Figure 1, Table I. Periodic Checks (Gygax 1975, Pg. 3)

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Solo Dungeon Crawler Dungeon Generator

Always begin the first level of your dungeon in the middle of your sheet of graph paper and
start with a room (go straight to Table 4 and follow the instructions there).

Use your discretion and common sense in any situation that arises. For example, if the die
results indicate that a part of the dungeon will need to be drawn beyond the edge of the
graph paper and you don’t want this to happen, you could re-roll the dice until you get
something that fits the page or simply reduce the size of the result.

Table 1. Periodic Checks


# Result

1 to 3 Continue straight, check again in 60’

4 to 7 Door (see Table 2)

8 to 10 Side passage (see Table 3), check again in 30’

14 to 16 Chamber (see Table 5)

17 Stairs (see Table 6)

18 Dead end (walls left, right and ahead can be checked for secret doors)*

19 Trick/Trap (see Table 7), passage continues, check again in 60’

20 Wandering monster, check again immediately to see what lies ahead so the
direction of the monster's approach can be determined

* A secret door might exist, and a search may be made if desired. For every 10’ of wall space
checked, roll a 12-sided die - a 1 indicates a secret door has been found, a 12 indicates a
wandering monster has come in.

Figure 1, Table I. Periodic Checks (Gygax 1975, pg. 3)

Table 2. Doors
# Location of Door # Space Beyond Door

1 to 4 Left 1 or 2 Parallel passage, or 10’ by 10’ room if door straight ahead

5 to 8 Right 3 Passage straight ahead

9 to 12 Ahead 4 Passage 45 degrees ahead/behind

5 Passage 45 degrees behind/ahead

6 to 12 Room (see Table 5)

If no room is beyond a door then check again on Table 1, 30’ after passing by or through a
door.

Figure 2, Table II. Doors (Gygax 1975, pg. 4)

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Table 3. Side Passages


# Result # Passage Width

1 Left 90 degrees 1 to 7 10’

2 Right 90 degrees 8 to 10 20’

3 Left 45 degrees ahead 11 30’

4 Right 45 degrees ahead 12 5’

5 Left 45 degrees behind

6 Right 45 degrees behind

7 Left curve 45 degrees ahead

8 Right curve 45 degrees ahead

9 T shaped passage

10 Y shaped passage

11 Four-way intersection

12 X shaped passage (if the present passage is horizontal or


vertical then it forms a 5th passage into the X shape.

Figure 3, Table III. Side Passages (Gygax 1975, pg. 3)

Table 4. Turns
# Result (check width of passage on Table 3)

1 to 4 Left 90 degrees

5 Left 45 degrees ahead

6 Left 45 degrees behind

7 to 10 Right 90 degrees

11 Right 45 degrees ahead

12 Right 45 degrees behind

Figure 4, Table IV. Turns (Gygax 1975, pg. 4)

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Table 5. Chambers & Rooms


Roll for the shape and size, then roll for the exits (Table 5B & 5C) and finally the contents (Table
5D).
# Chamber Shape & Area Room Shape & Area

1 Square 20’ by 20’ Square 10’ by 10’

2 to 4 Square 20’ by 20’ Square 20’ by 20’

5 Square 30’ by 30’ Square 30’ by 30’

6 Square 40’ by 40’ Square 40’ by 40’

7 Rectangular 20’ by 30’ Rectangular 10’ by 20’

8 or 9 Rectangular 20’ by 30’ Rectangular 20’ by 30’

10 Rectangular 30’ by 50’ Rectangular 20’ by 40’

11 Rectangular 40’ by 60’ Rectangular 30’ by 40’

12 Unusual shape and area, see sub table (Table 5A) below

Figure 5, Table V. Chambers and Rooms (Gygax 1975, pg. 3)

Table 5A. Unusual Shape & Size


Roll separately for shape and size.
# Shape Size

1 to 3 Circular About 500 square feet

4 or 5 Triangular About 900 square feet

6 or 7 Trapezoidal About 1,300 square feet

8 or 9 Odd shaped* About 2,000 square feet

10 Oval About 2,700 square feet

11 Hexagonal About 3,400 square feet

12 Octagonal Roll again and add the result to 11 above (if


you roll another 12 then repeat the
process, doubling 11 above, and so on).

*Draw the shape that you desire or one that will fit the map.

Figure 6, Unusual Shape and Size (Gygax 1975, pg. 4)

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Table 5B. Exits: Number
Roll for the number of exits (Table 5B), their location and direction (Table 5C). The exits are
always passages in chambers and doors in rooms.
# Room Area Number of Exits

1 Up to 600’ 1

1 Over 600’ 2

2 Up to 600’ 2

2 Over 600’ 3

3 Up to 600’ 3

3 Over 600’ 4

4 Up to 1200’ 0*

4 Over 1200’ 1

5 Up to 1600’ 0*

5 Over 1600’ 1

6 Any size Roll 1d4 to determine

*A secret door might exist and a search may be made if desired. For every 10’ of wall space
checked, roll a 12 sided die - a 1 indicates a secret door has been found, a 12 indicates a
wandering monster has come in.

Figure 7, Exits: Number, Location and Direction (Gygax 1975, pg. 4)

Table 5C. Exits: Location & Direction


# Location Direction (if a door use Table 2 instead)

1 to 5 Opposite wall Straight ahead

6 to 8 Left wall Straight ahead

9 to 11 Right wall Straight ahead, 20’ wide

12 Same wall 45 degrees left/right

If a passage or a door is indicated in a wall where the space immediately beyond the wall has
already been mapped then the exit is either a secret door (1 or 2) or a one-way door (3 to 6).

Figure 7, Exits: Number, Location and Direction (Gygax 1975, pg. 4)

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Table 5D. Chamber or Room Contents
# Contents

1 to 12 Empty

13 or 14 Monster only (Determine from D&D Basic Set Dungeon Master’s Rulebook)

15 to 17 Special* or empty

18 Monster and treasure (see Table 5E)

19 Trick/Trap (see Table 7)

20 Treasure (see Table 7)

*This is an opportunity to have a willing person indicate the room contents for you. An
exchange of special rooms could be done via social media. Alternatively you could roll up a
room from a table, set of tables or any other desired method from another solo roleplaying
resource. Possibilities for generating special rooms are endless.

Figure 8, Chamber or Room Contents (Gygax 1975, pg. 4)

Table 5E. Treasure


# Without Monster With Monster

1 to 25 1,000 copper pieces per level According to the type


indicated in the D&D
26 to 50 1,000 silver pieces per level Basic Set Dungeon
Master’s Rulebook in the
51 to 65 750 electrum pieces per level Wandering Monster
Tables.
66 to 80 250 gold pieces per level

81 to 90 100 platinum pieces per level

91 to 94 1 to 4 gems per level

95 to 97 1 piece of jewelry per level

98 to 100 Magic (roll on Magic Item Sub Tables in D&D Basic Set
Dungeon Master’s Rulebook)

If a passage or a door is indicated in a wall where the space immediately beyond the wall has
already been mapped then the exit is either a secret door (1 or 2) or a one-way door (3 to 6).

Figure 9, Treasure (Gygax 1975, pg. 4)

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Table 6. Stairs
# Result

1 to 5 Down 1 level*

6 Down 2 levels*

7 Down 3 levels***

8 Up to a dead end (1 in 6 is a collapsing chute down 1 level)

9 Down to a dead end (1 in 6 is a collapsing chute down 2 levels)

10 Chimney up 1 level, passage continues, check again in 30’

11 Chimney up 2 levels, passage continues, check again in 30’

12 Chimney down 1 level, passage continues, check again in 30’

13 Chimney down 2 levels, passage continues, check again in 30’

14 to 18 Trap door down 1 level, passage continues, check again in 30’

19 or 20 Trap door down 2 levels, passage continues, check again in 30’

*1 in 12 has a door which closes for the day after descending the steps
**1 in 10 has a door which closes for the day after descending the steps
***1 in 8 has a door which closes for the day after descending the steps

Figure 10, Table VI. Stairs (Gygax 1975, pg. 5)

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Table 7. Trick/Trap
# Result

1 to 5 Secret door unless un-located: non elf locates 1 in 6, elf locates 2 in 6, magical
device locates 5 in 6 (then see Table 2). Un-located secret doors see 6 or 7 below.

6 or 7 Pit, 10’ deep, 3 in 6 fall in

8 Pit, 10’ deep with spikes

9 Elevator room, 20’ by 20’ (the party has entered the door directly ahead and is in
the room) descends 1 level and will not ascend for 30 turns

10 As 9 above, but room descends 2 levels

11 As 9 above, but room ascends 2 to 5 levels, 1 upon entering and 1 additional level
each time an unsuccessful attempt at opening the door is made or until it
descends as far as it can. This will not ascend for 60 turns

12 to 14 Wall 10’ behind slides across the passage, blocking it for 10 to 60 turns

15 Arrow trap, 1 to 6 arrows, roll for each arrow to see if it hits. 1 in 6 is poisoned

16 Spear trap, 1 to 3 spears, roll for each spear to see if it hits, 1 in 12 is poisoned

17 or 18 Gas, party has detected it but must breath it to continue along the corridor as it
covers 60’ ahead. Mark map accordingly, regardless of whether you turn back or
not (see Gas Sub-Table below)

20 This is an opportunity to have a willing person indicate the trap contents for you.
An exchange of could be done via social media. Alternatively you could roll up a
trap from a table from another solo roleplaying resource or make one up yourself,
a good resource is the list of typical traps produced in the D&D Basic Set Dungeon
Master’s Rulebook

Figure 11, Table VII. Trick/Trap (Gygax 1975, pg. 5)

Table 7A. Gas Sub-Table


# Result

1 to 5 The only effect is that the gas obscures your vision when passing through

6 Blinds for 1 to 6 turns when passing through

7 The gas causes fear, run back 120’ unless a successful saving throw versus magic is
made

8 Sleeping gas, the party are sound asleep for 2d6 turns

9 or 10 Strength gas, add 1d6 points of strength to all fighters in the party for 10 to 40
turns

11 The gas causes sickness, return to the surface immediately

12 Poisoned gas, a successful saving throw versus must be made or the exposed
character(s) are dead

Figure 12, Table VII. Trick/Trap (Gygax 1975, pg. 5)

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References
Gygax, G, 1975, Table I. Periodic Checks, Strategic Review Vol.1, No.1, TSR Hobbies Inc, pg. 3.
Gygax, G, 1975, Table II. Doors, Strategic Review Vol.1, No.1, TSR Hobbies Inc, pg. 4.
Gygax, G, 1975, Table III. Side Passages, Strategic Review Vol.1, No.1, TSR Hobbies Inc, pg. 4.
Gygax, G, 1975, Table IV. Turns, Strategic Review Vol.1, No.1, TSR Hobbies Inc, pg. 4.
Gygax, G, 1975, Table V. Chambers and Rooms, Strategic Review Vol.1, No.1, TSR Hobbies Inc, pg. 4.
Gygax, G, 1975, Unusual Shape and Size, Strategic Review Vol.1, No.1, TSR Hobbies Inc, pg. 4.
Gygax, G, 1975, Exits: Number, Location and Direction, Strategic Review Vol.1, No.1, TSR Hobbies Inc, pg. 4.
Gygax, G, 1975, Chamber or Room Contents, Strategic Review Vol.1, No.1, TSR Hobbies Inc, pg. 4.
Gygax, G, 1975, Treasure, Strategic Review Vol.1, No.1, TSR Hobbies Inc, pg. 4.
Gygax, G, 1975, Table VI. Stairs, Strategic Review Vol.1, No.1, TSR Hobbies Inc, pg. 5.
Gygax, G, 1975, Table VII. Trick/Trap, Strategic Review Vol.1, No.1, TSR Hobbies Inc, pg. 5.
Gygax, G, 1975, Gas Sub-Table, Strategic Review Vol.1, No.1, TSR Hobbies Inc, pg. 5.

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