GENERIC DUNGEON GENERATOR
Original design by Neils Erickson; adapted for Tunnels & Trolls by Aaron Thorne
Version 2.1, updated to Tunnels & Trolls 7th edition.

INSTRUCTIONS
This dungeon generator is mainly designed for solitaire play, where the player is running a party of characters through the dungeon.  The creature encounters are based around an assumption that four beginning characters will be delving into the dungeon on the first level.  If you have more or fewer characters, then you will want to adjust the creature encounters appropriately.  For example, if you have six characters then you should either multiply the number of creatures encountered by 1.5 (rounding down), or multiply each creature’s MR by 1.5.  The dungeon created by the tables may not always make the most logical sense.  However, in the Tunnels & Trolls world most dungeons are created by mad wizards with too much time on their hands, so logical sense doesn’t necessarily need to apply.

To design your random dungeon, follow the tables below.  Begin with Table I to determine the design of your dungeon.  The end of Table I has a subtable to determine how your dungeon starts (either room or corridor).  After you determine that, just follow the instructions at the end of each section to determine which table you should consult next.  After a few minutes it should become self-explanatory.

As you design your dungeon, map it out.  If you roll up something that doesn’t fit the existing dungeon structure, you have two basic options.  You can either ignore the new result or reroll, at your discretion.  Some items within require judgment calls; just come up with whatever strikes your fancy at the time.  As an example, let us look at one relatively common situation that can arise, is one in which the heroes go through a one-way door to find themselves in a room with no exit.  You can handle this in some different ways.  First, you could have some wandering monsters open the door after 30 minutes.  If the heroes defeat the monsters, then they can leave the way they came, as the monsters conveniently broke down the door.  On the other hand, you could simply reroll until you actually get doors leading out of the room.  Or, you could simply have a long, dark passageway lead out of the room, or have a stairway leading down to the next level.  Really, whatever works for you is an acceptable solution.

One key element of this dungeon is the concept that lower levels of dungeons are more difficult.  This is handled by having most saving rolls at the same level as the dungeon level.  Thus, a LK roll on the first level of a dungeon would be a first level saving roll, while on the second level of the dungeon you would need to make a second level saving roll, and so on.  Because of this, be careful of going too deep into dungeons with a low-level party.

Most of the tables require percentile dice.  A few also require other polyhedral dice (e.g., a d4).  I know these most likely didn’t come with your copy of the game, but you can get them pretty much anywhere, so just find some and have at it!

TABLE I - DUNGEON DESIGN

1.1 - Type of Construction
(Construction type matters only in cases where the characters are trying to move quickly or in some sort of non-standard way.  This becomes more difficult when the floors are rough.)
01-20	ROUGH HEWN:  Rough, uneven floors and walls, and uneven width of walls, making bad footing for characters.  All saving rolls involving running or stealth are one level higher  Go to Table 1.2.1
21-70	NORMAL:  A typical dungeon, with variable widths of corridor sections, but mostly smooth and level  Go to Table 1.2.2
71-95	WELL MADE:  Walls and floors smooth and uncracked, joints and pieces of walls well-fitted, corners crisp and neat  Go to Table 1.2.3
96-00	FINELY MADE:  A wonder to the eye with perfectly smooth walls and floors, joints and wall cracks being almost impossible to see  Go to Table 1.2.4

1.2 - Lighting Effects, by Construction Type
(Lighting effects let you know if the dungeon is already lit, or if you have to provide your own light.)

1.2.1 - Rough Hewn
01-75	No lighting or provision for such  Go to Table 1.3
76-00	Empty torch holders spaced 50’ apart  Go to Table 1.3

1.2.2 - Normal
01-50	No lighting or provision for such  Go to Table 1.3
51-70	Empty torch holders, 50’ apart  Go to Table 1.3 
71-80	Empty torch holders, 30’ apart  Go to Table 1.3
81-90	Torches with holders, 50’ apart  Go to Table 1.3
91-95	Torches with holders, 30’ apart  Go to Table 1.3
96-00	Braziers spaced (roll on 1d4) (1) 20’, (2) 30’, (3) 40’, or (4) 50’ apart  Go to Table 1.3

1.2.3 - Well Made
01-25	No lighting or provision for such  Go to Table 1.3
26-45	Empty torch holders, 50’ apart  Go to Table 1.3
46-60	Empty torch holders, 30’ apart  Go to Table 1.3
61-65	Empty torch holders, 15’ apart  Go to Table 1.3
66-75	Torches with holders, 50’ apart  Go to Table 1.3
76-85	Torches with holders, 30’ apart  Go to Table 1.3
86-95	Braziers spaced (roll on 1d4) (1) 20’, (2) 30’, (3) 40’, or (4) 50’ apart  Go to Table 1.3
96-00	Overhead candle fixtures (spaced as Braziers; roll on 1d4)  Go to Table 1.3

1.2.4 - Finely Made
01-10	No lighting or provision for such  Go to Table 1.3
11-25	Empty torch holders, 50’ apart  Go to Table 1.3
26-35	Empty torch holders, 30’ apart  Go to Table 1.3
36-40	Empty torch holders, 15’ apart  Go to Table 1.3
41-50	Torches with holders, 50’ apart  Go to Table 1.3
51-60	Torches with holders, 30’ apart  Go to Table 1.3
61-65	Torches with holders, 15’ apart  Go to Table 1.3
66-75	Braziers spaced (roll on 1d4) (1) 20’, (2) 30’, (3) 40’, or (4) 50’ apart  Go to Table 1.3
76-85	Overhead candle fixtures (spaced as Braziers; roll on 1d4)  Go to Table 1.3
86-95	Overhead lamps (spaced as Braziers; roll on 1d4)  Go to Table 1.3
96-00	Luminous walls, celining, and floor  Go to Table 1.3

1.3 - Standard Passageway Width
(A character takes up five square feet of space, especially when fighting.  So, take the width and divide by five to determine how many characters can stand abreast.  This can matter if you encounter a creature in a hallway, as only those in the front rank (unless spears or polearms or other long weapons are in the back ranks) can be brought to bear against the foe.)
01-20	5 feet wide  Go to Table 1.4
21-80	10 feet wide  Go to Table 1.4
81-90	20 feet wide  Go to Table 1.4
91-00	30 feet wide  Go to Table 1.4

1.4 - Dungeon entrance
(Dungeon entrances will usually not be locked, nor will they be trapped.)
01-30	A door marks the entrance; it opens up into a room  Go to Table 8.1
31-60	A door marks the entrance; it opens up into a passageway  Go to Table 2.1
61-80	A trap door marks the entrance; it leads to a room  Go to Table 8.1
81-00	A trap door marks the entrance; it leads to a passageway  Go to Table 2.1

TABLE II - PASSAGEWAY DESCRIPTIONS

2.1 - Description Details
Whenever generating a new passageway, extend it for 10 feet before rolling on this subtable
(As you continue down the passage, keep rolling on this table until the passage ends or the passage is left by the characters.)
01-10	Continue straight ahead 10’
11-20	Continue straight ahead 20’
21-25	Continue straight ahead 30’
26-30	Continue straight ahead 50’
31-45	DOOR  Go to Table 2.2
46-55	SIDE PASSAGE  Go to Table 3.1
56-65	TURN  Go to Table 4.1
66-70	ALCOVE  Go to Table 6.1
71-80	CHAMBER  Go to Table 8.1
81-85	STAIRS  Go to Table 5.1
86-90	TRAP  Go to Table 9.1
91-95	ENCOUNTER  Go to Table 11, as appropriate per dungeon level
96-00	DEAD END

2.2 – Position of Door
(If on first level, trapdoors going up will either be re-rolled or ignored as you decide, or they can be another entrance/exit from the dungeon to the surface.  On other levels, trapdoors going up to already explored dungeon areas should be re-rolled or ignored as you decide.)
01-30	Door to Left  Go to Table 7.1
31-60	Door to Right  Go to Table 7.1
61-80	Door ahead, ending passageway  Go to Table 7.1
81-90	Doors on both Left and Right  Go to Table 7.1
91-93	Trapdoor down to hallway  Go to Table 2.1
94-95	Trapdoor down into room  Go to Table 8.1
96-98	Trapdoor up to hallway  Go to Table 2.1
99-00	Trapdoor up into room  Go to Table 8.1

TABLE III - SIDE PASSAGES

3.1 - Direction of Passageway
(Side passages will be the regular width for the dungeon.)
01-35	Left 90 degrees  Go to Table 2.1
36-70	Right 90 degrees  Go to Table 2.1
71-90  T-shaped intersection  Go to Table 2.1
91-00	+-shaped intersection  Go to Table 2.1

TABLE IV - TURNS

4.1 - Turns 
(The turn may be curved or angled as needed to fit the dungeon layout.)
01-50	Right 90 degrees  Go to Table 2.1
51-00	Left 90 degrees  Go to Table 2.1

TABLE V - STAIRS

5.1 - Type of Conveyance
(Unless the characters have some rope and a hook, they most likely will not be able to go up a chimney.  Likewise, jumping down a chute could hurt them.  Each character must make a L1 saving roll on DEX for each level they fall or take 3 hits per level, with no armor absorption.)
01-60	Staircase  Go to Table 5.2
61-80	Chimney / Chute  Go to Table 5.3
81-90	Magic Stairway  Go to Table 5.2
91-00  Magic Shifting Room  Go to Table 5.3

5.2 - Stairway or Magic Stairway / Escalator
Stairs end in a landing, 10’ long with a door at the end - go to Table 7.1
Magic Stairs terminate in another corridor similar to the first - go to Table 2.1
Unless there is a construction above ground, ignore a result which would take you above ground level
01-25	Down 1 level
26-35	Down 2 levels
36-49	Down 3 levels
50-74	Up 1 level
75-84	Up 2 levels
85-98	Up 3 levels
99-00	Up 1 level, with a 50% chance of turning into a slide down for 1d4 levels!

5.3 - Chimney / Chute or Magic Shifting Room
Unless there is a construction above ground, ignore a result which would take you above ground level
01-30	Down 1 level  Go to Table 5.4
31-40	Down 2 levels  Go to Table 5.4
41-45	Down 3 levels  Go to Table 5.4
46-49	Down 4 levels  Go to Table 5.4
50-79	Up 1 level  Go to Table 5.4
80-89	Up 2 levels  Go to Table 5.4
90-94	Up 3 levels  Go to Table 5.4
95-98	Up 4 levels  Go to Table 5.4
99	Down 1d4 levels to a dead end
00	Up 1d4 levels to a dead end

5.4 - Chimney / Chute Destinations
01-50	Leads to a Room  Go to Table 8.1
51-00	Leads to a Passageway  Go to Table 2.1

TABLE VI - ALCOVES

6.1 - Position of Alcove
01-40	To the Left  Go to Table 6.2
41-80	To the Right  Go to Table 6.2
81-00	In wall ahead, terminating passage  Go to Table 6.2

6.2 - Contents of Alcove
(Don’t roll the contents until a character specifically searches it.  No avoiding the alcove once you know it has a fiendish device, too…)
01-40	Empty
41-50	Statue  Go to Table 8.6
51-60	Fountain  Go to Table 8.7
61-70	Small Chest  Go to Table 6.3
71-80	Fiendish device  Go to Table 6.4
81-85	Item of clothing / armor
86-90	Item of paper
91-95	Item of food
96-00	Trash / garbage

6.3 – Chest Contents
01-05	Trap!  Go to Table 9.4
06-10	Trap!  Go to Table 9.5
11-15	Trap!  Go to Table 9.6
16-20	Trap!  Go to Table 9.7
21-25	Trap!  Go to Table 9.8
26-40	Various refuse.  The refuse can be searched for treasure, with a Luck SR per dungeon level needed to find items.  The items found are 3d6 sp per dungeon level on levels 1-3, and lower levels having 1d6 gp per dungeon level.  Roll for a wandering monster during the search.  If monsters appear, only characters not searching can fight them the first round.  Go to Table 11 as appropriate for dungeon level for monster statistics.
41-45	Scorpion!  The individual opening the chest must make a Luck SR per dungeon level to avoid getting stung.  If stung, character loses 1d3 SPD and 1d3 DEX per dungeon level until cured.
46-50	Healing Potion  A small bottle is found containing enough potion for three drinks.  Each drink cures up to 5 damage points.
51-55	A key  Has a 50% chance of opening any locked door on the same dungeon level.
56-60	A bell rings, summoning a wandering monster pack.  Go to Table 11as appropriate for dungeon level for monster statistics.
61-75	5d6 cp x dungeon level
76-85	4d6 sp x dungeon level
86-90	3d6 sp x dungeon level
91-00	The chest is empty

6.4 - Fiendish Devices
01-30	Deadfall  Go to Table 9.4
31-60	Gas  Go to Table 9.6
61-00	Projectiles  Go to Table 9.7

TABLE VII - DOORS

7.1 - Type of Door (description)
01-60	Wooden door  (If this door is stuck, it can be forced open by a saving roll on STR at the dungeon level.  A locked door can also be forced open but the difficulty is one level harder) Go to Table 7.2
61-70	Metal door (1 level harder to force open if stuck or locked)  Go to Table 7.2
71-80	Walled-up wooden door  (Identifying any trap on a walled-up door is one level harder.  To force the door open, make a saving roll on STR at the dungeon level plus one.) Go to Table 7.3
81-90	Curtain of Darkness (like a black velvet-covered archway; magical)  Go to Table 7.4
91-00	Secret Door (wall appears blank unless successfully searched on LK per dungeon level; detecting traps is one level harder)  Go to Table 7.3

7.2 - Type of Door (function)
01-60	Normal door, well-fitted  Go to Table 7.3
61-90	Normal door, but stuck (01-50) or locked (51-00)  Go to Table 7.3
91-00	One-way door (looks like a well-fitted door, if applicable; can’t pass through from the other side)  Go to Table 7.3

7.3 - Checking for Trap
01-70	Clean  Go to Table 7.4
71-80	Door is magically locked  (magically locked doors can not be forced open and can only be unlocked through magical means) Go to Table 7.4
81-00	Door is trapped  Go to Table 9.3

7.4 - Beyond the Door
01-30	Passageway straight ahead  Go to Table 2.1
31-35	False door, goes nowhere.
36-00	Room  Go to Table 8.1

TABLE VIII - ROOMS & CHAMBERS

8.1 - Width of Room
01-50	20’-30’  Go to Table 8.2
51-70	30’-40’  Go to Table 8.2
71-80	40’-50’  Go to Table 8.2
81-90	50’-70’  Go to Table 8.2 and add 10 to the roll
91-95	60’-100’  Go to Table 8.2 and add 20 to the roll
96-00	Unusual size / shape  Go to Table 8.3.1

8.2 - Depth of Room
01-20	10’-20’  Go to Table 8.4
21-75	20’-40’  Go to Table 8.4
76-85	30’-50’  Go to Table 8.4
86-95	40’-70’  Go to Table 8.4 and add 10 to the roll
96-00	50’-90’  Go to Table 8.4 and add 20 to the roll

8.3.1 - Unusual Chamber Size
01-10	500 square feet  Go to Table 8.3.2
11-30	1000 square feet  Go to Table 8.3.2
31-40	1500 square feet  Go to Table 8.3.2
41-60	2000 square feet  Go to Table 8.3.2
61-80	2500 square feet  Go to Table 8.3.2
81-90	3000 square feet  Go to Table 8.3.2
91-00	Roll again and add to 3000; if rerolled, double amount on next roll  Go to Table 8.3.2

8.3.2 - Unusual Chamber Shape
01-30	Circular Go to Table 8.4
31-50	Triangular  Go to Table 8.4
51-60	Trapezoidal  Go to Table 8.4
61-70	Oval  Go to Table 8.4
71-80	Hexagonal  Go to Table 8.4
81-90	Octagonal  Go to Table 8.4
91-00	GM’s discretion; draw what you like  Go to Table 8.4

8.4 - Location of Other Exits
01-30	No other exits*  Go to Table 8.5
31-40	Door on opposite wall  Go to Table 8.5
41-50	Door on left wall  Go to Table 8.5
51-60	Door on right wall  Go to Table 8.5
61-63	Door on opposite wall and on left wall  Go to Table 8.5
64-66	Door on opposite wall and on right wall  Go to Table 8.5
67-69	Door on left wall and on right wall  Go to Table 8.5
70-72	Door opposite and on left and right  Go to Table 8.5
73-74	Door opposite and two on left  Go to Table 8.5
75-76	Door opposite and two on right  Go to Table 8.5
77-78	Door on left and two on far wall  Go to Table 8.5
79-80	Door on left and two on right wall  Go to Table 8.5
81-82	Door on right and two on far wall  Go to Table 8.5
83-84	Door on right and two on left wall  Go to Table 8.5
85-86	Door on left wall and right wall; two doors on far wall  Go to Table 8.5
87-88	One door opposite, plus two door on both left and right walls  Go to Table 8.5
89-93	Door in same wall as entrance (and reroll)  Go to Table 8.5
94-96	Trapdoor in floor**  Go to Table 8.5
97-99	Trapdoor in ceiling**  Go to Table 8.5
00+	Reroll twice; ignore repititions
*A secret door may exist (15% chance).  Characters must successfully search to find it, with a successful LK or INT saving roll per the dungeon level.  If one exists, place it wherever you want and go to Table 7.3.  If characters search but one, whether successful or not, roll for wandering monsters as if they had been resting (Go to Table 13.2)
* Trapdoors always lead to another room on the new level.  Ignore a trapdoor in ceiling if the area above has already been mapped.

8.5 - Contents of Room
01-30	Empty
31-60	Monster  Go to Table 11 as appropriate for dungeon level
61-70	Monster and Treasure  Go to Tables 11 as appropriate for dungeon level  and 10.1
71-80	Trapped Room  Go to Table 9.2
81-86	Statue  Go to Table 8.6
87-92	Fountain  Go to Table 8.7
93-97	Chest  Go to Table 8.8
98-00	Wandering Party  Go to Table 12.1 if on dungeon levels 1-3.  Otherwise, use Table 12.2

8.6 - Magic Statues
(A successful detect magic spell will tell you if the statue has magic or not before it is touched.  After casting the spell, roll d100.  If you get a 21+, you know there is magic.  Once the statue is touched, roll for effect.  If you get 01-20, just roll again until you get an effect when you know it is magical.  With an Omnipotent Eye spell, you know what will happen before you touch it.)
01-20	Nothing happens (magic is dead)
21-22	Raise Strength 1d6 points per dungeon level
23-24	Raise Intelligence 1d6 points per dungeon level
25-26	Raise Luck 1d6 points per dungeon level
27-28	Raise Constitution 1d6 points per dungeon level
29-30	Raise Dexterity 1d6 points per dungeon level
31-32	Raise Charisma 1d6 points per dungeon level
33-34	Raise Speed 1d6 points per dungeon level
35-36	Raise Wizardry 1d6 points per dungeon level
37-38	Lower Strength 1d6 points per dungeon level
39-40	Lower Intelligence 1d6 points per dungeon level
41-42	Lower Luck 1d6 points per dungeon level
43-44	Lower Constitution 1d6 points per dungeon level
45-46	Lower Dexterity 1d6 points per dungeon level
47-48	Lower Charisma 1d6 points per dungeon level
49-50	Lower Speed 1d6 points per dungeon level
51-52	Lower Wizardry 1d6 points per dungeon level
53-58	Completely heal one party member
59-64	Change one person to stone  (Save on WIZ per dungeon level to only have SPD and DEX halved)
71-75	Character now resembles the statue in appearance
76-85	Statue animates and attacks party [MR = 20 + 25 per level]
86-95	Statue animates and will fight for party (for 1d4 hours) [MR = 20 + 25 per level]
96-00	A secret compartment opens at the base of the statue, revealing a small chest  Go to Table 8.8
Magic in statue will only work once.  Once the statue is activated (usually by touching) the magic is used up for a 24 hour period.

8.7 - Magic Fountains
(A successful Detect Magic spell will tell you if the fountain or pool has magic or not before it is touched.  After casting the spell, roll d100.  If you get a 31+, you know there is magic.  Once the water is drunk, roll for effect.  If you get a 01-30 , just roll again until you get an effect when you know it is magical.  With an Omnipotent Eye spell, you know what will happen before you touch it.)
01-30	Nothing happens (magic is dead)
31-35	Instant death (saving roll on Luck per level of dungeon to avoid)
36-40	Cures any poison or disease
41-46	Teleports character  Go to Table 9.8
47-55	Water is magical and temporarily increases the character’s WIZ score by 1d6 per dungeon level.  If not used to cast or resist spells, the extra WIZ dissipates at the rate of 1 point per day.
56-62	5d6 cp per dungeon level are found in the fountain
63-69	2d6 sp per dungeon level are found in the fountain
70-73	1d6 gp per dungeon level are found in the fountain
74-80	The water, when drunk, temporarily increases the character’s CON score by 1d6 per dungeon level.  If not used to absorb damage, the extra CON dissipates at the rate of 1 ponit per day.
81-87	Water is impure and the character is at ½ STR and ½ CON for the next 24 hours.
88-92	Heal all wounds
93-97	Raise one random Attribute 1d6 points
98-99	Raise one random Attribute 2d6 points
00	Roll twice
Magic in fountains is of only one use per 24 hour time period.  Water in pools is of constant power.  The exception are the results where items are found.  Those only happen once, ever.

8.8 – Chest Contents
01-05	A magic scroll containing 1 random spell at the same level as the dungeon level on which it is found.  A character must be able to cast magic to use the scroll, and must have the appropriate DEX and INT per the level of the spell, but the spell can be cast once without any WIZ cost.
06-10	A healing potion that will heal 3d6 CON points when drunk.
11-15	A set of brand new clothes
16-20	An eversharp dagger (2 dice, STR 5, DEX 8, weight 15.  Delivers spite damage on a 4, 5 or 6, rather than just a 6)
21-25	1d6 torches
26-30	1d6x50 sp and 1d6x10 gp
31-35	a coil of silk rope (50 feet in length)
36-40	a magical focus ring, containing 5d6 WIZ points that can be used to cast spells.  Once used up, the ring is worthless
41-45	a glowing rock, which illuminates a 10’ radius.  The rock always glows, and can not be turned off.
46-50	a small gem worth 1d6x50 gp
51-55	A potion that will restore 3d6 WIZ points when drunk.
56-60	A headband that when worn lowers the WIZ cost of all spells by 1 WIZ point.
61-65	A flask of lantern oil
66-70	A bronze whistle.
71-75	A polished steel mirror
76-80	A vorpal dagger (2 dice x2, STR 5, DEX 8, weight 15)
81-85	An expensive bottle of wine, worth 100gp (weighs 100)
86-90	5 meteor arrows or bolts.  If a shot hits a target the target takes an extra 5d in damage as the arrow or bolt explodes.  Even if the shot misses, the arrow or bolt explodes when it finally hits a wall or the ground.
91-95	1d6 cp
96-00	The chest is empty

TABLE IX - TRAPS
(Usually, characters will have an opportunity to notice traps before setting them off if the characters are looking for them.  A search saving roll on LK or INT, as appropriate for the type of trap, will allow characters to detect the trap prior to setting it off.  Depending on the type of trap, they may be able to disarm it with a saving roll on DEX, but some types of traps must simply be avoided.  Saving rolls should be per dungeon level.)

9.1 - Corridor Traps
01-05	Collapsing trapdoor, drops 1-2 persons down slide 1 level  Go to Table 5.4
06-10	Collapsing trapdoor, drops into pit  Go to Table 9.5
11-15	Gas emitted sufficient for area 20’x20’x10’  Go to Table 9.6
16-20	Projectiles released from walls  Go to Table 9.7
21-25	All persons within 10’x10’ area teleport  Go to Table 9.8
26-30	Collapsing trapdoor, drops 1-2 persons down 1 level into hallway for 7 hits damage  Go to Table 2.1
31-35	Net drops on 1-4 party members  Make a saving roll on STR and DEX at the dungeon level to get free.  Fight at half effectiveness until free.  Go to Table 11 as appropriate for dungeon level to determine what appears
36-40	Slanted corridor, appears straight but is not; characters will end up one level lower than they think they are
41-45	Blockage across passage ahead; will take 1d20 hours to dig out
46-50	Blockage across passageway behind; will take 1d20 hours to dig out
51-55	Blockage of passage before and behind; will take 1d12 days to dig out
56-60	Barriers drop in middle of party; will take 1d12 days to dig through
61-65	Smokescreen:  obscures vision for 20’
66-70	Smokescreen:  converts armor to dust within 10’ area (does not include shields)
71-75	Smokescreen:  obscures vision and hides pit which opened 10’ ahead  Go to Table 9.5
76-80	Passage fills with “bubbles” which explode on contact for 1d6 damage.  Each character must make 1d6 saving rolls on DEX at dungeon level.  For each failure, a bubble hits them and explodes.  Armor does not apply to this damage.
81-85	Anti-magic field; one random magical item loses its properties.
86-90	Heavy items drop from ceiling  Go to Table 9.4
91-95	Corridor instantly freezes.  Each character must make a saving roll on DEX at dungeon level to more or fall down, taking 1 hit damage.  Armor does not apply to this damage.  The character can not stand up until they make a successful saving roll on DEX.  Passing back through the hour within the next hour requires more DEX saves.  The corridor melts after one hours.  Go to Table 13.1.
96-00	Corridor instantly bursts into flame.  Each character must make a saving roll on SPD per dungeon level to run through the flames safely.  If failed, take 1d6 x dungeon level hits from burns.  Armor does not apply to this damage.

9.2 - Room Traps
01-10	Deadfall triggered  Go to Table 9.4
11-20	Pitfall  Go to Table 9.5
21-30	Gas  Go to Table 9.6
31-40	Doors lock, room descends one level
41-50	Doors lock, room descends two levels
51-55	Doors lock for 1d12 hours
56-60	One magical item loses its properties (owner won’t know until it is used)
61-70	One monster teleports in and attacks party  Go to Table 11 as appropriate for dungeon level
71-80	Party is teleported  Go to Table 9.8
81-90	Projectiles released from walls  Go to Table 9.7
91-95	Illusion room:  characters must make saving roll (on INT, per level of dungeon) to escape hallucinations
96-97	Anti-magic zone (and reroll!)  No spells or magic items will work within this room.
98-99	Slush-Yuck on floor, 1d20 feet deep
00	Roll twice for effects

9.3 - Door Traps
01-10	Deadfall  Go to Table 9.4
11-20	Pitfall  Go to Table 9.5
21-30	Trigger spike trap which pivots to trap character(s) between it and door; does damage as 1d10 stilettos.  The character(s) targeted can make a saving roll on LK per dungeon level to avoid damage.
31-50	Trigger for projectile trap  Go to Table 9.7
51-75	Guillotine; first character through door is sliced in two unless saving throw is made on Luck per dungeon level
76-85	Door lets you enter room, but not leave (magically locked)
86-90	Door melts into gooey substance covering opener, causing suffocation damage (1d6 immediately, and then make saving throws on STR per dungeon level; for every blown roll, try again and take an additional 1d6 damage until a save is made or the character is dead)
91-95	Door comes off hinges, falling on opener for 1d10 damage
96-00	Door sets off alarm, alerting occupants of room (if any) or wandering monster  Go to Table 11 as appropriate for dungeon level  for wandering monster

9.4 - Deadfalls
01-30	4d6 small rocks fall, hitting 1-3 characters for one point of damage per rock
31-60	3d6 large rocks fall, hitting 1-3 characters for 1d4 points of damage per rock
61-70	Boiling oil dumps for 50% hit point damage within 10’ area; outside area but withing 20’, save (on luck per dungeon level) or suffer splashing damage for 10% hits
71-80	Molten lead dumps; save (on luck per dungeon level) to avoid or take (80+1d20% damage)
81-90	Net drops on entire party.  Make a saving roll on STR and DEX at the dungeon level to get free.  Fight at half effectiveness until free.  Go to Table 11 as appropriate for dungeon level to determine wandering monster
91-95	Anti-magic dust dumps on party; no magic works for 1d20 hours
96-00	Solid block of stone drops on party for 1d100 damage (divided evenly among party)!

9.5 - Pits
Characters who fall in pits take falling damage of 1 point for every 3 feet up to 10 feet, and then 1 point for every 2 feet greater than 10 (round down).  Characters can save on Luck to halve damage (per level of dungeon)
01-25	5’ sq. x 10’ deep, one character falls in
26-38	5’ sq. x 12’ deep, one character falls in
39-45	10’ sq. x 10’ deep, 1-3 characters fall in
46-60	10’ sq. x 12’ deep, 1-3 characters fall in
61-79	10’ sq. x (1d20)’ deep, 1-3 characters fall in
80-93	5’ sq. x 10’ deep, one character falls in  Go to Table 9.5.1
94-00	10’ sq. x 16’ deep, 1-3 characters fall in  Go to Table 9.5.1

9.5.1 - Type of Pitfalls
01-60	Empty
61-95	Occupied  Go to Table 9.5.2
96-98	Teleport  Go to Table 9.8
99-00	Special  Go to Table 9.5.5

9.5.2 - Occupied Pit
01-25	Creature  Go to Table 9.5.3
26-75	Monster  Go to Table 11 as appropriate for dungeon level
76-99	Humanoid  Go to Table 9.5.4
00	Victim is faced with his own duplicate, which attacks

9.5.3 - Creature
01-35	Snakes - 1d4 appear [MR = 5 + 5 per dungeon level, 50% poisonous, taking ½ off of STR and CON until healed.  Save on CON per dungeon level to resist poison.  Only roll for the first point of damage.]
36-50	Giant Serpent [MR = 20 + 10 per dungeon level]
51-60	Spiders - 1d4 appear [MR = 4 + 4 per dungeon level, 75% poisonous, taking ½ off of STR and CON until healed.  Save on CON per dungeon level to resist poison.  Only roll for the first point of damage.]
61-70	Giant Spider [MR = 20 + 8 per dungeon level, 25% poisonous, taking ½ off of STR and CON until healed.  Save on CON per dungeon level to resist poison.  Only roll for the first point of damage.]
71-85	Rats - 1d6 appear [MR = 3 + 3 per dungeon level]
86-95	Tiger [MR = 25 + 10 per dungeon level]
96-00	Carnivorous plant [MR = 20 + 20 per dungeon level, unaffected by poison]

9.5.4 - Humanoid
Only one humanoid appears.  Use Table 12.3 to determine their reaction to the player character.
01-29	Rogue  If on levels 1-3, go to Table 12.1; otherwise, go to Table 12.2
30-70	Warrior  If on levels 1-3, go to Table 12.1; otherwise, go to Table 12.2
71-99	Wizard  If on levels 1-3, go to Table 12.1; otherwise, go to Table 12.2
00	Paragon  If on levels 1-3, go to Table 12.1; otherwise, go to Table 12.2

9.5.5 - Special Pits
01-30	Has 1d4 spikes, each doing damage as a common spear.  Make a saving roll on DEX per dungeon level for each spike to avoid damage.
31-60	Gas releases into pit  Go to Table 9.6
61-66	Lost piece of jewelry  Go to Table 10.9
67-70	Adds 1d4 damage to fall due to rocks at bottom of pit
71-80	Projectile trap sprung  Go to Table 9.7
81-85	Teleport  Go to Table 9.8
86-90	Water-filled pit, 2’ mud on bottom (water halves falling damage, but you might drown!  Make a saving roll on STR at dungeon level to keep from drowning.)
91-95	Victim(s) magically chained to wall.  Chains must be magically unlocked to free character.
96-99	Quicksand.  Make a saving roll on STR on dungeon level to pull yourself free if you have a rope secured to a solid object (like with a grappling hook).  If another character holds the rope, the other character must make a saving roll on STR to keep from being drug in to the quicksand.  Multiple characters can pool their STR to make this roll.
00	Bottomless pit.  Unless the character can fly, they are gone.

9.6 - Gas
01-30	Sleep, 1d12 turns, make a saving roll on LK to stay awake.  Go to Table 11 as appropriate for dungeon level to determine wandering monster that appears
31-40	Blind, 1d6 turns, no save
41-50	Reduce Strength 1d6 points per dungeon level, save on LK per dungeon level to negate (24 hour duration)
51-60	Reduce Intelligence 1d6 points per dungeon level, save on LK per dungeon level to negate (24 hour duration)
61-70	Reduce Dexterity 1d6 points per dungeon level, save on LK per dungeon level to negate (24 hour duration)
71-80	Poison:  save on CON per dungeon level or dead in 1d12 turns
81-90	Affected person(s) attack rest of party; effect lasts 1d10 turns.  Save on INT per dungeon level to avoid effects.
91-96	Affected becomes mindless zombie.  Save on LK per dungeon level to avoid effects.
97-00	Instant death (nasty stuff!)  Save on LK per dungeon level + 1 to avoid effects.

9.7 - Projectiles
01-30	Quarrels as from light crossbow; affects 1d4 characters
31-60	Stilettos, as thrown; affects 1d4 characters
61-85	Lead balls, as from a sling; affects 1d6 characters
86-96	Javelins, as thrown; affects 1d4 characters
97-00	Quarrels, as from an arbalest; affects 1d4 characters

9.8 - Teleport
Roll 1d6; on a 1-3 only one character is teleported, on a 4-6 the entire party is teleported
01-60	To nearest room
61-80	10 x (1d12) feet to (roll 1d4) the East (1), West (2), North(3), South (4); adjust as necessary to keep characters from being teleported into solid rock
81-92	Down one level to biggest room (if already mapped) or to a 4-way intersection in a passageway if not already mapped.
93-97	To the surface, ending the adventure.
98-00	To a cell, in chains.  If chains can be opened (probably magically, since lockpicks require free hands…), the cell opens into a straight passageway, 2 levels below where the teleport occurred.

TABLE X - TREASURE

10.1 - How Treasure is Found
01-20	In leather bags  Go to Table 10.3
21-50	In wooden chest  Go to Table 10.2
51-80	In iron chest  Go to Table 10.2
81-90	In wooden chest with lock  Go to Table 10.2
91-00	In iron chest with lock  Go to Table 10.2

10.2 - Is Treasure Trapped?
01-65	Clean  Go to Table 10.3
66-85	Treasure is trapped  Go to Table 10.4, then Table 10.3 if needed
86-95	Treasure is not trapped, but disguised by illusion; If found, go to Table 10.3
96-00	Treasure is trapped and disguised  Go to Table 10.4, then Table 10.3 if needed
Treasure protected by an illusion looks like something other than treasure, something that dungeon delvers would normally ignore (like troll dung).  The treasure can be identified for what it is by making a saving roll on WIZ at dungeon level + 1.  If magic is detected in the room, the treasure can be identified by making a saving roll on INT at dungeon level.

10.3 - Treasure
The base for Table 10.3 is level 3.  Subtract or add 10 to the roll depending on which level you are on.  For example, to find a treasure on level 2 roll 1d100 and subtract 10
-19-40	(1d6 x 1000) copper pieces x level of dungeon
41-65	Silver  Go to Table 10.5
66-80	Gold  Go to Table 10.6
81-90	Gems  Go to Table 10.7
91-95  Jewelry  Go to Table 10.8
96-00	Magic Item  Go to Table 10.9

10.4 - Treasure Traps
(Characters should have a chance to identify that a trap is present, by making a saving roll on INT per dungeon level.  If a trap is detected, go ahead and roll to determine what it is to see if it can be disarmed or not.  Only a mechanism can be disarmed; poison coating can not be removed without magical means)
01-39	Gas released, affecting the opener  Go to Table 9.6
40-47	1d4 poison darts (treat as stilettos) fire from front of chest.  Make a saving roll on DEX or LK (alternate for each dart; player can decide which attribute to begin with) at dungeon level for each dart to avoid a hit.  Hit reduces STR and CON to ½ their original value until healed.
48-59	Treasure is coated with a mild poison that makes the character lose 1d6 Strength points for 1d6 hours
60-71	Contents vanish if trap not detected
72-81	Opener teleports (treasure stays) Go to Table 9.8
82-89	The lid on the chest slams down, cutting off the hand of the character.  Make a saving roll on SPD per dungeon level to avoid.  If hand is cut off, DEX is permanently cut in half and only one one-handed item can be used by the character (so no shields or two-handed weapons, or holding a torch in a fight)
90-00	Alarm sounds, alerting monster guardians  Go to Table 11 as appropriate for dungeon level.

10.5 - Treasure:  Silver
01-25	None  Go to Table 10.6
26-50	(10 x 1d10) pieces
51-60	100 pieces
61-70	200 pieces
71-80	500 pieces
81-90	Roll again and multiply by 5
91-00	Roll again and go to Table 10.6

10.6 - Treasure:  Gold
01-40	None  Go to Table 10.7
41-50	(10 x 1d10) pieces
51-60	100 pieces
61-70	200 pieces
71-80	500 pieces
81-90	Roll again and multiply by 2
91-95	Roll again and multiply by 5
96-00	Roll again  and go to Table 10.8

10.7 - Treasure:  Gems
The number of gems is equal to 1d4 plus the dungeon level; roll for each gem separately
01-40	10gp value gem
41-65	25gp value gem
66-75	50gp value gem
76-85	100gp value gem
86-90	200gp value gem
91-95	500gp value gem
96-98	1000gp value gem
99-00	Roll again  and go to Table 10.8

10.8 - Treasure:  Jewelry
01-60	500gp value piece of jewelry
61-80	1000gp value piece of jewelry
81-90	2000gp value piece of jewelry
91-95	5000gp value piece of jewelry
96-98	10000gp value piece of jewelry
99-00	Roll again  and go to Table 10.9

10.9 - Treasure:  Magic Item
(The actual type of item and the specific spell ability is purposely left vague.  You may create whatever item makes sense, and you may give it any ability reasonable, though I recommend making it useful to the situation at hand.  If you want your characters to find the magic frog of flatulence, however, I won’t stop you.)
01-30	A bespelled item, with a random spell at dungeon level
31-50	An enchanted item, with a random spell at dungeon level
51-70	An enchanted item, with a random spell at dungeon level.  This item also has a Kremm battery with 5d6 points per dungeon level
71-80	A truly magical item, with a random spell at dungeon level
81-90	An enchanted or truly magical weapon, with ability as of a random spell (with combat effect) at dungeon level
91-95	An enchanted or truly magical piece of armor or a shield, with ability as of a random spell (with protective effect) at dungeon level 
96-00	Spell book, allowing 1d6 spells at dungeon level to be learned by any character that can cast spells.

TABLE XI - MONSTERS
The percentages give the chance of treasure being found in the room with the monster (in addition to any already stated in the tables); do not use if a passageway encounter or a random encounter (wandering monster), as traveling monsters do not carry treasure.

11.1 – Dungeon Level One
01-02	1 Amphisbaena, 20%
03-04	1 Dire Bat, 10%
05-06	1 Dire Wolf, 20%
07-11	1d3 Dragonlings, 75%
12-16	1d3 Hyenakin, 50%
17-21	1d3 Lizardkin, 60%
22-27	1d6 Bandits, 65%
28-32	1d4 Fire beetles, 0%
33-36	1d4 Cave locusts, 0%
37-40	1d6 Giant centipedes, 10%
41-44	1d2 Ghouls, 25%
45-51	1d6 Goblins, 70%
52-58	2d6 Kobolds, 60%
59-62	1d2 Gecko lizards, 0%
63-68	1d6 Orcs, 75%
69-73	1d6 Skeletons, 30%
74-77	1d3 Racer snakes, 0%
78-81	1d2 Crab spiders, 25%
82-85	1d6 Stirges, 0%
86-89	1d3 Troglodytes, 35%
90-94	1d3 Zombies, 35%
95-97	Elementals, Drakes, and Worse  Go to Table 11.7
98-00	Higher level monsters  Go to Table 11.2

11.2 – Dungeon Level Two
01-03	Lower level monsters  Go to Table 11.1
04-05	1 Cerberus, 75%
06-07	1 Chimera, 25%
08-09	1 Dire Lion, 20%
10-11	1 Werewolf, 50%
12-15	1d6 Oil Beetles, 0%
16-19	1 Carrion Crawler, 40%
20-24	1d4 Ghouls, 20%
25-30	1d4 Gnolls, 75%
31-36	2d4 Goblins, 80%
37-40	1 Gray Ooze, 10%
41-46	1d6 Hobgoblins, 85%
47-50	1 Draco Lizard, 0%
51-56	1d6 Lizardkin, 75%
57-62	1d6 Hyenakin, 75%
63-68	1d10 Orcs, 80%
69-73	2d6 Skeletons, 30%
74-77	1d6 Pit Viper Snakes, 0%
78-81	1 Black Widow Spider, 30%
82-86	1d6 Troglodytes, 35%
87-90	1d6 Zombies, 35%
91-94	1d6 Dragonkin, 75%
95-97	Elementals, Drakes, and Worse  Go to Table 11.7
98-00	Higher level monsters  Go to Table 11.3

11.3 – Dungeon Level Three
01-03	Lower level monsters  Go to Table 11.2
04-05	1 Barghest, 30%
06-10	1d4 White Apes, 10%
11-15	1d4 Tiger Beetles, 0%
16-22	1d6 Bugbears, 75%
23-27	1d3 Gargoyles, 80%
28-32	1 Gelatinous Cube, 50% (treasure is always in the body of the cube, not in chests or bags)
33-37	1d4 Living Statues, Crystal, 70%
38-42	1d4 Wererats, 80%
43-46	1 Ochre jelly, 0%
47-53	1d4 Ogres, 75%
54-58	1d4 Shadows, 0%
59-62	1d3 Wights, 25%
63-69	1d3 Rock Trolls, 25%
70-74	1d3 Black Widow Spiders, 35%
75-79	1d4 Draco Lizards, 0%
80-83	1d3 Dire Bats, 20%
84-87	1d3 Dire Wolves, 40%
88-94	2d6 Hobgoblins, 85%
95-97	Elementals, Drakes, and Worse  Go to Table 11.7
98-00	Higher level monsters  Go to Table 11.4

11.4 – Dungeon Level Four
01-03	Lower level monsters  Go to Table 11.3
04-05	1 Cyclops, 25%
06-07	1 Manticore, 20%
08-09	1 Minotaur, 50%
10-14	1d4 Blink dogs, 0%
15-20	2d6 Bugbears, 90%
21-25	1 Caecilia, 15%
26-30	1d2 Cockatrices, 0%
31-34	1d3 Dire Lions, 40%
35-39	1 Displacer beast, 0%
40-44	1d6 Gargoyles, 80%
45-49	1d4 Hellhounds, 25%
50-53	1d3 Werewolves, 75%
54-58	1 Ochre jelly, 0%
59-63	1d3 Rhagodessae, 25%
64-68	1d3 Rust monsters, 0%
69-73	1d3 Giant scorpions, 40%
74-80	1d6 Rock trolls, 35%
81-85	1d6 Wights, 40%
86-89	1d8 Ogres, 85%
90-94	1d4 Amphisbaena, 30%
95-97	Elementals, Drakes, and Worse  Go to Table 11.7
98-00	Higher level monsters  Go to Table 11.5

11.5 – Dungeon Level Five
01-03	Lower level monsters  Go to Table 11.4
04-05	1 Goblinkin, 100%
06-09	1 Hydra (3+1d4 heads), 75%
10-16	1d3 Basilisks, 25%
17-23	1d2 Minotaurs, 100%
24-30	1d3 Caecilia, 20%
31-26	1d4 Cockatrices, 10%
27-33	1d6 Hellhounds, 30%
34-40	1 Ochre Jelly, 0%
41-47	2d6 Ogres, 85%
48-54	1d3 Displacer Beasts, 0%
55-60	1d4 Rust Monsters, 0%
61-67	1d3 Flame Salamanders, 0%
68-70	1d3 Steel Living Statues, 50%
71-74	1d4 Elder Rock Trolls, 0%
75-80	1 Vampire + 2d6 Zombies, 100%
81-85	2d8 Dragonkin, 75%
86-90	2d8 Hyenakin, 75%	
91-94	2d8 Lizardkin, 75%
95-97	Elementals, Drakes, and Worse  Go to Table 11.7
98-00	Higher level monsters  Go to Table 11.6

11.6 – Dungeon Level Six
01-03	Lower level monsters  Go to Table 11.5
04-10	1d6 Basilisks, 35%
11-13	1 Oracle, 100%
14-20	1 Trollkin, 50%
21-25	1 Black Pudding, 2%  Go to Table 10.7
26-29	1d2 Devil Swine, 80%
30-35	1 Bronze Golem, 50%
36-42	1 Hydra (4+1d6 heads), 75%
41-45	1d6 Steel Living Statues, 70%
46-50	1 Purple Worm, 25%
51-54	1d6+1Rust Monsters, 0%
55-58	1d6 Flame Salamanders, 0%
59-63	1d3 Vampires + 4d6 Zombies, 100%
64-70	1d6 Elder Rock Trolls, 0%
71-75	1d3 Cyclops, 35%
76-80	1d3 Manticores, 20%
81-85	1d3 Minotaurs, 50%
86-89	1d3 Goblinkin, 100%
90-93	1d6 Displacer Beasts, 0%
94-96	2d6 Rhagodessae, 50%
98-00	Elementals, Drakes, and Worse  Go to Table 11.7

11.7 - Elementals, Drakes, and Worse
01-15	Earth Elemental, 1, 60% [MR = 30 + 30 per dungeon level; takes no damage from unenchanted blade weapons]
16-30	Fire Elemental, 1, 60% [MR = 25 + 25 per dungeon level; can cast Blasting Power as a ranged attack for half its MR in hits]
31-45	Air Elemental, 1, 40% [MR = 20 + 20 per dungeon level; immune to everything but magic weapons and spells]
46-60	Water Elemental, 1, 40% [MR = 25 + 25 per dungeon level; takes half damage from all weapons]
61-72	Young Cold Drake, 1, 75% [MR = 30 + 30 per dungeon level; can case Freeze Pleeze as a ranged attack for half its MR in hits]
73-79	Old Cold Drake, 1, 95% [MR = 50 + 50 per dungeon level; can case Freeze Pleeze as a ranged attack for half its MR in hits]
80-91	Young Fog Drake, 1, 75% [MR = 30 + 30 per dungeon level; can breathe smog which halves the three physical attributes (STR, CON, DEX) if breathed]
92-98	Old Fog Drake, 1, 95% [MR = 50 + 50 per dungeon level; can breathe smog which halves the three physical attributes (STR, CON, DEX) if breathed]
99-00	Balrog, 1, 70% [MR = 70 + 70 per dungeon level; can use flaming whip for a ranged attack up to 50’ for ¼ its MR in hits]

11.8 – Monster Reactions
Monsters aren’t necessarily going to attack the characters on sight.  Some animals will be scared of the characters and will try to run away, while some humanoids might be friendly or at least neutral to the characters.  If you wish to randomly determine the reaction of a monster to the player characters, rather than having them automatically attack, roll 2d6 on this table.
02-03	Monster runs away
04-07	Monster attacks
08-09	Monster is cautious; roll again after characters determine their actions
10-11	Monster is neutral
12	Monster is friendly

TABLE XII – REST
An adventuring party can rest at any time when not threatened by hostile creatures.  For every 10 minutes rested, roll for an encounter with a wandering monster, using the proper chart, depending on where the party is resting.

12.1 - In Corridors
01-75	Nothing occurs (you can rest 1 hour before re-rolling)
76-00	Wandering monster  Go to Table 11

12.2 - In Rooms
Add 3 to the resulting roll for every door in the room other than the one the characters entered by
01-90	Nothing occurs (you can rest 1 hour before re-rolling)
91-00	Wandering monster  Go to Table 11