Dungeon Planner Set 1: Caverns of the Dead is an adventure published by Games Workshop in 1984 for use with fantasy role-playing games. Contents Dungeon Planner Set 1: Caverns of the Dead is a complete package for a gamemaster that includes an A4-sized map of a region called "Eastern Koss" details, history and background of Eastern Koss a role-playing adventure that takes players into "The Royal Tombs" a large map A3-sized floor plan of the Royal Tombs, marked with a 1" square grid encounter tables eight ideas for story hooks how this adventure could be converted from a role-playing adventure to a Warhammer wargame a gamemaster's screen with a short history of Eastern Koss on the players' side, and useful tables on the gamemaster's side. Publication history Games Workshop had produced a licensed supplement for D&D in 1978, Dungeon Floor Plans, but generally was focused on the licensed publication and distribution in the UK of American role-playing games. In the 2014 book Designers & Dragons: The '70s, game historian Shannon Appelcline noted that in the early 1980s, Citadel Miniatures — which been founded with start-up money from Games Workshop — was developing Warhammer Fantasy Battle for Games Workshop, a tabletop miniature wargame that would require the use of 25 mm metal miniatures and a map using a 1" square grid. In order to further promote Citadel's miniatures trade, Games Workshop started to develop role-playing products that would also use miniatures and a square-gridded map. As Appelcline relates: "A reprint of their Dungeon Floor Plans (1982) — no longer sporting the D&D logo — was the first of several gaming supplements. Three more mapping sets plus two "dungeon planners" — which included both floor plans and AD&D adventures — followed it." Games Workshop envisioned a series of linked "Dungeon Planners", packages that would contain everything a gamemaster would need, including maps, regional information, and a role-playing adventure. As the name "Dungeon Planner" suggested, the product would not be a completely detailed adventure; the gamemaster would have to spend time filling in a lot of the required details of monsters, room furnishings, etc. Each adventure's regional map would be linked to the map of the previous product, so that as each product was released, a larger and larger "world map" would be created. The adventures would be "generic", not keyed to a specific role-playing system such as D&D or RuneQuest, so that