Chapter IV:
Dungeons, Towns and Wildernesses

Dungeons

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.

Air Currents Table

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

Odours Table

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

General Table

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

Noises

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

Furnishings

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

Religious

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

Torture Chamber

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

Alchemy Lab

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

Container Contents

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

Personal and Miscellaneous

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

Clothing and Footwear

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

Food and Drink

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

Seasonings

d% Result d% Result
01-15 garlic 56-58 pepper
16-50 herbs 59-85 salt
51-55 mustard 86-00 vinegar

List of Formal Room Names

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

Trap Generation and Placement

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.

Trap Placement

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.

Random Trap Generation Table

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

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.

Features Table (d%)

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.

Attributes (d%)

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.

Random Dungeon Generation

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.

How to create a random dungeon:

  1. Roll or pick a starting area on Table 1. If the pre-generated starting areas are used, skip to step #6. If an empty starting area is desired, then skip to step #7.
  2. Roll room shape and size on Table 2(a) or Table 2(b).
  3. Roll number of exits on Table 5.
  4. Roll for location of room exits on Table 6.
  5. Roll direction for chamber exit passages on Table 7, or what lies beyond the door for rooms on Table 20.
  6. Roll contents for room on Table 8, consult sub-tables for content as indicated.
  7. If no particular table is indicated, the corridor continues for 30 ft. Then check Table 18: General.

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.

Table 1: Starting Area Shape (1d6)

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

Table 2: Rooms & Chambers (1d20)
Table 2(a): Room

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

Table 2(b): Chambers

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

Table 3: Special Rooms or Chambers (1d20)

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

Table 4: Approximate Size Table for Unusual Rooms (1d20)

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

Table 5: Number of Exits (1d20)

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

Table 6: Exit Location* (1d20)

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

Table 7: Exit Direction, Chamber Passage (1d20)

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

Table 8: Chamber or Room Contents (1d20)

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

Table 9: Treasure Container (d20)

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.

Table 10: Treasure Guards & Wards (1d20)

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

Table 11: Treasure Hidden By or In (1d20)

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

Table 12: Treasure Amount (1d20)

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.

Table 13: Stairs (1d20)

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

>Table 14: Caves (1d20)

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.

Table 15: Pools (1d20)

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

Table 16: Lakes (1d20)

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.

Table 17: Magic Pools (1d20)

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.

Table 18: General (1d20)

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

Table 19: Door Location (1d20)

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

Table 20: Behind the Door (1d20)

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

Table 21: Side Passages (1d20)

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.

Table 22: Passage Width (1d20)

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

Table 23: Special Passages (1d20)

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.

Table 24: Turns (1d20)

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)

Using the Random Dungeon Generator for Solo Play

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.