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ENGINEERING DUNGEONS
A RANDOM GENERATION SYSTEM
AUTHOR: ROBERT DOYEL
EDITOR: CORY CA SERTA
COVER ART: PETER BRADLEY
INTERIOR ART: PETER BRADLEY, JASON WALTON,
SARAH WALKER AND MARK ALLEN
LAYOUT AND DESIGN: PETER BRADLEY
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Passages that are already existent are well suited for forming the
entrance to a dungeon as no additional work need be made,
and it provides a safe and easy access point for those who would
normally dwell within. These places are often lairs and are full of
twisting and winding passages, generally existing within caverns
and other naturally-made locations.
6 CASTLES & CRUSADES
Joan Martí Franco (Order #26838286)
A dungeon entered by magic is one prone to be deadly and often
home to several unique creations, though temples and other areas
such as prisons designed to contain relics or powerful inhabitants
will also require some sort of magical key. Personal laboratories, or
those places that exist partially between realities, will also generally
be inaccessible without magical aid. Castle Keepers should be as
creative as possible when developing dungeons of this sort.
3) Return to 2
Three rolls are required on the above chart, once for determining
which of the passages is to be used, and another roll to see if the
passage is tilted; the third roll is used to determine if the passage
itself has a gradual incline or recess. If the passage has a 45°
direction, then it can be drawn by using diagonal sections of the
grid, rather than straight linear; a right motion causes the passage
section to shift toward the right edge of the graph paper, while a
left motion does the reverse. With practice, placing and drawing
such angled sections will become easy; if it is difficult, then simply
use straight passages. Note, it is also possible the passages are
rounded, using curves, instead of following straight lines.
One roll for each column should be made, each determining a * – Castle Keepers are encouraged to develop descriptions based on the
relevant aspect of the pathway’s dimensions. Length is generally known facts about a dungeon, disallowing or modifying any roll to
the number of feet extending from the point of entry, the pathway keep the contents logical and exciting. The tables for decorative
crosses, with width being an indicator of the distance across the features are for inspirational and creative purposes only and do
widest portion. Depth measures the size category of monster not attempt to cover all possibilities.
or creature which can easily maneuver within the pathway;
creatures larger than the listed size can enter but must do so in The Castle Keeper should check once per column, per door, to
cramped conditions, with penalties and effects subject to the determine the features and functions of the discovered door. A
Castle Keeper’s discretion. Exits indicate the number of points locked door will have some mechanism which prevents it from be-
of exit, placed wherever the Castle Keeper deems appropriate. ing easily opened; in most cases, the Pick Lock class ability can be
Shape determines the geometric identity of the room or chamber; used on these doors, though in a magically constructed dungeon,
if the shape is non-geometric, the Castle Keeper should draw any it may not be possible. Table 9A-1 provides a difficulty for the
shape that is wanted, using the space’s physical dimensions. Note, lock, if the Castle Keeper should need it. Secret doors do not make
in general, the only difference between a room and a chamber, is themselves known, though some abilities can detect them; unless
that the former has a door at its entrance. Refer to Table 10 for found, the presence of these doors should not be revealed. A door
information on room / chamber type, if desired. which opens one way is difficult to navigate, as once it is opened,
the way one enters is not the way one leaves. Traps on doors are
TABLE 8B-1: POLYGONS fairly common, and the same guidelines for traps in general apply
here equally. Any door has a 1:20 chance of being false.
d20 Roll Number of Sides
1-3 5 TABLE 9: FEATURES
4-12 6 d20 Roll Door? Trap? Treasure? Monster? Décor? *
13-16 8 1-15 N N N N Y [Table 9E]
17-19 10 16-19 Y [Table 9A] Y [Table 9B] N Y [Table 9D] Y
20 12 20 Y Y Y [Table 9C] Y N
Area of effect indicates the maximum distance the trap can affect,
starting at its origin, and extending outward. TABLE 9B: TRAPS
If an attack roll is required, all creatures within the area of d20 Roll Accessible? Visible? Lethal? Difficulty
effect must successfully be hit, treating the trap as having an 1-3 Y Y N [Table 9B-1] Average Level -2d4
attack bonus equal to its difficulty. 4-7 Y Y N Average Level -1d4
8-16 Y Y N Average Level
17-19 Y Y Y [Table 9B-2] Average Level +1d4
20 N N Y Average Level +2d4
Poison traps deliver , a toxin to the bodies of those within its effects
through whatever means the Castle Keeper deems appropriate. The
nature of the poison should be determined using the rules as found in
Monsters and Treasure, using it’s disarm difficulty as its save difficulty.
Magic traps can have any effect the Castle Keeper wishes, using
the difficulty of the trap as a general guide to the spell, or spell-like
abilities the trap has.
A crushing trap generally involves grinding and crushing, Commonality determines the relative chance of meeting a specific
sometimes as the floor rises, or as the walls come closer. Regardless, monster type within the environment of its type. When using
these traps typically require a lot of time to be effective, at least these tables, ensure the proper terrain or climate table is used; in
ten full minutes. However, during this time, a very complex lock cases where multiple charts may be appropriate, use whichever is
mechanism (often five to fifteen levels higher than the average preferred. In addition, these tables are meant to be modified and
party level) is in place, preventing escape, though a Castle Keeper expanded, to suit the needs of the Castle Keeper.
DESERT, COLD
COMMON
01 – 04: Bear, Brown (Grizzly) 60 – 66: Gnoll 91: Ogre
05 – 10: Bugbear 67 – 73: Goblin 92 – 93: Orc
11: Cat 74 – 77: Griffon 94: Skeleton
12 – 16: Dog (Coyote) 78 – 80: Herd Animal 95: Wight
17 – 54: NPC [Table 9D-1] 81 – 83: Hippogriff 97 – 99: Wolf
55 – 57: Ghast 84 – 86: Hobgoblin 00: Zombie
58 – 59: Ghoul 87 – 90: Horse, Heavy War
UNCOMMON
01 – 02: Bear, Cave 26 – 45: Giant, Frost 66 – 80: Tiger
03 – 04: Blink Dog 46 – 50: Hydra, Cryohydra [1d8+4 HD] 81 – 90: Troll
05: Doppelganger 51 – 60: Lycanthrope, Werewolf 91 – 97: Wolf, Winter
06 – 15: Dragon, White [Table 9D-2] 61: Rat, Giant 98 – 00: Wraith
16 – 20: Eagle, Giant 62 – 64: Remorhaz
21 – 25: Ettin 65: Spectre
RARE
01 – 15: Dragon, Gold [Table 9D-2] 71 – 80: Giant, Cloud 87 – 90: Lycanthrope, Werebear
16 – 40: Dragon, Silver [Table 9D-2] 81 – 85: Giant, Storm 91 – 00: Purple Worm
41 – 70: Frost Worm 86: Lich
HILLS
COMMON
01: Ant, Giant (Worker) 54 – 64: Goblin 84: Minotaur
02: Arrowhawk, Small 65 – 67: Griffon 85 – 89: Orc
03 – 04: Bear, Black 68: Harpy 90 – 91: Rat, Giant
05 – 08: Bird of Prey, Small 69: Hippogriff 92: Raven
09 – 11: Boar, Wild (Razorback) 70 – 75: Hobgoblin 93: Pony
12 – 14: Bugbear 76 – 77: Kobold 94 – 95: Snake, Venomous
15: Cat 78: Lizard, Giant 96: Spider, Small
16 – 22: Gnoll 79: Manticore 97 – 00: Wolf
23 – 53: NPC [Table 9D-1] 80 – 83: Ogre
UNCOMMON
01: Ankheg 17 – 22: Dragon, Brass [Table 9D-2] 76 – 78: Rust Monster
02: Ant, Giant (Soldier) 23 – 30: Dragonne 79 – 80: Skeleton
03: Arrowhawk, Medium 31 – 33: Ettin 81 – 83: Snake, Giant Constrictor
04: Assassin Vine 34 – 36: Ghoul 84 – 85: Spider, Large
05: Barghest [Table 9D-3] 37 – 50: Giant, Hill 86 – 87: Spider, Medium
06 – 07: Basilisk 51 – 54: Gorgon 88: Troll
08 – 09: Bear, Brown (Grizzly) 55 – 57: Lion 89 – 91: Troll, Hill
JUNGLE/SWAMP
COMMON
01 – 03: Assassin Vine 46 – 47: Goblin 84 – 87: Snake, Venomous
04 – 06: Baboon 48 – 49: Hobgoblin 88 – 90: Spider, Small
07 – 10: Boar, Wild (Razorback) 50 – 52: Jaculus 91: Spider, Medium
11 – 13: Bugbear 53 – 57: Kobold 92 – 94: Stirge
14 – 17: Crocodile (Alligator) 58 – 70: Lizardfolk 95: Tick, Giant
18 – 36: NPC [Table 9D-1] 71 – 76: Orc 96 – 97: Toad, Giant
37 – 41: Frog, Giant 77 – 81: Rat, Giant 98 – 99: Troglodyte
42 – 43: Fungus, Violet 82: Rust Monster 00: Zombie
44 – 45: Gnoll 83: Skeleton
UNCOMMON
01: Ankheg 59 – 63: Hag, Green 86 – 88: Owlbear
02 – 03: Ape, Great 64 – 66: Lizard, Giant 89: Roper
04 – 05: Behir 67 – 68: Locathah 90: Sahuagin
06 – 10: Bulette 69 – 71: Manticore 91: Shambling Mound
11 – 20: Dragon, Black [Table 9D-2] 72: Medusa 92 – 93: Snake, Giant Constrictor
21 – 30: Dragon, Green [Table 9D-2] 73 – 76: Naga, Water 94 – 95: Spider, Large
31 – 50: Dragonne 77: Naga, Dark 96: Tiger
51 – 55: Ettercap 78 – 83: Ogre 97: Troll
56: Ghoul 84: Ooze, Gray 98 – 99: Troll, River
57 – 58: Gibbering Mouther 85: Otyugh 00: Wyvern
RARE
01 – 03: Barghest [Table 9D-3] 31 – 50: Hydra [1d8+4 HD] 71 – 75: Ooze, Ochre Jelly
04 – 06: Couatl 51 – 55: Lycanthrope, Weretiger 76 – 77: Phase Spider
07 – 11: Dragon, Red [Table 9D-2] 56 – 58: Naga, Ghost 78 – 84: Rakshasa
12 – 16: Dragon, Bronze [Table 9D-2] 59 – 62: Naga, Guardian 85 – 94: Treant
17 – 21: Dragon, Gold [Table 9D-2] 63 – 65: Naga, Spirit 95 – 00: Will-O’-Wisp
22 – 30: Hag, Annis 66 – 70: Ooze, Black Pudding
MOUNTAINS
COMMON
01 – 05: Arrowhawk, Small 54 – 55: Eagle, Giant 76 – 85: Troll
06 – 15: Basilisk 56 – 63: Giant, Hill 86 – 89: Wolf
16 – 20: Bear, Brown (Grizzly) 64 – 66: Griffon 90 – 00: Wolf, Worg
21 – 25: Bird of Prey, Large 67 – 70: Harpy
26 – 53: NPC [Table 9D-1] 71 – 75: Minotaur
01 – 05: Arrowhawk, Medium 31 – 40: Dragon, White [Table 9D-2] 86: Remorhaz
06: Barghest [Table 9D-3] 41 – 55: Giant, Frost 87: Roc
07 – 15: Bear, Cave 56 – 80: Giant, Stone 88 – 95: Troll, Hill
16 – 20: Chimera 81 – 82: Gorgon 96 – 00: Wolf, Winter
21 – 30: Dragon, Silver [Table 9D-2] 83 – 85: Manticore
RARE
01 – 05: Arrowhawk, Large 51 – 53: Frost Worm 94 – 98: Ogre Mage
06 – 15: Dragon, Red [Table 9D-2] 54 – 70: Giant, Cloud 99: Prysmal Eye (Nonocculus)
16 – 25: Dragon, Copper [Table 9D-2] 71 – 75: Giant, Fire 00: Purple Worm
26 – 35: Dragon, Gold [Table 9D-2] 76 – 91: Giant, Storm
36 – 50: Ettin 92 – 93: Medusa
PLAINS
COMMON
01: Ant, Giant (Worker) 22 – 25: Gnoll 71 – 72: Pony
02: Arrowhawk, Small 26 – 45: NPC [Table 9D-1] 73: Pony, War
03 – 04: Baboon 46 – 50: Goblin 74 – 77: Rat, Giant
05: Bear, Black 51 – 53: Herd Animal 78: Raven
06: Bird of Prey, Large 54 – 56: Hobgoblin 79 – 80: Skeleton
07 – 08: Bird of Prey, Small 57: Horse, Light War 81 – 82: Snake, Giant Constrictor
09: Boar, Wild (Razorback) 58 – 59: Horse, Riding 83 – 85: Snake, Venomous
10 – 15: Bugbear 60: Jackal 86 – 88: Spider, Medium
16 – 18: Cat 61 – 66: Kobold 89 – 94: Spider, Small
19 – 20: Dog (Coyote) 67: Ogre 95 – 00: Wolf
21 Elephant 68 – 70: Orc
UNCOMMON
01 – 02: Ankheg 25: Ghoul 71 – 75: Toad, Giant
03: Ant, Giant (Soldier) 26 – 31: Griffon 76 – 79: Troll
04: Arrowhawk, Medium 32 – 37: Hippogriff 80: Werebear
05 – 09: Basilisk 38 – 41: Horse, Heavy War 81 – 83: Wereboar
10: Blink Dog 42 – 45: Lion 84 – 86: Weretiger
11 – 12: Bulette 46 – 49: Manticore 87 –91: Werewolf
13 – 14: Centaur 50 – 53: Ogre Mage 92 –98: Wolf, Worg
15 – 17: Chimera 54 – 56: Rust Monster 95 – 98: Wyvern
18 – 20: Cockatrice 57 – 63: Screecher 99 – 00: Zombie
21 – 22: Fleshcrawler 64 – 65: Shadow
23 – 24: Fungus, Violet 66 – 70: Spider, Large
RARE
01 – 02: Ant, Giant (Queen) 41 – 45: Dragon, Gold [Table 9D-2] 84 – 85: Pseudodragon
03: Arrowhawk, Large 46 – 50: Dragon, Red [Table 9D-2] 86: Rakshasa
04: Banshee 51 – 65: Dragonne 87: Roc
05 – 07: Barghest [Table 9D-3] 66 – 70: Ghast 88: Spectre
08: Behir 71: Ghost 89: Sphinx, Androsphinx
09: Bodak 72 – 73: Lamia 90: Sphinx, Criosphinx
10: Couatl 74 – 75: Lammasu 91: Sphinx, Gynosphinx
11 – 13: Dinosaur, Triceratops 76: Lich 92: Sphinx, Hieracosphinx
14 – 16: Dinosaur, Tyrannosaurus 77 – 80: Pegasus 93 – 96: Wight
17 – 25: Doppelganger 81 – 82: Phase Spider 97 – 00: Wraith
26 – 40: Dragon, Copper [Table 9D-2] 83: Prysmal Eye (Nonocculus)
UNDERGROUND
COMMON
01 – 05: Bugbear 56 – 60: Hobgoblin 93 – 94: Snake, Venomous
06 – 33: NPC [Table 9D-1] 66 – 75: Kobold 95 – 96: Spider, Small
34 – 40: Ghoul 76 – 80: Orc 97 – 98: Troglodyte
41 – 45: Gnoll 81 – 90: Rat, Giant 99 – 00: Zombie
46 – 55: Goblin 91 – 92: Skeleton
UNCOMMON
01 – 02: Ankheg 25 – 27: Gibbering Mouther 83 – 84: Otyugh
03: Assassin Vine 28 – 30: Locathah 85 – 86: Rust Monster
04 – 05: Behir 31 – 45: Lycanthrope, Wererat 87 – 90: Sahuagin
06: Bulette 46 – 50: Manticore 91 – 92: Shadow
07 – 10: Cloaker 51 – 60: Medusa 93 – 95: Spider, Medium
11: Doppelganger 61 – 70: Minotaur 96 – 97: Troll
12 – 13 Fleshcrawler 71 – 72: Naga, Dark 98: Troll, Hill
14 – 15: Gelatinous Cube 73 – 76: Ogre 99: Wight
16 – 17: Ghast 77 – 80: Ooze, Gray 00: Wraith
18 – 24: Giant, Hill 81 – 82: Ooze, Ochre Jelly
RARE
01: Aboleth 43: Golem, Stone 81: Ooze, Black Pudding
02: Bodak 44: Golem, Iron 82 – 85: Prysmal Eye (Nonocculus)
03: Darkmantle 45 – 50: Green Slime 86 – 87: Roper
04 – 10: Drider 51: Lich 88 – 90: Spectre
11 – 30: Elf, Drow 52 – 54: Mimic 91 – 94: Spider, Large
31 – 40: Giant, Stone 55 – 60: Mummy 95 – 00: Vampire
41: Golem, Clay 61 – 65: Naga, Guardian
42: Golem, Flesh 66 – 80: Ogre Mage
Each column, as needed, should be determined. Race indicates TABLE 9E: DÉCOR
the race, with all attendant abilities as presented in the Player’s d20 Number of Features Décor Type
Handbook. If an NPC is classed, the third column indicates the 1 – 14 1d2 Physical [Table 9E-1]
level or hit dice of that NPC; Castle Keepers are encouraged to 15 – 20 1d3+1 Condition [Table 9E-2]
assign whatever class to the NPC as needed for the encounter. The
fourth column indicates the treasure type available, and all items The number of decorative features should be determined first, followed
and equipment should be selected or rolled accordingly. If a party by one roll per such feature on the table to determine the specific details.
is indicated, the number range provided after the dash details the
number of NPCs encountered; this column is checked only once. TABLE 9E-1: PHYSICAL DECORATIONS
d100 Physical Decoration
TABLE 9D-2: DRAGON SUBTABLE 01 – 06 Liquid [Table 9E-1A]
d100 Dragon Age Mated? Laired? 07 – 15 Temperature [Table 9E-1B]
01 – 05 1 No No 16 – 25 Artwork
06 – 10 2 No No 26 – 40 Litter / Debris
11 – 20 3 No No 41 – 60 Functional Object
21 – 60 1d3+3 No No 61 – 75 Sound [Table 9E-1C]
61 – 80 1d3+6 No No 76 – 80 Odor [Table 9E-1D]
81 – 90 10 Yes Yes 81 – 00 Lighting [Table 9E-1E]
91 – 95 11 Yes Yes
96 – 00 12 Yes Yes Liquids are anything that is not a solid-state object, such as acid, magma,
or water, and which is either standing or moving. In the case of moving
Each column should be determined. If a dragon is mated, there water, often produced by subterranean streams, the Castle Keeper may
is a 25% chance of offspring, and a 50% chance the mate is wish to treat the stream as a passageway, determining direction, its depth,
encountered as well; the mate will vary in age, plus or minus three, and so forth as normal; it is possible, at the Castle Keeper’s discretion,
with a minimum of age four being required for maturation. Mates that a liquid decoration serves as the entrance to an entirely different
are nearly always (90%) the same variety of dragon; however, dungeon, or possibly, an extension of the current one, being composed
offspring of non-like dragons do not gain any additional benefit, of one or more floors of an aquatic nature. Use the following table to
and are always the same variety as the father. An offspring will determine the basic descriptive qualities of a liquid decoration.
always be of 1d3 age, and will typically be in the lair. Dragons
encountered outside their lair will not have any treasure. TABLE 9E-1A: LIQUIDS
d100 Type of Liquid
TABLE 9D-3: BARGHEST SUBTABLE 01 Mercury
d100 Hit Dice 02 – 05 Acid
01 – 10 1 06 – 10 Alcohol
11 – 25 2 11 Magma
26 – 50 3 12 Blood
51 – 60 4
13 – 20 Oil
61 – 70 5
21 – 25 Poison
71 – 85 6
26 Liquid Metal
86 – 95 7
27 – 30 Tar
96 – 99 8
31 – 40 Mud / Quicksand
00 9
41 – 00 Water
Conditions are normally not caused by magical effects, though they A room in pristine condition is immaculate, easily navigable, and looks as
can be if the Castle Keeper desires. Instead, the phenomena created though it has been untouched; everything is in order. Those which are in
are done through mental manipulation and design. For example, ordered condition are arranged in a logical manner, making efficient use
corridors might be built in a dungeon in such a way that those of available space, and allow easy movement and access to contents. This
unaccustomed to them feel a sensation of vertigo, spiraling is the most common room condition, especially in a thriving dungeon,
upward in a gradual shift of direction, or they may cause one to where rooms are under constant use. If a room is in a ramshackle state,
feel trapped or confused by slowly narrowing before re-opening it is disused or used so often and by different occupants that items appear
to normal width. The exact method of how each condition is out of place, or are strewn in such a manner as to be disarrayed. These
delivered is left to the Castle Keeper to decide. rooms are often more difficult to navigate, reducing movement through
as though the terrain were moderate. An overflowing room is hard to
Any condition with strength other than strong or overwhelming has enter, as contents are haphazardly arranged, often stacked to the ceiling
no impact on a character’s abilities, other than roleplay implications. or in other hazardous arrays. Such conditions effectively reduce the size
However, should the strength be strong, the character suffers impairment of the room by one category, going from large, for example, to medium
as the Castle Keeper deems fit, though it is suggested no penalty greater – rooms that are small remain small, but movement, in any case, should
than two be assigned; saves are allowed to resist the effects, this generally be treated as though the terrain were rough. These descriptions should
being a Wisdom or Constitution save having a difficulty equal to the be used to determine how many furnishings are to be found within the
level of the dungeon. At an overwhelming strength, a character may room, so that an overflowing room has many more than a pristine space.
become unable to continue by self-volition; a Wisdom or Constitution
save is allowed, with failure resulting in the equivalent of paralysis, lasting Some rooms have additional information such as contents, which
until the character is removed from the cause of the condition or until are found by consulting the table mentioned for that room type
a successful save is made (this secondary save is allowed once per ten and then, in specific descriptions of said contents. Specific notes
minutes.) The save difficulty for an overwhelming condition is the level on some room types can be found below:
of the dungeon where it is encountered.
A laboratory has a 5 in 20 chance (any roll of 1-5 on a d20) of being
functional, but will always be such if it is occupied, or at the discretion of the
TABLE 10: ROOM TYPE Castle Keeper. Such rooms are normally filled with a wide array of alchemical
d20 Room Type Condition Occupied? or magical experiments, and typically have an assortment of mundane gear
1 Laboratory [Table 10A] Pristine Yes as well, these being somewhat bulky and encumbering. Non-functioning
2 Bedroom Overflowing Yes laboratories tend to have ruined, broken, or otherwise ineffectual contents.
3 Throne Ordered Yes
However, there is a chance of precious and semi-precious items such as
gems and metals being present. Laboratories are often well lit, have various
4 Torture [Table 10B] Ramshackle Yes
scents and can be hazardous, prone to explosions, or containing noxious
5 Lavatory Pristine Yes vapors in addition to the likelihood of items such as acid, poison, and other
6 Kitchen Overflowing No harmful liquids being strewn about. Note, too, that a laboratory need not
7 Training Ordered No be alchemical in nature, but can be used for all manner of research, and
are often found in experimental dungeons. Use the following table to
8 Treasure [Table 9C] Ramshackle No
determine what purpose the laboratory serves:
9-11 Storage Ordered No
12 Arboretum Pristine No TABLE 10A: LABORATORIES
13 Menagerie Overflowing No d20 Laboratory Type
14 Library Ordered No 1-8 Alchemical [Table 10A-1]
15 Dining Ramshackle No 9-14 Magical Experimentation
16 -17 Cell Ordered No 15-17 Monstrous
18 Shrine Pristine No 18-19 Technological
19 Barracks Overflowing No 20 Amalgam (Pick Two)
20 Sepulcher Ramshackle No
KITCHENS are where food is prepared and cooked and are normally
well-stocked for such things, having numerous knives, crockery,
and other basic utensils. An open fire is common, and the smell
of food radiates, though an inactive or unoccupied kitchen likely
smells of dust and mildew, especially that of fungi.
Rooms built for STORAGE are often large, locked, and overflowing
with barrels, crates, and sacks full of the supplies needed to keep
the dungeon running for an extended period. However, other
types of storage are possible as well, such as weapons, armor, and
even magical objects, though these should be few, or considered a
treasure room instead.