Not all OSRIC adventures involve dungeons—but many will. Dungeon design is an art rather than a science, and can be surprisingly satisfying. The purpose of the following sections is partly to help a harassed GM, or one short of time, to create areas of a dungeon randomly, and partly to give some indication of what kinds of challenge are suitable for which parts of the dungeon.
A dungeon or other adventure setting is more than merely monsters and treasures. The clever GM will draw the players into the world by serving as their eyes and ears. Compare and contrast the following statements:
Example #1: “Your party travels down the 60 ft corridor without incident and arrives at a locked door.”
Example #2: “With the thief scouting for traps in front of the party, you proceed slowly down the corridor. The guttering torchlight throws eerie, flickering shadows upon the walls, revealing darker stone and cruder workmanship than that of the previous level. Unfortunately the torchlight doesn’t shed enough light to see to the end, all you can see by the yellow flame is the corridor continuing on into the darkness 40 ft away. A faint current of icy cold air blows into your faces, carrying with it a dank and mouldy smell as the thief pauses for a moment, looking at something on the damp stone floor before continuing. As you pass by you note the badly dented helmet he was examining. It appears damaged beyond all use. From somewhere behind comes the faint sound of slithering—perhaps the sound of one of the many pests inhabiting the lower levels of the dungeon, or is it something more? After travelling about 60 ft, you arrive at a solid looking door, its heavy wood beams solidly bound with rusting iron. The slithering noise has ceased, for now.”
Both passages describe the same 60 ft trek down an empty corridor to a door. Compare the dry and somewhat terse language of the first with the complete involvement of the player’s senses contained in the second: the GM describes what the characters see, smell, and hear. They have arrived at the door and are very likely wondering what may be prowling the corridor behind them, just outside of the range of their puny torches. It’s a harmless pest, but the players don’t know that; the GM is simply telling them what the characters hear. Now contrast the two door descriptions. The players go from a rather bland statement about the door being locked, information to which they should not yet have access, to almost seeing the patches of rust on the sturdy iron bindings and wondering if they will easily get through the door.
It is about this method of filling out the dungeon with sensory input for the players that this section of the OSRIC rules speaks. It is called dungeon dressing and, as we saw above, dungeon dressing can elevate a mundane trip down 60 ft of corridor from an interlude into an experience. Tables are provided for random generation or, as always, the GM may pick and choose specific items for maximum effect. Note the tables are best served in areas otherwise lacking features of note. That is to say, the nuances of your carefully crafted sights, sounds, and smells may be lost upon the party battling for their lives against a horde of skeleton warriors. Although random tables are included, results should still be edited for a degree of consistency.
d% | Result | d% | Result |
---|---|---|---|
01-05 | slight breeze | 70-75 | still, cold air |
06-10 | damp slight breeze | 76-85 | still, warm air |
11-12 | gusting breeze | 86-87 | slight updraft |
13-18 | cold current of air | 88-89 | strong updraft |
19-20 | slight downdraft | 90-93 | strong wind |
21-22 | strong downdraft | 94-95 | strong gusting wind |
23-69 | still | 96-00 | strong moaning wind |
d% | Result | d% | Result |
---|---|---|---|
01-03 | acrid | 66-70 | putrid |
04-05 | chlorine | 71-75 | rotting vegetation |
06-39 | dank and mouldy | 76-77 | salty wet |
40-49 | earthy | 78-82 | smoky |
50-57 | manure | 83-89 | stale, foetid |
58-61 | metallic | 90-95 | sulphur |
62-65 | ozone | 96-00 | urine |
d% | Result | d% | Result |
---|---|---|---|
01 | ashes | 61 | leather boot |
02-04 | badly dented helmet | 62-64 | lantern |
05-06 | bent iron bar | 65-68 | mould |
07 | bits of hair or fur | 69 | pick handle |
08 | blunted javelin head | 70 | pole or rope (broken) |
09 | bones | 71 | pottery shards |
10-19 | broken arrow | 72-73 | rags |
20 | broken bottle | 74 | rats |
21-22 | ceiling damp | 75-76 | rubble |
23-24 | corroded chain | 77 | sack |
25-26 | cobwebs | 78 | scattered teeth or fangs |
27 | copper coin, bent | 79 | scratches on wall |
28-29 | cracks in ceiling | 80 | slime on ceiling |
30-33 | cracks in floor | 81 | slime on floor |
34-40 | cracks in wall | 82-83 | slime on wall |
41 | cracked flask | 84 | spike |
42-44 | cracked hammer head | 85 | sticks |
45-49 | dagger hilt | 86 | strap (shield or armour) |
50 | dripping water | 87 | straw |
51 | dried blood | 88 | stones |
52 | dry leaves and twigs | 89 | sword hilt |
53-55 | dung | 90-91 | torch stub |
56 | dust | 92-93 | wall damp |
57 | floor damp | 94-95 | water (puddle or trickle) |
58 | food item | 96 | wax drippings |
59 | fungi | 97 | wax blob or candle stub |
60 | guano | 98-00 | wood |
d% | Result | d% | Result |
---|---|---|---|
01-05 | bang or slam | 50-53 | knocking |
06 | bellow or bellowing | 54-55 | laughter |
07 | bong | 56-57 | moaning |
08 | buzzing | 58-60 | murmuring |
09-10 | chanting | 61 | music |
11 | chiming | 62 | rattling |
12 | chirping | 63 | ringing |
13 | clanking | 64 | roar or roaring |
14 | clashing | 65-68 | rustling |
15 | clicking | 69-72 | scratching or scrabbling |
16 | coughing | 73-74 | scream or screaming |
17-18 | creaking | 75-77 | scuttling |
19 | drumming | 78 | shuffling |
20-23 | footsteps ahead | 79-80 | slithering |
24-26 | footsteps approaching | 81 | snapping |
27-29 | footsteps behind | 82 | sneezing |
30-31 | footsteps receding | 83 | sobbing |
32-33 | footsteps to the side | 84 | splashing |
34-35 | faint giggling | 85 | splintering |
36 | gong | 86-87 | squeaking |
37-39 | grating | 88 | squeal or squealing |
40-41 | groaning | 89-90 | tapping |
42 | grunting | 91-92 | thud |
43-44 | hissing | 93-94 | thumping |
45 | hooting | 95 | tinkling |
46 | trumpet sounding | 96 | twanging |
47 | howling | 97 | whining |
48 | humming | 98 | whispering |
49 | jingling | 99-00 | whistling |
d% | Result | d% | Result |
---|---|---|---|
01 | altar | 50 | kettle |
02 | armchair | 51 | loom |
03 | armoire | 52 | mat |
04 | arras | 53 | mattress |
05 | bag | 54 | mural |
06 | barrel | 55 | oven |
07-08 | bed | 56 | pail |
09 | bench | 57 | painting |
10 | blanket | 58-60 | pallet |
11 | box | 61 | pans |
12 | brazier | 62-64 | pedestal |
13 | bucket | 65 | pegs |
14 | buffet | 66 | pillow |
15 | bunks | 67 | pots |
16 | barrel | 68-70 | quilt |
17 | cabinet | 71 | rug |
18 | candelabrum | 72 | rushes |
19 | carpet | 73 | sack |
20 | cask | 74 | sconce |
21 | cauldron | 75 | screen |
22 | chandelier | 76-77 | sheet |
23 | charcoal | 78 | shelf |
24-25 | chair | 79 | shrine |
26 | chest | 80 | sideboard |
27 | chest of drawers | 81 | sofa |
28 | coal | 82 | spinning wheel |
29 | couch | 83 | staff |
30 | crate | 84 | stand |
31 | cresset | 85 | statue |
32-33 | cupboard | 86 | stool |
34 | cushion | 87-88 | table |
35 | dais | 89 | tapestry |
36 | desk | 90 | throne |
37 | fireplace with wood | 91 | trestle |
38 | fireplace and mantle | 92 | trunk |
39 | firkin | 93 | tub |
40-42 | fountain | 94 | tun |
43 | fresco | 95 | utensil (cooking etc.) |
44 | grindstone | 96 | urn |
45 | hammock | 97 | wall basin and font |
46 | hamper | 98 | wardrobe |
47 | hogshead | 99 | wood billets |
48-49 | idol | 00 | workbench |
d% | Result | d% | Result |
---|---|---|---|
01-05 | altar | 56-58 | offertory container |
06-08 | bell | 59 | paintings or frescoes |
09-11 | brazier | 60-61 | pews |
12 | candelabrum | 62 | pipes |
13-14 | candles | 63 | prayer rug |
15 | candlesticks | 64 | pulpit |
16 | cassocks | 65 | rail |
17 | chime | 66-67 | robes |
18-19 | altar cloth | 68-69 | sanctuary |
20-23 | columns or pillars | 70-71 | screen |
24 | curtain or tapestry | 72-76 | shrine |
25 | drum | 77 | side chair |
26-27 | font | 78-79 | stand |
28-29 | gong | 80-82 | statue |
30-35 | holy symbol | 83 | throne |
36-37 | holy writings | 84-85 | thurible |
38-43 | idol | 86-88 | tripod |
44-48 | incense burner | 89-90 | vestry |
49 | kneeling bench | 91-97 | vestments |
50-53 | lamp | 98-99 | votive light |
54-55 | lectern | 00 | whistle |
d% | Result | d% | Result |
---|---|---|---|
01-02 | bastinadoes | 49-50 | pillory |
03 | bell, huge | 51-54 | pincers |
04-06 | bench | 55-56 | pliers |
07-10 | iron boots | 57-58 | huge pot |
11-15 | branding irons | 59-66 | rack |
16-20 | brazier | 67-68 | ropes |
21-22 | cage | 69 | stocks |
23-26 | chains | 70-71 | stool |
27 | chair with straps | 72-75 | strappado |
28 | clamps | 76-78 | straw |
29-31 | cressets | 79-80 | table |
32 | fetters | 81 | thongs |
33-35 | fire pit | 82-85 | thumb screws |
36 | grill | 86-88 | torches |
37-38 | hooks | 89-90 | "U" Rack |
39-43 | iron maiden | 91 | vice |
44 | knives | 92-93 | well |
45 | manacles | 94-96 | wheel |
46 | oubliette | 97-99 | whips |
47-48 | oil | 00 | whip, cat-o-nine tails |
d% | Result | d% | Result |
---|---|---|---|
01-03 | alembic | 54 | magic circle |
04-05 | balance and weights | 55 | mortar and pestle |
06-09 | beaker | 56 | pan |
10 | bellows | 57-58 | parchment |
11 | bladder | 59 | pentacle |
12-13 | bottle | 60 | pentagram |
14-16 | book | 61 | phial |
17 | bowl | 62 | pipette |
18 | box | 63 | pot |
19-22 | brazier | 64 | prism |
23 | cage | 65 | quill |
24-25 | cauldron | 66-68 | retort |
26 | candle | 69 | stirring/mixing rod |
27 | candlestick | 70-71 | scroll |
28 | carafe | 72 | scroll tube |
29-30 | chalk | 73 | sheet |
31 | crucible | 74 | skin |
32 | cruet | 75 | skull |
33 | crystal ball | 76 | spatula |
34 | decanter | 77 | measuring spoon |
35 | desk | 78 | stand |
36 | dish | 79 | stool |
37-38 | flask | 80 | stuffed animal |
39 | funnel | 81 | tank container |
40 | furnace | 82 | tongs |
41-44 | herbs | 83 | tripod |
45 | horn | 84 | tube, container |
46 | hourglass | 85-86 | tube, piping |
47-48 | jar | 87 | tweezers |
49 | jug | 88-90 | vial |
50 | kettle | 91 | water clock |
51 | ladle | 92 | wire |
52-53 | lamp | 93-00 | workbench |
d% | Result | d% | Result |
---|---|---|---|
01-03 | ashes | 49-56 | liquid |
04-06 | bark | 57-58 | lump |
07-09 | bone | 59-61 | oily |
10-14 | chunks | 62-65 | paste |
15-17 | cinders | 66-68 | pellets |
18-22 | crystals | 69-81 | powder |
23-26 | dust | 82-83 | semi-liquid |
27-28 | fibres | 84-85 | skin or hide |
29-31 | gelatin | 86-87 | splinters |
32-33 | globes | 88-89 | stalks |
34-37 | grains | 90-92 | strands |
38-40 | greasy | 93-95 | strips |
41-43 | husks | 96-00 | viscous |
44-48 | leaves |
d% | Result | d% | Result |
---|---|---|---|
01 | awl | 51 | fuel oil |
02 | bandages | 52 | scented oil |
03 | basin | 53 | pan |
04-05 | basket | 54 | parchment |
06 | beater | 55 | pitcher |
07 | book | 56 | musical pipes |
08-09 | bottle | 57 | smoking pipe |
10 | bowl | 58 | plate |
11 | small box | 59 | platter |
12-13 | brush | 60 | pot |
14 | candle | 61 | pouch |
15 | candle snuffer | 62 | puff |
16 | candlestick | 63 | quill |
17 | walking cane | 64 | razor |
18 | case | 65 | rope |
19 | small casket | 66 | salve |
20 | chopper | 67 | saucer |
21 | coffer | 68 | scraper |
22 | cologne | 69 | scroll |
23 | comb | 70 | shaker |
24 | cup | 71 | sifter |
25 | decanter | 72 | soap |
26 | dipper | 73 | spigot |
27 | dish | 74 | spoon |
28 | earspoon | 75 | stopper |
29 | ewer | 76 | statuette or figurine |
30 | flagon | 77 | strainer |
31 | flask | 78 | tankard |
32 | food | 79 | thongs |
33 | fork | 80 | thread |
34 | grater | 81-84 | tinderbox |
35 | grinder | 85-86 | towel |
36 | hourglass | 87 | tray |
37 | jack (container) | 88 | trivet |
38 | jar | 89 | tureen |
39 | jug | 90-91 | twine |
40 | kettle | 92 | unguent |
41 | knife | 93 | vase |
42 | knucklebones | 94 | vial |
43 | ladle | 95 | wallet |
44-45 | lamp or lantern | 96 | washcloth |
46 | masher | 97 | whetstone |
47 | mirror | 98 | wig |
48 | mug | 99 | wool |
49-50 | needle and thread | 00 | yarn |
d% | Result | d% | Result |
---|---|---|---|
01-02 | apron | 47-48 | kirtle |
03-04 | belt | 49-50 | leggings |
05 | blouse | 51-54 | linen drawers |
06-08 | boots | 55-58 | linen undershirt |
09 | buskins | 59 | mantle |
10-12 | cap | 60 | pantaloons |
13-16 | cloak | 61-63 | petticoat |
17-18 | coat | 64-70 | pouch or purse |
19 | coif | 71-74 | sandals |
20 | doublet | 75-76 | scarf |
21-22 | dress | 77 | shawl |
23-24 | frock or pinafore | 78-79 | shift |
25-26 | gauntlets | 80-83 | slippers |
27-28 | girdle | 84-86 | smock |
29 | gloves | 87-89 | stockings |
30-31 | gown | 90 | surcoat |
32-34 | hat | 91 | toga |
35 | habit | 92-94 | trousers |
36-39 | hood | 95-96 | tunic |
40-41 | hose | 97 | veil |
42-44 | jerkin | 98-99 | vest |
45-46 | kerchief | 00 | wrapper |
d% | Result | d% | Result |
---|---|---|---|
01-02 | ale | 39-42 | mead |
03 | apricots | 43-46 | grain meal |
04-05 | apples | 47-56 | meat |
06 | beans | 57 | milk |
07-10 | beer | 58 | muffins |
11 | berries | 59 | mushrooms |
12 | biscuits | 60-62 | nuts |
13 | brandy | 63-64 | onions |
14-18 | bread | 65 | pastries |
19 | broth | 66 | peaches |
20 | butter | 67 | pears |
21 | cakes | 68 | peas |
22-24 | cheese | 69 | pickles |
25 | cookies | 70 | pie |
26 | eggs | 71 | plums |
27 | fish | 72-74 | porridge |
28 | shellfish | 75 | prunes |
29-30 | fowl | 76 | pudding |
31 | grapes | 77 | raisins |
32 | greens | 78-80 | soup |
33 | gruel | 81-82 | stew |
34 | honey | 83 | sweetmeats |
35 | jam | 84-87 | tea |
36 | jelly | 88-89 | tubers, roots |
37 | leeks | 90-95 | water |
38 | lentils | 96-00 | wine |
d% | Result | d% | Result |
---|---|---|---|
01-15 | garlic | 56-58 | pepper |
16-50 | herbs | 59-85 | salt |
51-55 | mustard | 86-00 | vinegar |
Antechamber | Entry- | Secret- |
Armoury | Gallery | Seraglio |
Audience- | Game Room | Shrine |
Aviary | Great Hall | Sitting Room |
Banquet- | Guardroom | Smithy |
Barracks | Hall | Solar |
Bath | Hallway | Stable |
Bedroom | Harem | Storage |
Bestiary | Kennel | Strongroom |
Boudoir | Kitchen | Study |
Cell | Labouratory | Temple |
Chantry | Library | Throne Room |
Chapel | Lounge | Toilet |
Cistern | Meditation | Torture Chamber |
Class- | Observatory | Training |
Closet | Office | Trophy Room |
Conjuring- | Pantry | Vault |
Corridor | Pen | Vestibule |
Court | Prison | Waiting Room |
Crypt | Privy | Water Closet |
Dining- | Reception | Well |
Divination- | Refectory | Workroom |
Dormitory | Robing- | Workshop |
Dressing Room | Salon |
The trap generation chart below is not an exhaustive list. In fact, a quick perusal of this chart should readily produce several variations on the themes presented herein. It should also be noted that some traps can be combined to great effect. For instance, a spiked pit trap might trigger a swinging log to “help” the players in. Use your imagination.
There are various possible trap levels appropriate for different situations, as follows:
Nuisance: A hidden trap door with a 10 ft drop.
Hazardous: A hidden trap door with a 10 ft drop onto spikes.
Dangerous: A hidden trap door with a 10 ft drop onto poisoned spikes (for extra nastiness, have the pit lock shut after the victim falls in).
Fatal: All the above plus a 10 ton stone block the exact shape of the pit that drops down from the ceiling into the pit.
Generally traps should be suited to the dungeon level on which they are situated and the potential treasure they guard. Thus a trap on the first dungeon level that leads to an area infested with ferocious but poverty-stricken monsters should be nuisance, while a trap on the sixteenth dungeon level that protects a pair of dragons’ treasure hoard while the dragons are out hunting should be fatal.
Intelligent creatures that live near a trap will always have some means of avoiding or disarming it—whether this be an alternative route they habitually take or some mechanical or magical means of bypassing it. If they use the trap to protect their lair, treasure or young, they will maintain the trap to the best of their ability (perhaps cleaning away bloodstains or other evidence of its existence, for example). And if the player characters learn to bypass the trap, intelligent monsters may try to find a way of making it effective again—perhaps by moving it or adding additional features, according to their ability and resources.
When placing traps, think about their purpose in the game and the effect they will have on playing style. Traps are there to increase the risk of dungeoneering and to encourage skilled play; good dungeons have a judicious mixture of monsters, traps and roleplaying encounters.
let’s consider two OSRIC GMs. One likes to use many traps, some of which cause instant death with no save, while another prefers to use much fewer traps and always permits a saving throw.
The first GM’s players will adapt. They will move slowly and carefully through the dungeon, and may have summoned creatures or created zombies move ahead of them to trigger any traps they might encounter. They will tend to capture prisoners and question them under charm or some similar magic about the dungeon environment, and evil aligned characters may use captives like mining canaries. The pace of play will be slow owing to the characters’ caution.
The second GM’s players will tend not to be thieves. They will move more rapidly through the dungeon to try to achieve surprise against any foes they might encounter, and the game will have a more heroic feel to it.
Decide which style of game suits you and your group and design traps in your dungeons accordingly.
d% | Result | d% | Result |
---|---|---|---|
1-2 | acid spray | 51-52 | oil-filled pit with dropping lit torch |
3-4 | bolt, crossbow | 53-54 | pit trap triggered by false door |
5-6 | bridge, collapsing | 55-56 | pit with dropping ceiling block |
7-8 | bridge, illusory | 57-58 | pit with locking trap door |
9-10 | caltrops drop from ceiling | 59-60 | pit, 10 ft |
11-12 | ceiling block drops behind players | 61-62 | poisoned bolt, crossbow |
13-14 | ceiling blocks drop in front of and behind players | 63-64 | poisoned caltrops |
15-16 | ceiling block drops in front of players | 65-66 | poisoned spear, ballista |
17-18 | ceiling block drops on players | 67-68 | poisoned spike pit |
19-20 | ceiling block seals players in room or area | 69-70 | portcullis drops behind players |
21-22 | elevator room | 71-72 | portcullises drop in front of and behind players |
23-24 | elevator room, deactivates for 24 hours | 73-74 | portcullis drops in front of players |
25-26 | elevator room, one way | 75-76 | rolling stone ball, height and width of corridor |
27-28 | falling door | 77-78 | scything blade, ankle-high |
29-30 | flame jets | 79-80 | scything blade, neck-high |
31-32 | flooding room | 81-82 | sliding room changes facing or location |
33-34 | gas, blinding | 83-84 | spear, ballista |
35-36 | gas, fear | 85-86 | spiked log trap |
37-38 | gas, flammable | 87-88 | spiked pit |
39-40 | gas, sleep | 89-90 | spring-loaded pile-driver disguised as a door |
41-42 | gas, slowing | 91-92 | stairs fold flat into a sliding chute |
43-44 | greased chute | 93-94 | stairs collapse |
45-46 | lightning bolt | 95-96 | teleporter |
47-48 | log trap, swinging | 97-98 | trip wire |
49-50 | obscuring fog | 99-00 | wire, neck high |
Tricks make something harmless appear dangerous, or make something dangerous appear harmless. Create an expectation but fulfil it in an entirely extraordinary manner: an expensive diamond ring resting in a sturdy lead coffer, or is it? The ring is a well made but worthless trinket, the box is solid gold painted to appear as lead. This is the essence of the trick. Use the two tables below to generate random tricks. The first table will generate a mundane object commonly found in most dungeons, and the second will provide an unexpected attribute.
d% | Feature | d% | Feature |
---|---|---|---|
1-3 | altar | 51-53 | monster |
4-6 | arch | 54-56 | mosaic |
7-10 | ceiling | 57-60 | painting |
11-13 | container* | 61-63 | passage |
14-16 | dome | 64-66 | pedestal |
17-20 | door** | 67-70 | pillar/Column |
21-23 | fire | 71-73 | pit |
24-26 | fireplace | 74-76 | pool |
27-30 | force field | 77-80 | room |
31-33 | fountain | 81-83 | stairway |
34-36 | furnishing | 83-86 | statue |
37-40 | idol | 87-90 | tapestry |
41-43 | illusion | 91-93 | vegetation |
44-46 | machine | 94-96 | wall |
47-50 | mirror | 97-00 | well |
*Any: jar, box, coffer, chest, barrel, vase, casket, etc.
**Any door: secret, concealed, valve, arch, etc.
d% | Feature | d% | Feature |
---|---|---|---|
1 | ages | 51 | increases Dexterity |
2 | animated | 52 | increases Intelligence |
3 | anti-Magic | 53 | increases Strength |
4 | appearing | 54 | increases Wisdom |
5 | asks | 55 | intelligent |
6 | attacks | 56 | invisible |
7 | changes class | 57 | laughs |
8 | changes minds from one body to another | 58 | magnetic |
9 | changes sex | 59 | makes younger |
10 | collapsing | 60 | moves |
11 | combination | 61 | null gravity |
12 | dances | 62 | one way |
13 | decreases charisma | 63 | opposite alignment |
14 | decreases constitution | 64 | pivots |
15 | decreases dexterity | 65 | plays games |
16 | decreases intelligence | 66 | points |
17 | decreases strength | 67 | poison |
18 | decreases wisdom | 68 | polymorphing |
19 | directs | 69 | random alignment |
20 | disappearing | 70 | randomly acts |
21 | disintegrates | 71 | reduces |
22 | dispenses coins | 72 | repellent/repulses |
23 | dispenses counterfeit coins | 73 | resists magic |
24 | dispenses counterfeit gems | 74 | reverse gravity |
25 | dispenses counterfeit jewellery | 75 | reverse wish fulfilment |
26 | dispenses counterfeit magic item | 76 | riddles |
27 | dispenses counterfeit map | 77 | rising |
28 | dispenses gems | 78 | rolls |
29 | dispenses jewellery | 79 | shifting |
30 | dispenses magic item | 80 | shoots |
31 | dispenses map | 81 | sings |
32 | distorted depth | 82 | sinking |
33 | distorted height | 83 | sliding |
34 | distorted length | 84 | sloping |
35 | distorted width | 85 | spinning |
36 | electric shock | 86 | steals |
37 | enlarges | 87 | suggests |
38 | enrages | 88 | suspends animation |
39 | false | 89 | symbiotic |
40 | flesh to stone | 90 | takes |
41 | foretells | 91 | talks |
42 | fruit | 92 | talks in poetry and rhymes |
43 | gaseous | 93 | talks nonsense |
44 | geas | 94 | talks very intelligently |
45 | gravity decreased | 95 | talks, spell casting |
46 | gravity increased | 96 | teleports |
47 | greed inducing | 97 | unusual colour/texture/ material |
48 | hovers | 98 | variable gravity |
49 | increases charisma | 99 | wish fulfilment |
50 | increases constitution | 00 | yells and screams |
Example of use: Gina the GM needs a trick to round out a dungeon map. Taking her trusty d% in hand, she rolls a 37 on the feature table and a 55 on the attribute table. This yields a result of idol, intelligent. She decides the room will contain a carved idol which holds the mind and soul of a long departed adventurer. The idol knows something of the surrounding dungeon rooms but not much else. Depending on how the party approaches and treats with the idol, it may relate some of its knowledge to them.
Gina decides to roll a second trick for a different room and rolls a 25 then 31, which yields a result of fireplace, dispenses map. She places an unlit fireplace in the room in question that has a rolled up map of the next level down hidden among the logs stacked neatly within.
This GM aid is designed for on-the-fly dungeon generation when a gaming session takes an unexpected turn. It can also serve to spur the imagination when one’s artistic abilities fail and can even be used for solo play. The following tables should be appropriate for everything from one level side-quests to generating add-on levels for the GM’s own mega-dungeon. The GM is advised to freely “fudge” the die roll if an impossible result is generated. If the tables dictate a room which will not fit in the available space, for instance, then either resize the room or reroll. Remember at all times the random dungeon generator is an aid rather than a hard and fast set of rules. For the purposes of this table OSRIC defines a room as having exits which are closed by a door or other portal, whereas a chamber has open exits such as archways.
After the room is completely resolved, begin rolling up the various corridors and rooms generated in step #4 using the steps above as a guideline.
Table 1: Starting locations (1d6). Use this table if you are starting from scratch. If you already have a starting location go to Table 7: Exit Direction, Passage or Table 19: Behind the Door; as appropriate. If you wish to begin your dungeon with a more standard starting room result proceed to Table 2: Rooms & Chambers.
Die | Starting Area | Die | Starting Area |
---|---|---|---|
1 | Use area 1 | 4 | Use area 4 |
2 | Use area 2 | 5 | Use area 5 |
3 | Use area 3 | 6 | Use area 6 |
Die | Room Size | Die | Room Size |
---|---|---|---|
1 | 10 × 10 ft | 12-13 | 20 × 30 ft |
2-4 | 20 × 20 ft | 14-15 | 20 × 40 ft |
5-7 | 30 × 30 ft | 16-18 | 30 × 40 ft |
8-10 | 40 × 40 ft | 19-20 | Special* |
11 | 10 × 20 ft |
*refer to Table 3: Special Rooms or Chambers.
Proceed to Table 5: Number of Exits
Die | Chamber | Die | Chamber |
---|---|---|---|
1 | 10 × 20 ft | 11-13 | 20 × 40 ft |
2-4 | 20 × 20 ft | 14-15 | 40 × 50 ft |
5-6 | 30 × 30 ft | 16-17 | 40 × 60 ft |
7-8 | 40 × 40 ft | 18-20 | Special* |
9-10 | 20 × 30 ft |
*refer to Table 3: Special Rooms or Chambers.
Proceed to Table 5: Number of Exits
Die | Shape | Die | Shape |
---|---|---|---|
1 | Cave | 11-12 | Oval |
2-6 | Circular* | 13-14 | Special** |
7-8 | Hexagonal | 15-17 | Trapezoidal |
9-10 | Octagonal | 18-20 | Triangular |
*Roll 1d20: 1-6 room has a pool (see Table 15: Pools), 7 room has a well, 8-11 room has a shaft, 12-20 proceed to Table 4.
**GM’s discretion. Freehand draw an unusual shape, or pick a standard room as needed for mapping needs, or reroll.
Proceed to Table 4: Approximate Size Table for Unusual Rooms
Die | Size (sq ft) | Die | Size (sq ft) |
---|---|---|---|
1-3 | 500 | 11-12 | 3,250 |
4-6 | 1,000 | 13-15 | 4,000 |
7-8 | 1,500 | 16-20 | Reroll* |
9-10 | 2,500 |
*Roll again and add result to 1,000 sq ft. If 15-20 is rolled a second time, increase base square footage to 2,000 and reroll. Each subsequent roll of 16-20 adds an additional 1,000 sq ft until a result of 1-15 is obtained.
Proceed to Table 5: Number of Exits
Die | Room Area (sq ft) | # Exits | Room Area (sq ft) | # Exits |
---|---|---|---|---|
1-4 | < 500 | 1 | > 500 | 2 |
5-7 | < 500 | 2 | > 500 | 3 |
8-9 | < 500 | 3 | > 500 | 4 |
10-12 | < 1000 | 0* | > 1000 | 1 |
13-15 | < 1500 | 0* | > 1500 | 1 |
16-19 | Any | 1d4 | Any | 1d4 |
20 | Any | 1** | Any | 1** |
*Check for secret doors: any section of wall close to another mapped room or passage has a 25% chance of a secret door, otherwise this room/chamber is a dead end.
**This result switches things up a bit. If rolling for a room exit, this result calls for a passage. If rolling for a chamber exit this result indicates a door.
Proceed to Table 6: Exit Location
Die | Location | Die | Location |
---|---|---|---|
1-4 | Left Wall | 13-16 | Right Wall |
5-12 | Opposite Wall | 17-20 | Same Wall |
*If a passage or door placement per the above table would open into a previously mapped space, roll 1d20. The door will be moved to the opposite wall on a 1-10, the door remains where it is but is a secret door on an 11-15, the door remains where it is but is a one-way door on a roll of 16-20.
If Passage, Proceed to Table 7: Exit Direction, Chamber Passage. If Door, Proceed to Table 20: Behind the Door
This table is for use with passages (which exit a chamber). For doors, consult Table 20: Behind the Door.
Die | Direction | |
---|---|---|
1-16 | Straight | |
17-18 | Left 45 degrees* | |
19-20 | Right 45 degrees* |
*If passage cannot bend in the direction indicated, bend the passage the other way. For example, a left 45 degree bend would become a right 45 degree bend.
Proceed to Table 22: Passage Width
Die | Result |
---|---|
1-7 | Empty |
8-11 | Monster (determine randomly) |
12-17 | Monster and Treasure (refer to GM monster tables and see Table 9: Treasure) |
18 | Stairs (see Table 13: Stairs) |
19 | Trick or Trap (see above) |
20 | Treasure (see Chapter VI: Treasure and Table 9) |
Proceed to Table 9: Treasure Container
Die | Container | Die | Container |
---|---|---|---|
1-2 | Bags | 11-12 | Pottery Jars |
3-4 | Sacks | 13-14 | Metal Urns |
5-6 | Coffers | 15-16 | Stone Containers |
7-8 | Chests | 17-18 | Iron Trunks |
9-10 | Large Chests | 19-20 | None, loose |
Optional, or 50% chance: Consult Tables 10 and 11. Treasure amounts are determined on Table 12.
Die | Treasure |
---|---|
1-2 | Blade scything across inside |
3-4 | Contact poison on container |
5-6 | Contact poison on treasure |
7 | Gas released by opening container |
8 | Explosive runes |
9-10 | Poisoned needles in lock |
11 | Poisoned needles in handles |
12 | Poisonous insect or reptile living inside container |
13 | Spears released from walls when container opened |
14 | Spring darts firing from front of container |
15 | Spring darts firing from top of container |
16 | Spring darts firing up from inside bottom of container |
17 | Stone block dropping in front of container |
18 | Symbol |
19 | Trapdoor opening in front of container |
20 | Trapdoor opening 6 ft in front of container |
Die | Hidden by or in |
---|---|
1-2 | Behind a loose wall stone |
3-4 | Illusion to change appearance or hide item |
5-7 | Invisibility |
8-11 | In a nearby secret room |
12 | In an ordinary container in plain view |
13 | Inside or under trash or dung heap |
14 | Non-magically disguised |
15 | Secret space under container |
16-17 | Secret compartment in container |
18-20 | Under a loose flooring stone |
If the treasure is guarded by a monster, roll twice and add 1 to each roll. Otherwise roll once at no bonus.
Die | Result |
---|---|
1-5 | 2d10 × 100cp |
6-10 | 2d10 × 100 sp |
11-13 | 2d8 × 100 ep |
14-15 | 1d4 × 100 gp |
16-17 | 2d10 × 10pp |
18 | Gems/Jewellery—roll 1d8, 1-5 = 1d3 gems, 6-8 = 1 jewellery |
19 | Roll 1d8, 1-5 = no treasure, 6-8 = 1 magic item |
20 | 1 magic item |
Results from this table should be multiplied by the level of the dungeon concerned. So if the party is on the third dungeon level and the d20 shows “13,” they will receive 3d4 × 100 gp rather than 1d4. If the party is on the fifth dungeon level and a magic item is rolled, the party actually receives 5 magic items. The GM should adjust any extreme results to keep them proportional.
Die | Result | Die | Result |
---|---|---|---|
1-5 | Down 1 level | 12 | Chimney up 1 level, passage continues |
6 | Down 2 levels | 13 | Chimney up 2 levels, passage continues |
7 | Down 3 levels | 14 | Chimney down 2 levels, passage continues |
8-9 | Up 1 level | 15-16 | Trap door down 1 level, passage continues |
10 | Up to a dead end | 17 | Trap door down 2 levels, passage continues |
11 | Down to a dead end | 18-20 | Down 1 level into chamber |
Note: The lowest levels of dungeons are often composed of caves and caverns. Use this table for caves and roll for exits on Table 5.
Die | Cave |
---|---|
1-5 | Cave 40 × 60 ft |
6-7 | Cave 50 × 75 ft |
8-9 | Double Cave: 30 × 30 ft, 60 × 60 ft |
10-11 | Double Cave: 30 × 50 ft, 80 × 100 ft* |
12-14 | Cavern 100 × 125 ft* |
15-16 | Cavern 125 × 150 ft |
17-18 | Cavern 150 × 200 ft* |
19-20 | Cavern 300 × 400 ft** |
*Roll on Table 15: Pools.
**Roll on Table 16: Lakes.
Die | Result |
---|---|
1-12 | No pool |
13-14 | Pool |
15-16 | Pool, monster |
17-19 | Pool, monster, and treasure |
20 | Magic pool, go to Table 17: Magic Pools |
GMs should note the opportunity to use aquatic or amphibious monster encounters.
Die | Result |
---|---|
1-12 | No lake |
13-15 | Lake |
16-17 | Lake, monster |
18-19 | Lake, monster and treasure |
20 | Enchanted Lake* |
*Lake serves as a portal to special area such as a temple on the Elemental Plane of Water or other remote and exotic location. If no map is prepared the GM should treat this as a result of: lake, monster, treasure.
In order to learn the secret of a magic pool, adventurers must actually enter the water.
Die | Result |
---|---|
1-8 | Roll 1d20. Pool turns gold pieces into platinum pieces (1-12) or lead (13-20); after doing this once, pool is non-magical. |
9-15 | Characters in pool will either lose (01-50 on d%) or gain (51-00) 1 point from a randomly-determined attribute. Roll 1d6: 1=strength, 2=dexterity, 3=constitution, 4=intelligence, 5=wisdom, 6=charisma. One time only effect, each character checked separately for loss or gain and affected characteristic. |
16-17 | Talking pool, will grant 1 wish to any characters of like alignment and damage all others (1d20 points). Wish must be used within 24 hours. Roll 1d20 for pool’s alignment: 1-6 LG; 7-9 LE; 10-12 CG; 13-17 CE; 18-20 TN. |
18-20 | Transporter pool. Roll 1d20: 1-7 back to surface; 8-12 elsewhere on level; 13-16 1 level down; 17-20 many miles away for wilderness or outdoor adventure. This one can be especially fiendish if not all characters in the party are standing in the pool. |
Die | Result |
---|---|
1-3 | Chamber. Roll on Table 2(b): Chambers. Check again on this table 30 ft after leaving chamber |
4 | Continue straight, check this table again in 50 ft |
5 | Dead End, check for secret doors as per Table 6: Exit Location |
6-10 | Door. Consult Table 19: Door Location, if result is not a straight ahead door result check this table again in 30 ft |
11-14 | Side passage. See Table 21: Side Passages, check this table again in 30 ft |
15 | Stairs. Go to Table 13: Stairs |
16-19 | Turn. Consult Table 24: Turns and check this table again in 30 ft |
20 | Wandering Monster, re-roll on this table to determine monster location and approach |
If door indicated is a left or right door, roll 1d20 again. On a result of 1-3 there is also a door on the opposite side.
Die | Result | |
---|---|---|
1-6 | Left | |
7-12 | Right | |
13-20 | Ahead |
This table is for use with doors that exit a room. For passages, consult Table 7: Exit Direction, Chamber Passage. Always check width of corridors on Table 22: Passage Width.
Die | Result |
---|---|
1-3 | Side door: parallel passage. Door straight ahead: 10 × 10 ft room |
4-8 | Straight passage |
9 | Passage 45 degrees left |
10 | Passage 45 degrees right |
11-18 | See Table 2(a): Rooms |
19-20 | See Table 2(b): Chambers |
Die | Result |
---|---|
1-4 | left 90 degrees |
5-8 | right 90 degrees |
9 | left 45 degrees (d6, 1-3 ahead, 4-6 behind) |
10 | right 45 degrees (d6, 1-3 ahead, 4-6 behind) |
11-13 | passage T’s |
14-15 | passage Y’s |
16-19 | four-way intersection |
20 | five-way intersection* |
* usually two passages along the x-axis, two along the y-axis, and one diagonal.
Die | Width | |
---|---|---|
1 | 5 ft | |
2-13 | 10 ft | |
14-17 | 20 ft | |
18 | 30 ft | |
19-20 | See Table 23: Special Passages |
Proceed to Table 18: General
Die | Result | Die | Result |
---|---|---|---|
1-7 | 40 ft wide* | 16-19 | river*** |
8-12 | 50 ft wide* | 20 | chasm**** |
13-15 | stream** |
* There is a 50% chance that the passage contains a single or double row of columns. If a double row, there is a 10% chance the columns support a balcony or gallery above.
** Determine passage width via an additional roll. The stream bisects the passage. It will be bridged 75% of the time.
*** Determine passage width via an additional roll. The river bisects the passage. It will be bridged 50% of the time or have a boat 25% of the time (50% chance the boat is on the player’s side).
**** Determine passage width via an additional roll. The chasm bisects the passage and is a long sheer drop (nominally 100 ft). It will be bridged 50% of the time or have a narrower spot suitable for jumping across 25% of the time.
Die | Result |
---|---|
1-9 | left 90 degrees |
10 | left 45 degrees (d6, 1-3 ahead, 4-6 behind) |
11-19 | right 90 degrees |
20 | right 45 degrees (d6, 1-3 ahead, 4-6 behind) |
OSRIC is not really designed for solo play, but it is possible to use this random dungeon generator for such a purpose.
Start with Table 1: Starting locations in the middle of a sheet of graph paper. Use the charts from the OSRIC random encounters section to resolve the various monster encounters and generate treasure. You can appeal to your friends at your local gaming club or on-line for sealed information to use with special encounters and areas.
To resolve listening at doors, roll 1d12 and treat a result of 1-5 as a monster encounter. Use Table 8: Chamber or Room Contents but treat any result as including a monster encounter. Otherwise, any monster encounters rolled should be ignored unless the creatures would be silent (undead, bugbears, etc.).
ESP, scrying, and other means of magical detection can be resolved in the following manner. A roll of 1 on 1d6 indicates a monster in the area being checked. Roll the encounter using the relevant GM table and ignoring any monster type not detectable by method of detection used. If a 6 is rolled, the player should reroll when entering the room. If a 6 is rolled again a non-detectable monster is encountered and player’s chance to be surprised increases by +1.
Stocking the Dungeon: You may wish to use the “Random Encounters” section that follows to stock your dungeon, or you may wish to design specific areas without reference to random tables. Many GMs use a mixture of the two methods, with designed areas surrounded by randomly-generated areas.
The degree to which dungeon “ecology” matters is up to the individual GM. Some GMs give thought to food sources, water sources and latrine facilities; others do not bother. The authors recommend the following golden rule: Dungeons don’t have to make sense, but they do need to be full of variety. Having said this, a little thought on the placement of creatures doesn’t go amiss—if there’s some logic behind the dungeon, then it’s easier for skilled players to work out what’s going on and use it to their advantage, and rewarding player skill is an important aspect of the OSRIC system.