TEXT: 4
  5
  Each freebooter has their own 
  reason for choosing a life of danger, 
  but when they band together it’s in 
  service of a common goal: to get rich. 
  Employment opportunities exist in civilized 
  settlements, but who wants to spend their mortal 
  days in tedious drudgery? Better to seek fortune in 
  the wild, where untold wealth awaits the clever and courageous 
  (or the stupid and suicidal, to hear the townsfolk tell it).
  The main repository of such riches is the “dungeon,” a catch-call term 
  for any fixed location that promises mystery, danger, and tangible reward. 
  A dungeon might be the cave village of a goblin tribe, a wizard’s tower, 
  or an ancient ruined city. Adventurers might seek out a specific dungeon by 
  following hints found in rumor or legend, or they might stumble across it in the 
  wild. However they’re discovered, dungeons usually represent the dramatic high point 
  of the freebooting cycle of play.
  At the outset of a campaign there may be a few known 
  dungeons on the map, and more will be added over time. 
  This chapter is designed to help you incorporate these storied 
  locations into the world of your game. 
  necessary ingredients
  Whenever the party investigates one of these dark places, keep in mind 
  these three key ingredients: mystery, danger, and reward. 
  An unexplored dungeon is a readymade mystery. The question of what 
  lies around the next corner is compelling in its own right, moreso when the 
  promise of treasure hangs in the air. You can build on this curiosity by asking 
  yourself questions like “Who built this place?” or “What dwells here now, and why?” and 
  dropping clues to your answers like a trail of breadcrumbs. When these answers provide 
  inquisitive characters with special insight or advantage, the mystery will feel particularly 
  satisfying. If, for example, one of the PCs is able to decipher the forgotten language of the 
  Tomb-Kings from available evidence, perhaps they’ll be able to understand the insciption 
  on the sarcophagus in the final burial vault. 
  Danger can take many forms, though each can be loosely categorized as active (monsters 
  and other entities) or passive (traps and other obstacles). An active danger will respond to 
  the presence of intruders according to its nature, tags, and the Judge’s instinct (a stealthy 
  creature might monitor the party at a distance and strike when it perceives them to be 
  vulnerable, while an undead creature might charge them head-on, heedless of its physical 
  well-being). A passive danger, on the other hand, sits in place until noticed or stumbled 
  upon (see “Traps and Other Secrets,” page X).
  That last paragraph was all very dry language, so it behooves me to point out that 
  dungeons are scary places. This is where the survival-horror aspect of the game should 
  make itself apparent. Those active and passive dangers pose an existential threat to the 
  PCs, and if they’re not at least a little bit afraid before they start their expedition, it’s your 
  job to make sure they’ve tasted fear before they emerge back into the light of day. 
  When deciding what sort of reward your dungeon might contain, consider things of value 
  beyond the traditional gold and jewels. To some degree, if you rely on the treasure tables 
  provided in Beasts & Booty, variety will emerge as you imagine each now piece of treasure. 
  But reward can also take the form of knowledge and experience—perhaps the language of 
  the Tomb-Kings will prove useful in future endeavors.
  In the end, they party should have something to show for undertaking a risky venture, but 
  don’t worry about “balance” or “fairness” when it comes to treasure. They will appreciate 
  a true hoard (should they ever find one) all the more for each handful of silvers they 
  scrounged off someone’s corpse. We call it “hardscrabble adventure” for a reason.
  Plumb the
     Depths
  SETTLEMENT
  downtime
  (weeks & months)
  wilderness
  overland travel
  (days)
  dungeon
  exploration
  (minutes & hours)
  
  6
  7
  Choosing a Dungeon
  How you run a dungeon—and how the party navigates it—will vary depending 
  on whether it’s improvised, prepared ahead of time, or published. You’ll likely use a 
  combination of these over the course of a campaign.
  the Improvised Dungeon
  Using these rules and random die rolls, it’s possible to create an adventure site “just in 
  time,” as it’s being explored. This can be useful if you’re in a pinch, and fun if you enjoy 
  making stuff up by the seat of your pants. It does, however, call for a flexible frame of 
  mind and players willing to be patient during those moments when lots of dice are rolled 
  and notes are scribbled down.
  When you wing it using this method, first make sure you’ve got a handle on the Creating 
  a Dungeon and Exploring a Dungeon guidelines later in this chapter. Then, turn to the 
  Generating a Dungeon section starting on page X and follow the step-by-step process 
  explained there.
  the Prepped Dungeon
  If you know the PCs are planning to investigate a 
  particular place on the map during your next game 
  session, you may want to prepare some or all of 
  it ahead of time. You’ll feel more confident with 
  something you’ve had some time to think about 
  than if you were improvising from scratch, and 
  whatever you create with this approach will feel 
  more in keeping with your campaign setting than a 
  published adventure.
  The easiest way to prep a dungeon ahead of time 
  is to follow the Generating a Dungeon procedure 
  starting on page X, pretending that you’re exploring 
  it. After you have enough material, you can alter 
  and edit the contents to your liking. Prepping ahead 
  of time gives you a chance to consider connections 
  between different elements, work out the details 
  for things like puzzles and traps, and make sure the 
  dungeon has a coherent feel.
  You can map things out in as much detail as you 
  might find in a published dungeon; diagram areas 
  and the connections between them; or simply make 
  lists of rooms, monsters, and treasure to deploy as 
  needed. See the Mapping a Dungeon section on 
  page X for more detail about different methods.
  the Published Dungeon
  If the idea of improvising seems exhausting, or you don’t have the time or inclination to 
  create your own dungeon, consider using one of the countless available on the market. To 
  make a published dungeon work with Freebooters, you’ll need to run its monsters through 
  the Creating a Creature procedure (Beasts & Booty, page X) and replace most treasure 
  with booty rolls (Beasts & Booty, page X) to keep reward levels in line with the rest of 
  these rules. Adjust other details to suit the flavor of your game world. This process calls 
  for a bit of work on your end, but with experience you’ll be able to do it at the table.
  Most published dungeons are designed for careful exploration, and feature maps overlaid 
  with a grid where one square is equal to 5 or 10 feet. Freebooters does not demand this 
  much detail, but some people prefer it for the sake of spatial and tactical clarity. 
  When provided with precise maps, the PCs are more likely to describe their moment-to-
  moment actions, which as noted above means the Venture Forth move will see less use. 
  Side effects of that move—such as decreasing durations or getting the drop on what lies 
  ahead—can be handled using Judge moves and Saving Throws, as outlined in Exploring a 
  Dungeon on page X.
  
  8
  9
  the freehand Map
  Sketching things out on plain paper without 
  worrying about specific measurements is 
  faster than working from a grid, but still 
  alllows the drawing to reflect the shape and 
  size of the areas being explored.
  For the area in the example above, you could 
  describe it the same way, or drop the specific 
  measurements: “The sandstone chamber is 
  square, with a vaulted ceiling. You’ve entered 
  in the middle of the south wall. In the east 
  wall is a large doorway sealed with a massive 
  slab of stone and, and a passage leads away 
  to the west into darkness. Dead center in the 
  room is some kind of stone dais or platform. 
  The air is dry and full of choking dust that 
  cacthes the sunlight leaking down from the 
  entry tunnel.”
  The players would sketch this space out without worrying about exact measurements until 
  those measurements become important. “What if the floor is trapped? Can I jump from 
  onto the dais from here?”
  the Nodal Map
  The quickest way to visualize a dungeon, 
  especially when drawing in the midst of play, 
  is to just write down the names of areas or 
  rooms (“nodes”) and draw lines connecting 
  them to one another. This kind of map is a 
  bit more abstract, resembling a flowchart or 
  diagram; you could even write each area on 
  an index card and arrange the cards to reflect 
  their connections.
  Description for a nodal map can be succinct, 
  ignoring physical measurements and even the 
  shape of the place: “it’s a sandstone chamber 
  with a vaulted ceiling. To the right is a large 
  doorway sealed with a massive slab of stone 
  and to the right a passage leads away into 
  darkness. In the middle of the room is some 
  kind of stone dais or platform. The air is dry 
  and full of choking dust that cacthes the 
  sunlight leaking down from the entry tunnel.”
  Mapping a dungeon
  The more complex and confusing a dungeon’s layout, the more dangerous it is. The 
  freebooter who can’t find their way to an exit is likely to come to an ignominious end. 
  Thus, survival-minded burglars find it in their best interest keep track of the physical 
  space.
  There are usually two maps for every dungeon: the Judge’s map and the players’ map. If 
  you’re using a published adventure, the Judge’s map should be included in it; if you’re 
  running a prepped dungeon, you’ll want to draw something up ahead of time. In an 
  improvised dungeon, the Judge’s map and the players’ map are one and the same, since 
  everything is being created on the fly.
  The players’ map is one they make for their own reference, as they explore. You describe 
  the surroundings, and one of the players interprets it through drawing. Depending on 
  the mapping approach used (see below), your description may use specific measurements 
  or be more general. Regardless of the method, you’ll need to answer clarifying questions 
  when distances become important : “How far away is the flaming skeleton?”, “Will my 
  fifty feet of rope reach across the chasm?” etc.   
  As with overland adventure, there are a few different approaches to mapping. Choose one 
  that suits you, or try out each one in turn to figure out what works best at your table.
  the grid map
  Published dungeons often feature maps overlaid with a 
  grid where one square is equal to 5 or 10 feet, and you 
  can use graph paper or online tools to create something 
  similar. This approach takes the most time, but has the 
  advantage of clarifying spatial relationships, which can be 
  important to the PCs when they need to make tactical 
  decisions or try to deduce things from architectural clues.
  Working from a grid map, a Judge describing an area in a 
  tomb might say, “The sandstone chamber is square, thirty 
  feet to a side, with a vaulted ceiling twenty feet overhead. 
  You’ve entered in the middle of the south wall. In the 
  middle of the east wall is a large doorway, four feet wide 
  and nine feet tall, sealed with a massive slab of stone. In 
  the middle of the west wall, a five-foot-wide passage leads 
  away into darkness. Dead center in the room is some kind 
  of stone dais or platform, about three feet by seven feet, 
  its short side facing you. The air is dry and full of choking 
  dust that cacthes the sunlight leaking down from the entry tunnel.”
  The players, listening to descriptions like this, will draw out the space on their graph 
  paper, using the grid for accuracy. Check their work to make sure they’ve got it right—or 
  at least as right as their characters would in the circumstances.      
  Published dungeons usually 
  feature grid-based maps, with 
  keyed locations corresponding 
  to entries in the main text.
  A “node-to-node” map can be drawn quickly 
  and encourages faster exploration, but leaves 
  scale and spatial specifics up to the Judge to 
  determine as needed during play.
  A “node-to-node” map can be drawn quickly 
  and encourages faster exploration, but leaves 
  scale and spatial specifics up to the Judge to 
  determine as needed during play.
  
  10
  11
  Creating a dungeon
  Building a dungeon from scratch may seem like an intimidating prospect, but you have 
  several tools at your disposal to make easier, and even an entertaining sort of game in its 
  own right. Before you sit down to prepare or improvise a dungeon, read through these 
  ideas about how to structure and populate it.  
  Establish your lens
  For each dungeon you set out to create, wou’ll want to establish five things up front: its 
  name, location, origin, themes, and rumors. Taken together, these things form a sort of 
  lens or frame through which you’ll look in order to make creative decisions. 
  A dungeon’s name is very important, since it sets an overall tone and might suggest some 
  things about its contents. Your dungeon might already have a name, if it was established 
  by your players during the See the Frontier step of campaign setup; if not, you can make 
  one up or use the table on page X to roll one randomly. A dungeon stumbled across in the 
  wild, however, may be nameless until the PCs or someone else chooses to give it one. 
  The location of a dungeon on your campaign map is an important part of your lens 
  because the surrounding landscape might inform its contents. Tree roots, moss, and 
  mushrooms might figure into your descriptions of a dungeon sited in a deep forest, while 
  one in the desert might be built from sandstone blocks and inhabited by giant scorpions 
  or other creatures known in arid climes. If it’s not already on the map, choose a spot that 
  appeals to you.
  A dungeon’s origin will frame your decisions about the internal logic and physical 
  structure of the place. Choose or roll one of the options on the table on page X, or make 
  up your own.
  Themes are flavoring or spice you can use to organize the contents of your dungeon and 
  create relationships between the various parts. The dungeon size table on page X shows 
  the number of themes to include according to the size of your dungeon (a minimum of 
  two is recommended), and the dungeon theme table gives you many to choose from.
  Let’s say I’ve added the skeleton of an explorer to a dungeon (either by choice or via 
  random roll) with the themes “madness” and “transformation.” With “madness” as my 
  springboard, I might decide the poor soul died after losing their mind, and drop clues 
  to that effect. Looking at the same skeleton from the “transformation” angle, I might 
  say that the legs up to the knees appear to be made of crystal. I could also combine both 
  themes. These choices provoke questions like, “How did they lose their mind?” or “What 
  force could transform a skeleton into crystal?” and I’ll start looking for answers to these 
  questions as I develop the dungeon.
  Don’t apply your themes to everything. If the associations and connections come easily, 
  follow up on them, but the more interesting stuff stands out when contrasted against the 
  less interesting stuff. Most of the time, a skeleton is just a skeleton.
  What do the locals or old books say about 
  this dungeon? For rumors, look to your 
  players (when possible) before inventing 
  your own. Whatever the answers, fold 
  them into your creative process. You get 
  to decide whether a given rumor is true 
  or false or somewhere in between, just 
  don’t ignore them. Everyone will feel more 
  invested and gratified if the PCs uncover at 
  least some grain of fact from which tavern 
  gossip might have grown.
  How do you make the call as to a rumor’s 
  veracity? Common sense comes first. 
  There’s no way that ruined keep just 
  outside of town holds the crown jewels of 
  that long-dead queen, but maybe she did 
  occasionally use it as her summer house. 
  If you’re improvising and you’ve no clear 
  sense of what might be fact or fiction, you 
  can wait until the right time and ask the 
  person who came up with the rumor to 
  Get Lucky. The party discovers a great 
  cavern which would be the perfect lair 
  for the legendary death wyrm, but does it 
  actually live there? Roll to find out.
  As you add things to your dungeon, 
  especially things rolled up at random, think 
  about how they jibe with the surroundings 
  and each other. Look for connections 
  and think offscreen as you introduce new 
  information.
  example
   
  Name: Using the dungeon name 
  table, I roll the name “Boneyard of 
  the Bloody Hand.”
  Location: I know my players are 
  planning to explore the “Dismal 
  Waste” region of our campaign map, 
  so that seems like a good place to 
  put the Boneyard.
  Origin: I like creating meaning from 
  random results, so I decide to roll 
  up the Boneyard’s origin and get the 
  result “caves/caverns.” The mental 
  image of a tunnel system beneath the 
  Dismal Waste starts to form.
  Themes: I roll up the Boneyard’s 
  size and get “large,” which calls 
  for three themes. These turn out 
  to be  “madness,” “transformation”,  
  and “secrets/deception.” The first 
  thing that occurs to me is that 
  madness and transformation connect 
  somehow to the “Bloody Hand” part 
  of the dungeon’s name.
  Rumors: I ask my players wht 
  they’ve heard about the Boneyard 
  of the Bloody Hand and get some 
  answers that I’ll keep in mind as I 
  develop the dungeon’s contents:
  “The Bloody Hand is a defunct cult 
  for whom an actual withered bloody 
  hand was a venerated relic/”
  “The Boneyard is where the cult 
  collected the remains of their 
  sacrificed enemies.”
  “Smoke has been seen rising from 
  the area in recent weeks.”
  
  12
  13
  Design sensibly
  A dungeon isn’t a carnival ride that comes to life as soon as an adventuring party steps 
  through the front door. Actually, from a gameplay perspective it sort of is—but try not to 
  think of it that way. Imagine instead a living system that operates on its own, with all of 
  the resources necessary to do so. Monsters don’t just stand around waiting for intruders 
  to show up; most of them have other things to do, like eat and sleep and poop. And 
  organized or intelligent monsters might have additional needs, like entertainment, or a 
  place to train, or a place to worship dark gods. 
  When you’re improvising, making 
  sure that everything makes 
  coherent sense is impossible, but 
  even a little bit can go a long way 
  toward making your dungeon 
  more believable. With some time 
  to prep, you can go further. For 
  each creature in your dungeon, ask 
  these questions, and consider the 
  implications for the physical layout 
  and contents of your dungeon:
  l   What sustenance does it require, 
     and where does it find it?
  l   Where does it rest or sleep?
  l   Where does it leave waste?
  l   If it requires a light source to 
     navigate the environment, what 
     form does that light source take?
  l   If it requires access to the 
     outside world, how does it get 
     there and back?
  l   What other needs does it have, 
     and how are those needs met? 
  l   With what else nearby does it 
     interact, and what’s the nature of 
     that interaction?
  Mark territory
  If the dungeon is populated by 
  creatures that band together in 
  different groups, or by monsters 
  that compete with each other, or by some combination of these, think about which areas 
  belong to whom, and what happens when opposing, rival, or friendly factions come into 
  contact. The results can inform how you organize and populate the space, which in turn 
  will help create a more immersive experience.
  If the hobgoblin tribe in my dungeon lives in fear of the giant armored stoat that dwells 
  nearby, they’ll steer clear of its den, or perhaps build some sort of barrier to keep it at 
  bay. Freebooters exploring the area will likely find stoat spoor, or the body of a hobgoblin 
  eviscerated in a telltale manner.
  Give your Monsters motivation
  What does the creature want? What will it do to get it? The answers to these questions 
  should play directly into your judgment. Monsters in freebooters have a wants entry for 
  precisely this reason, but your instinct and imagination work just as well.
  Following on from the hobgoblin/stoat example above, the stoat just wants to eat 
  hobgoblins and laze about, so it’ll probably be either hunting or sleeping when 
  encountered. The hobgoblins want to be rid of the stoat, so they might try to trick the 
  adventurers into fighting it, or—if 
  they’ve responded to diplomatic 
  overtures—make a deal with the 
  party that involves killing the 
  accursed thing once and for all. 
  When your monsters want things 
  and behave accordingly, the game 
  world feels more alive. 
   
  Think in 3-D
  As you picture and describe the 
  surroundings, don’t restrict yourself 
  to a series of mostly-empty 
  spaces arranged on a level plane. 
  Juxtapose elements in interesting 
  and memorable ways. A twisty 
  tunnel might slant up or down, a 
  door might be set in a wall five feet 
  off the ground, a room might be 
  crowded with columns that make 
  the space complicated to navigate. 
  The discovery and dressing 
  tables for each type of dungeon are 
  designed to prompt such ideas, but 
  push the results further and look for 
  ways to create strong mental images 
  for everyone at the table.
  
  14
  15
  MARCHING ORDER
  Just as in overland travel, it’s important to determine the arrangement of the party 
  members as they move through the environment. When they first enter a dungeon, ask 
  them to settle on a marching order, so that everyone’s relative position is clear when a 
  threat makes itself known. Assume this plan is the default until they state otherwise, but 
  be clear about changes in the surroundings that might make them want to alter it.
  gear
  Where and how people are carrying things becomes more important in a dungeon. You 
  don’t have to get super-precise about it, but you should ask everyone to declare what 
  they’re holding in their hands, and how they’re dealing with larger items. You brought 
  a large sack, great—stuffs easily into in your backback, but how exactly do you tote it 
  around when it’s full of treasure?
  If you want to get a little more specific about what people are carrying, one method I 
  recommend is writing (and/or drawing) each item on a small card and arranging those 
  cards on the table to reflect how they’re carried. Putting an “adventuring gear” and 
  “rations” card under a “backpack” card, for instance, indicates that the backpack holds 
  those things. A nice side effect of this approach is that when one PC gives an item to 
  another, they can just hand over the appropriate card.   
  situational awareness & constraint
  Whenever your freebooters enter a new area, describe it in as much or as little detail as 
  you think necessary. They’ll ask clarifying questions, and you’ll answer them according 
  to what the characters can perceive, but sometimes they’ll do something that doesn’t jibe 
  with your understanding of the environment. Your job as Judge in these cases is to say the 
  consequences and ask if they really want to do that thing. “You want to head down the 
  passage on the left? I forgot to say that it’s really narrow, only about three feet wide. With 
  your shield and sword out it’ll be really tight in there. You sure you want to do that?”
  As this example illustrates, dungeons are often cramped. Movement might be hindered; 
  weapons that require swinging or for a target to be at range may become useless in close 
  quarters, whereas weapons like spears (which can be pointed ahead 
  when advancing into narrow spaces) and daggers (which lend 
  themselves to jabbing instead of swinging) have increased 
  utility. Keep this in mind as they describe their actions 
  and negotiate the space. Here is where the Thief, 
  nimble of foot and short of blade, may come into 
  their own.
  noise
  Alert adventurers will notice strange sounds and 
  echoes made by the denizens of your dungeon, but 
  the reverse is also true. If the party isn’t moving 
  cautiously and quietly, they’ll be noticed by 
  anything with ears. Think about who’s carrying 
  noisy things—does that chainmail clink 
  when you walk? Do those heavy boots 
  thump on the stone floor?
  exploring a dungeon
  As soon as the party sets foot in an abandoned underground temple or wizard’s tower, 
  the true risks of treasure-hunting come into sharp relief. When a threat is encountered 
  in the great outdoors, there’s usually room to hide or flee, but in the confined spaces of 
  a dungeon—cold, dark, and often confusing—easy escape is rarely an option. Resources 
  must be husbanded, and the question of when to cut your losses and run hangs in the air.
  The conversation of the game continues as usual in a dungeon, but the nature of the 
  environment bring with it certain special considerations.
  venture forth
  Like every other part of the game, dungeon exploration is handled through conversation, 
  with the Judge describing the environment, the PCs saying what they do within it, and 
  moves being triggered accordingly. The Venture Forth move is designed to accomodate 
  both wilderness travel and dungeon delving, but its application in the latter circumstance 
  makes the most sense when the party is moving from one general area within the 
  dungeon to another, not every time they step into a new room. In other words, rely on 
  conversation for small-scale movements and actions, and use Venture Forth to cover 
  larger swaths of physical or narrative territory. 
  
  16
  17
  LIGHT & darkness
  Some dungeon inhabitants will need light to go 
  about their business, but these places are often, 
  classically, very dark. The prudent among your 
  PCs will have spent some silver on torches or a 
  lantern in order to fend off the darknes, so any 
  time they’re about to set out into the unknown, 
  ask who’s got the light. Is there more than one 
  light source? As they move from area to area, 
  imagine and describe how the light affects the 
  environment. And remember that light, just like 
  noise, will be detected by other creatures within 
  range. 
  A torch or lantern is a precious thing, its ability 
  to illuminate fragile and finite. As Judge, you 
  can make a move to use up their resources by 
  telling them to mark off a duration on a lit light 
  source, or threaten the item itself by having an 
  enemy knock it from their grasp; or perhaps 
  demonstrate a downside by having a flask of oil 
  break at an inopportune moment.
  When the torch does get snuffed out, the 
  situation is likely dire. In the absence of a 
  secondary light source, we’re talking utter 
  darkness. If you have a floorplan of the area handy, use it to describe what happens as they 
  grope their way around. If you’re improvising, describe what they find according to your 
  mental image of the space. A PC who takes the time to use their senses to figure out their 
  surroundings might trigger the Perceive move, while one who fumbles blindly in the dark 
  might need to Get Lucky in order to avoid disaster.   
  WANDERING MONSTERS
  The “wandering monster,” an active threat that appears while the party is resting or 
  moving from place to place, is a classic staple of dungeon exploration. The “danger on 
  doubles” rule that kicks in on the Venture Forth and Make Camp moves is designed 
  to give the Judge an opportunity to introduce exactly this kind of problem, so use it 
  accordingly.
  If you’re not using Venture Forth much or at all during dungeon exploration, you can 
  show signs of a threat or endanger them to introduce a wandering monster.
  TRAPS & OTHER SECRETS
  Dungeons hide many things, to be sprung upon unwelcome intruders or withheld from 
  their greedy fingers. Traps come in endless varieties, hidden compartments hold treasure, 
  and entire areas may be accessible only via secret doors. How do you handle these 
  elements fairly in the face of characters whose lives and fortunes are on the line?
  If you’re using a published or well-prepped dungeon, the details of a given secret 
  should be clear, and adhered to as written. But if the secret is improvised, commit to its 
  parameters as soon as it enters your consciousness. Where is it? What does it do? How 
  hard is it to find? Whether you jot your answers down or hold them in your head, the 
  important thing here is to make some decisions and stick to them.
  The party reaches a new area and your random Danger roll indicates a “piercing/
  puncturing” trap; before they go any further you decide it’s a spring-loaded arrow that will 
  fire from the wall when someone steps on a hidden pressure plate, which will be difficult 
  to spot even if they poke around. As they search the area or proceed incautiously, judge 
  their actions and outcomes fairly, while staying true to the decisions you’ve made about 
  the secret.
  As in every other part of the conversation, how a player describes searching for a hidden 
  thing determines what happens next. If they describe their actions generally (“I search 
  the room”), it likely triggers the Perceive move. If they describe their actions in detail (“I 
  examine the floor between us and the door on the other side of the room”), just tell them 
  what they see. Keep in mind, though, that it’s all relative—in the latter case, if you’ve 
  committed to a particularly well-concealed secret as in our arrow example, you might 
  decide that Perceive still kicks in after all.
  Also remember that, if multiple characters are joining together on a task that triggers 
  a move (such as Perceive), only the character with the highest applicable ability score 
  makes the roll. Anyone else can Help or Hinder that roll as usual, as long as you buy their 
  explanation for how they do so.
  SAVING THROWS & luck
  As a catch-all move for times when other moves don’t apply, Make a Saving Throw will 
  see a lot of use in dungeons. You could ask for a +WIS saving throw to sense an ambush 
  or trap, or a +STR saving throw to heave off the stone lid of a sarcophagus. Always gauge 
  the trigger to the circumstance: you might judge that someone charging down a tunnel 
  doesn’t stand a chance of noticing that ambush, or that there’s no way a Magic-User with 
  a Strength of 7 could budge that heavy lid.
  Get Lucky is its own special kind of saving throw, usually triggered when a character just 
  hopes for the best, but it can also be used to answer any open question in the moment. 
  Does the Cleric step on the hidden pressure plate when they walk unsuspectingly across 
  the room? Ask them to Get Lucky and you’ll have your answer.
  What if the party crosses the room as a group? I would rule that that someone definitely 
  steps on that pressure plate and sets off the trap, which invokes one of Get Lucky’s sub-
  clauses: “When you have the lowest current Luck of everyone present and a misfortune 
  occurs, you’re the one who bears the brunt.” So I ask who has the lowest Luck, and that’s 
  who gets hit by the spring-loaded arrow. If I had decided instead that the trap floods the 
  room with sleeping gas, I might rule that the PC with the lowest Luck is knocked out 
  immediately, but everyone else gets to Make a Saving Throw with +CON in order to stay 
  conscious.
  How often you let them Get Lucky is one of the markers of where you fall on the soft-
  to-hard Judge spectrum. However forgiving you may be, don’t give them a potential out 
  every time they do something stupid. At least some of the time, a stupid decision should 
  be rewarded with the obvious consequences.
  
  18
  19
  generating a dungeon
  Whether you need to prepare a dungeon ahead of time or create one on the fly, the 
  procedure described here will give you the necessary raw material. For each step, choose 
  from the available options or let the dice decide. As various elements are generated, allow 
  your imagination to bring the environment into focus and describe it accordingly.
   
  1
     dungeon name & location
         If you’ve already got a name and a place on the map for your dungeon, skip this 
  step. Otherwise, choose or roll a name on the tables below, and decide where it’s located 
  on your map. Once you have a name, keep it in mind as you make decisions about the 
  form and content of your dungeon. Alternatively, you might decide to name your dungeon 
  after going through the rest of the procedure here, taking the results into consideration.
  * Choose a name appropriate to your setting; or, if you have a name list, roll one up.
  Archive
  Blight
  Boneyard
  Catacomb
  Cave(s)
  Cavern(s)
  Citadel
  Cliff
  Crack
  Crag
  Crypt
  Curse
  Deep
  Delve
  Den
  Finger
  Fist
  Fort
  Fortress
  Grave
  Haunt
  Hold
  Hole(s)
  Hollow(s)
  Home
  House
  Jaws
  Keep
  Lair
  Maw
  Maze
  Mountain
  Mouth
  Peak
  Pit
  Remnant
  Retreat
  Ruin
  Shrine
  Skull
  Spire
  Temple
  Throne
  Tomb
  Tooth
  Tower
  Tunnel(s)
  Vault
  Warren
  Wreck
  [Name]*
  Arm
  Ash
  Beast
  Behemoth
  Blood
  Child
  Cinder
  Corpse
  Crystal
  Dagger
  Death
  Demon
  Devil
  Doom
  Dragon
  Eye
  Fear
  Finger
  Fire
  Foot
  Frog
  Ghost
  Giant
  Goblin
  God
  Hand
  Head
  Heart
  Horror
  Hero
  Horn
  King
  Knave
  Priest
  Prophet
  Queen
  Shard
  Skull
  Souls
  Spear
  Spirit
  Stone
  Sword
  Troll
  Warrior
  Water
  Witch
  Wizard
  Worm
  01-02  
  03-04 
  05-06 
  07-08 
  09-10  
   
  11-12  
  13-14  
  15-16  
  17-18  
  19-20  
   
  21-12  
  23-24  
  25-26 
  27-28 
  29-30 
   
  31-32  
  33-34 
  35-36  
  37-38 
  39-40 
   
  41-42  
  43-44 
  45-46  
  47-48 
  49-50
  Ancient
  Ashen
  Black
  Bloody
  Blue
  Broken
  Burning
  Cracked
  Dark
  Dead
  Doomed
  Endless
  Evil
  Fallen
  Far
  Fearsome
  Floating
  Forbidden
  Forgotten
  Frozen
  Ghostly
  Gloomy
  Gray
  Grim
  Hidden
  High
  Holy
  Iron
  Jagged
  Lonely
  Lost
  Low
  Misty
  Petrified
  Red
  Screaming
  Sharp
  Shattered
  Shifting
  Shivering
  Shrouded
  Stoney
  Sunken
  Thorny
  Thundering
  Unholy
  White
  Wicked
  Withered
  Yellow
  51-52  
  53-54
  55-56
  57-58
  59-60
   
  61-62  
  63-64
  65-66
  67-68
  69-70
   
  71-72  
  73-74
  75-76
  77-78
  79-80
   
  81-82  
  83-84
  85-86
  87-88
  89-90
   
  91-92  
  93-94
  95-96
  97-98
  99-100
   
  2    dungeon size
         The bigger the dungeon, the greater its potential dangers and rewards. After 
  choosing a size or rolling 1d12 on this table, determine the total number of unique 
  areas in the dungeon as indicated and start a thread equal to that number. As the 
  dungeon is explored, mark the thread each time a new unique area is discovered. When 
  the party reaches the last unique area, the dungeon is considered fully explored.
   
  1d12  Dungeon size    Unique areas   Themes  
  1-2    small            1              2
  3-8    medium          1d3+1          3
  9-10   large             1d4+4          4
  11    huge             1d6+8          5
  12    megadungeon     1d4+1 connected dungeons (roll 1d10+1 for size of each)
  A megadungeon is 2-5 interconnected dungeons, to which an adventuring party might 
  return again and again. When creating a megadungeon, roll up each constituent dungeon 
  individually, using 1d10+1 to determine size on the above table instead of 1d12.
   
  3    dungeon themes
         Look to the dungeon’s themes for inspiration as you describe and draw 
  connections between discoveries, dangers, and other aspects of the environment. Roll 
  1d12 for category and 1d12 for specific theme, a number of times as indicated by the 
  dungeon’s size, above.
  Theme ~ Combined these with origin to frame your creative decisions. If gonzo 
  elements feel out of place in your campaign, treate any gonzo result as grim instead.
   
  1-2  Hopeful
  1    nature/growth
  2    law/order
  3    beauty/wonder
  4    healing/recovery
  5    protection/defense
  6    completion
  7    inheritance/legacy
  8    balance/harmony
  9    light/life
  10   prophecy
  11   divine influence 
  12   transcendence
  3-6  Mysterious
  1    burglary/theft
  2    desire/obsession
  3    secrets/deception
  4    imitation/mimicry
  5    inversion/reversal
  6    element
  7    transformation
  8    shadow/spirits
  9    cryptic knowledge
  10   madness
  11   magic
  12   magic
  7-11 Grim
  1    pride/hubris
  2    hunger/gluttony
  3    greed/avarice
  4    wildness/savagery
  5    worship/sacrifice
  6    forbidden 
      knowledge
  7    control/
      dominance
  8    pain/torture
  9    wrath/war
  10   tragedy/loss
  11   chaos/corruption
  12   darkness/death
  12   Gonzo
  1    constructs/robots
  2    unexpected 
      sentience
  3    space/time travel
  4    advanced 
      technology
  5    utter insanity
  6    alien life
  7    cosmic alignment
  8    other   
      dimension(s)
  9    other plane(s)
  10   unspeakable 
      horrors
  11   elder gods/
      demons
  12   roll grim, turn it 
      up to 11
  1d100  Place    Adjective  Noun
   
  1d100  Place    Adjective  Noun
   
  1d12  Dungeon name template
   
  7-8    (The) [Noun]’s [Place]
  9-10   [Place] of the [Adjective] [Noun]
  11-12  The [Adjective] [Noun]
  1d12  Dungeon name template
  1-2    The [Place]                     
  3-4    (The) [Adjective] [Place]          
  5-6    (The) [Place] of (the) [Noun]        
  
  20
  21
   
  4    dungeon overview
         Choose or roll on these tables to begin building an overall conception of the 
  place. If you already have a name for your dungeon and feel that certain options below 
  suit that name better than others, choose those instead of rolling for them.
  Origin will point you to one of the tables appearing on pages X-X, which you can then 
  use to roll up various aspects of that type of dungeon; Situation tells you how the 
  structure is positioned in the terrain; Entrance condition indicates how accessible the 
  dungeon is; and cause of ruin suggests what might have happend to bring the dungeon’s 
  original function to an end.
  1d12  Origin ~ How did it come to be?
   
  1     caves/caverns
  2     ruined settlement
  3     prison
  4     mine
  5     crypt/tomb 
  6     lair/den/hideout  
  7     stronghold/fortress
  8     temple/sanctuary
  9     archive/laboratory
  10-12 origin unknown
  1d12  Situation ~ Where does it sit?
  1-2   aboveground
  3-4   partially above and partially belowground
  5-11  belowground
  12    extraordinary (floating, ephemeral, etc.) 
   
  When some or all of a dungeon is 
  aboveground, choose and describe its 
  visible structure (tower, castle, monastery, 
  ruins, etc.).
  1d12  Cause of ruin
  1     arcane disaster
  2     damnation/curse
  3-4   earthquake/flood/fire
  5-6   plague/famine/drought
  7     overrun by monsters
  8     hubris
  9-10  war/invasion
  11    depleted resources
  12    better prospects elsewhere
  1d12  Entrance condition
  1     sealed shut
  2     purposely hidden
  3-4   concealed by natural feature/terrain
  5-6   buried (in earth, rubble, etc.)
  7     blocked by obstacle/out of reach
  8-10  clear/obvious
  11-12 multiple entrances: roll 1d10 1d6+1 times
   
  5    dungeon areas & exits
         This is where we get down to the nitty-gritty of creating the spaces that will 
  actually be explored. Repeat this step each time you need a new area, whether you’re 
  preparing your dungeon ahead of time or improvising.
  Exploration is a variable used to determine how far into a dungeon the party has 
  progressed. The higher this value, the more the party has explored, and the more likely 
  they are to find a unique area. When a dungeon is first entered, set exploration to zero. 
  Each time the party reaches a new area (or whenever you need to generate a new area 
  during prep), roll 1d12 +exploration and consult the table below.
   
  Roll   Area type     Contents             Exploration change
  1-3     common area    1 danger              +3
  4-6     common area    1 danger, 1 discovery     +2
  7-8     common area    1 danger, 2 discoveries   +1
  9-11    common area    nothing unusual          +1 
  12      common area    1 discovery            +1
   
  13      unique area     1 danger              Reset to zero
  14      unique area     nothing unusual          Reset to zero
  15      unique area     1 danger, 1 discovery     Reset to zero
  16      unique area     1 danger, 2 discoveries   Reset to zero
  17+     unique area     1d4 discoveries         Reset to zero
  Area type indicates which table to roll on when determining the specific nature of the 
  place. Contents indicates what the area holds, in terms of discoveries and dangers; and 
  exploration change indicates the increase or reduction of the exploration value.
  Use the site-specific tables on pages X-X to roll up each common and unique area, 
  along with any discoveries and other details desired. If you don’t have any immediate 
  ideas for dangers, consult the dungeon danger table on page X. As always, adapt roll 
  results to the context.
  Remember to mark your unique area thread each 
  time a new unique area is discovered, and that when 
  the party reaches the last unique area, the dungeon is 
  considered fully explored.
  For each new area, use the tables at right to determine 
  the number of exits and which way they go relative 
  to the point of entry. If an exit leads “back,” consider 
  connecting it to a previously-explored area.
  For each exit, roll to determine the type of 
  connection to which it leads, using the site-specific 
  table for the dungeon type being explored.
  If you end up with a dead end before the dungeon’s 
  been fully explored, add more exits!
    Number of exits
  1d12  (including the way in)
  1     1
  2-5   2
  6-8   3 
  9-10  4  
  11    5
  12    6
   Exit direction
  1d12  (relative to party’s position)
  1-3   down 
  4     back
  5-7   forward
  8-9   left 
  10-11 right
  12    up
  
  22
  23
  Prison
  Engineered to contain some perceived threat to those who built it. Usually of solid 
  construction and subdivided by strong security measures (locked doors, gates, etc.). 
  Why did the prisoners need to be contained? Why weren’t they simply killed?
  . dungeon type .
  1d12  Dressing
   
  1     sound/odor 
  2     waste
  3     scrawled warning
  4     signs of battle/struggle
  5     remains of creature
  6-7   remains of prisoners
  8     rubble/debris
  9     rotten food/supplies
  10    signage/plaque
  11    furniture
  12    breeze
  1d12  Prisoners
   
  1     unspeakable horror 
  2     demons/devil
  3     terrible monsters
  4     lunatics
  5     poor/indigent
  6-9   criminal underclass
  10    insurgents/traitors
  11    religious minority 
  12    research subjects
  1d12  Connection
   
  1     collapsed passage
  2     window/hole/pit
  3     fissure/broken wall
  4-5   door/gate to passage
  6-9   locked door/gate to
       adjacent area
  10    shaft/chute
  11    secret passage
  12    escape tunnel
  1d12  Builder
  1-2   surface civilization
  3-4   underworld civilization
  5-6   religious order
  7-8   monarch/overlord
  9-10  wizard/lunatic
  11    sorcerer-king/queen
  12    extraplanar entity
  1d12  Common area
  1     latrine/midden/dump
  2-3    passageway
  4     guardpost/checkpoint/gateway
  5-7    cellblock
  8     storeroom
  9     mess/kitchen/larder
  10    yard/common area/well    
  11    barracks/quarters/kennels
  12    workshops    
  1d12  Unique area
   
  1     Burial Pits
  2     Oubliette
  3     Sealed Cellblock
  4     Torture Chamber
  5     Quarry/Excavation Site
  6     Hall of Judgment
  7     Hall of Subjugation
  8     Shrine of [Element/Aspect]
  9     Administrative Offices
  10    Warden’s Quarters
  11    Mine Entrance (adjacent dungeon)
  12    roll on different unique area table
  Discovery ~ Juxtapose, embellish, and integrate.
  1-8   Feature
  1     pit/fissure/chasm
  2     obstacle
  3-4   locked door/gate
  5     uneven/broken floor
  6     barred wall/window
  7     alcoves/niches
  8     ledges/stairs/catwalks
  8     wall carving/statue
  10    iron bars/rings/rungs
  11    close quarters/
       chokepoint    
  12    window/airshaft
  9-12  Find
  1     lair of creature
  2     evidence of inhabitant 
  3     1d4 prisoners/escapees 
  4-5   common item
  6     useful item
  7     map/message
  8     key to obstacle
  9-10  fountain/well/pool 
  11    1d4+1 on booty table
  12    1d6+1 on booty table
  CAVES/CAVERNS
  Interconnected subterranean spaces might be created when tectonic forces fracture 
  the earth, when water erodes rock over the course of millennia, or when lava burns 
  right through it. In a fantastical world, some giant creatures might even be capable 
  of boring through stone, leaving tunnel networks for others to inhabit or explore. In 
  describing these natural spaces, it behooves the Judge even more to think in 3-D.
  . dungeon type .
  1d12  Dressing
   
  1     sound/odor
  2     signs of battle/struggle
  3     remains of creature
  4     remains of explorer
  5     silt/mud
  6     rubble/debris    
  7     geologic pattern
  8     fungi/lichen
  9-10  stalagmites/stalactites
  11    crystal/calcite 
       formation
  12    breeze
  1d12  Main entrance
  1-6   cave mouth
  7-9   crevice/chasm/gorge
  10-11 sinkhole
  12    swallow hole
  1d12  Connection
   
  1     hole/pit/sinkhole
  2     crack/fissure/chasm
  3     tube/crawlspace
  4     gap/dropoff
  5     watercourse
  6-10  tunnel
  11    shaft/chimney
  12    adjacent area
  1d12  Cave type
   
  1     burrowed by monster
  2-3   formed by lava tubes
  4     solutional (limestone)
  5     solutional (chalk)
  6     solutional (dolomite)
  7     solutional (salt)
  8-9   eroded by water
  10    formed by glacier
  11    formed by earthquake
  12    crystalline
  1d12  Common area
   
  1     collapsed area
  2-3    tunnel network
  4-6   cave/room
  7     gallery
  8-9   cavern/chamber
  10    cave cluster (1d4+1 caves)     
  11    multi-level cavern (1d4+1 levels)
  12    roll on different common area table
  1d12  Unique area
   
  1     Midden
  2     Bottomless Cave
  3     Ice Cave
  4     Underground Maze
  5     Bandit Hideout
  6-7   Lair of the Monster
  8     Vast Cavern (holds 1d4 structures)
  9     Strange Cavern (oddity)
  10    Lake of Lava
  11    Gateway to underlands (wilderness)
  12    roll on different unique area table
  Discovery ~ Juxtapose, embellish, and integrate.
  1-8   Feature
  1     pit/fissure/chasm
  2     treacherous/slippery
  3     dramatic slope
  4     dense columns
  5     pockets/depressions
  6     natural alcoves/niches
  7     vertical space
  8     ledges/ramps/bridges 
  9     precipice/overlook
  10    multi-level space
  11    advantageous position
  12    oddity
  9-12  Find
   
  1     lair of creature
  2     edible fungi/lichen
  3     bioluminescent fungi
  4     evidence of inhabitant
  5     sign of danger
  6     1d4 explorers  
  7-8   spring/stream/pool    
  9     cascade/waterfall
  10    campsite/supplies
  11    1d4+1 booty
  12    1d6+1 booty
  
  24
  25
  MINE
  A mine is dug to extract useful material from the earth, which requires a massive 
  amount of labor (often in the form of slaves). Who built it? What did they do with
  the extracted material?
  . dungeon type .
  1d12  Dressing
   
  1     sound (direction)
  2     scrawled warning
  3     signs of battle/struggle
  4     remains of creature
  5     remains of miners
  6     broken tools
  7     signage/inscription
  8     tailings/waste
  9     temperature change
  10    odor (direction)
  11    breeze (direction)
  12    oddity
  1d12  Resource
  1     salt/mineral
  2-3   clay/stone/limestone
  4-6   copper/tin/iron/lead 
  7-8   silver/gold
  9     gems
  10    mithril/special ore
  11    magical/planar
  12    unusual (oddity)
  1d12  Connection
   
  1-2   dead-end tunnel
  3     out-of-reach opening
  4     fissure/crack/cave
  5     waterway/bridge
  6-8   tunnel
  9-10  shaft/chute
  11    secret passage
  12    adit to surface/outside
  1d12  Builder
  1-2   surface civilization
  3-4   underworld civilization
  5-7   dwarf/gnome
  8     magnate/merchant
  9     religious order
  10    monarch/overlord
  11    wizard/lunatic
  12    sorcerer-king/queen
  1d12  Common area
  1     collapsed area
  2     waste pits (tailings, etc.)
  3-6   mining tunnel network
  7     natural caves/cavern/chasm
  8     underground stream/river/pool/lake
  9     miners’ quarters/common rooms
  10    holding/processing area (for resource)
  11    storeroom/workshop
  12    roll on different common area table
  1d12  Unique area
  1     Pit of Doom
  2     Labyrinth
  3     Excavation Site
  4     Great Chasm/Bridge
  5     Reservoir/Cistern/Aqueduct/Canal
  6     Vast Cavern (holds 1d4 structures)
  7     Strange Cavern (oddity)
  8     Enchanted Pool (ability)
  9     Mother Lode/Treasure Vault
  10    Gateway to underlands (wilderness)
  11    Extraplaner Portal
  12    roll on different unique area table
  Discovery ~ Juxtapose, embellish, and integrate.
  1-8   Feature
  1     pit/fissure/chasm
  2     uneven/broken floor
  3     rubble heaps
  4     locked door/gate
  5     alcoves/niches
  6     ledges/stairs/walkways
  7     wall carving/statue
  8     processing equipment 
  9     fountain/well/pool   
  10    obstacle/puzzle
  11    elevator/winch
  12    airshaft
  9-12  Find
  1     mining tools/supplies
  2     pictographic narrative 
  3     lair of creature
  4     evidence of creature 
  5     common item
  6     useful item
  7     map/message
  8     key to obstacle/puzzle
  9-10  vein/seam (resource)
  11    1d4+1 on booty table
  12    1d6+1 on booty table
  crypt/tomb
  A crypt or tomb is built to hold the remains of a revered or powerful figure, often 
  with room set aside for valuables and servants meant to accompany them into the 
  afterworld. Traps, guardians, false entrances, and sealed areas may be employed to 
  deter grave robbers—to say nothing of the calamitous curses that sometimes await 
  those who manage to breach that final vault or sarcophagus.
  . dungeon type .
  1d12  Dressing
   
  1     sound/odor
  2     scrawled warning
  3     remains of creature
  4     remains of robbers
  5     vandalized statues
  6     religious iconography
  7     mural/mosaic
  8     pots/urns
  9     inscription/epitaph
  10    broken/open coffins
  11    platform/dais/altar
  12    breeze
  1d12  Burial subject
  1     fiend/demon/devil
  2     horror/abomination
  3     commoners
  4-5   hero/martyr
  6-7   minor noble
  8-9   monarch/overlord
  10-11 high priest/saint
  12    roll 1d10 twice
       and combine
  1d12  Connection
   
  1     sealed passage
  2-3   dead-end passage
  4     out-of-reach opening
  5     fissure/crack/cave
  6     pit/shaft
  7-9   open passage
  10    adjacent area
  11    tomb robbers’ tunnel
  12    secret passage
  1d12  Builder
  1-5   surface civilization
  6-7   underworld civilization
  8-9   religious order
  10    monarch/overlord
  11    wizard/lunatic
  12    sorcerer-king/queen
  1d12  Common area
  1     collapsed area
  2     false treasure vault/tomb (+trap)
  3-4   passage (+trap)
  5     crypt-lined passage/chamber
  6-7   passage
  8-10  chamber
  11    gallery
  12    roll on different common area table
  1d12  Unique area
  1     Maze 
  2     Catacombs
  3     Well Room     
  4     Sacrificial Chamber
  5     Shrine of [Element/Aspect]
  6     Mortuary Temple
  7     Necropolis
  8     Hall of Offerings
  9     Burial Vault
  10    Secret Burial Vault
  11    Treasure Vault
  12    roll on different unique area table
  Discovery ~ Juxtapose, embellish, and integrate.
  1-8   Feature
  1     pit/fissure/chasm
  2-3   sealed opening/door
  4     obstacle/puzzle
  5     uneven/broken floor
  6     alcoves/niches
  7     ledges/stairs/ramps
  8-9   wall carving/statue
  10    vertical space
  11    multi-level space
  12    airshaft/lightshaft
  9-12  Find
  1     embalming supplies
  2     pictographic narrative
  3     1d4 tomb robbers
  4     lair of creature
  5     map/message
  6     key to obstacle/puzzle
  7-8   sarcophagus/reliquary
  9     1d6+1 on booty table
  10    1d8+1 on booty table
  11    1d10+1 on booty table
  12    1d12+1 on booty table
  
  26
  27
  Lair/Den/Hideout
  Thieving bandits, scheming wizards, and bloodthirsty monsters alike prey upon 
  civilized folk, and in turn are feared, despised, and marked for bounty by whatever 
  authority claims ownership of their hunting grounds. These truths demand a 
  residence both hidden from armed patrols and within striking distance of easy prey. 
  Beyond that, its physical shape can take many forms.    
  . dungeon type .
  Dressing
   
  Use the dressing table on
  the dungeon page determined 
  by your common area roll.
  1d12  Main occupant
  1-2   beast (horde)
  3     bandits/smugglers
  4     wanted criminal
  5     humanoid (group)
  6     cult (chaotic/evil)
  7     wizard/witch
  8-9   monster, unusual
  10    monster, rare
  11    monster, legendary
  12    roll 1d8 twice and 
       combine
  Connection
   
  Use the connection table on 
  the dungeon page determined 
  by your common area roll.
  1d12  Entrance via
   
  1     underwater
  2     dense thicket/forest
  3-6   tunnel/cave/grotto
  7     natural labyrinth/maze
  8     hut/shack /homestead
  9     abandoned temple 
  10-11 tower/fortification
  12    ruined keep/castle 
  U    Common area
  1d12  (use indicated for all subsequent areas)
  1-3   use cave/caverns table
  4-6   use ruined settlement table
  7     use prison table
  0     use mine table
  9     use crypt/tomb table
  10    use stronghold/fortress table
  11-12 use origin unknown table
  1d12  Unique area
  1     Waste Pit/Midden 
  2     Burial Ground/Boneyard
  3     Guardroom/Ambuscade     
  4     Storeroom/Larder    
  5     Well Room/Watering Hole
  6     Barracks/Brood Pit
  7     Shrine of [Element/Aspect]
  8     Armory/Trophy Room
  9     Audience Room 
  10    [Occupant]’s Quarters/Lair
  11    Strongroom/Treasure Hoard
  12    roll on different unique area table
  Discovery ~ Juxtapose, embellish, and integrate.
   
  Use the discovery tables on the dungeon page determined by 
  your common area roll.
  Stronghold/Fortress
  In a world where property and power are often seized by force, those in possession 
  of such things will take defensive measures. The resulting structures are designed to 
  prevent depredation by outsiders and allow inhabitants to survive long-term siege. 
  Thick walls, fortified entryways, machilocations, and murder holes may discourage 
  invaders, while stockpiled supplies and access to potable water sustain those within.
  . dungeon type .
  1d12  Dressing
   
  1     sound/odor 
  2     signs of battle/struggle
  3     remains of creature
  4     rubble/debris
  5     pillars/columns 
  6     emblem/banner/crest
  7     light source     
  8     firepit/braziers
  9     signage/plaque
  10    furniture
  11-12 roll 1d10 twice
  1d12  Enemy of builder 
  1     otherworldly force
  2-4   creature horde
  5-6   rival religion
  7-11  rival faction/culture
  12    rebels/insurgents
  1d12  Connection
   
  1     window/opening
  2-3   ladder/stairwell
  4-5   door/gate to passage
  6-8   passage
  9-10  locked door/gate to
       adjacent area
  11-12 secret passage
  1d12  Builder
  1-5   surface civilization
  6-7   underworld civilization
  8     religious figure
  9-10  monarch/overlord
  11    wizard/lunatic
  12    sorcerer-king/queen
  1d12  Common area
  1     latrine/midden/dump
  2-3   fortified gate/guardpost
  4-5    passageways
  6     common quarters
  7     storeroom
  8     mess/kitchen/larder
  9     courtyard/well room    
  10-11  barracks/stables/kennels/aviary
  12    workshops
    
  1d12  Unique area
   
  1     Dungeon/Torture Chamber
  2     Menagerie/Arena     
  3     Feasting Hall  
  4     Shrine/Temple of [Element/Aspect]
  5     Armory 
  6     Trophy Hall/Hall of Ancestors
  7     Audience/Throne Room
  8     Advisor’s/Lieutenant’s Quarters   
  9     Leader’s/Lord’s Quarters
  10    Secret Room         
  11    Treasure Chamber
  12    roll on different unique area table
  Discovery ~ Juxtapose, embellish, and integrate.
  1-8   Feature
  1     machilocations/
       murder holes    
  2     obstacle     
  3-4   locked door/gate     
  5-6   alcoves/niches
  7     balcony/stairs/ramps
  8     statue/carving
  9-10  well/fountain   
  11    vantage point 
  12    defensible position
   
  9-12  Find
  1     lair of creature   
  2     evidence of creature
  3     prisoner/escapee
  4     map/message/record  
  5     common item
  6-7   useful item
  8     key to obstacle
  9     supply stockpile
  10    weapons/armor   
  11    1d6+1 on booty table
  12    1d8+1 on booty table
  
  28
  29
  Temple/Sanctuary
  The layout and architecture of a house of worship always reflects the nature of 
  the god to whom it is devoted. The orientation of rooms and passages will have 
  cosmological significance, symbols of the deity’s domain will figure prominently in 
  decorative motifs throughout, and religious lore will likely be represented in some 
  narrative form. Enemies of the faith will be most unwelcome.      
  1d12  Dressing
   
  1     sound/odor
  2     religious iconography
  3     intricate details
  4     vaulted ceiling/dome
  5     statues
  6     mural/mosaic
  7-8   light source
  9     firepit/braziers
  10    inscription/epitaph
  11    columns/pillars
  12    platform/dais/altar
  1     Domain of deity
  1d12  (Roll alignment first)
  1-3   element
  4-5   aspect
  6-9   element + aspect
  10    oddity
  11    oddity + element
  12    oddity + aspect
  1d12  Connection
   
  1-2   locked door
  3     curtained opening
  4     elaborate doorway
  5     curving hall      
  6-7   passage
  8-10  opening to adjacent
       area  
  11-12 secret passage
  1d12  Builder
  1     alien/otherworldly 
       religion
  2-3   forgotten religion
  4-7   ancient religion
  8-12  active religion
  1d12  Common area
  1     latrine/waste disposal
  2-3   passage
  4     alcove-lined passage
  5-8   chamber/gallery
  9     dormitory/sleeping cells
  10    mess/kitchen/larder  
  11    storeroom
  12    roll on different common area table
  1d12  Unique area
  1     Vestry           
  2     Lay Temple               
  3     Shrine of [Demigod/Saint]  
  4     Blessed Well/Font/Pool
  5     Hall of Offerings
  6     Sacrificial Chamber
  7     Crypt of [Martyr/Saint]
  8     Library/Scriptorium
  9     High Priest’s Quarters
  10    Sanctum of Mysteries
  11    Oracle
  12    roll on different unique area table
  Discovery ~ Juxtapose, embellish, and integrate.
  1-8   Feature
  1     round/circular space
  2     geometric space    
  3-4   impressive space
  5     windows/clerestory   
  6     alcoves/niches
  7     ledges/stairs/ramps
  8-9   idol/statue/carving
  10    vertical space
  11    multi-level space
  12    airshaft/lightshaft
  9-12  Find
  1-2   pictographic narrative
  3     omen/sign/prediction
  4     1d4 lay members
  5-6   common item
  7     useful item
  8-9   robes/vestments     
  10    books/scrolls
  11    offerings (2d4 booty)
  12    reliquary (2d6 booty)
  . dungeon type .
  Archive/Laboratory
  Those who hold high the lamp of knowledge, peering into the darkness of the 
  unknown, always seek more fuel for the light. They pore over the recorded works of 
  predecessors, formulate their own theories, and conduct strange experiments. Given 
  the means, such an individual invariably finds or builds a structure in which to 
  pursue the mysteries of the mortal plane and beyond. They like to be left alone.
  . dungeon type .
  1d12  Dressing
   
  1     sound/odor
  2     rugs/carpets
  3     quiet    
  4     statues/carvings
  5     mural/mosaic
  6     light source
  7     firepit/braziers
  8-9   furniture
  10    astrological/occult/
       arcane symbols
  11-12 roll 1d10 twice
  1d12  Primary subject
  1     botany/biology
  2     zoology/cryptozoology
  3     astrology/astronomy
  4-5   element
  6-8   magic type
  9     oddity
  10    otherworldly studies
  11-12  roll 1d10 twice
  1d12  Connection
   
  1     ladder/stairwell
  2-3   passage
  4-5   door to passage
  6-7   door/opening to 
       adjacent area
  8-10  locked door to
       adjacent area
  11    secret passage
  12    magic door/portal
  1d12  Builder
  1     otherworldly entity
  2-3   scholar
  4-6   alchemist/enchanter
  7-10  wizard/warlock
  11    guild/convocation
  12    lich    
  1d12  Common area
  1     latrine/waste disposal
  2-3    hallway/passage
  4-6   chamber/room
  7     mess/kitchen/larder  
  8     garden/herbarium     
  9     reading room/study   
  10    workshops  
  11    supply closet
  12    roll on different common area table
  1d12  Unique area
  1     Chamber of [Oddity] 
  2     Specimen Collection     
  3     Hall of Curiosities   
  4     Hall of Lore
  5     Amphitheater
  6     Library/Scriptorium
  7     Laboratory
  8     Observatory/Scrying Chamber
  9     [Builder]’s Quarters
  10    Summoning Chamber
  11    Secret Library
  12    roll on different unique area table
  Discovery ~ Juxtapose, embellish, and integrate.
  1-8   Feature
  1     round/circular space
  2     geometric space    
  3     windows/clerestory   
  4     alcoves/niches
  5     reading nook
  6     veranda/balcony
  7     vertical space
  8     multi-level space
  9-10  well/pool/fountain   
  11    oddity
  12    airshaft/lightshaft
  9-12  Find
  1     escaped/lost specimen  
  2     map/notes/formula  
  3     common item
  4     useful item
  5     monster body part
  6-8   books/scrolls
  9     alchemical/magical 
       supplies
  10    1d4+1 on booty table
  11    1d6+1 on booty table
  12    1d8+1 on booty table
  
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  31
  Origin Unknown
  Many of the ancient structures littering the wilderness are of mysterious provenance, 
  inexplicable subterranean arrangements of rooms and passages that leave even the 
  most learned of scholars scratching their heads. Confusing and often contradictory, 
  these labyrinths pose a particular challenge to the treasure-hunter who navigates by 
  deductive reasoning. Intruders had best learn to expect the unexpected.  
  . dungeon type .
  1d12  Dressing
   
  1     sound/odor 
  2     statues/carvings
  3     mural/mosaic
  4     remains of creature 
  5     light source
  6     furniture
  7     altar/platform/dais
  8     occult/arcane symbols
  9     minor oddity 
  10    breeze
  11-12 roll 1d10 twice
  1d12  Additional theme 
  1-2   cryptic knowledge
  3     inversion/reversal
  4-5   secrets/deception
  6-7   magic
  8-9   chaos/corruption
  10    madness
  11    other plane(s)
  12    other dimension(s)
  1d12  Connection
   
  1     dead-end passage
  2     locked door to 
       adjacent area
  3     fissure/crack/cave
  4     out-of-reach opening
  5     pit/shaft/crawlspace
  6-7   door to passage
  8-9    door to adjacent area
  10-11 passage
  12    secret passage
  1d12  Entrance via
   
  1     underwater
  2     dense thicket/forest
  3-4   tunnel/cave/grotto
  5-6   crevice/ravine/cliff face
  7     natural labyrinth/maze
  8     hut/shack/homestead
  9     abandoned temple 
  10    tower/fortification
  11-12 ruined keep/castle 
  1d12  Common area
  1-3   roll on caves/caverns
  4     roll on prison
  5     roll on mine
  6-7   roll on crypt/tomb 
  8     roll on stronghold/fortress
  9-10  roll on temple/sanctuary
  11-12 roll on archive/laboratory
  1d12  Unique area
  1     roll on caves/caverns
  2     roll on prison
  3     roll on mine
  4     roll on crypt/tomb 
  5     roll on stronghold/fortress
  6     roll on temple/sanctuary
  7     roll on archive/laboratory
  8     Hall of [Aspect]
  9     Vault of [Element]
  10    Chamber of [Oddity]
  11    Sanctum
  12    Treasure Vault
  Discovery ~ Juxtapose, embellish, and integrate.
  1-8   Feature
  1     pit/fissure/chasm
  2-3   obstacle/puzzle
  4     treacherous footing
  5     sloping/slanting floor 
  6     round/geometric space
  7     multi-level space 
  8     alcoves/niches
  9     idol/statue/carving   
  10    well/pool/fountain   
  11    oddity
  12    magic door/portal
  9-12  Find
   
  1     lair of creature
  2     evidence of creature
  3     cryptic runes/glyphs
  4     1d4 rival explorer(s)  
  5     map/message
  6     key to obstacle   
  7     common item
  8     useful item    
  9     1d6+1 on booty table
  10    1d8+1 on booty table
  11    1d10+1 on booty table
  12    1d12+1 on booty table
  Ruined seTTlement
  The wilderness is littered with signs of civilizations that failed to stand the test of 
  time. Broken columns amidst the forest undergrowth, crumbling walls subsumed by 
  sandstorms, ghost roads leading nowhere: these mark the places where people once 
  lived, and no doubt created objects of value. Which explains why every freebooter is, 
  to some degree, an amateur archaeologist.
  . dungeon type .
  1d12  Dressing
   
  1     sound/odor 
  2     signs of battle/struggle
  3     remains of creature
  4     remains of inhabitants
  5     broken furniture 
  6     broken pillars/columns 
  7     statue/monument
  8     signage/plaque 
  9     emblem/banner/crest 
  10    religious iconography 
  11-12 roll 1d10 twice
  1d12  Settlement type  
  1-2    unknown 
  3-4    village
  5-7    keep/castle   
  8-10   town
  11-12  city
  1d12  Connection
   
  1     sinkhole/fissure 
  2     natural barrier/
       obstacle
  3-4   difficult/treacherous 
       terrain
  5-12  adjacent area
  1d12  Builder
   
  1     kobold/goblin/orc
  2-6   human
  7     halfling
  8     dwarf
  9     elf
  10-11 beast people
  12    strange/otherworldly
  1d12  Common area (ruined)
  1     sewers/midden/dump
  2     settlement defenses (walls, moat, etc.)
  3-4   shacks/slums/poor quarter
  5-6   homes/residential quarter
  7-8   watering hole/well/cistern/aqueduct
  9     workshops/industrial quarter
  10    shops/market/mercantile quarter
  11    docks/trading post/caravansary
  12    temple/religious quarter
  1d12  Unique area (ruined)
  1     Graveyard/Necropolis 
  2     Monument/Statue/Obelisk        
  3     Gallows/Arena/Theater 
  4     Main Marketplace/Bazaar  
  5     Main Plaza/Parade Ground         
  6     Guardhouse/Barracks
  7     Shrine/Temple (element/aspect)  
  8     Shaman’s Hut/Library/
       Wizard’s Tower 
  9     Leader’s Hut/Palace
  10-12 Dungeon Entrance
  Discovery ~ Juxtapose, embellish, and integrate.
  1-8   Feature
  1-2   potholes/pitfalls    
  3     barrier/obstacle     
  4     hiding places
  5     unstable/rickety 
       structure
  6-7   treacherous footing
  8-9   hidden find      
  10    water source/feature 
  11    vantage point 
  12    defensible position
  9-12  Find
  1     lair of creature   
  2-3   evidence of creature
  4     evidence of explorers
  5     1d4 explorer(s)     
  6-7   common item
  8-9   useful item    
  10    1d4+1 on booty table
  11    1d6+1 on booty table
  12    1d8+1 on booty table
  
  32
  33
  dungeon danger
  Threats encountered in a dungeon are somewhat different than those encountered 
  during overland travel, so these tables differ from the wilderness danger tables. 
  Integrate each based on what’s been established (dungeon function, themes, etc.).
  1-5  Hazard ~ Imagine what form it takes, how noticeable it is, and commit.
  1     Unnatural
   
  1     demonic power/effect
  2     thought/mind control
  3     blight/curse/corruption
  4     mimicry
  5-6   planar power/effect
       (element)
  7-11  magical power/effect
       (magic type)
  12    divine test/influence
  2-8   Natural
   
  1     cave-in/collapse
  2     poison/disease
  3     unexpected pitfall
  4     dangerous angle/slope 
  5     treacherous footing
  6     slick/slippery floor
  7     precarious position
  8     vulnerable position
  9     fog/mist/smoke
  10    structural weakness
  11    tight/narrow space  
  12    roll 1d10+1 twice
  9-12  Trap
   
  1     ambush
  2     alarm
  3     ensnaring/paralyzing
  4     pit
  5     crushing
  6     piercing/slashing
  7     asphyxiating
  8     soporific/confusing
  9     poisonous (gas, etc.)
  10    element-based 
  11    magic type-based
  12    roll 1d10+1 twice
  6-11 Creature ~ Roll using tables on next page.
  12   Leader ~ What do they want? Who or what do they lead?
  1-6   Human
   
  1     scavenger/robber
  2     wanted criminal
  3     bandit chief
  4     mercenary captain
  5     adventurer
  6     shaman/priest/cultist
  7     high priest/oracle
  8     sage/alchemist
  9     boss/lord/chief
  10    warchief/warlord
  11    wizard/witch/warlock 
  12    figure of renown
  7-10  Humanoid
   
  1     scavenger/robber
  2     wanted criminal
  3     bandit chief
  4     mercenary captain
  5     adventurer
  6     shaman/priest/cultist
  7     high priest/oracle
  8     sage/alchemist
  9     boss/lord/chief
  10    warchief/warlord
  11    wizard/witch/warlock 
  12    figure of renown
  11-12 Other
   
  1     vermin lord
  2-3   spirit/specter/ghost
  4-5   undead lieutenant
  6-7   undead lord/lich
  8-9   demon
  10    monster lord
  11    demon lord/devil
  12    alien interloper
     
  Creature
  These tables are reproduced from Book IV: Beasts & Booty for convenience. Use the 
  steps on pages X-X of that book if you need to work out a given creature’ details.
  1-4  Beast ~ Start with a real-world creature, then put a spin on it.
  1-7   Earthbound
  1     termite/tick/louse
  2     snail/slug/worm
  3     ant/centipede/scorpion
  4     snake/lizard
  5     vole/rat/weasel
  6     boar/pig
  7     dog/fox/wolf
  8     cat/lion/panther
  9     deer/horse/camel
  10    ox/rhino
  11    bear/ape/gorilla
  12    mammoth/dinosaur
  8-10  Airborne
  1     gnat/mosquito/firefly
  2     moth/locust/dragonfly
  3     bee/wasp/hornet
  4     chicken/duck/goose
  5     songbird/parrot
  6     gull/waterbird
  7     heron/crane/stork   
  8     crow/raven
  9     hawk/falcon/eagle
  10    owl/vulture/condor
  11    bat
  12    pterosaur
  11-12 Water-going
  1     insect 
  2     jelly/amoeba/anemone
  3     clam/oyster/snail
  4     eel/snake
  5     frog/toad
  6     fish
  7     crab/lobster
  8     turtle
  9     alligator/crocodile
  10    dolphin/shark
  11    squid/octopus
  12    whale
  5-6  Human ~ Roll up an npc (Civilization & Savagery, page X).
  7-8  Humanoid ~ Add npc details if desired (Civilization & Savagery, page X).
  1-7   Common
  1-3   halfling (small)
  4-5   goblin/kobold (small)
  6-7   dwarf/gnome (small)
  8-9   orc/hobgoblin/gnoll
  10-11 half-elf/half-orc, etc. 
  12    elf
  8-10  Uncommon
  1     fey (tiny)
  2-3   catfolk/dogfolk
  4-6   lizardfolk/merfolk
  7     birdfolk
  8-10  ogre/troll (large)
  10-12 cyclops/giant (large)
  11-12 Hybrid
  1-2   centaur
  3-4   werewolf/werebear
  5     werecreature
       (human + beast)
  6-10  human + beast
  10-12 human + 2 beasts
  9-12 Monster ~ Give every monster life!
  1-7   Unusual
  1-3   plant/fungus
  4-5   undead human
  6     undead humanoid
  7-8   beast + beast
  9-10  beast + ability
  10-12 beast + 2 abilities
  8-11  Rare
  1-3   slime/ooze (amorphous)
  4-6   creation (construct)
  7-9   beast + oddity
  10-12 unnatural entity
  12   Legendary
  1-3   dragon/colossus (huge)
  4-6   unusual + large
  7-9   rare + large
  10    beast + dragon (huge)
  11    unusual + dragon (huge)
  12    rare + dragon (huge)
  1d12  Activity
  1     laying trap/ambush
  2     fighting/at war
  3     prowling/on patrol
  4     hunting/foraging  
  5     eating/resting
  6     crafting/praying
  7     traveling/relocating
  8     exploring/lost
  9     returning home  
  10    building/excavating
  11    sleeping
  12    dying
  1d12  Element
  1-2   death/void/darkness
  3-4   air/sky/stars
  5-6   earth/stone/plants 
  7-8   fire/metal/smoke
  9-10  water/ice/mist
  11-12 life/spirit/light
  1d12  Magic type
  1-2   divination
  3-4   enchantment
  5-6   evocation    
  7-8   illusion
  9-10  necromancy
  11-12 summoning
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Supplements/(Perilous Wilds) Lampblack & Brimstone/Freebooters on the Frontier 2e (Playtest)/FotF2e_Plumb the Depths.pdf