Doors
Whenever a table roll in dicate a door. roll on the Door
Type table to determine it nature. then roll on the
Beyond a Door table to ee what lie 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 a! o be s tuck, at your
discretion. See chapter -. -Ad,·emure Environments,"
for information on door and portcullises.
DooR TYPE
d20 Door Type
1- 10 Wooden
11-12 Wooden, barred or locked
13 Stone
14 Stone, barred or locked
15 Iron
16 Iron, barred or locke d
17 Portcullis
18 Portcullis, locked in p lace
19 Secret door
20 Secret door, barred or locked
BEYOND A DooR
d20 Feature
1-2 Passage extending 10ft., then T intersection
extending 10ft. to the right and left
3-8 Passage 20 ft. straight ahead
9-18 Chamber (roll on the Chamber table)
19 Stairs (roll on the Stairs table)
20 False 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
d20 Chamber
1-2 Square, 20 x 20ft-'
3- 4 Square, 30 x 30 ft.^1
5 -6 Square, 40 x 40 ft.^1
7-9 Rectangle, 20 x 30 ft.^1
10 - 12 Rectangle, 30 x 40 ft.^1
13 - 14 Rectangle, 40 x 50 ft.^2
15 Rectangle, 50 x 80ft.^2
16 Circle, 30ft. diameter'
17 Circle, 50 ft. diameter'
18 Octagon, 40 x 40 ft -'
19 Octagon, 60 x 60ft.'
20 Trapezoid, roughly 40 x 60ft.'
(^1) Use the Normal Chamber column on the Chamber Exits table.
(^2) Use the Large Chamber column on the Chamber Exits table.
CHAMBER EXITS
d20 Normal Chamber Large Chamber
1-3 0
4-5 0
6-8
9-11
12 - 13 2
14-15 2
16-17 3
18 3
19 4
20 4
EXIT LOCATION
d20
1 -7
8-12
13-17
18-20
Location
Wall opposite entrance
Wall left of entrance
Wall right of entrance
Same wall as entrance
EXIT TYPE
d20 Type
0 2 2 3 3 4 5 6
1-10 Door (roll on the Door Type table)
11-20 Corridor, 10ft. 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
d20 Stairs
1-4 Down one level to a chamber
5-8 Down one level to a passage 20ft. long
9 Down two levels to a cha.mber
10 Down two levels to a passage 20ft. long
11 Down three levels to a chamber
12 Down three levels to a passage 20ft. long
13 Up one level to a chamber
14 Up one level to a passage 20ft. long
15 Up to a dead end
16 Down to a dead end
17 Chimney up one level to a passage 20ft. long
18 Chimney up two levels to a passage 20ft. long
19 Shaft (with or without elevator) down one level to
a chamber
20 Shaft (with or without elevator) up one level to a
chamber and down one level to a chamber
APPENDIX A I RANDOM DUNGEONS