the number of exits. For each exit, roll on the Exit Location and Exit Type tables to determine the nature and placement of the exit.

Use the tables in the "Stocking a Dungeon" section to determine the contents of a chamber.

Chamber
d20Chamber
1-2Square, 20 × 20 ft.¹
3-4Square, 30 × 30 ft.¹
5-6Square, 40 × 40 ft.¹
7-9Rectangle, 20 × 30 ft.¹
10-12Rectangle, 30 × 40 ft.¹
13-14Rectangle, 40 × 50 ft.²
15Rectangle, 50 × 80 ft.²
16Circle, 30 ft. diameter¹
17Circle, 50 ft. diameter²
18Octagon, 40 × 40 ft.²
19Octagon, 60 × 60 ft.²
20Trapezoid, roughly 40 × 60 ft.²
Chamber Exits
d20Normal ChamberLarge Chamber
1-300
4-501
6-811
9-1112
12-1322
14-1523
16-1733
1834
1945
2046
Exit Location
d20Location
1-7Wall opposite entrance
8-12Wall left of entrance
13-17Wall right of entrance
18-20Same wall as entrance
Exit Type
d20Type
1-10Door (roll on the Door Type table)
11-20Corridor, 10 ft. long

Stairs

Stairs can include any means of going up and down, including ramps, chimneys, open shafts, elevators, and ladders. If your dungeon has more than one level, the amount of space between levels is up to you. A distance of 30 feet works fine for most dungeons.

Stairs
d20Stairs
1-4Down one level to a chamber
5-8Down one level to a passage 20 ft. long
9Down two levels to a chamber
10Down two levels to a passage 20 ft. long
11Down three levels to a chamber
12Down three levels to a passage 20 ft. long
13Up one level to a chamber
14Up one level to a passage 20 ft. long
15Up to a dead end
16Down to a dead end
17Chimney up one level to a passage 20 ft. long
18Chimney up two levels to a passage 20 ft. long
19Shaft (with or without elevator) down one level to a chamber
20Shaft (with or without elevator) up one level to a chamber and down one level to a chamber

Connecting Areas

When your map is done, consider adding doors between chambers and passages that are next to each other but otherwise not connected. Such doors create more paths through the dungeon and expand players' options.

If your dungeon consists of more than one level, be sure that any stairs, pits, and other vertical passages line up between levels. If you're using graph paper, lay a new page on top of your existing map, mark the locations of stairs and other features shared by the two levels, and begin mapping the new level.

Stocking a Dungeon

Creating a map for your dungeon is only half the fun. Once you have the layout, you need to decide what challenges and rewards are to be found in the dungeon's passages and chambers. Any reasonably large space should be stocked with interesting sights, sounds, objects, and creatures.

You don't need to have every last detail of your dungeon plotted out. You can get by with nothing more than a list of monsters, a list of treasures, and a list of one or two key elements for each dungeon area.

Chamber Purpose

A room's purpose can help determine its furnishings and other contents.

For each chamber on your dungeon map, establish its purpose or use the tables below to generate ideas. Each type of dungeon described in the "Dungeon Purpose" section of chapter 5, "Adventure Environments," has its own table featuring chambers geared to the dungeon's purpose. For example, if you're building a tomb, use the Dungeon: Tomb table to help you determine the purpose of each chamber. These dungeon-specific tables are followed by the General Dungeon Chambers table, which you can use if your dungeon isn't an exact fit for one of the standard types of dungeon or if you want to mix things up.

Relying on random rolls to stock an entire dungeon can lead to incongruous results. A tiny room might end up being identified as a temple, while the huge chamber next door serves as storage. It can be fun to try to make sense of such strange design ideas, but make changes as you see fit. You can set aside a few key rooms and create specific contents for them.

Dungeon: Death Trap
d20Purpose
1Antechamber or waiting room for spectators
2-8Guardroom fortified against intruders
9-11Vault for holding important treasures, accessible only by locked or secret door (75% chance of being trapped)
12-14Room containing a puzzle that must be solved to bypass a trap or monster
15-19Trap designed to kill or capture creatures
20Observation room, allowing guards or spectators to observe creatures moving through the dungeon
Dungeon: Lair
d20Purpose
1Armory stocked with weapons and armor
2Audience chamber, used to receive guests
3Banquet room for important celebrations
4Barracks where the lair's defenders are quartered
5Bedroom, for use by leaders
6Chapel where the lair's inhabitants worship
7Cistern or well for drinking water
8-9Guardroom for the defense of the lair
10Kennel for pets or guard beasts
11Kitchen for food storage and preparation
12Pen or prison where captives are held
13-14Storage, mostly nonperishable goods
15Throne room where the lair's leaders hold court
16Torture chamber
17Training and exercise room
18Trophy room or museum
19Latrine or bath
20Workshop for the construction of weapons, armor, tools, and other goods
Dungeon: Maze
d20Purpose
1Conjuring room, used to summon creatures that guard the maze
2-5Guard room for sentinels that patrol the maze
6-10Lair for guard beasts that patrol the maze
11Pen or prison accessible only by secret door, used to hold captives condemned to the maze
12Shrine dedicated to a god or other entity
13-14Storage for food, as well as tools used by the maze's guardians to keep the complex in working order
15-18Trap to confound or kill those sent into the maze
19Well that provides drinking water
20Workshop where doors, torch sconces, and other furnishings are repaired and maintained
Dungeon: Mine
d20Purpose
1-2Barracks for miners
3Bedroom for a supervisor or manager
4Chapel dedicated to a patron deity of miners, earth, or protection
5Cistern providing drinking water for miners
6-7Guardroom
8Kitchen used to feed workers
9Laboratory used to conduct tests on strange minerals extracted from the mine
10-15Lode where metal ore is mined (75% chance of being depleted)
16Office used by the mine supervisor
17Smithy for repairing damaged tools
18-19Storage for tools and other equipment
20Strong room or vault used to store ore for transport to the surface
Dungeon: Planar Gate
d100Purpose
01-03Decorated foyer or antechamber
04-08Armory used by the portal's guardians
09-10Audience chamber for receiving visitors
11-19Barracks used by the portal's guards
20-23Bedroom for use by the high-ranking members of the order that guards the portal
24-30Chapel dedicated to a deity or deities related to the portal and its defenders
31-35Cistern providing fresh water
36-38Classroom for use of initiates learning about the portal's secrets
39Conjuring room for summoning creatures used to investigate or defend the portal
40-41Crypt where the remains of those that died guarding the portal are kept
42-47Dining room
48-50Divination room used to investigate the portal and events tied to it
51-55Dormitory for visitors and guards
56-57Entry room or vestibule
58-59Gallery for displaying trophies and objects related to the portal and those that guard it
60-67Guardroom to protect or watch over the portal
68-72Kitchen
73-77Laboratory for conducting experiments relating to the portal and creatures that emerge from it
78-80Library holding books about the portal's history
81-85Pen or prison for holding captives or creatures that emerge from the portal
86-87Planar junction, where the gate to another plane once stood (25% chance of being active)
88-90Storage
91Strong room or vault, for guarding valuable treasures connected to the portal or funds used to pay the planar gate's guardians
92-93Study
94Torture chamber, for questioning creatures that pass through the portal or that attempt to clandestinely use it
95-98Latrine or bath
99-00Workshop for constructing tools and gear needed to study the portal
Dungeon: Stronghold
d100Purpose
01-02Antechamber where visitors seeking access to the stronghold wait
03-05Armory holding high-quality gear, including light siege weapons such as ballistas
06Audience chamber used by the master of the stronghold to receive visitors
07Aviary or zoo for keeping exotic creatures
08-11Banquet room for hosting celebrations and guests
12-15Barracks used by elite guards
16Bath outfitted with a marble floor and other luxurious accoutrements
17Bedroom for use by the stronghold's master or important guests
18Chapel dedicated to a deity associated with the stronghold's master
19-21Cistern providing drinking water
22-25Dining room for intimate gatherings or informal meals
26Dressing room featuring a number of wardrobes
27-29Gallery for the display of expensive works of art and trophies
30-32Game room used to entertain visitors
33-50Guardroom
51Kennel where monsters or trained animals that protect the stronghold are kept
52-57Kitchen designed to prepare exotic foods for large numbers of guests
58-61Library with an extensive collection of rare books
62Lounge used to entertain guests
63-70Pantry, including cellar for wine or spirits
71-74Sitting room for family and intimate guests
75-78Stable
79-86Storage for mundane goods and supplies
87Strong room or vault for protecting important treasures (75% chance of being hidden behind a secret door)
88-92Study, including a writing desk
93Throne room, elaborately decorated
94-96Waiting room where lesser guests are held before receiving an audience
97-98Latrine or bath
99-00Crypt belonging to the stronghold's master or someone else of importance
Dungeon: Temple or Shrine
d100Purpose
01-03Armory filled with weapons and armor, battle banners, and pennants
04-05Audience chamber where priests of the temple receive commoners and low-ranking visitors
06-07Banquet room used for celebrations and holy days
08-10Barracks for the temple's military arm or its hired guards
11-14Cells where the faithful can sit in quiet contemplation
15-24Central temple built to accommodate rituals
25-28Chapel dedicated to a lesser deity associated with the temple's major deity
29-31Classroom used to train initiates and priests
32-34Conjuring room, specially sanctified and used to summon extraplanar creatures
35-40Crypt for a high priest or similar figure, hidden and heavily guarded by creatures and traps
41-42Dining room (large) for the temple's servants and lesser priests
43Dining room (small) for the temple's high priests
44-46Divination room, inscribed with runes and stocked with soothsaying implements
47-50Dormitory for lesser priests or students
51-56Guardroom
57Kennel for animals or monsters associated with the temple's deity
58-60Kitchen (might bear a disturbing resemblance to a torture chamber in an evil temple)
61-65Library, well stocked with religious treatises
66-68Prison for captured enemies (in good or neutral temples) or those designated as sacrifices (in evil temples)
69-73Robing room containing ceremonial outfits and items
74Stable for riding horses and mounts belonging to the temple, or for visiting messengers and caravans
75-79Storage holding mundane supplies
80Strong room or vault holding important relics and ceremonial items, heavily trapped
81-82Torture chamber, used in inquisitions (in good or neutral temples with a lawful bent) or for the sheer joy of causing pain (evil temples)
83-89Trophy room where art celebrating key figures and events from mythology is displayed
90Latrine or bath
91-94Well for drinking water, defendable in the case of attack or siege
95-00Workshop for repairing or creating weapons, religious items, and tools
Dungeon: Tomb
d20Purpose
1Antechamber for those that have come to pay respect to the dead or prepare themselves for burial rituals
2-3Chapel dedicated to deities that watch over the dead and protect their resting places
4-8Crypt for less important burials
9Divination room, used in rituals to contact the dead for guidance
10False crypt (trapped) to kill or capture thieves
11Gallery to display the deeds of the deceased through trophies, statues, paintings and so forth
12Grand crypt for a noble, high priest, or other important individual
13-14Guardroom, usually guarded by undead, constructs, or other creatures that don't need to eat or sleep
15Robing room for priests to prepare for burial rituals
16-17Storage, stocked with tools for maintaining the tomb and preparing the dead for burial
18Tomb where the wealthiest and most important folk are interred, protected by secret doors and traps
19-20Workshop for embalming the dead
Dungeon: Treasure Vault
d20Purpose
1Antechamber for visiting dignitaries
2Armory containing mundane and magic gear used by the treasure vault's guards
3-4Barracks for guards
5Cistern providing fresh water
6-9Guardroom to defend against intruders
10Kennel for trained beasts used to guard the treasure vault
11Kitchen for feeding guards
12Watch room that allows guards to observe those who approach the dungeon
13Prison for holding captured intruders
14-15Strong room or vault, for guarding the treasure hidden in the dungeon, accessible only by locked or secret door
16Torture chamber for extracting information from captured intruders
17-20Trap or other trick designed to kill or capture creatures that enter the dungeon
General Dungeon Chambers
d100Purpose
01Antechamber
02-03Armory
04Audience chamber
05Aviary
06-07Banquet room
08-10Barracks
11Bath or latrine
12Bedroom
13Bestiary
14-16Cell
17Chantry
18Chapel
19-20Cistern
21Classroom
22Closet
23-24Conjuring room
25-26Court
27-29Crypt
30-31Dining room
32-33Divination room
34Dormitory
35Dressing room
36Entry room or vestibule
37-38Gallery
39-40Game room
41-43Guardroom
44-45Hall
46-47Hall, great
48-49Hallway
50Kennel
51-52Kitchen
53-54Laboratory
55-57Library
58-59Lounge
60Meditation chamber
61Observatory
62Office
63-64Pantry
65-66Pen or prison
67-68Reception room
69-70Refectory
71Robing room
72Salon
73-74Shrine
75-76Sitting room
77-78Smithy
79Stable
80-81Storage room
82-83Strong room or vault
84-85Study
86-88Temple
89-90Throne room
91Torture chamber
92-93Training or exercise room
94-95Trophy room or museum
96Waiting room
97Nursery or schoolroom
98Well
99-00Workshop

Current Chamber State

If a dungeon has a tumultuous history, you can roll to determine the current condition of any particular area. Otherwise, if the room is still used for its intended purpose, it remains intact.

Current Chamber State
d20Features
1-3Rubble, ceiling partially collapsed
4-5Holes, floor partially collapsed
6-7Ashes, contents mostly burned
8-9Used as a campsite
10-11Pool of water; chamber's original contents are water damaged
12-16Furniture wrecked but still present
17-18Converted to some other use (roll on the General Dungeon Chambers table)
19Stripped bare
20Pristine and in original state

Chamber Contents

Once you have a sense of the purpose of the various dungeon chambers, you can think about the contents of those areas. The Dungeon Chamber Contents table allows you to randomly roll contents for a chamber, or you can choose contents for specific areas. If you choose contents, be sure to include an interesting, colorful assortment of things. In addition to the contents shown on this table, refer to "Dungeon Dressing" later in this appendix for additional items and elements to fill rooms.

In the Dungeon Chamber Contents table, a "dominant inhabitant" is a creature that controls an area. Pets and allied creatures are subservient to the dominant inhabitant. "Random creatures" are scavengers or nuisances, usually lone monsters or small groups passing through the area. They include such creatures as carrion crawlers, dire rats, gelatinous cubes, and rust monsters. See chapter 3, "Creating Adventures," for more information on random encounters.

Dungeon Chamber Contents
d100Contents
01-08Monster (dominant inhabitant)
09-15Monster (dominant inhabitant) with treasure
16-27Monster (pet or allied creature)
28-33Monster (pet or allied creature) guarding treasure
34-42Monster (random creature)
43-50Monster (random creature) with treasure
51-58Dungeon hazard (see "Random Dungeon Hazards") with incidental treasure
59-63Obstacle (see "Random Obstacles")
64-73Trap (see "Random Traps")
74-76Trap (see "Random Traps") protecting treasure
77-80Trick (see "Random Tricks")
81-88Empty room
89-94Empty room with dungeon hazard (see "Random Dungeon Hazards")
95-00Empty room with treasure

Monsters and Motivations

See chapter 3, "Creating Adventures," for guidance on creating encounters with monsters. To foster variety and suspense, be sure to include encounters of varying difficulty.

A powerful creature encountered early in the dungeon sets an exciting tone and forces the adventurers to rely on their wits. For example, an ancient red dragon might slumber on the first level of a dungeon, a pall of smoke and the sound of its heavy breathing filling the chambers near its lair. Clever characters will do their utmost to avoid the dragon, even as the party's brave thief makes off with a few coins from its hoard.

Not all monsters are automatically hostile. When placing monsters in your dungeon, consider their relationships to nearby creatures and their attitudes toward adventurers. Characters might be able to appease a hungry beast by offering it food, and smarter creatures have complex motivations. The Monster Motivation table lets you use a monster's goals to define its presence in the dungeon.

For large groups of monsters encountered across multiple chambers, motivation could apply to the entire group, or each subgroup could have conflicting goals.

Monster Motivation
d20Goals
1-2Find a sanctuary
3-5Conquer the dungeon
6-8Seek an item in the dungeon
9-11Slay a rival
12-13Hide from enemies
14-15Recover from a battle
16-17Avoid danger
18-20Seek wealth

Random Dungeon Hazards

Hazards are rarely found in inhabited areas, because monsters either clear them away or avoid them. Shriekers and violet fungi are described in the Monster Manual. The other hazards on the table are described in chapter 5, "Adventure Environments."

Dungeon Hazards
d20Hazard
1-3Brown mold
4-8Green slime
9-10Shrieker
11-15Spiderwebs
16-17Violet fungus
18-20Yellow mold

Random Obstacles

Obstacles block progress through the dungeon. In some cases, what adventurers consider an obstacle is an easy path for the dungeon's inhabitants. For example, a flooded chamber is a barrier to many characters but easily navigated by water-breathing creatures.

Obstacles can affect more than one room. A chasm might run through several passages and chambers, or send cracks through the stonework in a wider area around it. An area of battering winds that emanates from a magic altar could stir the air less dangerously for hundreds of feet in all directions.

Obstacles
d20Obstacle
1Antilife aura with a radius of 1d10 × 10 ft.; while in the aura, living creatures can't regain hit points
2Battering winds reduce speed by half, impose disadvantage on ranged attack rolls
3Blade barrier blocks passage
4-8Cave-in
9-12Chasm 1d4 × 10 ft. wide and 2d6 × 10 ft. deep, possibly connected to other levels of the dungeon
13-14Flooding leaves 2d10 ft. of water in the area; create nearby upward-sloping passages, raised floors, or rising sta irs to contain the water
15Lava flows through the area (50% chance of a stone bridge crossing it)
16Overgrown mushrooms block progress and must be hacked down (25% chance of a mold or fungus dungeon hazard hidden among them)
17Poisonous gas (deals 1d6 poison damage per minute of exposure)
18Reverse gravity effect causes creatures to fall toward the ceiling
19Wall of fire blocks passage
20Wall of force blocks passage

Random Traps

If you need a trap quickly or want to drop random traps into a dungeon, use the sample traps presented in chapter 5, "Adventure Environments" or the tables below. If you use the tables, start with the Trap Effects and Trap Trigger tables to decide the type of trap, then use the Trap Damage Severity tables to decide how deadly it should be. For more information on trap damage severity, see chapter 5.

Trap Trigger
d6Trigger
1stepped on (floor, stairs)
2moved through (doorway, hallway)
3touched (doorknob, statue)
4opened (door, treasure chest)
5looked at (mural, arcane symbol)
6moved (cart, stone block)
Trap Damage Severity
d6Damage Severity
1-2Setback
3-5Dangerous
6Deadly
Trap Effects
d100Effect
1-4Magic missiles shoot from a statue or object
5-7Collapsing staircase creates a ramp that deposits characters into a pit at its lower end
8-10Ceiling block falls, or entire ceiling collapses
11-12Ceiling lowers slowly in locked room
13-14Chute opens in floor
15-16Clanging noise attracts nearby monsters
17-19Touching an object triggers a disintegrate spell
20-23Door or other object is coated with contact poison
24-27Fire shoots out from wall, floor, or object
28-30Touching an object triggers a flesh to stone spell
31-33Floor collapses or is an illusion
34-36Vent releases gas: blinding, acidic, obscuring, paralyzing, poisonous, or sleep-inducing
37-39Floor tiles are electrified
40-43Glyph of warding
44-46Huge wheeled statue rolls down corridor
47-49Lightning bolt shoots from wall or object
50-52Locked room floods with water or acid
53-56Darts shoot out of an opened chest
57-59A weapon, suit of armor, or rug animates and attacks when touched (see "Animated Objects" in the Monster Manual)
60-62Pendulum, either bladed or weighted as a maul, swings across the room or hall
63-67Hidden pit opens beneath characters (25% chance that a black pudding or gelatinous cube fills the bottom of the pit)
68-70Hidden pit floods with acid or fire
71-73Locking pit floods with water
74-77Scything blade emerges from wall or object
78-81Spears (possibly poisoned) spring out
82-84Brittle stairs collapse over spikes
85-88Thunderwave knocks characters into a pit or spikes
89-91Steel or stone jaws restrain a character
92-94Stone block smashes across hallway
95-97Symbol
98-100Walls slide together

Random Tricks

Tricks are quirkier and less deadly than traps. Some are effects left behind by the dungeon's creators, while others might be manifestations of the strange magical energy suffusing the dungeon.

The following tables allow you to generate random tricks. Roll first to determine an object that the trick is placed on, then roll to determine the nature of the trick. Some tricks are permanent effects that can't be dispelled; others are temporary or can be neutralized with a dispel magic spell. You decide which is which.

Trick Objects
d20Object
1Book
2Brain preserved in a jar
3Burning fire
4Cracked gem
5Door energy
6Fresco
7Furniture
8Glass sculpture
9Mushroom field
10Painting
11Plant or tree
12Pool of water
13Runes engraved on wall or floor
14Skull
15Sphere of magical
16Statue
17Stone obelisk
18Suit of armor
19Tapestry or rug
20Target dummy
Tricks
d100Trick Effect
1-3Ages the first person to touch the object
4-6The touched object animates, or it animates other objects nearby
7-10Asks three skill-testing questions (if all three are answered correctly, a reward appears)
11-13Bestows resistance or vulnerability
14-16Changes a character's alignment, personality, size, appearance, or sex when touched
17-19Changes one substance to another, such as gold to lead or metal to brittle crystal
20-22Creates a force field
23-26Creates an illusion
27-29Suppresses magic items for a time
30-32Enlarges or reduces characters
33-35Magic mouth speaks a riddle
36-38Confusion (targets all creatures within 10 ft.)
39-41Gives directions (true or false)
42-44Grants a wish
45-47Flies about to avoid being touched
48-50Casts geas on the characters
51-53Increases, reduces, negates, or reverses gravity
54-56Induces greed
57-59Contains an imprisoned creature
60-62Locks or unlocks exits
63-65Offers a game of chance, with the promise of a reward or valuable information
66-68Helps or harms certain types of creatures
69-71Casts polymorph on the characters (lasts 1 hour)
72-75Presents a puzzle or riddle
76-78Prevents movement
79-81Releases coins, false coins, gems, false gems, a magic item, or a map
82-84Releases, summons, or turns into a monster
85-87Casts suggestion on the characters
88-90Wails loudly when touched
91-93Talks (normal speech, nonsense, poetry and rhymes, singing, spellcasting, or screaming)
94-97Teleports characters to another place
98-00Swaps two or more characters' minds

Random treasures

Use the tables and guidelines in chapter 7, "Treasure" to determine the treasure in each area of your dungeon.

Empty Rooms

An empty room can be a godsend for characters who need a safe place to take a short rest. Characters can also barricade themselves there and take a long rest.

Sometimes such a room isn't as empty as it appears. If the characters search a room carefully, you can reward them with a secret compartment containing a journal belonging to a previous inhabitant, a map leading to another dungeon, or some other discovery.

Dungeon Dressing

The tables in this section provide miscellaneous items and points of interest that can be placed in your dungeon. Dungeon dressing can help establish the atmosphere of a dungeon, give clues about its creators and history, provide the basis for tricks and traps, or encourage exploration.

To generate dungeon dressing at random, roll once on each of the following tables: Noises, Air, and Odors. Roll as often as you like on the other tables in this section, or choose appropriate furnishings for the area.

Noises
d100Effect
1-5Bang or slam
6Bellowing
7Buzzing
8-10Chanting
11Chiming
12Chirping
13Clanking
14Clashing
15Clicking
16Coughing
17-18Creaking
19Drumming
20-23Footsteps ahead
24-26Footsteps approaching
27-29Footsteps behind
30-31Footsteps receding
32-33Footsteps to the side
34-35Giggling (faint)
36Gong
37-39Grating
40-41Groaning
42Grunting
43-44Hissing
45Horn or trumpet sounding
46Howling
47-48Humming
49Jingling
50-53Knocking
54-55Laughter
56-57Moaning
58-60Murmuring
61-62Music
63Rattling
64Ringing
65-68Rustling
69-72Scratching or scrabbling
73-74Screaming
75-77Scuttling
78Shuffling
79-80Slithering
81Snapping
82Sneezing
83Sobbing
84Splashing
85Splintering
86-87Squeaking
88Squealing
89-90Tapping
91-92Thud
93-94Thumping
95Tinkling
96Twanging
97Whining
98Whispering
99-00Whistling
Air
d100Effect
1-60Clear and damp
61-70Clear and drafty
71-80Clear but cold
81-83Foggy or misty and cold
84-85Clear, with mist covering floor
86-90Clear and warm
91-93Hazy and humid
94-96Smoky or steamy
97-98Clear, with smoke covering ceiling
99-00Clear and windy
Odor
d100Effect
1-3Acrid
4-5Chlorine
6-39Dank or moldy
40-49Earthy
50-57Manure
58-61Metallic
62-65Ozone
66-70Putrid
71-75Rotting vegetation
76-77Salty and wet
78-82Smoky
83-89Stale
90-95Sulfurous
96-00Urine
General Features
d100Item
1Arrow, broken
2-4Ashes
5-6Bones
7Bottle, broken
8Chain, corroded (5 ft. long)
9Club, splintered
10-19Cobwebs
20Coin, copper
21-22Cracks, ceiling
23-24Cracks, floor
25-26Cracks, wall
27Dagger hilt
28-29Damp ceiling
30-33Dampness, wall
34Dried blood
35-41Dripping blood
42-44Dung
45-49Dust
50Flask, cracked
51Food scraps
52Fungi (common)
53-55Guano
56Hair or fur
57Hammer head, cracked
58Helmet, badly dented
59Iron bar, bent and rusted
60Javelin head, blunt
61Leather boot
62-64Leaves and twigs
65-68Mold (common)
69Pick handle
70Pole, broken
71Pottery shards
72-73Rags
74Rope, rotten
75-76Rubble and dirt
77Sack, torn
78-80Slime (harmless)
81Spike, rusted
82-83Sticks
84Stones, small
85Straw
86Sword blade, broken
87Teeth or fangs, scattered
88Torch stub
89Wall scratchings
90-91Water, large puddle
92-93Water, small puddle
94-95Water, trickle
96Wax blob (candle stub)
97Wax drippings
98-00Wood pieces, rotting
General Furnishings and Appointments
d100Item
1Altar
2Armchair
3Armoire
4Arras or curtain
5Bag
6Barrel (40 gallons)
7-8Bed
9Bench
10Blanket
11Box (large)
12Brazier and charcoal
13Bucket
14Buffet cabinet
15Bunks
16Butt (huge cask, 125 gallons)
17Cabinet
18Candelabrum
19Carpet (large)
20Cask (40 gallons)
21Chandelier
22Charcoal
23-24Chair, plain
25Chair, padded
26Chair, padded, or divan
27Chest, large
28Chest, medium
29Chest of drawers
30Closet (wardrobe)
31Coal
32-33Couch
34Crate
35Cresset
36Cupboard
37Cushion
38Dais
39Desk
40-42Fireplace and wood
43Fireplace with mantle
44Firkin (small cask, 10 gallons)
45Fountain
46Fresco
47Grindstone
48Hamper
49Hassock
50Hogshead (large cask, 65 gallons)
51Idol (large)
52Keg (small barrel, 20 gallons)
53Loom
54Mat
55Mattress
56Pail
57Painting
58-60Pallet
61Pedestal
62-64Pegs
65Pillow
66Pipe (large cask, 105 gallons)
67Quilt
68-70Rug (small or medium)
71Rushes
72Sack
73Sconce
74Screen
75Sheet
76-77Shelf
78Shrine
79Sideboard
80Sofa
81Staff, normal
82Stand
83Statue
84Stool, high
85Stool, normal
86Table, large
87Table, long
88Table, low
89Table, round
90Table, small
91Table, trestle
92Tapestry
93Throne
94Trunk
95Tub
96Tun (huge cask, 250 gallons)
97Urn
98Wall basin and font
99Wood billets
00Workbench
Religious Articles and Furnishings
d100Item
1-5Altar
6-8Bells
9-11Brazier
12Candelabra
13-14Candles
15Candlesticks
16Cassocks
17Chimes
18-19Cloth, altar
20-23Columns or pillars
24Curtain or tapestry
25Drum
26-27Font
28-29Gong
30-35Holy or unholy symbol
36-37Holy or unholy writings
38-43Idol
44-48Incense burner
49Kneeling bench
50-53Lamp
54Lectern
55Mosaic
56-58Offertory container
59Paintings or frescoes
60-61Pews
62Pipes, musical
63Prayer rug
64Pulpit
65Rail
66-69Robes
70-71Screen
72-76Shrine
77Side chairs
78-79Stand
80-82Statue
83Throne
84-85Thurible
86-90Tripod
91-97Vestments
98-99Votive light
00Whistle
Mage Furnishings
d100Item
1-3Alembic
4-5Balance and weights
6-9Beaker
10Bellows
11-14Book
15-16Bottle
17Bowl
18Box
19-22Brazier
23Cage
24Candle
25-26Candlestick
27-28Cauldron
29-30Chalk
31-32Crucible
33Crystal ball
34Decanter
35Desk
36Dish
37-40Flask or jar
41Funnel
42Furnace
43-44Herbs
45Horn
46-47Hourglass
48-49Jug
50Kettle
51Ladle
52Lamp or lantern
53Lens (concave or convex)
54Magic circle
55Mortar and pestle
56Pan
57-58Parchment
59Pentacle
60Pentagram
61Pipe, smoking
62Pot
63Prism
64-65Quill
66-68Retort
69Rod, mixing or stirring
70-72Scroll
73Sextant
74-75Skull
76Spatula
77Spoon, measuring
78Stand
79Stool
80Stuffed animal
81Tank (container)
82Tongs
83Tripod
84Tube (container)
85-86Tube (piping)
87Tweezers
88-90Vial
91Water clock
92Wire
93-00Workbench
Utensils and Personal Items
d100Item
1Awl
2Bandages
3Basin
4-5Basket
6-7Book
8-9Bottle
10Bowl
11Box
12-13Brush
14Candle
15Candle snuffer
16Candlestick
17Cane or walking stick
18Case
19Casket (small)
20-21Coffer
22Cologne or perfume
23Comb
24Cup
25Decanter
26-27Dish
28Ear spoon
29Ewer
30Flagon, mug, or tankard
31-32Flask or jar
33Food
34Fork
35Grater
36Grinder
37Horn, drinking
38Hourglass
39Jug or pitcher
40Kettle
41Key
42Knife
43Knucklebones or dice
44Ladle
45-46Lamp or lantern
47-48Mirror
49Needle(s)
50Oil, cooking
51Oil, fuel
52Oil, scented
53Pan
54-55Parchment
56Pipe, musical
57Pipe, smoking
58Plate, platter, or saucer
59Pot
60-61Pouch
62Powder puff
63Quill
64Razor
65Rope
66Salve or unguent
67-68Scroll
69Shaker
70Sifter or strainer
71-72Soap
73Spigot
74Spoon
75Stopper
76-77Statuette or figurine
78-79Thread
80-82Tinderbox (with flint and steel)
83Towel
84Tray
85Trivet or tripod
86Tureen
87-88Twine
89-90Vase
91-92Vial
93Washcloth
94Whetstone
95-96Wig
97-98Wool
99-00Yarn
Container Contents
d100Item
1-3Ash
4-6Bark
7-9Bodily organs
10-14Bones
15-17Cinders
18-22Crystals
23-26Dust
27-28Fibers
29-31Gelatin
32-35Grains
36-38Grease
39-41Husks
42-46Leaves
47-54Liquid, thin
55-59Liquid, viscous
60-61Lumps, unidentifiable
62-64Oil
65-68Paste
69-71Pellets
72-84Powder
85-86Semiliquid suspension
87-88Skin or hide
89-90Spheres (metal, stone, or wood)
91-92Splinters
93-94Stalks
95-97Strands
98-00Strips
Books, Scrolls, and Tomes
d100Contents
1-2Account records
3-4Alchemist's notebook
5-6Almanac
7-8Bestiary
9-11Biography
12-14Book of heraldry
15Book of myths
16Book of pressed flowers
17Calendar
18-22Catalog
23-24Contract
25-27Diary
28-29Dictionary
30-32Doodles or sketches
33Forged document
34Grammar workbook
35-36Heretical text
37-41Historical text
42-43Last will and testament
44-45Legal code
46-53Letter
54Lunatic's ravings
55Magic tricks (not a spellbook)
56Magic scroll
57-59Map or atlas
60Memoir
61-62Navigational chart or star chart
63-64Novel
65Painting
66-67Poetry
68-69Prayer book
70Property deed
71-74Recipe book or cookbook
75Record of a criminal trial
76Royal proclamation
77-78Sheet music
79Spellbook
80Text on armor making
81-82Text on astrology
83-84Text on brewing
85-86Text on exotic flora or fauna
87-88Text on herbalism
89-90Text on local flora
91-92Text on mathematics
93Text on masonry
94Text on medicine
95Theological text
96Tome of (forbidden lore)
97-99Travelogue for an exotic land
00Travelogue of the planes