TEXT:  
   
  
  Turn 1 (10m)
  The Descent into 
  Dungeons Deep
  Turn 2 (20m)
  1st Wandering 
  Monster Check
  Turn 3 (30m)
  Turn 4 (40m)
  2nd Wandering 
  Monster Check
  Turn 5 (50m)
  Waning Light 
  Warning
  Turn 6 (1h)
  Light, Rest, WMC
  Turn 7 (1h10m)
  Turn 8 (1h20m)
  4th Wandering 
  Monster Check
  Turn 9 (1h30m)
  Turn 10 (1h40m)
  5th Wandering 
  Monster Check
  Turn 11 (1h50m)
  Waning Light 
  Warning
  Turn 12 (2h)
  Light, Rest, WMC
  Turn 13 (2h10m)
  Turn 14 (2h20m)
  7th Wandering 
  Monster Check
  Turn 15 (2h30m)
  Turn 16 (2h40m)
  8th Wandering 
  Monster Check
  Turn 17 (2h50m)
  Waning Light 
  Warning
  Turn 18 (3h)
  Light, Rest, WMC
  Turn 19 (3h10m)
  Turn 20 (3h20m)
  10th Wandering 
  Monster Check
  Turn 21 (3h30m)
  Turn 22 (3h40m)
  11th Wandering 
  Monster Check
  Turn 23 (3h50m)
  Waning Light 
  Warning
  Turn 24 (4h)
  Light, Rest, WMC
  Turn 25 (4h10m)
  
  Turn 26 (4h20m)
  13th Wandering 
  Monster Check
  Turn 27 (4h30m)
  Turn 28 (4h40m)
  14th Wandering 
  Monster Check
  Turn 29 (4h50m)
  Waning Light 
  Warning
  Turn 30 (5h)
  Light, Rest, WMC
  Turn 31 (5h10m)
  Turn 32 (5h20m)
  16th Wandering 
  Monster Check
  Turn 33 (5h30m)
  Turn 34 (5h40m)
  17th Wandering 
  Monster Check
  Turn 35 (5h50m)
  Waning Light 
  Warning
  Turn 36 (6h)
  Light, Rest, WMC
  Turn 37 (6h10m)
  Turn 38 (6h20m)
  19th Wandering 
  Monster Check
  Turn 39 (6h30m)
  Turn 40 (6h40m)
  20th Wandering 
  Monster Check
  Turn 41 (6h50m)
  Waning Light 
  Warning
  Turn 42 (7h)
  Light, Rest, WMC
  Turn 43 (7h10m)
  Turn 44 (7h20m)
  22nd Wandering 
  Monster Check
  Turn 45 (7h30m)
  Turn 46 (7h40m)
  23rd Wandering 
  Monster Check
  Turn 47 (7h50m)
  Waning Light 
  Warning
  Turn 48 (8h)
  Light, Rest, WMC
  Turn 49 (8h10m)
  Turn 50 (8h20m)
  25th Wandering 
  Monster Check
  
   
   
  Oldskull Game 
  Expansions: 
  Book IV 
  Turn Tracker 
   
  A Basic / Expert / Advanced 
  Compatible Supplement 
  For Classic Fantasy Role-Playing Games 
   
  V1.0 
   
  Created By 
  Kent David Kelly 
   
  With Inspiration From 
  David Lance Arneson and E. Gary Gygax 
  & 
  David Cook, Lord Dunsany, John Eric 
  Holmes, Robert Bruce Horsfall, Rob Kuntz, 
  Theron Kuntz, H. P. Lovecraft, Steve Marsh, 
  Abraham Merritt, Tom Moldvay, Erol Otus, 
  David A. Trampier, James Ward, H. G. Wells 
   
  Cover Art By 
  Forrest Imel 
   
  Interior Illustrations By 
  Nikola Avramovic, John D. Batten, Jeff Brown, 
  Henry J. Ford, Felipe Gaona, Rick Hershey, 
  Forrest Imel, Theodor Kittelsen, Aaron Lee, 
  Marcel Roux, Sade, N. C. Wyeth, Et Alii 
   
  Some Artwork Copyright 
  William McAusland, 
  Used with Permission 
   
  Publisher’s Choice Quality Stock Art 
  © Rick Hershey / Fat Goblin Games 
   
  Wonderland Imprints © 2020 
  Only the Finest Works of Fantasy 
   
   
   
  OSR 
  The Old School Renaissance 
  New Innovations, Classic Games 
   
   
   
  
   
   
   
   
  
   
   
   
   
  
   
   
   
   
  
   
   
  Table of Contents 
   
  Pg. 1 ~ Cover 
  Pg. 2 ~ Title Page 
  Pg. 4 ~ Turn Tracker Worksheets 
  Pg. 6 ~ Table of Contents 
  Pg. 6 ~ Chapter I: Description 
  Pg. 7 ~ Chapter II: An Ever-Building Dread 
  Pg. 13 ~ Chapter III: Optional Events for 
  Quiet Game Turns 
  Pg. 13 ~ Turn 3 Event 
  Pg. 16 ~ Turn 7 Event 
  Pg. 17 ~ Turn 9 Event 
  Pg. 19 ~ Turn 13 Event 
  Pg. 20 ~ Turn 15 Event 
  Pg. 26 ~ Turn 19 Event 
  Pg. 31 ~ Turn 21 Event 
  Pg. 31 ~ Turn 25 Event 
  Pg. 39 ~ Turn 27 Event 
  Pg. 41 ~ Turn 31 Event 
  Pg. 43 ~ Turn 33 Event 
  Pg. 44 ~ Turn 37 Event 
  Pg. 45 ~ Turn 39 Event 
  Pg. 47 ~ Turn 43 Event 
  Pg. 47 ~ Turn 45 Event 
  Pg. 50 ~ Turn 49 Event 
  Pg. 57 ~ About the Author 
  Pg. 58 ~ Other Helpful Play Aids 
  Pg. 59 ~ Legal 
  Pg. 65 ~ Back Cover 
   
  Chapter I: 
  Description 
   
  Wonderland Imprints is proud to present the 
  fourth volume of the Oldskull Game Expansion 
  series, providing exciting and inspirational 
  materials for players and Game Masters who 
  prefer to play the Original (OSR), First Edition 
  (1E), and Second Edition (2E) versions of the 
  world’s greatest role-playing game. If you’re 
  looking for universal and directly compatible 
  old school materials to bridge the original game 
  editions created by Arneson and Gygax (1974-
  1985), Holmes (1977), Moldvay and Cook 
  (1981), 
  Mentzer 
  (1983-1986), 
  and 
  other 
  luminaries of TSR (1974-1989), you’ve come to 
  the right place. Players of Fifth Edition will also 
  discover much of resourceful interest here, 
  because these historically-informed systems 
  are rules-light and concept-heavy, ready for 
  quick conversion to the ruleset of your choice. 
  In consideration of the pandemic crisis and the 
  increased number of intrepid tabletop players 
  who are now coming into the old school gaming 
  fold, Wonderland Imprints is proud to offer a 
  valuable play aid which answers the questions 
  of timekeeping and record tracking that most 
  often confuse new players and Game Masters 
  alike. The Oldskull Turn Tracker is a simple yet 
  powerful tool, providing a clear, intuitive, and 
  attractive way to track elapsed time, resource 
  consumption, emergent events, and dungeon 
  exploration with a minimum of frustration. 
  Due to the sudden hardship and financial 
  challenges facing many families (including my 
  own), the Turn Tracker is offered in two 
  editions. For those who cannot pay for gaming 
  materials at this time there is a free version, 
  which includes two printable PDF sheets, 
  which can be used to track game time and 
  adventurer resources with glass counters or 
  dice. And for those who wish to “tip” the author, 
  there is a deluxe version which includes both 
  printable sheets and an accompanying 65-page 
  
  booklet of Game Mastering and dungeon play 
  advice. Please feel free to purchase the version 
  that is most appropriate to your own current 
  personal and family circumstances. 
  Stay safe everyone, enjoy yourself when you 
  can, and happy gaming to you with your 
  sequestered friends and family. 
  I hope you enjoy this celebration of the old 
  school TSR tradition. Be sure to watch for 
  future volumes in this series which will detail 
  character classes, races, equipment, domains, 
  spells, treasures, and more. Another fine 
  gaming supplement from Kent David Kelly and 
  Wonderland Imprints, Only the Finest Works 
  of Fantasy. (65 pages, 16,500 words.) 
  (Licensed art featured in this product was 
  created by Felipe Gaona, Rick Hershey, and 
  Forrest Imel.) 
  Requires Old-School Essentials Core Rules. 
  Chapter II: 
  An Ever-Building Dread: 
  Marking the Passage 
  of Time 
  In subterranean dungeon exploration, an 
  abstract time scale controls the tense and 
  ominous times where delving adventurers find 
  themselves between keyed location areas and 
  preset monster encounters. Instead of frenetic 
  rounds, time is measured in turns, each 
  representing approximately 10 minutes of 
  exploration. 
  These 
  times 
  are 
  ideal 
  for 
  atmospheric descriptions, cryptic discoveries, 
  and strange features of uncertain meaning. 
  More importantly however, there are three 
  subtle tools at work during the exploration 
  phase which secretly work in synergy to make 
  the game more ominous, unpredictable, and 
  intense. 
  These tools include: 
  [1] The introduction of player tension, which is
  caused by the gradual depletion of needed
  resources. 
  Non-veteran 
  players 
  frequently
  think in terms of combat-ready resources, such
  as current hit points, available spells, readied
  weapons, and armor. Dungeon exploration
  however, depletes resources that are just as
  important and frequently underestimated.
  These are food, water, sources of light, energy
  (in the form of adventurer fatigue), and above
  all the most important resource, time. Players
  who do not plan well will find themselves deep
  in the dungeon with all of these resources
  rapidly diminishing or already compromised,
  and that is where the fun begins.
  [2] The second Gygaxian tool is one of the most
  mocked 
  and 
  misunderstood, 
  the 
  iconic
  Wandering Monster Check (WMC). Many newer
  GMs do not bother rolling for encounters with
  wandering monsters, for several reasons. But I
  
   
   
  will demonstrate why WMCs are one of the 
  most important aspects of the game (a little bit 
  further on within this volume). 
  [3] The last – and least considered – tool is the 
  emergent of surprising elements which the 
  Game Master was not prepared for. In new 
  school play, the GM knows everything about 
  the dungeon before the players even begin. In 
  old school play, the GM’s role is much more 
  active, reactive, and improvisatory. This book 
  features surprising dungeon finds and events 
  (inspired by Wandering Monster Checks) which 
  will keep the GM on his or her toes, right along 
  with the players. And when the GM is nervous 
  and waiting for a surprise, that infectious 
  uncertainty will certainly affect all of the 
  players as well! 
   
  The Basics of Light and 
  Timekeeping 
   
  Before we get into the more esoteric elements of 
  dungeon exploration events, we will cover the 
  basics. This tool is focused upon the Original 
  (1974) and Basic (1977-1981) Gygaxian modes 
  of play, but is also useful for Advanced (1979-
  1985) and 5E (2014-present) play styles as 
  well. 
  If we look at the two time tracking sheets 
  included in this supplement, we note that each 
  sheet is split into a separate 5x5 grid of 25 
  turns (each 10 minutes in length, in game 
  time). When the players state that they are 
  preparing light sources and entering the 
  dungeon, the Game Master begins tracking 
  time by placing a glass bead, a die, a miniature 
  figure, or a similar tracking piece in the Turn 1 
  square. This simply means that the first turn is 
  currently in process, regardless of the actual 
  game world time (morning, noon, night, 
  whenever) when the adventurers descend. 
  There are many different kinds of light sources 
  available to dungeon delvers; the most powerful 
  are relatively infinite, in the form of spells 
  (Continual Light), items (such as glowing 
  magical 
  swords), 
  or 
  racial 
  advantages 
  (infravision in particular). But virtually all 
  groups will also rely upon more mundane 
  sources of light, either as backups or primaries. 
  These pieces of equipment include candles, 
  torches, and lanterns that are fueled by flasks 
  of oil. 
  I recommend that you should keep two 
  handfuls of glass beads for each – yellow, 
  orange, or red ones work well – for each 
  mundane light source that is lit and equipped 
  by the adventurers. Each light source’s “fuel” is 
  tracked by a number of beads equivalent to the 
  number of game turns of light that the source 
  provides. Therefore a candle gives 6 light beads 
  (for 6 turns or 1 hour of radiance), as does a 
  torch. A lantern gives 24 light beads (for 24 
  turns or 4 hours) per flask of oil consumed. 
  Let us say that you have six newer or younger 
  players, and only one of them (Amy) has the 
  wisdom to light a torch before descending the 
  dungeon stairs. When this occurs, you put 6 
  light beads behind your GM screen on a sheet 
  of paper, with the name Amy written in a circle. 
  Then you give 6 light beads to Amy, and tell her 
  to take a bead away every time you tell her that 
  enough time has elapsed. When the beads are 
  gone, the torch is about to go out and another 
  must be lit before the party is plunged into 
  absolute darkness. 
  Naturally, this special attention will cause two 
  of Amy’s companions, Bill and Caleb, to light 
  up another torch and a lantern respectively. 
  You then make two more circles on your light 
  sheet below Amy’s, one with the name Bill (6 
  beads) and one with the name Caleb (24 beads). 
  Every time a turn elapses, you remove 1 bead 
  from each of the three circles, and then you 
  inform players A, B, and C to deplete their own 
  counters. If a light goes out, you and the 
  affected player will both notice at the same 
  time. This process will create a methodically 
  pulsed rate of play, and observant players will 
  gradually learn that many of your play 
  
   
   
  mechanisms – light depletion, time tracking, 
  the need for rest, and monster checks – occur 
  in conjunction with these mechanics. More 
  intelligent players will probably even realize 
  that in a world without stopwatches and cell 
  phones, delvers can mark the passage of time 
  by the depletion of light. A torch lit at 2 PM will 
  burn out at 3 PM, a spell which has a duration 
  of 2 hours will end in “two torches’ time”, and 
  so forth. 
  This mechanic serves to increase the skill level 
  of players, to create a measured pace of play, to 
  instill an ever-building sense of dread as 
  resources are consumed (important!), and to 
  give the players confidence that the GM is 
  playing fair … until those orcish archers 
  ambush the party from behind, of course. 
   
   
   
  Methodical Tracking of the 
  Passing of Time 
   
  Each time a turn ends, you should advance 
  your hidden counter 1 square on the Oldskull 
  Turn Tracker sheet. The tool is designed so that 
  turns 1-25 are handled on sheet 1, and turns 
  26-50 are handled on sheet 2. Most short 
  expeditions and quick forays will end on sheet 
  1, but if the adventurers decide to delve deeper 
  and perhaps even sleep overnight in the 
  dungeon (!), you can begin again with using 
  sheet 1. If you do so, this “roll over” should see 
  you move the counter from turn 50 on sheet 2, 
  into the square for turn 3 on sheet 1. The 
  reason for this is because 50 is not evenly 
  divisible by 6, and if you move the counter into 
  the square for turn 1 on sheet 1, you will be 
  giving the lit torches two “free” turns of extra 
  light. So be sure to move from turn 50 to turn 
  3 for those long expeditions where dungeon 
  exploration lasts for more than 8 in-game 
  hours. 
  As you move the counter from square to 
  square, you will see different types of messages 
  in each turn’s square. The first event is a 
  Wandering Monster Check, which we need to 
  consider in more detail before moving on. 
   
  The Infamy and Importance of 
  Wandering Monster Checks 
   
  Sadly Wandering Monster Checks over the last 
  45 years have fallen far into the realm of the 
  cliché. Many GMs think WMCs are silly, as if 
  there is a secret waiting room filled with 
  monsters – perhaps they’re sitting next to 
  Beetlejuice on a couch – and each monster is 
  holding a number ticket. When that monster’s 
  time is ripe, Ding! Out the monster trots to fight 
  the adventurers and die. 
  Right? Not quite. 
  Veteran GMs who have read lots of dungeon 
  modules written by Gary Gygax, along with his 
  comments made in online forums, will know 
  that WMCs actually represent four very 
  important pieces of verisimilitude. (That’s the 
  illusion that the game events are rational and 
  real, the special magic that sweeps up players 
  in excitement when you’re doing a particularly 
  good job at Game Mastering.) 
  The first role of WMCs is to reinforce the idea 
  that the dungeon environment is not safe. 
  
   
   
  Although strong and daring adventurers can 
  kill many monsters, the dungeon is never 
  “cleared”. Even rooms where monster lairs have 
  been wiped out, when revisited, can be 
  temporarily occupied by other monsters who 
  are moving through the area … or moving in! 
  The second role is to punish players who are 
  attempting to defuse the dungeon’s danger by 
  playing too slowly. Some cautious players will 
  search every 10’ for traps or secret doors, tap 
  everything with a 10’ pole, and listen at every 
  door. That’s great for adventurer safety, but 
  Gary made it very clear that safety is not the 
  name of the game. Skilled players will learn to 
  use 
  these 
  special techniques 
  (searching, 
  prodding, listening) at appropriate times, in 
  limited fashion. Why? Because slower groups 
  will be subjected to more Wandering Monster 
  Checks, reminding the players that the 
  dungeon rewards skilled and adaptive play, not 
  “safety first”. 
  The third role of WMCs is to introduce a special 
  subterranean ecosystem to players, which 
  David Lance Arneson called the “cleaning 
  crew”. These are scavenging monsters that tend 
  to move through cracks, fissures, under doors, 
  through 
  gratings, 
  and 
  along 
  unexpected 
  surface (like pit walls and low ceilings). The 
  most classic cleanup monsters are slimes, 
  including black puddings, gray oozes, and 
  ochre jellies. Other iconic options include 
  roaming giant rats, beetles, centipedes, insect 
  swarms, and hunting spiders (those that do not 
  build webs). 
  And most importantly of all, WMCs exist to 
  simulate 
  the 
  unobservable 
  movement 
  of 
  lurking and lairing monsters who are moving 
  throughout the dungeon as they live their lives. 
   
   
   
   
  Designing Intelligent Wandering 
  Monster Tables 
   
  When you are building a wandering monster 
  table for your dungeon, you should consider 
  roles three and four as noted above. Dungeons 
  that are “wild”, forgotten, and/or uncontrolled 
  should have significant cleaning crews … 
  perhaps even as much as 50% of the possible 
  wandering monster results. But at the other 
  end of the scale, dungeons that are “secured” – 
  such as populous strongholds, active temples, 
  or airless tombs – should have fewer such 
  creatures. 
  The remainder of your wandering monster table 
  should include creatures that are intelligent 
  and have lairs or guardrooms within the 
  current dungeon level. Let’s say that you’ve 
  designed a low-level dungeon, and some of the 
  designed room encounters which you’ve written 
  include the following: 8 orcs, 3 orcs, 2 ogres, 10 
  goblins, 12 kobolds, 4 kobolds, and 6 kobolds. 
  Surely, these creatures will not just sit in a 
  small room doing nothing, waiting for greedy 
  adventurers to slay them! They will send out 
  patrols, scavenging groups, search parties, 
  skirmishers, guards, and explorers as needed. 
  So how do you simulate the movement of these 
  groups? Well, looking at the above lists, we 
  have 11 orcs, 2 ogres, 10 goblins, and 22 
  kobolds lairing on this dungeon level. It makes 
  sense that intelligent monsters would not send 
  out individuals if they could help it, because 
  individuals are easy to kill. But they wouldn’t 
  send out 50% of their population either, 
  because that would their lair and treasure 
  undefended. Therefore you can assume that 
  monsters will send out between 10% and 40% 
  of their low-level minions at a time, with a 
  minimum of 2 individuals present if possible. 
  Doing the math, some reasonable wandering 
  monster table entries for this dungeon level 
  might include “2 to 4 orcs (1D3+1)”, “2 or 3 
  goblins (1D2+1)”, “3 to 6 kobolds (1D4+2)”, and 
  
   
   
  maybe an uncommon chance to encounter 1 
  wandering ogre, who is either angry, hungry, or 
  drunk. 
  Please note that the cleaning crew and the 
  intelligent wandering monsters are quite 
  different in their ability to replace losses. The 
  total number of “cleaners” that can be 
  encountered over time, while each separate 
  group is small, is effectively infinite. (They’re 
  like cockroaches, more keep wandering in, 
  under, or through whatever crumbling barriers 
  the dungeon’s denizens throw up against their 
  intrusion.) However, when the adventurers slay 
  intelligent wandering monsters, the number of 
  slain creatures should be subtracted from one 
  of the keyed encounter areas. Looking back at 
  our list above, you can see that one room is the 
  lair of 8 orcs (perhaps a hideout), and another 
  room is the lair of 3 orcs (perhaps a 
  guardroom). So if during the game the Player 
  Encounters encounter 3 wandering orcs, kill 2 
  of them, and 1 gets away, those patrollers 
  probably came from the group of 8 orcs, 
  because the room of 3 orcs would have been left 
  unguarded if the patrollers had originated 
  there. So you now reduce the number of orcs in 
  that room from 8 to 5, with a note that in 4 
  turns – the time required for the fleeing orc to 
  run and alert his fellows – that number of 5 
  orcs will increase to 6. For the rest of that week, 
  the orcs will be hunkered down in both 
  locations 
  on 
  full 
  alert, 
  preventing 
  any 
  adventurers from surprising them. 
  As you can see, wandering monster encounters 
  are not a meaningless nuisance; they are a 
  necessary 
  and 
  extremely 
  helpful 
  game 
  mechanism. They force the Game Master to 
  consider the dynamics of the dungeon, the 
  ever-shifting factions, and the gradual effects of 
  the adventurers’ raids upon the defending 
  monster populations. 
   
   
  Tracking Adventurer Resource 
  Depletion 
   
  Now that we’ve considered the importance of 
  wandering monsters, we can take a deeper look 
  at the Turn Tracker worksheets and consider 
  what each time square represents. The entries 
  are as follows: 
   
  The Descent into the Dungeons Deep: This is 
  turn 1, representative of each time the party 
  begins a new expedition into the dungeon. 
   
  Wandering Monster Check: This is a turn 
  when the Game Master rolls to determine if a 
  wandering monster is encountered. As noted 
  above, you will need to design a unique table of 
  about 6 or 8 different monster types to 
  represent your designed area’s current lairs 
  and 
  ecosystem. 
  Following 
  the 
  Gygaxian 
  paradigm, a Wandering Monster Check should 
  be rolled on ever other turn using 1D6. In most 
  dungeons, a roll of 1 indicates an encounter 
  and rolls of 2 through 6 indicate no encounter. 
  But if the dungeon is a stronghold or “the 
  locals” are on edge due to recent attacks, the 
  GM might decide that an encounter is indicated 
  on a roll of either 1 or 2. 
  Note that when wandering monsters are 
  encountered, a violent melee will only last for a 
  rounds, never a full turn. But you can still 
  track the event as requiring a full turn’s time, 
  halting the adventurers’ exploration during 
  those 10 minutes. The extra time is taken up 
  after an encounter through resting, searching 
  dead bodies, recovering spent ammunition, 
  making minor equipment repairs, binding 
  wounds, and so forth. Therefore if the party 
  fights wandering monsters on turn 8 and the 
  combat lasts for 5 rounds, that encounter 
  actually consumes the entire 10-minute turn 
  timespan. Turn 9 then begins with the 
  
   
   
  adventurers deciding to move on after that 
  combat encounter has been completed. 
   
  Blank Turn Squares: On the Turn Tracker 
  sheets, turns 3, 7, 9, 13, 15, and so forth 
  feature an image of an adventurer. These are 
  “blank turns” and “silent times”, when light 
  source depletion occurs normally but there are 
  no other major events. 
  I have designed special systems for each of 
  these turns for the enterprising Game Master’s 
  consideration, if you would like to see some 
  unique ideas about how to fill these featureless 
  times 
  with 
  interesting 
  random 
  events 
  (described in detail later). 
   
   
   
  Waning Light Warning: These turns represent 
  the turn before a light source is likely to be 
  depleted. If you consider that the adventurers 
  probably lit candles, torches, and/or lanterns 
  on turn 1, it logically follows that some of these 
  light sources will go out in 6 turns’ or 24 turns’ 
  time. A Waning Light Warning is a reminder to 
  the GM that if this is indeed the case, you 
  should be warning the players that one of their 
  light sources is about to run out next turn. If 
  you and your players are using the light beads 
  correctly, these events will become self-evident 
  as beads are removed each turn. 
   
  Light, Rest, WMC: These are rules-heavy 
  turns, which occur every game hour as 
  described in the core rules. The first turn with 
  this special designation is turn 6. A torch lit at 
  the beginning of turn 1 will be burning out at 
  the end of turn 6, and so the intelligent 
  adventurers (right?) will be briefly stopping to 
  light more torches or lanterns at this time. This 
  naturally brings up a perfect time for party rest, 
  considering that the PCs must rest one turn out 
  of every six. Many players ignore this, and 
  that’s when the GM lets them know that fatigue 
  is setting in, causing a penalty to their dice rolls 
  as described in the rules. Most players tend to 
  pay more attention to the GM’s rest warnings 
  after that. 
  Please note that if your players are stubborn, 
  the rest squares on the Turn Tracker will 
  necessarily be “off”. For example if it’s time for 
  the party to rest on turn 6, and the players 
  ignore your warning and you give them the 
  penalty, and then they wise up on turn 8, their 
  rest on turn 8 will remove their fatigue status. 
  Then they will face their next fatigue check on 
  turn 14 (8+6), instead of turn 12 (6+6) as 
  displayed on the sheet. This is a bit confusing 
  to explain, but in play you will see how and 
  when this occurs based on the players’ decision 
  to temporarily ignore a fatigue effect. 
  Note also that because of the ongoing game 
  mechanic of rolling a Wandering Monster 
  Check on every other turn, a Light, Rest, WMC 
  turn features a monster check as well! This 
  
   
   
  makes sense, because monsters are more likely 
  to be lured to a party that’s disrupting the 
  dungeon environment with light, or sitting still 
  for a while. 
   
   
  Chapter III: 
  Optional Events for Quiet 
  Game Turns 
   
  The considerable remainder of this supplement 
  is devoted to a game system that I like to use, 
  in which random and interesting things 
  happen during every “blank” turn on the 
  sheets. You might disagree with this play style, 
  but I have found that if you use these turns to 
  introduce unexpected minor events, you will 
  keep your players engaged and yourself on your 
  toes 
  and 
  ready 
  for 
  some 
  quick-witted 
  improvisation. 
  Keeping in mind that few dungeon expeditions 
  will last for 50 full turns (most “dungeon runs” 
  are shorter than that due to lethality), I have 
  designed this system so that the more common 
  random events occur in the low-numbered 
  turns, while the rarer events occur in higher-
  numbered 
  turns. 
  This 
  means 
  that 
  the 
  adventurers will commonly experience the low-
  turn sequence events, while only occasionally 
  experiencing the high-turn ones. 
  The special events that I recommend for each 
  blank and silent turn are as follows: 
   
  Turn 3 Event: 
  A Disturbing Noise 
   
  Dungeons are not silent. As monsters move 
  around, air flows, and dripping water trickles 
  down, eerie sounds bounce and echo through 
  the corridors. Savvy players will come to realize 
  that the GM is rolling for wandering monsters 
  on turn 2, and turn 4. However they will 
  probably not realize that there is no random 
  danger on turn 3! That’s way turn 3 is a perfect 
  time to introduce a random sound, instantly 
  putting the players on edge. 
  
   
   
  (What made the sound? You tell me, you’re the 
  GM!) 
   
   
   
  Here’s a D100 table that you can use to 
  determine what the adventurers hear. Feel free 
  as always to choose rather than roll, or to reroll 
  circumstances that do not make sense in the 
  current environment. 
   
  Random Dungeon Noises 
  D100 Roll 
  Description 
  01 
  Banging or Barking 
  02 
  Beast Noises or Beating of 
  Wings 
  03 
  Bellowing 
  04 
  Bells or Birdsong 
  05 
  Bong 
  06 
  Bubbling 
  07 
  Buzzing (Insects?) 
  08 
  Cackling 
  09 
  Chains Rattling 
  10 
  Chanting 
  11 
  Chiming 
  12 
  Chirping 
  13 
  Chittering or Chopped Wood 
  14 
  Clanging 
  15 
  Clanking 
  16 
  Clashing Metal 
  17 
  Clicking or Clockwork 
  18 
  Collapsing Rubble / Falling 
  Stones 
  19 
  Combat (Distant) 
  20 
  Conversation (Language 
  Dependent upon Denizens) 
  21 
  Coughing or Crackling 
  22 
  Creaking Doors or Croaking 
  (Frogs?) 
  23 
  Crunching or Crying 
  24 
  Door Closing or Slamming 
  25 
  Dripping 
  26 
  Drums Beating 
  27 
  Earth Tremors 
  28 
  Echoes 
  29 
  Explosion (Distant) and 
  Rumbling 
  30 
  Faint Footsteps and Whispers 
  or Fire Crackling 
  
   
   
  31 
  -Flapping Wings or Footsteps 
  (Random Directions) 
  32 
  Footsteps Ahead 
  33 
  Footsteps Approaching 
  34 
  Footsteps Behind 
  35 
  Footsteps Receding 
  36 
  Footsteps to One Side 
  37 
  Giggling 
  38 
  Glass Shattering 
  39 
  Gong 
  40 
  Grating 
  41 
  Grinding Stone 
  42 
  Groaning 
  43 
  Growling 
  44 
  Grunting 
  45 
  Gurgling 
  46 
  Hammering or Heavy Dragged 
  Object 
  47 
  Hinges Squeaking 
  48 
  Hissing 
  49 
  Hooting or Hooves Clattering 
  50 
  Horn Sounding 
  51 
  Howling 
  52 
  Humming 
  53 
  Jingling 
  54 
  Knocking 
  55 
  Laughter or Leaves Rustling 
  56 
  Machinery or Marching Feet 
  57 
  Moaning or Monster Noises 
  58 
  Murmuring 
  59 
  Music or Musical Instrument 
  60 
  Nothing, Dead Silence 
  61 
  Popping (Electricity?) or 
  Pounding 
  62 
  Purring 
  63 
  Rainfall or Rats Squeaking 
  64 
  Rattling 
  65 
  Ringing or Ripping Paper 
  66 
  Roaring 
  67 
  Rustling 
  68 
  Scrabbling 
  69 
  Scraping 
  70 
  Scratching 
  71 
  Screaming 
  72 
  Scuffling or Scuttling 
  73 
  Shouting / Yelling 
  74 
  Shrieking 
  75 
  Shuffling 
  76 
  Singing 
  77 
  Slamming Doors (Repeatedly, 
  Distant) 
  78 
  Slithering 
  79 
  Snapping or Sneezing 
  80 
  Snoring or Snorting 
  81 
  Sobbing or Someone / 
  Something Choking 
  82 
  Something Dropped (Once) 
  83 
  Something Dropped 
  (Repeatedly) 
  84 
  Splashing 
  85 
  Splintering 
  86 
  Squeaking or Squealing 
  87 
  Stone Grating or Sliding 
  88 
  Tapping 
  89 
  Thud or Thumping 
  
   
   
  90 
  Thunder (or Similar 
  Reverberation) 
  91 
  Ticking 
  92 
  Tinkling 
  93 
  Trickling 
  94 
  Twanging 
  95 
  Waterfall 
  96 
  Whining 
  97 
  Whispering 
  98 
  Whistling 
  99 
  Wind 
  00 
  Wood Splintering 
   
  Turn 7 Event: 
  What’s That Smell? 
   
  And just as dungeons are not silent, they are 
  typically not odorless either! During turn 7, 
  when the adventurers have engaged in their 
  first “light check” and consideration of rest, you 
  might want to poke at their reassurance with 
  someone else ominous that doesn’t have a 
  readily discernible source. 
  Roll 1D100 and consider the following table: 
   
  Random Dungeon Odors 
  D100 Roll 
  Description 
  01-03 
  Acrid 
  04-05 
  Alcohol (Spilled) 
  06-07 
  Ammonia 
  08-09 
  Baking Bread 
  10-11 
  Blood / Boiling Blood 
  12-13 
  Brewing Potions / Chemicals 
  14-16 
  Brimstone (Sulfurous) 
  17-18 
  Burning Flesh 
  19-21 
  Burning Torches or Firewood 
  22-23 
  Burning Wood 
  24-25 
  Chlorine 
  26-28 
  Cooking Food 
  29-30 
  Damp Fur 
  31-33 
  Dank and Moldy 
  34-36 
  Death and Decay 
  37-38 
  Decaying Flesh 
  39-41 
  Dust 
  42-44 
  Earth 
  45-46 
  Enticing and Indescribable 
  47-48 
  Fetid 
  49-50 
  Fish 
  51-52 
  Flowers or Herbs 
  53-54 
  Foetor (Lovecraftian) 
  55-56 
  Fragrant / Incense 
  57-58 
  Fresh Food 
  59-61 
  Garbage and Refuse 
  62-64 
  Manure / Dung / Offal 
  65-66 
  Metallic 
  67-68 
  Methane 
  69-71 
  Mildew 
  72-74 
  Mold 
  75-77 
  Musk / Musky Beasts 
  78-80 
  Ozone / Discharged Magic 
  81-82 
  Rotting Meat 
  83-84 
  Rotting Vegetation 
  85-86 
  Salty and Wet 
  87-89 
  Smoke 
  
   
   
  90-91 
  Spices 
  92-94 
  Stale and Fetid 
  95-97 
  Urine 
  98-00 
  Vinegar 
   
   
   
  Turn 9 Event: 
  What Are These Things Doing 
  Here? 
   
  Over many decades and centuries, dungeon 
  environments change a great deal due to the 
  accruing effects of adventurers, monsters, 
  triggered traps, cast spells, crumbling and 
  decay, and so forth. Ornate rooms with a 
  specific 
  purpose 
  become 
  something 
  else 
  entirely. An exquisite ballroom in a manor 
  house, 100 years later, might be used as a 
  burial house. A well might dry up and become 
  a shaft down to a monster lair, which means 
  the well chamber becomes a guardroom. 
  Monsters either destroy old furnishings, or 
  repurpose them, or craft their own as needs 
  arise. 
  Therefore on turn 9, I recommend a small GM 
  planning event. You will roll a random room 
  feature or furnishing, and take some time to 
  consider what it might imply. Then, in later 
  turns when the party enters an “empty” room, 
  you will put the random furnishings there. 
  Note that some room features and furnishings 
  might be inspirational, while others are wildly 
  inappropriate (depending on the dungeon type 
  and monster lairs). Furnishings could be 
  untouched, or old and hacked to pieces, 
  depending on the current dungeon setting. 
  Roll 1D100 and consider the following: 
  Random Dungeon Furnishings 
  D100 Roll 
  Description 
  01 
  Alcoves 
  02 
  Altar 
  03 
  Amphoras (Wine Storage 
  Vessels) 
  04 
  Armoire(s) 
  05 
  Armor Rack(s) 
  06 
  Armorial Banners 
  07 
  Balcony (or Raised Platform) 
  08 
  Barrel Rack 
  09 
  Barrel(s) 
  10 
  Baskets 
  11 
  Beast Hides on the Walls 
  12 
  Bed(s) 
  13 
  Bedrolls 
  14 
  Bench(es) 
  15 
  Bookcases 
  16 
  Books and Papers 
  17 
  Bookshelves 
  18 
  Bottles 
  19 
  Braziers 
  20 
  Broken Furniture 
  21 
  Cabinet(s) 
  22 
  Candles (or Candelabras) 
  23 
  Catwalk 
  24 
  Cauldron 
  25 
  Cesspit or Cesspool 
  26 
  Chains 
  27 
  Chair(s) 
  28 
  Chest(s) 
  
   
   
  29 
  Crate(s) 
  30 
  Crockery 
  31 
  Cupboards 
  32 
  Curiosity Cabinet 
  33 
  Curtains 
  34 
  Dais 
  35 
  Desk(s) 
  36 
  Dishes and Platters 
  37 
  Divan(s) 
  38 
  Dome 
  39 
  Drawings and Sketches 
  40 
  Fire Pit 
  41 
  Fireplace 
  42 
  Forge (extensiveness 
  depending on the locale) 
  43 
  Fountain 
  44 
  Furs and Skins 
  45 
  Hammocks 
  46 
  Hanging Lamps 
  47 
  Heraldic Shields 
  48 
  Holy Water Font 
  49 
  Idols and Statuettes 
  50 
  Implements of Torture 
  51 
  Jugs 
  52 
  Laboratory Equipment 
  53 
  Latrine 
  54 
  Map(s) 
  55 
  Mirrors 
  56 
  Niches 
  57 
  Nooks and Crannies 
  58 
  Ornamental Flagstones or Wall 
  Plaques 
  59 
  Painting(s) 
  60 
  Pallets 
  61 
  Pool 
  62 
  Potion Font (or Brewing 
  Equipment) 
  63 
  Pulleys 
  64 
  Rafters 
  65 
  Religious (or Unholy) 
  Trappings 
  66 
  Reliquary 
  67 
  Roasting Spit (and Fireplace or 
  Fire Pit) 
  68 
  Rugs or Wall Hangings 
  69 
  Sacks of Food 
  70 
  Sacks of Textiles 
  71 
  Sacks or Boxes of Tools 
  72 
  Scrolls and Writing 
  Implements 
  73 
  Sculpture(s) 
  74 
  Sleeping Furs 
  75 
  Slop Bucket(s) 
  76 
  Specimen Jars 
  77 
  Statue(s) 
  78 
  Stone Blocks 
  79 
  Stool(s) 
  80 
  Straw-Stuffed Mattress(es) 
  81 
  Stream (or Artificial Water 
  Channel) 
  82 
  Table(s) 
  83 
  Tablets and Chisels 
  84 
  Tapestries 
  85 
  Targets and Dummies 
  86 
  Taxidermy 
  
   
   
  87 
  Timber(s) 
  88 
  Tool Rack(s) 
  89 
  Torches / Cressets 
  90 
  Trophies (Monster Heads, 
  Skins, etc.) 
  91 
  Trunk(s) 
  92 
  Unholy Water Font 
  93 
  Wall Sconces 
  94 
  Wardrobe(s) 
  95 
  Washing Tub(s) 
  96 
  Water Barrel(s) 
  97 
  Weapon Rack(s) 
  98 
  Well 
  99 
  Alcoves 
  00 
  Altar 
   
   
  Bonus 
  Ingenuity 
  Opportunity: 
  If 
  you 
  especially like thinking on your feet, you can 
  even have a random furnishing appear in a 
  corridor or dead end. A table might be 
  overturned and used as a combat barrier; a 
  floor and ceiling might have collapsed, allowing 
  a ruined chamber’s dishes to spill down into 
  the cellars; or a pile of baskets might have just 
  been dropped by scorpion-harvesting kobolds 
  (who are now watching the party from the 
  shadows). Be creative! 
   
  Turn 13 Event: 
  Did You Feel That? 
   
  One of the points of verisimilitude that is rarely 
  considered in regards to subterranean places is 
  airflow. Monsters and adventurers might have 
  food, water, and shelter, bit without air only 
  golems and the undead can survive. 
  It must be assumed that most dungeons are 
  filled with windshafts, smoke holes, gratings, 
  ducts (or cracks serving as ducts), and perhaps 
  even magical effects which draw breathable 
  atmosphere from the Elemental Plane of Air. 
  Lighting a smoky torch in a 10’-wide corridor, 
  in the real world, could quickly become a death 
  sentence. 
  In assuming these logical features, it stands to 
  reason that there will be mild air flow changes 
  experienced by explorers from time to time. 
  This turn 13 event simulates such a change. 
  There will be a grating (perhaps unreachably 
  high), a feeling of pressure change, a noted flow 
  of different-temperature air, and it will be 
  followed by an unexpected change in the 
  settling 
  atmosphere 
  surrounding 
  the 
  adventures. 
  Roll 1D100 to determine an interesting 
  lingering air effect: 
   
  Random Dungeon Atmospheres 
  D100 Roll 
  Description 
  01-08 
  Clear  
  09-16 
  Floating Ash  
  17-24 
  Floating Cinders  
  25-32 
  Floating Dust  
  33-40 
  Floating Pollen or Spores  
  41-48 
  Fog (to the Ceiling) 
  49-56 
  Mist or Haze (Ankle-Level) 
  
   
   
  57-64 
  Mist or Haze (Neck-Level) 
  65-72 
  Mist or Haze (Waist-Level) 
  73-80 
  Shimmering (Moisture) 
  81-88 
  Smoke (at the Ceiling) 
  89-00 
  Smoke (Drifting Plumes) 
   
   
   
  Turn 15 Event: 
  Finally, Unguarded Treasure! 
   
  This is a classic bit of dungeon dressing. The 
  adventurers come across a strange container 
  during this turn. Much of the time (50%) it will 
  be an iconic sturdy oak box or chest, but 
  otherwise (50%) it’s probably something very 
  strange. The container might be recently 
  dropped, 
  partially 
  destroyed, 
  somewhat 
  hidden, surrounded by bones, or something 
  similar. 
  To create a good “container encounter” you 
  don’t need treasure, you need the power of 
  ominous suggestion. To get your players 
  talking, roll D100 several times as indicated 
  below. 
  If you need to determine a location randomly, 
  roll as follows: 
   
   
  Random Container Locations 
  D100 Roll 
  Description 
  01 
  Adjacent Corridor 
  02-03 
  Adjacent Stairway 
  04-05 
  Against a Wall 
  06 
  Alcove 
  07-08 
  Behind a Tapestry 
  09-10 
  Behind Concealed Door 
  11 
  Behind Door 
  12-13 
  Behind Furniture 
  14-15 
  Behind Grating 
  16 
  Behind Secret Door 
  17-18 
  Behind Secret Panel 
  19-20 
  Behind Tapestry 
  21 
  Buried Under Bedding or 
  Straw 
  22-23 
  Buried (Partially) Under Floor 
  24-25 
  Cage 
  26 
  Center of Room 
  27-28 
  Chamber Pot / Under Latrine 
  29-30 
  Corner of Room 
  31 
  Dais 
  32-33 
  Dimensional Rift 
  34-35 
  Disguised as Something Else 
  36 
  Encased in Crystal 
  37-38 
  Far Corner of Room 
  39-40 
  Floor Fissure 
  41 
  Hanging Net 
  42-43 
  Hidden Above Ceiling 
  44-45 
  Hidden Behind Wall / Stone 
  46 
  Hole in Ceiling 
  
   
   
  47-48 
  Hole in Floor 
  49-50 
  Hole in Wall 
  51 
  In a Pit 
  52-53 
  In a Pool 
  54-55 
  Inside a Container 
  56 
  Inside a Piece of Furniture 
  57-58 
  Inside Another Container 
  59-60 
  Invisible 
  61 
  Ledge 
  62-63 
  Ledge Above Door 
  64-65 
  Magically Floating 
  66 
  Near a Door 
  67-68 
  Near Center of Room 
  69-70 
  Near Corner of Room 
  71 
  Near Firepit / Fireplace 
  72-73 
  Niche 
  74-75 
  Not Present, Indicated on Map 
  76 
  On a Pallet 
  77-78 
  On Top of a Piece of Furniture 
  79-80 
  Scattered / Upended 
  81 
  Shelf / Shelves 
  82-83 
  Small Room Above This Area 
  84-85 
  Small Room Below This Area 
  86 
  Stacked / Secured 
  87-88 
  Trash Heap 
  89-90 
  Under a Dead Body 
  91 
  Under a Piece of Furniture 
  92-93 
  Under a Skeleton 
  94-95 
  Under Rubble / Debris 
  96 
  Under Stairs 
  97-98 
  Veiled by an Illusion 
  99-00 
  Wall Fissure 
   
   
   
  If the container is not a standard chest, you can 
  roll 1D100 to determine something more 
  interesting: 
   
  Random Dungeon Containers 
  D100 Roll 
  Description 
  01 
  “Chest” Hewn from Floor 
  02 
  Alcove 
  03 
  Alembic or Amphora 
  04 
  Aquarium 
  05 
  Ark or Armoire 
  06 
  Backpack 
  07 
  Bag or Barrel 
  08 
  Basin or Basket 
  09 
  Beaker or Beehive 
  10 
  Belt Pouch or Bin 
  11 
  Bookcase or Bottle 
  12 
  Bowl or Box 
  13 
  Bucket or Bundle 
  14 
  Cabinet 
  15 
  Canister or Canopic Jar 
  16 
  Carafe or Cart 
  
   
   
  17 
  Case or Cask 
  18 
  Casket or Cauldron 
  19 
  Cavelet Under Enormous Pillar 
  20 
  Chalice or Chamber Pot 
  21 
  Chariot 
  22 
  Chest or Clay Jar 
  23 
  Coffer or Coffin 
  24 
  Compartment in Base of Dais / 
  Statue 
  25 
  Cookpot or Cradle 
  26 
  Crate or Crock 
  27 
  Crystal Cube (magical) 
  28 
  Cupboard or Curiosity Cabinet 
  29 
  Decanter or Dimensional Rift 
  30 
  Dish or Display Case 
  31 
  Dresser or Drinking Gourd 
  32 
  Drinking Horn 
  33 
  Egg Sac or Eggshell (giant?) 
  34 
  Ewer 
  35 
  Firkin or Flagon 
  36 
  Flask or Foot Locker 
  37 
  Fountain or Funerary Urn 
  38 
  Furniture (as appropriate) 
  39 
  Gelatinous Slime (monster) 
  40 
  Giant’s Skull (with skullcap 
  “lid”) 
  41 
  Giant-Sized Chest 
  42 
  Goblet or Hamper 
  43 
  Hanging Net 
  44 
  Haversack or Hogshead 
  (barrel) 
  45 
  Hole in Floor or Hole in Wall 
  46 
  Hollow Behind a Brick or 
  Hollow Behind a Mirror 
  47 
  Hollow Behind a Painting or 
  Hollow Behind a Wall Hanging 
  48 
  Hollow Gourd or Hollow Peg 
  Leg 
  49 
  Hollow Statue or Hollow Stone 
  50 
  Hollowed-Out Book 
  51 
  Holy Water Basin 
  52 
  Hourglass or Hutch 
  53 
  Ice Chest or Iron Maiden 
  54 
  Jar or Jug 
  55 
  Kettle 
  56 
  Knapsack or Lockbox 
  57 
  Locker or Locket 
  58 
  Mi-Go Brain Canister 
  59 
  Monster’s Stomach or Mug 
  60 
  Mummy Bundle or Nest 
  61 
  Niche or Nook 
  62 
  Offering Bowl or Oil Flask 
  63 
  Open Grave 
  64 
  Ossuary or Oubliette 
  65 
  Pack or Package (wrapped) 
  66 
  Pail or Phial 
  67 
  Pit 
  68 
  Pitcher or Pool 
  69 
  Portable Hole (magical) 
  70 
  Pot or Potion Bottle 
  71 
  Pouch or Puncheon (barrel) 
  72 
  Purse or Puzzle Box 
  73 
  Rack or Reliquary 
  74 
  Repository or Rucksack 
  
   
   
  75 
  Sac or Sack 
  76 
  Saddlebag or Safe (locked) 
  77 
  Sarcophagus 
  78 
  Satchel or Saucer 
  79 
  Sea Chest or Shadow Box 
  80 
  Slop Bucket or Snuff Box 
  81 
  Specimen Jar or Spiderweb 
  82 
  Stitched Corpse 
  83 
  Stone Slab Chest or Strongbox 
  (locked) 
  84 
  Stuffed Beast (taxidermy) 
  85 
  Stuffed Mattress or Stuffed 
  Monster (taxidermy) 
  86 
  Tankard 
  87 
  Terrarium or Tinder / 
  Firewood Box 
  88 
  Tinderbox or Tool Box 
  89 
  Trench or Troll Nest 
  90 
  Trunk or Tub 
  91 
  Tube or Tun (barrel) 
  92 
  Uncapped Skull (giant?) 
  93 
  Under Loose Flagstone or 
  Under Loose Floorboard 
  94 
  Unholy Water Basin 
  95 
  Urn or Vase 
  96 
  Vat or Vessel 
  97 
  Vial or Wagon 
  98 
  Wardrobe or Water Barrel 
  99 
  Waterskin or Well 
  00 
  Wine Bottle or Wineskin 
   
   
  You can include a bit of “normal” unguarded 
  treasure if you like (per the core rules), or you 
  can 
  include 
  some 
  useful 
  dungeoneering 
  equipment (rope, torches, spikes, and so forth). 
  But if you want to simply put something minor 
  for the players to ponder, or some more “weird” 
  stuff mixed in with the normal loot, roll 1D1000 
  as follows: 
   
  Random Container Contents 
  D100 Roll 
  Description 
  01 
  Acid (in vials; or acid etching 
  marks) 
  02 
  Animal Skin / Parts or Art 
  Supplies 
  03 
  Ashes or Bandages 
  04 
  Beads / Marbles 
  05 
  Bedding or Beeswax 
  06 
  Bent Silverware 
  07 
  Blood / Dried Blood 
  08 
  Bones or Book(s) 
  09 
  Boots / Shoes 
  10 
  Bottles of Ink (valuable or 
  magical?) 
  
   
   
  11 
  Bottomless Dimensional Space 
  12 
  Brackish Water / Dampness 
  13 
  Brassware or Broken 
  Clockwork 
  14 
  Broken Pottery or Broken Tool 
  (random) 
  15 
  Burned Object 
  16 
  Candles / Candle Stumps 
  17 
  Cap or Ceramics 
  18 
  Chainmail Links or Chalk 
  19 
  Charcoal or Chunks of a Solid 
  Substance 
  20 
  Cinders / Ashen Cinders 
  21 
  Clay or Cloak 
  22 
  Clothing (random) or Coal 
  23 
  Codebook or Coins (copper?) 
  24 
  Confession or Copperware 
  25 
  Cords or Crockery 
  26 
  Crystals or Curios (trinkets) 
  27 
  Damaged Weapon (random) or 
  Dead Flesh 
  28 
  Dead Leaves or Destroyed Lace 
  29 
  Dishes or Doll(s) 
  30 
  Dried Ink or Dungeoneering 
  Equipment (random) 
  31 
  Dust or False Bottom and 
  Secret Compartment 
  (treasure?) 
  32 
  False Lid and Secret 
  Compartment (treasure?) or 
  Feathers 
  33 
  Fibrous Material or Food / 
  Dried Food 
  34 
  Fungus (monster?) or Fur / 
  Hide 
  35 
  Game Pieces or Gem (random, 
  treasure) 
  36 
  Gloves or Glue 
  37 
  Grain or Gravel / Pebbles 
  38 
  Grease / Hardened Grease or 
  Herbs (valuable?) 
  39 
  Honeycomb or Incense 
  (valuable?) 
  40 
  Ingot (random, treasure) or Ink 
  / Dried Ink 
  41 
  Insect Husks or Ironware 
  42 
  Jar of Dead Insects or Jars of 
  Dye 
  43 
  Jewelry (random, treasure) or 
  Junk 
  44 
  Key or Kitchen Utensils 
  45 
  Leather Hood or Letter(s) 
  46 
  Linen or Lumps of Semi-Liquid 
  Material 
  47 
  Maggots or Magic Mouth 
  48 
  Magic Ring (treasure) or Magic 
  Wand (treasure) 
  49 
  Manacles or Map (treasure?) 
  50 
  Material Spell Components 
  (random, treasure) or Melted 
  Copper Coins 
  51 
  Mirror or Mold (monster?) or 
  Monster Skin / Part 
  52 
  Mouse (dead) or Mouse (living) 
  53 
  Mud / Dried Mud 
  54 
  Nails or Needles 
  55 
  Oil / Oily Residue 
  56 
  Oil Flask(s) or Ore Samples 
  57 
  Padlock or Paint Bottles 
  58 
  Paintbrushes or Papyrus 
  
   
   
  59 
  Parchment or Pebbles 
  60 
  Pewterware 
  61 
  Piece(s) of Armor 
  62 
  Pipe / Pipeweed 
  63 
  Preserved Bird’s Nest 
  64 
  Preserved Eggshells 
  65 
  Pretty Stones or Quills 
  66 
  Rags 
  67 
  Rat(s) (dead) or Rat(s) (living) 
  68 
  Rats’ Nest 
  69 
  Resin (unidentifiable) 
  70 
  Robe or Rocks 
  71 
  Rope or Rotted Food 
  72 
  Rotting Leather or Rotting 
  Vellum 
  73 
  Rusted Scrap Iron 
  74 
  Sacks or Salt 
  75 
  Salted Meat 
  76 
  Sand or Scrap Leather 
  77 
  Scrap Wood or Scrimshaw 
  (valuable?) 
  78 
  Scroll (non-magical) or Sealing 
  Wax 
  79 
  Secret Compartment 
  80 
  Seeds or Shrouds 
  81 
  Skull or Slime (monstrous?) 
  82 
  Soap or Soil / Grave Dirt 
  83 
  Specimen Jars 
  84 
  Spices (valuable?) or Spider 
  (monster?) 
  85 
  Spider Nest 
  86 
  Splinters or Statuette 
  87 
  Strange Encrustations 
  88 
  String 
  89 
  Tabard or Tool (random) 
  90 
  Toy(s) or Trap 
  91 
  Tree Bark or Trick (magical) 
  92 
  Tunic or Turpentine / 
  Turpentine Stains 
  93 
  Twine 
  94 
  Unidentifiable Liquid / Stains 
  or Unidentifiable Powder 
  95 
  Unidentifiable Viscous Material 
  96 
  Vellum or Vermin 
  97 
  Vial(s) or Voodoo Doll 
  98 
  Waterskin or Wax 
  99 
  Weapon (random) or Wire 
  00 
  Wool or Yarn 
   
   
  
   
   
  Turn 19 Event: 
  No, We Really Found Something! 
   
  Inevitably, the players will frequently want to 
  search 
  the 
  rooms 
  and 
  corridors. 
  Also 
  inevitably, there will usually be nothing there 
  to find. But now that some time has passed, it’s 
  a good time to include a random (valueless) 
  item or curiosity for paranoid delvers to worry 
  over. 
  Three tables have been provided herein to 
  maximize the number of possible options. 
  Initially, I suggest that you roll 1D12 for table 
  selection. 
  ❖ On a D12 roll of 1-5, roll on Table 1. 
  ❖ On a D12 roll of 6-10, roll on Table 2. 
  ❖ On a D12 roll of 11-12, roll on Table 3. 
   
  Random Items, Table 1 
  D100 Roll 
  Description 
  01 
  Air Current Change (Reroll Air 
  Current) 
  02 
  Air Quality Change (Reroll Air 
  Quality) 
  03 
  Animal Corpse 
  04 
  Animal Skeleton 
  05 
  Ants 
  06 
  Anvil 
  07 
  Arrowhead 
  08 
  Artificial Limb, Rotted (Hand 
  Hook, Lead Claws, Peg Leg, 
  etc.) 
  09 
  Backpack (Rotted) 
  10 
  Backpack (Spilled) 
  11 
  Balance and Weights 
  12 
  Ball and Chain, Rusted 
  13 
  Bandages, Soiled 
  14 
  Beetles 
  15 
  Birdcage 
  16 
  Blade (Bent) 
  17 
  Blade (Rusted) 
  18 
  Blade Hilt 
  19 
  Blobs of Once-Melted Metal 
  20 
  Bloodstain 
  21 
  Bones (Moldering) 
  22 
  Bones (Splintered) 
  23 
  Bones (Stacked) 
  24 
  Broken Arrow 
  25 
  Broken Bottle 
  26 
  Broom, Sodden 
  27 
  Bucket (Empty?) 
  28 
  Bucket of Lard 
  29 
  Buckle 
  30 
  Cairn of Skulls 
  31 
  Cane or Crutch, Splintered 
  32 
  Ceiling Damage 
  33 
  Chamber Pot 
  34 
  Chandelier (Hanging 
  Precariously) 
  35 
  Chandelier (Shattered and 
  Fallen) 
  36 
  Change in Lighting (Reroll 
  Lighting) 
  37 
  Change in Smell (Reroll Odor) 
  38 
  Chimes, Swaying 
  39 
  Claw Marks 
  40 
  Clepsydra (Water Clock) 
  41 
  Cloaks on Pegs 
  
   
   
  42 
  Clockwork (Moving) 
  43 
  Clockwork (Rusted) 
  44 
  Clothing (Random) 
  45 
  Coal Chute (Very Narrow) 
  46 
  Cobwebs (Dusty) 
  47 
  Cobwebs (Thick) 
  48 
  Dais 
  49 
  Damaged Armor 
  50 
  Damaged Book (Random 
  Language and Content) 
  51 
  Damaged Headwear 
  (Ceremonial Headdress, Coif, 
  Leather Hood, etc.) 
  52 
  Damaged Weapon 
  53 
  Dead / Stomped Vermin 
  (Beetles, Centipedes, Maggots, 
  Spiders, etc.) 
  54 
  Demi-Human Corpse 
  55 
  Demi-Human Skeleton 
  56 
  Dented Helmet 
  57 
  Destroyed Ritual Weapon 
  (Bipennis Axe, Sacrificial 
  Dagger, Scourge, etc.) 
  58 
  Discarded Food / Rations 
  59 
  Divination Object (Augury 
  Bones, Dried Entrails, Toss-
  Sticks, etc.) 
  60 
  Dried Fish 
  61 
  Drinking Horn (Sealed) 
  62 
  Drinking Horn (Splintered) 
  63 
  Drinking Vessel, Damaged 
  (Flagon, Goblet, Mug, Pitcher, 
  Tankard, etc.) 
  64 
  Dripping Water 
  65 
  Drum 
  66 
  Dung 
  67 
  Dust (Falling from Ceiling) 
  68 
  Dust (Piled) 
  69 
  Ear Trumpet 
  70 
  Echoing Sound (Reroll Sound) 
  71 
  Eggshells 
  72 
  Empty Wasp Nest 
  73 
  Feathers 
  74 
  Fish (or Monster) Scales 
  75 
  Flagstone, Loose 
  76 
  Floor Damage 
  77 
  Footprints (in Dust, Mud, 
  Blood, etc.) 
  78 
  Fungus (on Ceiling) 
  79 
  Fungus (on Floor) 
  80 
  Fungus (on Wall) 
  81 
  Gambling Stones (or Dice) 
  82 
  Garbage 
  83 
  Graffiti (Random Language and 
  Content) 
  84 
  Grave, Shallow (Occupied) 
  85 
  Grave, Shallow (Unfilled) 
  86 
  Grindstone 
  87 
  Guano 
  88 
  Handkerchief, Filthy 
  89 
  Hanging Baskets 
  90 
  Hanging Cage 
  91 
  Hanging Nets 
  92 
  Hardtack Biscuit 
  93 
  Healing Herbs, Scattered 
  94 
  Hole in the Ceiling 
  95 
  Hole in the Floor 
  
   
   
  96 
  Hole in the Wall 
  97 
  Horn (Animal or Monster) 
  98 
  Horn (Musical) 
  99 
  Hourglass (Intact) 
  00 
  Hourglass (Shattered) 
   
   
   
  Random Items, Table 2 
  D100 Roll 
  Description 
  01 
  Human Corpse 
  02 
  Human Skeleton 
  03 
  Humanoid Corpse 
  04 
  Humanoid Skeleton 
  05 
  Ice (or Ice Tongs if not 
  appropriate to environment) 
  06 
  Idol 
  07 
  Implement of Torture (Gouge, 
  Razor, Thumbscrews, Whip, 
  etc.) 
  08 
  Incense Censer 
  09 
  Incomplete Construction 
  10 
  Inscription (Random Language 
  and Content) 
  11 
  Insect / Monster / Spider Eggs 
  12 
  Iron Bar 
  13 
  Ivory Plaques (Cards) 
  14 
  Jar Full of Eyes 
  15 
  Knucklebones 
  16 
  Ladle or Spoon, Caked / 
  Corroded 
  17 
  Leather Scraps 
  18 
  Length of Rope 
  19 
  Lever, Functional (Cage, Door, 
  Trap, etc.) 
  20 
  Lever, Non-Functional 
  21 
  Loom 
  22 
  Lute (Damaged) 
  23 
  Lyre (Unstrung) 
  24 
  Maggots 
  25 
  Magic Circle (Smeared/Broken) 
  26 
  Manacles (Bolted to Ceiling) 
  27 
  Manacles (Bolted to Floor) 
  28 
  Manacles (Bolted to Wall) 
  29 
  Map (Partial / Damaged) 
  30 
  Mask 
  31 
  Material Spell Component 
  (Random) 
  32 
  Miniature Furnishing (Chest, 
  Table, etc.) 
  33 
  Mold 
  34 
  Molted Skin 
  35 
  Monocle (Fractured) 
  36 
  Monster Corpse 
  37 
  Monster Egg(s) 
  38 
  Monster Skeleton 
  39 
  Mud 
  40 
  Mushrooms, Edible 
  
   
   
  41 
  Mushrooms, Sickening 
  42 
  Nails, Bent / Rusted 
  43 
  Offering Bowl (Stained) 
  44 
  Oil Funnel, Tarnished 
  45 
  Oil Lamp 
  46 
  Pail (Empty?) 
  47 
  Pail of Murky Water 
  48 
  Pail of Turpentine 
  49 
  Paintbrush, Chewed 
  50 
  Piece(s) of Armor 
  51 
  Pile of Coal 
  52 
  Pile of Rags 
  53 
  Pillory, Shattered 
  54 
  Plants (Cultivated) 
  55 
  Plants (Dead) 
  56 
  Plants (Natural, if appropriate 
  to environment) 
  57 
  Plants (Preserved) 
  58 
  Pottery Shards 
  59 
  Puddle(s) of Water 
  60 
  Rags (Scattered) 
  61 
  Rags (Stuffed into Wall) 
  62 
  Rat Skeletons 
  63 
  Rat Trap (with Dead Rat) 
  64 
  Rat Traps (Empty) 
  65 
  Roots 
  66 
  Rubble 
  67 
  Runes (Random Content and 
  Language) 
  68 
  Runic Symbol, Stricken 
  69 
  Rusted Chain 
  70 
  Rusted Spike 
  71 
  Sacks of Food / Grain 
  72 
  Sacks of Rotting Grain 
  73 
  Sand, Piled 
  74 
  Sand, Trickling from Wall or 
  Ceiling 
  75 
  Scattered Leaves and Twigs 
  76 
  Scattered Straw 
  77 
  Scrap of Parchment 
  78 
  Scroll Case (Empty) 
  79 
  Seashell, Fractured 
  80 
  Sensed Presence (Real or 
  Imagined) 
  81 
  Sewage 
  82 
  Shadow (Moving) 
  83 
  Shadow (Strange) 
  84 
  Shed Snakeskin 
  85 
  Shelf, Broken 
  86 
  Shelf, Tilted 
  87 
  Shield, Sundered 
  88 
  Skeleton Key, Bent 
  89 
  Skull (Preserved) 
  90 
  Skull (Shattered) 
  91 
  Slime Trail 
  92 
  Slugs 
  93 
  Smoking Pipe, Snapped 
  94 
  Snails 
  95 
  Snuff Box, Damaged 
  96 
  Specimen Jar, Fungus 
  97 
  Specimen Jar, Herb 
  98 
  Specimen Jar, Monster Spoor 
  99 
  Spiders (Relatively Harmless) 
  00 
  Spinning Wheel 
  
   
   
   
  Random Items, Table 3 
  D100 Roll 
  Description 
  01 
  Splintered Club, Pole or 
  Stick(s) 
  02 
  Statue 
  03 
  Statue (Damaged) 
  04 
  Statue or Idol Head 
  05 
  Statuette(s) 
  06 
  Steps (Partially Constructed) 
  07 
  Steps (Within Room) 
  08 
  Stone Calendar (Random 
  Language) 
  09 
  Stone Disc (Fractured) 
  10 
  Stones, Piled 
  11 
  Stones, Scattered 
  12 
  Strainer, Dented 
  13 
  Sudden Sound (Nearby, Reroll 
  Sound) 
  14 
  Tabard, Torn 
  15 
  Tablet 
  16 
  Tablet (Shattered) 
  17 
  Temperature Change (As 
  Appropriate) 
  18 
  Thread, Unspooled 
  19 
  Tinderbox, Spilled 
  20 
  Tool (Crowbar, Hammer, Pole, 
  etc.) 
  21 
  Tool, Damaged 
  22 
  Tool Handle, Wooden 
  23 
  Translucent Crystal 
  (Fractured) 
  24 
  Trail of Breadcrumbs / Coins / 
  Pebbles 
  25 
  Tub (Empty?) 
  26 
  Tub of Grease 
  27 
  Urine Stains 
  28 
  Vines / Creepers 
  29 
  Wall Damage 
  30 
  Waterskin (Partially Full) 
  31 
  Whetstone 
  32 
  Wineskin (Dregs) 
  33 
  Wineskin (Empty) 
  34 
  Yarn (Sodden and Tangled) 
  35-54 
  Roll Twice on Table 1 
  55-70 
  Roll Once on Table 1 and Once 
  on Table 2 
  71-90 
  Roll Twice on Table 2 
  91-00 
  Unique Object (GM’s Choice or 
  Concept) 
   
   
  
   
   
  Turn 21 Event: 
  Who Lit All of These? 
   
  The next room, or next corner in the corridor, 
  has an unusually large cluster of light sources. 
  This is not a particularly dramatic event, but it 
  will 
  probably 
  cause 
  the 
  players 
  to 
  go 
  immediately on guard. 
  Roll 1D100 to determine the sources found: 
   
  Random Light Sources 
  D100 Roll 
  Description 
  01-04 
  Asbestinon Lamps 
  05-08 
  Braziers 
  09-13 
  Candles / Candelabras 
  14-18 
  Fire Cauldrons 
  19-23 
  Fire Pits 
  24-28 
  Fireplaces 
  29-33 
  Fires & Reflecting Mirrors 
  34-38 
  Lanterns & Hanging Lanthorns 
  39-43 
  Magical Crystals 
  44-50 
  Magical Light & Reflecting 
  Mirrors 
  51-55 
  Magical Light (Continual Light 
  etc.) 
  56-57 
  Natural Gas Jets (Volcanic 
  Vents etc.) 
  58-65 
  “None”, Invisible (yet still 
  shedding light) 
  66-72 
  Oil Lamps 
  73-80 
  Phosphorescent Fungi 
  81-84 
  Phosphorescent Pools 
  85 
  Phosphorescent Spheres 
  (Hanging from Chains) 
  86 
  Phosphorescent Vapor 
  87-88 
  Sunlight & Reflecting Mirrors 
  89-90 
  Sunlight (or Magical Light) 
  Shafts 
  91-00 
  Torches 
   
   
  Turn 25 Event: 
  Guys, You Might Want to See 
  This … 
   
  A dead body or skeleton is discovered. This is 
  common enough, but instead of just a random 
  pile of bones there is something very unsettling 
  about this discovery. It’s either recent, or truly 
  mysterious, or deeply disturbing, or inviting 
  investigation. Whatever it is and whatever 
  happened to the poor soul, your players will 
  talking about it very soon. 
  First, roll 1D1000 to determine the victim’s 
  type, race, or species. Please note that if your 
  game’s core rules set is limited and you don’t 
  what some of these creatures are, you can look 
  them up, or you can devise your own concept 
  using the base description, or you can reroll 
  until something more “orthodox” is revealed. 
  
   
   
   
   
  Random Body Types 
  D1000 Roll 
  Description 
  001-008 
  (Unknown, Indeterminate, 
  GM’s choice) 
  009-016 
  Ant Man 
  017-024 
  Ape, Carnivorous 
  025-032 
  Ape, White 
  033-040 
  Arcane Zombie (animated) 
  041-048 
  Arcane Zombie (formerly 
  animated) 
  049-056 
  Baboon, Cave 
  057-064 
  Beastman 
  065-072 
  Beastman 
  073-080 
  Bugbear 
  081-096 
  Caveman 
  097-112 
  Centaur 
  113-144 
  Dark Elf 
  145-160 
  Deep One 
  161-176 
  Doppelganger 
  177-192 
  Dvergar 
  193-232 
  Dwarf 
  233-248 
  Elf 
  249-264 
  Frogman 
  265-280 
  Fungus Man 
  281-296 
  Ghoul (destroyed) 
  297-312 
  Ghoul (undead) 
  313-328 
  Gnoll 
  032-344 
  Gnome 
  345-360 
  Goblin 
  361-376 
  Gremlin 
  377-392 
  Half-Elf 
  393-408 
  Halfling 
  409-422 
  Half-Ogre 
  423-438 
  Half-Orc 
  439-446 
  Hobgoblin 
  447-454 
  Human, Alchemist 
  455-462 
  Human, Anti-Paladin 
  463-470 
  Human, Assassin 
  471-478 
  Human, Bandit 
  479-486 
  Human, Barbarian 
  487-494 
  Human, Bard 
  495-502 
  Human, Brigand 
  503-510 
  Human, Buccaneer 
  511-518 
  Human, Cannibal 
  519-526 
  Human, Cavalier 
  527-534 
  Human, Cleric 
  535-542 
  Human, Cultist 
  543-550 
  Human, Dervish 
  551-558 
  Human, Druid 
  559-566 
  Human, Fighter 
  567-574 
  Human, Hunter 
  
   
   
  575-582 
  Human, Huntsman 
  583-590 
  Human, Illusionist 
  591-598 
  Human, Jester 
  599-606 
  Human, Magic-User 
  607-614 
  Human, Man-at-Arms 
  615-622 
  Human, Man-at-Arms 
  623-630 
  Human, Merchant 
  631-638 
  Human, Monk 
  639-646 
  Human, Mystic 
  647-654 
  Human, Noble 
  655-662 
  Human, Nomad 
  663-694 
  Human, Normal 
  695-702 
  Human, Paladin 
  703-710 
  Human, Peregrine / Pilgrim 
  711-720 
  Human, Pirate 
  721-728 
  Human, Ranger 
  729-736 
  Human, Sage 
  737-744 
  Human, Savage 
  745-752 
  Human, Savant 
  753-760 
  Human, Thief 
  761-768 
  Human, Vagabond 
  769-776 
  Human, Warlock / Witch 
  777-784 
  Imp 
  785-792 
  Jackal Man 
  793-800 
  Kobold 
  801-808 
  Leprechaun 
  809-824 
  Lizard Man 
  825-832 
  Medusa 
  833-840 
  Mermaid 
  841-848 
  Merman 
  849-856 
  Ogre 
  857-864 
  Ogre Mage 
  865-872 
  Rakshasa 
  873-880 
  Satyr 
  881-888 
  Sea Devil 
  889-896 
  Skeleton (animated) 
  897-904 
  Skeleton (formerly animated) 
  905-912 
  Thrall of Cthulhu 
  913-920 
  Troglodyte 
  921-928 
  Troll 
  929-936 
  Vampire (destroyed) 
  937-942 
  Vampire (undead) 
  943-948 
  Werebear 
  949-954 
  Wereboar 
  955-960 
  Wererat 
  961-966 
  Weretiger 
  967-972 
  Werewolf 
  973-978 
  Wight (animated) 
  979-983 
  Wight (formerly animated) 
  984-992 
  Zombie (animated) 
  993-000 
  Zombie (formerly animated) 
   
   
  
   
   
   
  Then, once the body type is determined you can 
  roll 1D1000 to determine what curious object 
  the corpse or skeleton possesses. The item can 
  probably be seen, but can only be claimed by 
  moving the body. Here are some ideas: 
   
  Random Body Types 
  D1000 Roll 
  Description 
  001-008 
  10’ Pole 
  009-016 
  Acid Vial 
  017-024 
  Amulet / Talisman (non-
  magical) 
  025-032 
  Animal Claws / Teeth 
  033-040 
  Backpack 
  041-048 
  Badge 
  049-056 
  Bell 
  057-064 
  Bracers 
  065-072 
  Caltrops 
  073-080 
  Candles 
  081-088 
  Clue / Parchment 
  089-096 
  Coffer 
  097-104 
  Collapsible Rope Bridge 
  105-112 
  Collapsible Shelter 
  113-120 
  Crutch 
  121-128 
  Crystal / Pretty Stone 
  129-136 
  Curious Tool (roll on 
  Dungeoneering Equipment 
  Table) 
  137-144 
  Cursed Object / Idol 
  145-152 
  Damaged Gem (random) 
  153-160 
  Damaged Jewelry (random) 
  161-168 
  Dark Elven Brooch / 
  Talisman (non-magical) 
  169-176 
  Delving Journal 
  177-224 
  Disturbed Earth Underneath 
  (buried container, roll on 
  Container Table) 
  225-232 
  Doll / Puppet 
  233-240 
  Drinking Horn 
  241-248 
  Ear Trumpet 
  249-256 
  Eyepatch 
  257-264 
  Fire-Starting Bow 
  265-272 
  Fishhook & Line 
  273-280 
  Flint and Steel 
  281-288 
  Fur / Hide 
  289-296 
  Gambling Chips / Tokens 
  297-304 
  Gauntlets 
  305-312 
  Gemstone (random) 
  313-320 
  Great Helm 
  321-328 
  Hat 
  329-336 
  Healing Herbs 
  337-344 
  Healing Salve / Potion 
  345-352 
  Helm 
  353-360 
  Holy Symbol 
  361-368 
  Holy Water Vial 
  369-376 
  Horrible Infestation (or 
  fungus) 
  377-384 
  Incense 
  
   
   
  385-392 
  Iron Spike(s) 
  393-400 
  Keepsake / Heirloom 
  (random) 
  401-408 
  Kerchief 
  409-415 
  Key 
  416-422 
  Knife 
  423-430 
  Knucklebones 
  431-438 
  Lantern 
  439-446 
  Leather Gloves 
  447-454 
  Letter 
  455-462 
  Letter of Marque / Deed 
  463-470 
  Locket 
  471-478 
  Lodestone 
  479-486 
  Lucky Coin 
  487-494 
  Magnifying Lens 
  495-502 
  Mallet and Stake 
  503-510 
  Map 
  511-518 
  Mask 
  519-526 
  Material Spell Component 
  (random) 
  527-534 
  Medal / Medallion 
  535-542 
  Mirror 
  543-550 
  Monocle 
  551-558 
  Monster Claws / Teeth 
  559-566 
  Mousetrap 
  567-574 
  Musical Instrument (random) 
  575-582 
  Net 
  583-590 
  Noble’s Decree 
  591-606 
  Oddity (roll on Container 
  Contents Table) 
  607-622 
  Oil Flask 
  623-638 
  Padlock 
  639-654 
  Papyrus 
  655-670 
  Parchment 
  671-686 
  Pass / Token 
  687-702 
  Peg Leg 
  703-720 
  Piece of Jewelry (random) 
  721-736 
  Pomander 
  737-752 
  Pouch of Coins 
  753-768 
  Pouch of Gems 
  769-784 
  Rags 
  785-800 
  Rattle / Sistrum 
  801-808 
  Rod, Staff, or Wand (drained) 
  809-816 
  Sack 
  817-824 
  Scroll / Encrypted Message 
  825-832 
  Sharpened Coin 
  833-840 
  Shears 
  841-848 
  Silver Weapon 
  849-856 
  Skullcap 
  857-864 
  Snakeskin 
  865-872 
  Spice Satchel 
  873-880 
  Spyglass 
  881-888 
  Steel Gauntlets 
  889-896 
  Sunstone 
  897-904 
  Tattoo / Skin Map 
  905-912 
  Tent (or remnants) 
  913-920 
  Tinderbox 
  921-928 
  Tool (random) 
  929-936 
  Torch(es) 
  937-942 
  Toss-Stone 
  943-948 
  Trinket (magical?) 
  949-954 
  Uncut Gem (random) 
  955-960 
  Unholy Symbol 
  
   
   
  961-966 
  Unholy Water Vial 
  967-972 
  Vellum 
  973-978 
  Walking Stick 
  979-983 
  Waterskin 
  984-988 
  Weapon (random) 
  989-992 
  Whetstone 
  993-996 
  Wineskin 
  997-000 
  Worry Stone 
   
   
  And lastly, in your description you should add 
  a cause of death or other ominous detail (roll 
  1D1000 once again): 
   
  Random Body Types 
  D1000 Roll 
  Description 
  001-008 
  Acid / Corrosion 
  009-016 
  All Bones Broken 
  017-024 
  All Flesh and Objects Gray / 
  Devoid of Color 
  025-032 
  Ancient / Old Age 
  033-040 
  Anointed 
  041-048 
  Barely Alive 
  049-056 
  Bloated 
  057-064 
  Blood Drained 
  065-072 
  Blowgun Dart 
  073-080 
  Branded 
  081-088 
  Buried Alive 
  089-096 
  Buried and Dug Up Again 
  097-104 
  Buried Upthe Neck 
  105-112 
  Burn Shadow on Wall (no 
  body) 
  113-120 
  Burned 
  121-128 
  Caged / Trapped 
  129-136 
  Caught in Machinery 
  137-144 
  Claws / Talons 
  145-152 
  Covered in Centipedes 
  153-160 
  Covered in Flies 
  161-168 
  Covered in Honey 
  169-176 
  Covered in Resin (Hardened) 
  177-184 
  Covered in Spider Webs 
  185-192 
  Crushed 
  193-200 
  Death by Allergy 
  (Asphyxiated, Bee Stings etc.) 
  201-208 
  Death from Dancing 
  Madness 
  209-216 
  Decapitated (body only, no 
  head) 
  217-224 
  Decapitated (head only, no 
  body) 
  225-232 
  Dehydrated 
  
   
   
  233-240 
  Detonation / Explosion 
  241-248 
  Diseased 
  249-256 
  Dragged / Slammed into 
  Something 
  257-264 
  Dragged Through the Mud 
  265-272 
  Drenched in Honey 
  273-280 
  Drowned 
  281-288 
  Drowned in Quicksand 
  289-296 
  Electrocution / Lightning 
  Magic 
  297-304 
  Encased in Ice 
  305-312 
  Energy Drained 
  313-320 
  Eviscerated 
  321-328 
  Eyeless / Blinded 
  329-336 
  Eyes Sewn Shut 
  337-344 
  Fangs 
  345-352 
  Fatal Curse 
  353-360 
  Feasted Upon by Scavengers 
  (cave jackals, rats, slugs, 
  etc.) 
  361-368 
  Fell from a Great Height 
  369-376 
  Flayed Skin (No Bones) 
  377-384 
  Flesh Twisting / Moving 
  Inside 
  385-392 
  Foot Stuck in Bear Trap 
  393-400 
  Freezing / Ice Magic 
  401-408 
  Hanged 
  409-415 
  Hanging in Cage 
  416-422 
  Hanging in Gibbet 
  423-430 
  Hanging in Chains 
  431-438 
  Head on Stake 
  439-446 
  Headless Mummy 
  447-454 
  Identical Copy / Clone of an 
  Adventurer 
  455-462 
  Immaculate / No Sign of 
  Decay 
  463-470 
  Impaled 
  471-478 
  Infested 
  479-486 
  Insect Bites / Stings 
  487-494 
  Left on Embalming Table 
  495-502 
  Levitating / Floating 
  503-510 
  Look of Absolute Terror 
  511-518 
  Maggoty 
  519-526 
  Magical Aging 
  527-534 
  Magical Illumination Present 
  535-542 
  Magical Trap 
  543-550 
  Masked 
  551-558 
  Mechanical Trap 
  559-556 
  Missing One Arm 
  567-574 
  Missing One Foot 
  575-582 
  Missing One Hand 
  583-590 
  Missing One Leg 
  591-598 
  Monster Hatched from Body 
  599-606 
  Mouth Sewn Shut 
  607-614 
  Mummified 
  615-622 
  Mummified Hand Only 
  623-630 
  Mummified Head Only 
  631-638 
  Mummified Limbs Only 
  639-646 
  Mutilated Beyond 
  Recognition 
  647-654 
  No Feet 
  655-662 
  No Hands 
  663-670 
  Paralyzed and Contorted, 
  Starved 
  671-678 
  Partially Buried (by animal) 
  
   
   
  679-686 
  Partially Buried (by demi-
  human, human, or 
  humanoid) 
  687-694 
  Partially Buried (by monster) 
  695-702 
  Partially Eaten 
  703-710 
  Petrified 
  711-720 
  Poisoned 
  721-728 
  Premature Burial 
  729-736 
  Reanimating 
  737-744 
  Remains (arm and hand only) 
  745-752 
  Remains (armless torso) 
  753-760 
  Remains (arms only) 
  761-768 
  Remains (leg and foot only) 
  769-776 
  Remains (legless torso) 
  777-784 
  Remains (legs only) 
  785-792 
  Remains (torso only) 
  793-800 
  Riddled with Arrows 
  801-808 
  Scalped 
  809-816 
  Seizure / Stroke 
  817-824 
  Semi-Animated / Whispering 
  825-832 
  Semi-Undead / Telepathic 
  833-840 
  Shrouded 
  841-848 
  Shrunken Head (no body) 
  849-856 
  Slashed 
  857-864 
  Slaughtered / Butchered 
  865-872 
  Slime-Devoured / Liquefied 
  873-880 
  Someone You Knew 
  (acquaintance) 
  881-888 
  Someone You Knew (enemy) 
  889-896 
  Someone You Knew (friend) 
  897-904 
  Stabbed Repeatedly 
  905-912 
  Staked and Decapitated 
  Vampire 
  913-920 
  Starved 
  921-928 
  StonedDeath 
  929-936 
  Stored in Canopic Jars 
  937-942 
  Strangled 
  943-948 
  Stuck / Imprisoned 
  949-954 
  Stuffed into Barrel 
  955-960 
  Suffered Heart Attack 
  961-966 
  Suicide 
  967-972 
  Target Dummy / Mannequin 
  973-978 
  Throat Slit 
  979-983 
  Tortured 
  984-988 
  Two Corpses, Violent Deaths 
  (enemies killed one another) 
  989-992 
  Voodoo / Telekinetic Torture 
  993-996 
  Warm Body (very recent 
  death) 
  997-000 
  Was Undead, Destroyed 
   
   
   
  
   
   
  Turn 27 Event: 
  Whoever Dropped This, Didn’t 
  Mean To 
   
  At the edge of darkness, an unusual and 
  valuable piece of dungeoneering equipment is 
  discovered on this turn. If you like, you can use 
  the previously-described random container or 
  random dead body systems to accompany this 
  treasured find. And if you’re feeling particularly 
  generous, there might be 1D4+1 items … a 
  treasure trove! 
  Note that some of these rolls indicate room or 
  corridor features that frequently accompany an 
  expert’s 
  tools 
  (a 
  nearby 
  escape 
  tunnel, 
  clockwork contraption, etc.), which might 
  indicate a minor trap. And if you really want to 
  cause the players to be on edge, you can leave 
  a halted interaction scene for them to interpret 
  … for example, a locked treasure chest, a 
  hammer and chisel, and a dead body lying in a 
  pool of blood. 
  Roll 1D1000 to get some ideas: 
   
  Random Body Types 
  D1000 Roll 
  Description 
  001-008 
  10’ Pole (collapsible) 
  009-016 
  3’ Pole (flexible) 
  017-025 
  5’ Pole (hinged) 
  026-033 
  Acid Vial(s) 
  034-041 
  Air Bladder / Water 
  Breathing Skin 
  042-050 
  Alarum (magical, in room) 
  051-058 
  Alarum (mechanical, in room) 
  059-066 
  Ankle Sheath 
  067-075 
  Back / Shoulder Blade 
  Sheath 
  076-083 
  Black Clothing 
  084-091 
  Blackened Leather Armor 
  092-100 
  Blackened Padded Armor 
  101-108 
  Blackjack / Cudgel 
  109-116 
  Blackmail Material (written) 
  117-125 
  Bladed Pole 
  126-133 
  Blinding Powder 
  134-141 
  Blowgun and Needles 
  142-150 
  Boot Blade 
  151-158 
  Caltrops 
  159-166 
  Camouflaged Cloak 
  167-175 
  Camouflaged Robe / Mantle 
  176-183 
  Chisels 
  184-191 
  Climbing Claws 
  192-200 
  Climbing Harness 
  201-208 
  Clockwork / Machine (in 
  room) 
  209-216 
  Code Book 
  217-225 
  Concealed Door (in room) 
  226-233 
  Counterfeit Coin 
  234-241 
  Counterfeiter’s Equipment 
  242-250 
  Crampons / Climbing Boots 
  251-258 
  Crowbar / Prybar 
  259-266 
  Disguise Kit 
  267-275 
  Disguised Dagger (belt 
  buckle, spring-loaded, etc.) 
  276-283 
  Disguised Knife (belt buckle, 
  spring-loaded, etc.) 
  284-291 
  Drugged Piece of Meat 
  292-300 
  Ear Trumpet / Listening 
  Cone 
  301-308 
  Escape Tunnel (in room) 
  309-316 
  Felt-Bottomed Boots 
  
   
   
  317-325 
  Felt-Bottomed Shoes 
  326-333 
  Files and Saws (small) 
  334-341 
  Flask of Sneezing Powder 
  342-350 
  Forged Document / 
  Credentials 
  351-358 
  Forged Letter 
  359-366 
  Forgery Kit 
  367-375 
  Glass “Gem” 
  376-383 
  Glass Cutter 
  384-391 
  Glass Eye 
  392-400 
  Guardian Beast / Familiar 
  (in room) 
  401-408 
  Gutter Fishing Pole 
  409-416 
  Hacksaw 
  417-425 
  Hammer 
  426-433 
  Hand Crossbow and Bolts 
  434-441 
  Hand Mirror 
  442-450 
  Hollow Reed / Breathing 
  Tube 
  451-458 
  Hooked Pole 
  459-466 
  Improvised Lockpick 
  467-475 
  Improvised Safety Goggles 
  (lamp glass, glue, and 
  leather) 
  476-483 
  Iron Spikes 
  484-491 
  Keymaking Set 
  492-500 
  Lampblack / Soot 
  501-508 
  Loaded Knucklebones (dice) 
  509-516 
  Lockpicks 
  517-525 
  Lodestone / Magnet 
  526-533 
  Magnifying Crystal 
  534-541 
  Mallet 
  542-550 
  Manacles 
  551-558 
  Map / Nautical Chart 
  559-566 
  Marbles 
  567-575 
  Marked Cards 
  576-583 
  Marked Target Dummy 
  584-591 
  Masks 
  592-600 
  Mirror in Glove 
  601-608 
  Oil Flask(s) 
  609-616 
  Peephole (in door) 
  617-625 
  Pepper Grenade 
  626-633 
  Plumbatas / Throwing Darts 
  634-641 
  Poison Pill (experimental, 
  dangerous) 
  642-650 
  Poison Ring 
  651-658 
  Poison Vial(s) 
  659-666 
  Portcullis in Narrow Room 
  Section (triggered by 
  pressure plate) 
  667-675 
  Practice Lock 
  676-683 
  Razor 
  684-691 
  Razor in Glove 
  692-700 
  Ring of Keys 
  701-708 
  Rope and Grappling Hook 
  709-716 
  Scroll (magical, with 
  decryption notes) 
  717-725 
  Secret Door (in room) 
  726-733 
  Sharpened Coin 
  734-741 
  Shuttered / Bullseye Lantern 
  742-750 
  Silver Dagger 
  751-758 
  Silver Knife 
  759-766 
  Skeleton Key 
  767-775 
  Sling and Stones 
  776-783 
  Small Toolkit 
  784-791 
  Smelling Salts 
  
   
   
  792-800 
  Smoke Grenade 
  801-808 
  Spool of Twine 
  809-816 
  Spool of Wire 
  817-825 
  Spyglass 
  826-833 
  Staff Sling (collapsible) 
  834-841 
  Stilts 
  842-850 
  Strange Acoustics / Listening 
  Angles (in room) 
  851-858 
  Strangle Wire / Garrote 
  859-866 
  Sword Cane 
  867-875 
  Thief’s Tools 
  876-883 
  Throwing Knives 
  884-891 
  Tinderbox 
  892-900 
  Tiny Hourglass 
  901-908 
  Trap (in room, deactivated) 
  909-916 
  Trap (in room, set) 
  9170925 
  Trap (practice, on work table) 
  926-933 
  Trap Door (in room’s ceiling) 
  934-941 
  Trap Door (in room’s floor) 
  942-950 
  Treasure Coffer (small) 
  951-958 
  Treasure Coffer (small, with 
  secret compartment) 
  959-965 
  Utility Belt / Bandolier 
  966-970 
  Vial of Glue 
  971-975 
  Vial of Golden Mold Spores 
  976-980 
  Vial of Solvent 
  981-984 
  Water-Walking Baskets 
  985-988 
  Wax Pad and Stylus 
  989-992 
  Wig 
  993-996 
  Wire Cutters 
  997-000 
  Wrist Sheath  
   
   
  Turn 31 Event: 
  Send in the Halfling, I’ll Guard the 
  Rear! 
   
  The next door that the delvers encounter, either 
  during or after this turn, has some unusual 
  qualities. It’s not just a standard dungeon door. 
  You should add a bit of description, and – if 
  you’re feeling evil – you can say that the 
  character with the highest Wisdom scores 
  senses that there’s something indescribably 
  wrong here. Leave it at that, handwave and say 
  “It’s just a sixth sense tingle, and now it’s gone, 
  there’s no explanation.” 
  Roll 1D100 to determine the door type. If the 
  door is inappropriate to the current setting, you 
  can either reroll, or decide that it’s a false door 
  (opens to a hastily bricked-up wall), an illusion, 
  or a trap. 
   
  Random Door Types 
  D100 Roll 
  Description 
  01 
  Archway 
  02 
  Archway, Covered (by Curtain 
  or Tapestry) 
  03 
  Bookcase, Pivoting 
  
   
   
  04 
  Bookcase, Sliding 
  05 
  Burrow Opening 
  06 
  Cave Mouth 
  07 
  Cave-In, Cleared 
  08 
  Cave-In, Partially Cleared 
  09 
  Cave-In, Uncleared 
  10 
  Crawlway 
  11 
  Door, with Alarm 
  12 
  Door, Barred 
  13 
  Door, with Barred Window 
  14 
  Door, Bifold 
  15 
  Door, Blocked 
  16 
  Door, Bronze 
  17 
  Door, Concealed 
  18 
  Door, Concealed, One-Way 
  19 
  Door, Cyclopean (for Giants, 
  Titans, etc.) 
  20 
  Door, Double 
  21 
  Door, Glyph-Engraved 
  22 
  Door, Inscribed 
  23 
  Door, Inside Furnishing 
  (Armoire, Wardrobe, etc.) 
  24 
  Door, Iron 
  25 
  Door, Iron, Rusted 
  26 
  Door, Ironbound 
  27 
  Door, Locked 
  28 
  Door, Locked, with Hagoday 
  Knocker 
  29 
  Door, with Magic Mouth 
  30 
  Door, One-Way 
  31 
  Door, One-Way, Secret 
  32 
  Door, One-Way, Vanishing 
  33 
  Door, with Peephole 
  34 
  Door, Reinforced 
  35 
  Door, Rotted 
  36 
  Door, Sealed (with Lead) 
  37 
  Door, Sealed (with Silver) 
  38 
  Door, Secret 
  39 
  Door, Secret (Chain-Activated) 
  40 
  Door, Secret (Lever-Activated) 
  41 
  Door, Secret, One-Way 
  42 
  Door, Spiked Open 
  43 
  Door, Splintered 
  44 
  Door, Spring 
  45 
  Door, Stone 
  46 
  Door, Stone, Pivoting 
  47 
  Door, Stuck 
  48 
  Door, Tiny (Alice in 
  Wonderland) 
  49 
  Door, Trapped 
  50 
  Door, Trick (Magical) 
  51 
  Door, with No Handle 
  52 
  Door, with Tripwire 
  53 
  Door, Walled-Over 
  54 
  Door, Wizard Locked 
  55 
  Door, Wooden (Unusual) 
  56 
  Door Panel, Rotating 
  57 
  Gate, Iron 
  58 
  Gate, Magical 
  59 
  Gate, Rusted 
  60 
  Grate, Closed 
  61 
  Grate, Raised 
  62 
  Great Demonic Face 
  63 
  Hole in Collapsed Wall 
  
   
   
  64 
  Hollow Obelisk 
  65 
  Illusionary Wall 
  66 
  Lowering Wall 
  67 
  Lychgate 
  68 
  Membrane, Crystalline 
  69 
  Membrane, Flesh 
  70 
  Membrane, Fungal 
  71 
  Mouth of the Colossus 
  72 
  Opening, Behind Waterfall 
  73 
  Opening, Hidden 
  74 
  Opening, Ice-Covered (or Misty) 
  75 
  Opening, Moss-Veiled 
  76 
  Opening, Slime-Covered 
  77 
  Opening, Triangular 
  78 
  Opening, Vine-Covered 
  79 
  Opening, Web-Covered 
  80 
  Pipe Mouth, Dry 
  81 
  Pipe Mouth, Flowing 
  82 
  Pipe Mouth, Slimy 
  83 
  Pipe Mouth, Sludge-Filled 
  84 
  Portcullis, Closed 
  85 
  Portcullis, Raised 
  86 
  Portcullis, Rusted Open 
  87 
  Portcullis, Rusted Shut 
  88 
  Rising Wall 
  89 
  Seam, Narrow (Coal) 
  90 
  Seam, Twisting (Coal) 
  91 
  Sliding Wall 
  92 
  Throne, Revolving 
  93 
  Turnstile, Iron 
  94 
  Turnstile, One-Way 
  95 
  Turnstile, Rusted 
  96 
  Valve, Iron 
  97 
  Valve, Iron, Rusted 
  98 
  Valve, Steam-Powered 
  99 
  Wall, Crumbling 
  00 
  Archway 
   
   
  Turn 33 Event: 
  There’s Somebody in There! 
   
  This is a very minor event, but it tends to make 
  players nervous. The next door opened will lead 
  into a room with a very different light level. And 
  if your group is very “well lit” (with glowing 
  magic weapons, infravision, a Continual Light 
  spell, and so forth), be sure to put a magical 
  Darkness 10’ Radius effect immediately outside 
  the door. After that effect triggers, and sudden 
  consideration that monsters might well be 
  near, they can decide if they want to open the 
  door after all … 
  
   
   
  Roll 1D100 and refer to the following. Reroll if 
  the effect is currently in place due to the 
  current dungeon surroundings. You must 
  decide if the strange shift in light is caused by 
  a monster, a spell, a trick, a heavy mist, or 
  something else entirely. 
   
  Random Light Levels 
  D100 Roll 
  Description 
  01-05 
  Blindingly Bright (30’ sight 
  range unless wearing some 
  form of eye protection, such as 
  a visored great helm) 
  06-10 
  Bright (technically limitless 
  sight range underground) 
  11-20 
  Well-Lit (180’ sight range) 
  21-40 
  Dim / Shadows (60’ sight 
  range) 
  41-70 
  Near Dark (30’ sight range, 
  unless using a light source or 
  magic) 
  71-90 
  Darkness (10’ sight range, 
  unless using a light source or 
  magic) 
  91-00 
  Utter Darkness (0’ sight range, 
  unless using a light source or 
  magic) 
   
  Turn 37 Event: 
  The GM Makes a Noise, Terror 
  Ensues 
   
  The next door encountered by the delvers, is 
  stuck. It feels like there’s someone pulling it 
  shut on the other side. (There’s not, it’s just a 
  pressure difference and a very good seal around 
  the door’s edges.) When finally opened, the door 
  causes an immediate air differential. This is 
  similar to an atmosphere change (discussed 
  previously), but it’s a dramatic and now 
  ongoing change. The players will probably ask 
  where the air current change is coming from; I 
  recommend that you describe a high-ceiling 
  room with a dark set of hollows – air shafts – 
  set 30’ or 40’ above the adventurers’ heads. 
  Roll 1D100 to determine the specific type of air 
  current: 
   
  Random Air Currents 
  D100 Roll 
  Description 
  01-07 
  Breeze, Intermittent 
  08-14 
  Breeze, Slight 
  15-21 
  Breeze, Slight and Damp 
  22-28 
  Cold Current 
  29-35 
  Downdraft, Slight 
  36-42 
  Downdraft, Strong 
  43-60 
  Still Air 
  61-65 
  Still Air, Cold(er) 
  66-70 
  Still Air, Cool(er) 
  71-75 
  Still Air, Hot(ter) 
  76-80 
  Still Air, Warm(er) 
  81-85 
  Updraft, Slight 
  86-90 
  Updraft, Strong 
  91-95 
  Wind, Strong and Constant 
  96-98 
  Wind, Strong and Gusting 
  99-00 
  Wind, Strong and Moaning 
   
   
   
   
  
   
   
   
  Turn 39 Event: 
  Those Poor Bastards … 
   
  There are a few bones and skulls here, that 
  appear to have been damaged by crushing, 
  slashing, or impalement. In the immediate 
  area, a minor trap is present. If the trap has 
  already been triggered, its presence will be 
  obvious. If it is untriggered as of yet, a merciful 
  GM will allow the PCs a passive discovery 
  chance … perhaps 1% x the number of 
  characters. An active search is fairly likely to 
  detect the trap without triggering it, as per the 
  normal rules. 
  To see what the trap area entails, roll 1D100 
  and consider the following: 
   
  Random Minor Traps 
  D100 Roll 
  Description 
  01-03 
  Alarm, Alerts Nearby 
  Monster(s) 
  04-06 
  Alarm, Beckons Nothing 
  07-09 
  Already Triggered Trap 
  (Examples: Corpse riddled with 
  arrows, skeleton crushed by 
  boulder, etc.) 
  10-12 
  Corpse, Trap Victim (Appears 
  as if it will animate due to pose 
  / position, but it is non-
  magical and harmless) 
  13-15 
  Corpse, Trap Victim, 
  Animating (Number appearing: 
  1 Zombie.) 
  16-18 
  Corpses, Vermin Trap Victims, 
  Parasitically Infested, Acute 
  and Mild Affliction 
  19-21 
  Corridor Block, Short Reset 
  22-24 
  Dart Trap 
  25-27 
  Deactivated Trap (Example: 
  Opened pressure plate with 
  smashed cogs and pulleys 
  visible, etc.) 
  28-30 
  Door, False (Might open to 
  collapsing heap of rubble, 
  pouring out to inflict 1D2 
  damage on the door opener.) 
  31-33 
  Flesh Grub (Number 
  appearing: 1.) 
  34-36 
  Fungus, Shrieking, Alerts 
  Nearby Monster(s) (Number 
  appearing: 1D2.) 
  37-39 
  Fungus, Shrieking, Beckons 
  Nothing (Number of fungi 
  appearing: 1.) 
  40-42 
  Gas Cloud, Obscuring 
  (Severely limited sight range 
  and the terror of being 
  poisoned, but the very old 
  poisonous gas has been 
  rendered inert and harmless.) 
  43-45 
  Gas Vent, Obscuring (Alarming 
  hissing sound, burst of mist or 
  powder, but no effect other 
  than temporarily reduced 
  visibility.) 
  
   
   
  46-48 
  Gust of Wind (Mundane), 
  Entrance to Monster Lair 
  (Light sources extinguished.) 
  49-52 
  Gust of Wind (Mundane), 
  Entrance to Room without 
  Monsters (Light sources 
  extinguished.) 
  53-55 
  Net, Beckons Nothing (The 
  monsters that set this trap are 
  currently not present nearby, 
  and will not investigate while 
  the adventurers free 
  themselves.) 
  56-58 
  Pit, Covered, 5’ Deep (Just 
  deep enough to cause 1D2 
  damage to all who fail a DEX 
  roll, and a bit of wounded 
  pride. It looks like the pit was 
  originally 10’ deep or deeper, 
  but beyond 5’ the “floor” is a 
  pile of rubble and masonry.) 
  59-61 
  Poisoned Needle, Decayed 
  Poison (50% chance: Harmless. 
  50% chance: Inflicts 1 point of 
  damage, but poison is no 
  longer harmful; this is mostly a 
  fear-inducing trap.) 
  62-64 
  Scorch Mark, Acid Stain, etc. 
  (The trap which caused the 
  mark long ago is no longer 
  present.) 
  65-67 
  Skeleton, Trap Victim (Appears 
  as if it will animate due to pose 
  / position, but it is non-
  magical and harmless.) 
  68-70 
  Skeletons, Trap Victims, 
  Animated (Number appearing: 
  1D3.) 
  71-73 
  Slide to Empty Room, 
  Descending One Level 
  74-76 
  Spell Trigger, Blight 
  77-79 
  Spell Trigger, Burning Hands 
  80-82 
  Spell Trigger, Cause Fear 
  83-85 
  Spell Trigger, Faerie Fire 
  86-88 
  Spell Trigger, Fog Cloud 
  89-91 
  Spell Trigger, Gust of Wind 
  92-94 
  Spell Trigger, Light (Temporary 
  blindness per the spell) 
  95-97 
  Stair-Slide to Empty Room, 
  Descending One Level 
  98-00 
  Trap with Failing Trigger 
  (Example: Spring-loaded bow 
  and arrow pops out, but 
  bowstring breaks, etc.) 
   
   
  
   
   
  Concerning Spell Triggers: If your rules set is 
  too limited to feature some of these named 
  spells, you might want to check the SRD file or 
  a similar online source of common FRPG 
  information. 
  Additional Note: There are many other types 
  of stronger traps (see for example The Book of 
  Dungeon Traps, available from Wonderland 
  Imprints). However, I do not recommend 
  randomly placement of truly lethal traps; such 
  things should be designed and placed by the 
  GM during the more intensive pre-adventure 
  dungeon design process only. 
   
   
  Turn 43 Event: 
  But There’s No Sunlight Here! 
   
  This event is very minor, but rare in 
  subterranean locations. The immediate area 
  that the adventurers are passing through this 
  turn is covered with some minor form of life, 
  which is surprising for the environment. The 
  lifeforms are likely magically sustained, or 
  perhaps even the side effect of a recently cast 
  spell. 
  Roll 1D100 and consider the following: 
   
  Random Minor Lifeforms 
  D100 Roll 
  Description 
  01-10 
  Algae  
  11-20 
  Fungus  
  21-30 
  Lichen  
  31-40 
  Mold  
  41-50 
  Moss  
  51-60 
  Odd Liquid Forms (Nether 
  Faerie Magic) 
  61-65 
  Plants (Netherworld or Magical) 
  66-70 
  Slime  
  71-80 
  Thorns / Thorny Growths  
  81-90 
  Tree Roots  
  91-00 
  Vines / Creepers / Tanglers  
   
  Turn 45 Event: 
  Suddenly, a Hand Reaches Out! 
   
  In this turn, the adventurers are immediately 
  accosted by a crazed and normal human, 
  covered in filth, with tattered clothing and no 
  equipment. The person might be an escaped 
  prisoner, the sole survivor of a troop of men-at-
  arms, or a madman. Violence is unlikely, but 
  the resulting encounter will probably set off the 
  players’ nerves. 
  To create a memorable minor NPC of this 
  nature, first roll 1D100 and consider the 
  following random (and secret) motivational 
  options. These motivations are in addition to 
  the person’s currently agitated state. 
  
   
   
  Random Escapee Motivations 
  D100 Roll 
  Description 
  01-02 
  Addict in Withdrawal 
  03 
  Avoiding Duty 
  04-05 
  Berserker Rage 
  06-07 
  Catatonic, Can Be Led 
  08-09 
  Chaotic and Evil 
  10-11 
  Chaotic and Good 
  12-13 
  Chaotic and Neutral 
  14-15 
  Cursed 
  16-17 
  Desire for Another Prisoner 
  18-19 
  Desperate 
  20-21 
  Devout 
  22-23 
  Envy of Another Prisoner 
  24-25 
  Explorer 
  26-27 
  Faith / Destiny 
  28-29 
  Family 
  30-31 
  Fugitive 
  32-33 
  Glory 
  34 
  Grateful 
  35-36 
  Greedy 
  37-38 
  Hated Enemy in Adjacent Cell 
  (or Area) 
  39 
  Hateful 
  40-41 
  Helping Another Prisoner 
  42-43 
  Helpless 
  44-45 
  Honor / Oath 
  46 
  Immobile / Needs to be Carried 
  47-48 
  Last of His / Her Kind / Tribe 
  49-50 
  Lawful and Evil 
  51-52 
  Lawful and Good 
  53-54 
  Lawful and Neutral 
  55-56 
  Loved One / Family Member in 
  Adjacent Cell 
  57 
  Mi-Go in Disguise 
  58-59 
  Mind-Controlled 
  60-61 
  Mindless 
  62-63 
  Murderous 
  64-65 
  Neutral and Evil 
  66-67 
  Neutral and Good 
  68-69 
  Oath / Promise / Penitence 
  70-71 
  Panicked 
  72-73 
  Pregnant 
  74-75 
  Pride 
  76-77 
  Promise 
  78-79 
  Psychic Compulsion 
  80-81 
  Quest / Geas 
  82 
  Recovery of Lost Item 
  83 
  Return to Home World / 
  Dimension 
  84 
  Solving a Mystery 
  85-86 
  Spy Mission / Infiltration 
  87-88 
  Survival 
  89-90 
  Terrified 
  91-92 
  Thirst 
  93-94 
  Time Traveller 
  95-96 
  Treasure / Wealth 
  97-98 
  True Neutral 
  99-00 
  Vengeful 
   
   
   
   
  
   
   
   
  If you don’t want to come up with a backstory 
  for the hapless person, try rolling 1D100 in 
  consideration of the following: 
   
  Random Escapee Qualities or 
  Backstories 
  D100 Roll 
  Description 
  01 
  Alters Reality / Ultra-Powerful 
  02 
  Amnesia 
  03 
  Attacks 
  04 
  Attempts to Imprison Rescuers 
  05 
  Begging / Pleading 
  06 
  Begs Forgiveness / Clings, 
  Won’t Stand 
  07 
  Bitten by Werewolf 
  08 
  Blind 
  09 
  Branded / Covered in Runes 
  10 
  Carrying / Hiding Improvised 
  Weapon 
  11 
  Carrying / Hiding Key 
  12 
  Carrying / Hiding Secret 
  Treasure 
  13 
  Chained to Ceiling 
  14 
  Chained to Floor 
  15 
  Chained to Wall 
  16 
  Child 
  17 
  Clutching Doll / Puppet, Won’t 
  Let Go 
  18 
  Conversing with Invisible Ally 
  (imagined) 
  19 
  Conversing with Invisible Ally 
  (real) 
  20 
  Covered in Someone Else’s 
  Blood 
  21 
  Covered in Spiders 
  22 
  Curled Up, Won’t Move 
  23-24 
  Dead (Almost) / Dying 
  25-26 
  Deadly Secret 
  27-28 
  Deaf 
  29-30 
  Denounces God / Goddess 
  31-32 
  Dimensional Traveler 
  33-34 
  Diseased 
  35-36 
  Elderly 
  37-38 
  Filthy 
  39-40 
  Gibbering 
  41-42 
  Hallucinating 
  43-44 
  Hanging from Ceiling 
  45-46 
  Hanging in Gibbet 
  47-48 
  Hiding Under Bed / Pallet 
  49-50 
  Hiding Under Trash Heap 
  51-52 
  Illusion 
  53-54 
  In Alcove 
  55-56 
  In Cage / Pen 
  57-58 
  In Oubliette 
  59 
  In Pit 
  60 
  In Torture Device 
  61 
  Infested 
  
   
   
  62 
  Insists on Leading Adventurers 
  to Crucial Location 
  63 
  Invisible 
  64 
  Long Beard, Covered in Hair 
  65 
  Man in the Iron Mask 
  66 
  Mute 
  67 
  One-Armed 
  68 
  One-Legged 
  69 
  Paranoid Delusions 
  70 
  Prays Endlessly 
  71 
  Psychic 
  72 
  Raving 
  73 
  Reckless / Daredevil 
  74 
  Relative / Heir of Dungeon 
  Arch-Villain 
  75 
  Sacrificed Everything and 
  Failed 
  76 
  Scarred Beyond Recognition 
  77 
  Schizophrenic 
  78 
  Screaming 
  79 
  Secret Agenda / Misleading 
  80 
  Sees Invisible Monsters 
  (imagined) 
  81 
  Sees Invisible Monsters (real) 
  82 
  Shackled to Another Prisoner 
  83 
  Shackled to Dead Body 
  84 
  Shape Shifter 
  85 
  Siamese Twins / Parasitic 
  Twin 
  86 
  Stockholm Syndrome 
  87 
  Strangely Casual / Jovial 
  88 
  Strangles 
  89 
  Suicidal 
  90 
  Tortured 
  91 
  Translucent / Fading 
  92 
  Triggered by Key Word / 
  Mesmerized 
  93 
  Turning into Slime 
  94 
  Under Moldy Mattress 
  95 
  Vampirism 
  96 
  Vanishes when Rescued 
  97 
  Violent 
  98 
  Wanted for Terrible Crimes 
  99 
  Winged / Clipped Wings 
  00 
  Won’t Stop Drawing Figures on 
  Wall 
   
   
   
  Turn 49 Event: 
  Drip … Plip … Bloop … 
   
  And 
  the 
  rarest 
  iconic 
  random 
  event 
  I 
  recommend involves water. The adventurers 
  hear a source of freshwater, quite nearby; it 
  might even be within 20’ of the party’s current 
  location. This will be a natural pool, an ornate 
  pool, or a fountain, depending on the type of 
  dungeon being explored. 
  
   
   
  To determine what is unusual about the area, 
  first roll 1D100 and consider the following 
  potential features, present creatures, or carved 
  statue motifs: 
   
  Random Pool and Fountain Features 
  D100 Roll 
  Description 
  01 
  None 
  02 
  None, but Spectral Presence 
  (roll again to determine shape) 
  03 
  (Scene, roll three times) 
  04 
  (Scene, roll twice) 
  05 
  Angel Statue 
  06-07 
  Animating Statue, Beautiful 
  08-09 
  Animating Statue, Dangerous 
  10-11 
  Animating Statue, Intelligent 
  12-13 
  Beast Statue 
  14-15 
  Beasts Present, Drinking 
  16-17 
  Brine Hag Statue 
  18-19 
  Centaur Statue 
  20-21 
  Clams 
  22-23 
  Crabs 
  24-25 
  Crystal Coffin Underwater 
  26-27 
  Dead Body Underwater 
  28-29 
  Dead Fish 
  30 
  Demi-Human Statue (GM’s 
  choice) 
  31-32 
  Demon Statue 
  33-34 
  Devil Statue 
  35-36 
  Dragon’s Head Statue 
  37-38 
  Eels 
  39-40 
  Filled with Bones, Human 
  41 
  Filled with Bones, Monster 
  42 
  Filled with Rubble 
  43 
  Fish 
  44 
  Fish Statue 
  45 
  Frogs 
  46-47 
  Gargoyle Statue 
  48-49 
  Gargoyle Wall Spouts Cascade 
  Water into Fountain 
  50 
  Gemstone(s) in Water 
  51 
  Giant’s Head Statue 
  52 
  God of Water Statue 
  53 
  Goddess of Water Statue 
  54 
  Grotesque Statue (wingless 
  gargoyle) 
  55 
  Grotto Underneath 
  56 
  Hero Statue 
  57 
  Hippocampus Statue 
  58 
  Horse Statue 
  59 
  Human Statue (GM’s choice of 
  figure type) 
  60 
  Humanoid Statue (GM’s 
  choice) 
  61 
  Humanoids Present, Drinking 
  62 
  Hydra Statue 
  63 
  Inscription 
  64 
  Leeches 
  65 
  Lion Statue 
  66 
  Madman Defends Pool with His 
  Life 
  67 
  Magic Mouth 
  68 
  Magical Gate Underwater 
  69 
  Mermaid Statue 
  70 
  Minotaur Statue 
  71 
  Monster Statue (GM’s choice) 
  
   
   
  71 
  Monsters Present, Drinking 
  72 
  Naga Statue 
  73 
  NPCs Present, Drinking 
  74 
  Nymph / Nereid Statue 
  75 
  Octopus Statue 
  76 
  Petrified Victim “Statue” 
  77 
  Runes 
  78 
  Saint Statue 
  79 
  Sea Monster Statue 
  80 
  Seiren Statue 
  81 
  Serpentine Statue(s) 
  82 
  Sleeping / Imprisoned Vampire 
  Floats on Surface 
  83 
  Sleeping Adventurers 
  Encamped Here 
  84 
  Snails 
  85 
  Stairs Underwater 
  86 
  Surrounded by Edible 
  Mushrooms 
  87 
  Surrounded by Poisonous 
  Mushrooms 
  88 
  Surrounded by Skeletons 
  89 
  Surrounded by Wall of Crystal 
  90 
  Surrounded by Wall of Force 
  91 
  Transparent Crystals in Water 
  (cannot be seen, can be found) 
  92 
  Treasure Chest Underwater 
  93 
  Tree Growing in Water 
  (magical) 
  94 
  Triton Statue 
  95-96 
  Very Deep 
  97 
  Very Deep, Underground River 
  Below 
  98 
  Very Deep, Underwater Cavern 
  Below 
  99-00 
  Waterfall Cascades into 
  Fountain 
   
   
   
  And then roll 1D100 to determine the water’s 
  color, consistency, or quality. Roll 1D4 times, if 
  you like, for a wide range of random options. 
  Conflicting results (such as purple and yellow) 
  might actually indicate that there are different 
  layers to the water, or different fountain spouts 
  with different-colored types of water merging in 
  a larger basin. If the water is magical, different 
  
   
   
  types of water in the same fountain might well 
  possess entirely different powers. 
  Consider the following options: 
   
  Random Water Qualities 
  D100 Roll 
  Description 
  01 
  Acid 
  02 
  Alcohol 
  03 
  Astral / Starry 
  04 
  Bitter 
  05 
  Black 
  06-07 
  Blood(y) 
  08-09 
  Blue 
  10-11 
  Boiling 
  12-13 
  Brackish / Salty 
  14-15 
  Brown 
  16-17 
  Bubbling 
  18-19 
  Cascading 
  20-21 
  Clear 
  22-23 
  Cloudy 
  24-25 
  Cold 
  26-27 
  Cool 
  28-29 
  Covered by Algae 
  30 
  Covered by Lily Pads 
  31-32 
  Deep 
  33-34 
  Draining 
  35-36 
  Drying Up / Silted 
  37-38 
  Effervescent 
  39-40 
  Ethereal / Intangible 
  41 
  Fizzy / Mineralized 
  42 
  Flammable Oil on Surface 
  (trap) 
  43 
  Foaming 
  44 
  Frozen / Icy 
  45 
  Fuming (poisonous?) 
  46-47 
  Glowing / Phosphorescent 
  48-49 
  Golden 
  50 
  Gold-Flecked 
  51 
  Gray 
  52 
  Greasy 
  53 
  Green 
  54 
  Gushing 
  55 
  Herbal / Spiced 
  56 
  Honeyed 
  57 
  Hot 
  58 
  Iced Over / Icy 
  59 
  Illusory 
  60 
  Ink(y) 
  61 
  Invisible 
  62 
  Layered / Silted 
  63 
  Layered Liquids (e.g., oil and 
  water) 
  64 
  Leaking 
  65 
  Metallic / Liquid Metal 
  66 
  Misty / Vaporous 
  67 
  Moss-Covered 
  68 
  Muddy 
  69 
  Murky 
  70 
  Oily 
  71 
  Opalescent 
  71 
  Orange / Rusty 
  72 
  Overflowing 
  73 
  Phosphorescent 
  74 
  Pure 
  
   
   
  75 
  Purple 
  76 
  Rainbowed / Layered Colors 
  77 
  Rainbowed / Multi-Colored 
  Mineral Deposits 
  78 
  Red 
  79 
  Reflecting Pool (crystal ball 
  properties) 
  80 
  Reflectionless (magical) 
  81 
  Salt-Encrusted 
  82 
  Sewage 
  83 
  Shadow-Filled 
  84 
  Shallow 
  85 
  Silvery 
  86 
  Slimy 
  87 
  Sweet / Sugary 
  88 
  Swirling 
  89 
  Syrupy 
  90 
  Thick 
  91 
  Translucent 
  92 
  Trickling 
  93 
  Vinegar 
  94 
  Viscous 
  95-96 
  Warm 
  97 
  White 
  98 
  Wine 
  99 
  Yellow 
  00 
  (Roll Twice) 
   
  If you decide that the water is pure, it has no 
  effect other than to sate thirst and cause 
  nervousness. But if you decide that the water 
  is magical – I don’t encourage a random roll, 
  you should choose this – you can roll 1D100 to 
  determine the effect: 
  Random Magical Fountain Effects 
  D100 Roll 
  Description 
  01 
  (None) 
  02 
  Acidic / Corrosive 
  03 
  Alchemical (partial random 
  potion effects) 
  04 
  Alcohol / Intoxicating 
  05 
  Aura of Silence 
  06 
  Bestows Dark Sight 
  07 
  Bestows Night Vision 
  08 
  Blessing 
  09 
  Calcification (Petrification) 
  10 
  Causes Blindness 
  11 
  Causes Disease 
  12 
  Causes Parasitic Infection 
  13 
  Clairaudience 
  14 
  Clairvoyance 
  15 
  Confusion 
  16 
  Cures Disease 
  17 
  Cures Parasitic Infection 
  18 
  Cures Petrification 
  19 
  Cures Poison 
  20 
  Curse / Ill Omen 
  21 
  Decreases Charisma 
  22 
  Decreases Constitution 
  23 
  Decreases Dexterity 
  24 
  Decreases Intelligence 
  25 
  Decreases Strength 
  26 
  Decreases Wisdom 
  27 
  Drains Magic Items 
  28 
  Drains Spells 
  
   
   
  29 
  Enflaming (begins to boil when 
  touched) 
  30 
  Enhances Value of Gemstones 
  31 
  Fear 
  32 
  Geas / Quest 
  33 
  Grants Limited Wish 
  34 
  Grants Wish 
  35 
  Hallucinations / Illusion 
  Summoning 
  36 
  Haste 
  37 
  Healing 
  38 
  Holy Water 
  39 
  Identifies Magic Items 
  40 
  Increases Charisma 
  41 
  Increases Constitution 
  42 
  Increases Dexterity 
  43 
  Increases Intelligence 
  44 
  Increases Strength 
  45 
  Increases Wisdom 
  46 
  Intelligent / Psionic, Chaotic 
  Evil 
  47 
  Intelligent / Psionic, Chaotic 
  Evil 
  48 
  Intelligent / Psionic, Chaotic 
  Good 
  49 
  Intelligent / Psionic, Chaotic 
  Good 
  50 
  Intelligent / Psionic, Chaotic 
  Neutral 
  51 
  Intelligent / Psionic, Chaotic 
  Neutral 
  52 
  Intelligent / Psionic, Lawful 
  Evil 
  53 
  Intelligent / Psionic, Lawful 
  Evil 
  54 
  Intelligent / Psionic, Lawful 
  Good 
  55 
  Intelligent / Psionic, Lawful 
  Good 
  56 
  Intelligent / Psionic, Lawful 
  Neutral 
  57 
  Intelligent / Psionic, Lawful 
  Neutral 
  58 
  Intelligent / Psionic, Neutral 
  Evil 
  59 
  Intelligent / Psionic, Neutral 
  Evil 
  60 
  Intelligent / Psionic, Neutral 
  Good 
  61 
  Intelligent / Psionic, Neutral 
  Good 
  62 
  Intelligent / Psionic, True 
  Neutral 
  63 
  Intelligent / Psionic, True 
  Neutral 
  64-65 
  Journey to the Dreamlands 
  66-67 
  Madness 
  68 
  Meditation / Communication 
  with Deity or Power 
  69 
  Oracular / Reflecting Pool 
  70 
  Paralysis 
  71 
  Planar Summoning 
  72 
  Planar Travel 
  73 
  Poison 
  74 
  Pool is an Imprisoned Liquid 
  Monster (elemental?) 
  75 
  Potion Effect, Major (roll or 
  choose) 
  76 
  Potion Effect, Minor (roll or 
  choose) 
  77 
  Recharges Magic Items 
  
   
   
  78 
  Reflection of Opposition 
  79 
  Refreshing 
  80 
  Restores Spells 
  81 
  Sleep 
  82 
  Slowing 
  83 
  Summons Allies 
  84 
  Summons Beasts 
  85 
  Summons Monsters 
  86 
  Teleportation 
  87 
  Transmutes Base Metals to 
  Precious Metals 
  88 
  Transmutes Gold to Lead 
  89 
  Transmutes Gold to Platinum 
  90 
  Transmutes Lead to Gold 
  91 
  Transmutes Precious Metals to 
  Base Metals 
  92 
  Unholy Water 
  93 
  Vision, Ancestral 
  94 
  Vision, Clairvoyant 
  95 
  Vision, Clue 
  96 
  Vision, Nightmarish 
  97 
  Vision, Past 
  98 
  Vision, Prophetic / Future 
  99 
  Vision, Riddling / Mysterious 
  00 
  Vomiting 
   
  A Special Note Concerning the Essential 
  Essence of Magical Waters: If the pool has a 
  beneficial magical effect, it will only “function” 
  once every 24 hours. This means that only the 
  character who dared to drink first will benefit 
  from the act. No one character can benefit from 
  the water’s power more than once, regardless 
  of time elapsed. After 1D4+1 repeated visits, 
  the water will vanish entirely. 
  Farewell 
   
  And there you have it, a universal tool to make 
  dungeon 
  exploration, 
  “empty” 
  rooms, 
  passageways, labyrinths, and corridors far 
  more interesting. I hope that you have enjoyed 
  this Turn Tracker supplement and that it will 
  enhance your play of the game. 
  By the way, all of these selections and more 
  found in my Platinum Medal bestselling Classic 
  Dungeon Design Guide series, which you might 
  find interesting if you find yourself need more 
  Game Mastering advice. 
  Have fun storming the castle … 
   
   
   
   
  
   
   
  About the Author 
   
   
   
  Beginning play as a chaotic neutral normal 
  human with one measly hit point to his name, 
  KENT 
  DAVID 
  KELLY 
  eventually 
  became 
  apprenticed to a magic-user of ill repute ... a 
  foul man who dwelt in the steamy deeps of the 
  Ivory Cloud Mountain. After this mentor 
  carelessly 
  misplaced 
  an 
  intelligent 
  soul-
  sucking sword and then died under suspicious 
  circumstances, his former henchman Mr. Kelly 
  escaped to the deeper underground and there 
  began playing Satanic role-playing games. 
  This, the legends tell us, occurred in the year 
  1981. 
  Hoary wizard-priests who inspired Mr. Kelly in 
  his netherworldly machinations included the 
  peerless Mr. E. Gary Gygax, Carr, Arneson, 
  Cook, Hammack, Jaquays, Bledsaw, Moldvay, 
  Kuntz, Schick and Ward. Sadly, a misguided 
  made-for-the-basements movie entitled Mazes 
  and 
  Monsters 
  gave 
  Mr. 
  Kelly’s 
  parents 
  conniptions in 1982. As a result of that 
  blasphemous Tom Hanks debacle (and other 
  more personal lapses in judgment), Mr. Kelly 
  was eventually forbidden from playing his 
  favorite game for a considerable length of time. 
  Nonplussed but not defeated, he used this 
  enforced exile to escape to a friend’s alehouse, 
  and there indulged himself in now-classic 
  computer RPGs such as Zork, Telengard, 
  Temple of Apshai, Ultima, Tunnels of Doom, 
  The Bard’s Tale, Phantasie, Pool of Radiance, 
  Wizard’s Crown and Wasteland. He then went 
  on to write computer versions of his own 
  FRPGs, which led to his obsession with 
  coupling creative design elements with random 
  dungeons 
  and 
  unpredictable 
  adventure 
  generation. 
  Mr. Kelly wrote and submitted his first 
  adventure for Dungeon Magazine #1 in 1986. 
  Unfortunately, one Mr. Moore decided that his 
  submission was far too “Lovecraftian, horrific 
  and unfair” to ever serve that worthy periodical 
  as a publishable adventure. Mr. Kelly, it must 
  be said, took this rejection as a very good sign 
  of things to come. 
  In the late 80s and 90s, Mr. Kelly wrote short 
  stories, poems and essays ... some of which 
  have been published under the Wonderland 
  Imprints banner. He wrote several dark fantasy 
  and horror novels as well. Concurrently, he ran 
  Dark Angel Collectibles, selling classic FRPG 
  materials as Darkseraphim, and assisted the 
  Acaeum with the creation of the Valuation 
  Board and other minor research projects. 
  At this time, Mr. Kelly and his entourage of evil 
  gnomes are rumored to dwell in the dread and 
  deathly 
  under-halls 
  of 
  the 
  Acaeum, 
  Dragonsfoot, ENWorld, Grognardia, Knights & 
  Knaves, ODD, and even more nefarious levels 
  deep down in the mega-dungeon of the Web. 
  There he remains in vigil, his vampiric sword 
  yet shivering in his hand. When not being 
  sought outright for answers to halfling riddles 
  or other more sundry sage advice, he is to be 
  avoided by sane individuals at all costs. 
   
   
   
  
   
   
  Other Helpful Play Aids 
  in the Castle Oldskull 
  Supplement Series 
   
   
   
  Since 2010, Wonderland Imprints has provided 
  many books celebrating the arts of gaming, 
  dreaming, and enthusiastic overindulgence in 
  the realms of the imagination. Over 70 volumes 
  including novels, novellas, poetry, history 
  books, and role-playing gaming aids have been 
  featured throughout the years. For those 
  intrepid readers who have followed the Castle 
  Oldskull series since 2012, I would like to 
  personally thank you for your steadfast loyalty 
  and patronage. Through your ongoing interest 
  over 120,000 Wonderland Imprints e-books 
  and print titles have been sold through 
  Amazon, 
  CreateSpace, 
  the 
  popular 
  and 
  occasionally best-selling Gold and Platinum 
  Medal offerings available on DriveThruRPG 
  (2017-present), as well as the esteemed 
  charity-supporting Bundle of Holding. (In 2019 
  I was honored to raise thousands of dollars for 
  cancer charity in my mother’s name, entirely 
  through the fans’ enthusiastic support of the 
  Castle Oldskull gaming line. Over 30,000 e-
  books were sold in March 2019.) 
  If you would like to browse my other titles, or 
  to leave a review, please feel free to look here: 
   
  https://www.drivethrurpg.com/browse/pub/
  7178/Kent-David-Kelly 
   
   
  
   
   
  Thank you as always for helping my family with 
  your purchases and devotion. I hope to be able 
  to write for you in the near future once again! 
  ~K 
   
  As a sincere Thank You to my readers, the 
  vast majority of my creative game design 
  work is made available for your own fair use 
  through the Open Game License. 
  Long live the indefatigable Plague Doctors 
  and the OSR! 
   
   
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, 
  Wizards of the Coast, Inc. 
  System Reference Document © 2000, Wizards 
  of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on original 
  material by E. Gary Gygax and Dave Arneson. 
  System Reference Document © 2000–2003, 
  Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, Rich Baker, 
  Andy Collins, David Noonan, Rich Redman, 
  Bruce R. Cordell, John D. Rateliff, Thomas 
  Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson. 
  System Reference Document © 2000–2003, 
  Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, Rich Baker, 
  Andy Collins, David Noonan, Rich Redman, 
  Bruce R. Cordell, John D. Rateliff, Thomas 
  Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson. 
  System Reference Document 5.1 Copyright 
  2016, Wizards of the Coast, Inc.; Authors Mike 
  Mearls, Jeremy Crawford, Chris Perkins, 
  Rodney Thompson, Peter Lee, James Wyatt, 
  Robert J. Schwalb, Bruce R. Cordell, Chris 
  Sims, and Steve Townshend, based on original 
  material by E. Gary Gygax and Dave Arneson. 
  Modern System Reference Document © 2002–
  2004, Wizards of the Coast, Inc.; Authors Bill 
  
   
   
  Slavicsek, Jeff Grubb, Rich Redman, Charles 
  Ryan, Eric Cagle, David Noonan, Stan!, 
  Christopher Perkins, Rodney Thompson, and 
  JD Wiker, based on material by Jonathan 
  Tweet, Monte Cook, Skip Williams, Richard 
  Baker, Peter Adkison, Bruce R. Cordell, John 
  Tynes, Andy Collins, and JD Wiker. 
  Aerial Servant from the Tome of Horrors, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene and Clark Peterson, based on original 
  material by Gary Gygax. 
  Axe Beak from the Tome of Horrors, © 2002, 
  Necromancer 
  Games, 
  Inc.; 
  Author 
  Scott 
  Greene, based on original material by Gary 
  Gygax. 
  Barracuda from the Tome of Horrors, © 2002, 
  Necromancer 
  Games, 
  Inc.; 
  Author 
  Scott 
  Greene. 
  Beetle, Giant, Boring from the Tome of Horrors, 
  © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by 
  Gary Gygax. 
  Beetle, Giant, Rhinoceros from the Tome of 
  Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original 
  material by Gary Gygax. 
  Brownie from the Tome of Horrors, © 2002, 
  Necromancer 
  Games, 
  Inc.; 
  Author 
  Scott 
  Greene, based on original material by Gary 
  Gygax. 
  Cave Cricket from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Authors Scott 
  Greene and Clark Peterson, based on original 
  material by Gary Gygax. 
  Crab, Monstrous from the Tome of Horrors, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary 
  Gygax. 
  Crayfish, Monstrous from the Tome of Horrors, 
  © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by 
  Gary Gygax. 
  Crystal Ooze from the Tome of Horrors, © 2002, 
  Necromancer 
  Games, 
  Inc.; 
  Author 
  Scott 
  Greene, based on original material by Gary 
  Gygax. 
  Demon, The “Faceless Lord” from the Tome of 
  Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original 
  material by Gary Gygax. 
  Demon, Orcus from the Tome of Horrors, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary 
  Gygax. 
  Dun Pudding from the Tome of Horrors, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary 
  Gygax. 
  Fly, Giant from the Tome of Horrors, © 2002, 
  Necromancer 
  Games, 
  Inc.; 
  Author 
  Scott 
  Greene, based on original material by Gary 
  Gygax. 
  Golem, Wood from the Tome of Horrors, © 
  2002, Necromancer Games, Inc.; Authors Scott 
  Greene and Patrick Lawinger. 
  Kamadan from the Tome of Horrors, © 2002, 
  Necromancer 
  Games, 
  Inc.; 
  Author 
  Scott 
  Greene, based on original material by Nick 
  Louth. 
  Rot Grub from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Authors Scott 
  Greene and Clark Peterson, based on original 
  material by Gary Gygax. 
  White Pudding from the Tome of Horrors, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary 
  Gygax. 
  Darwin’s World © 2002, RPGObjects; Authors 
  Dominic Covey and Chris Davis. 
  Castles & Crusades: Players Handbook, © 
  2004, Troll Lord Games; Authors Davis 
  Chenault and Mac Golden. 
  Castles 
  & 
  Crusades: 
  Monsters 
  Product 
  Support, © 2005, Troll Lord Games. 
  
   
   
  OSRIC™ © 2006, Stuart Marshall, adapting 
  material prepared by Matthew J. Finch, based 
  upon the System Reference Document, and 
  inspired by the works of E. Gary Gygax, Dave 
  Arneson, and many others. 
  Basic Fantasy Role-Playing Game © 2006–2008 
  Chris Gonnerman. 
  New Spells: A Basic Fantasy Supplement © 
  2007 Chris Gonnerman, Ola Berg, Angelo 
  Bertolli, Jeff Querner, Everett Bradshaw, 
  Emiliano Marchetti, Ethan Moore, Jim Bobb, 
  and Scott Abraham. 
  Labyrinth Lord™ © 2007–2009, Daniel Proctor. 
  Author Daniel Proctor. 
  Swords & Wizardry Core Rules, © 2008, 
  Matthew J. Finch. Eldritch Weirdness, Book 
  One, © 2008, Matthew J. Finch. 
  Mutant Future™ © 2008, Daniel Proctor and 
  Ryan Denison. Authors Daniel Proctor and 
  Ryan Denison. 
  Advanced Edition Companion, © 2009–2010, 
  Daniel Proctor. Author Daniel Proctor. 
  Lamentations of the Flame Princess: Weird 
  Fantasy RolePlaying Deluxe Edition, © 2010, 
  LotFP. Author James Edward Raggi IV. 
  First Level Magic-User Spells Grindhouse 
  Edition Spell Contest: Bookspeak, © 2011 
  Daniel Smith. 
  First Level Magic-User Spells Grindhouse 
  Edition Spell Contest: Howl of the Moon, © 
  2011 Joel Rojas). 
  Lamentations of the Flame Princess: Weird 
  Fantasy RolePlaying Grindhouse Edition, © 
  2011, LotFP, Author James Edward Raggi IV. 
  Lamentations of the Flame Princess: Weird 
  Fantasy RolePlaying Player Core Book: Rules & 
  Magic © 2013 LotFP, author James Edward 
  Raggi IV. 
  Game World Generator Deluxe Edition © 2013-
  2018 Kent David Kelly. Author Kent David 
  Kelly. 
  B/X Essentials: Classes and Equipment © 
  2017 Gavin Norman. Author Gavin Norman. 
  B/X Essentials: Core Rules © 2017 Gavin 
  Norman. Author Gavin Norman. 
  Lords 
  of 
  Oldskull: 
  Krampus, 
  Lord 
  of 
  Bloodwinter, © 2017 Kent David Kelly. Author 
  Kent David Kelly. 
  B/X Essentials: Cleric and Magic-User Spells © 
  2017 Gavin Norman. Author Gavin Norman. 
  B/X Essentials: Monsters © 2018 Gavin 
  Norman. Author Gavin Norman. 
  B/X Essentials: Adventures and Treasures © 
  2018 Gavin Norman. Author Gavin Norman. 
  Old-School Essentials Core Rules © 2018 
  Gavin Norman. Author Gavin Norman. 
  Old-School Essentials Classic Fantasy: Genre 
  Rules © 2018 Gavin Norman. Author Gavin 
  Norman. 
  Old-School Essentials Classic Fantasy: Cleric 
  and MagicUser Spells © 2018 Gavin Norman. 
  Author Gavin Norman. 
  Old-School 
  Essentials 
  Classic 
  Fantasy: 
  Monsters © 2018 Gavin Norman. Author Gavin 
  Norman. 
  Old-School 
  Essentials 
  Classic 
  Fantasy: 
  Treasures © 2018 Gavin Norman. Author Gavin 
  Norman. 
  Oldskull Sword & Sorcery Book I: Basic Player 
  Characters, © 2018 Kent David Kelly. Author 
  Kent David Kelly. 
  Oldskull Tyrrhenia Map Pack, © 2018 Kent 
  David Kelly. Author Kent David Kelly. 
  Old-School Essentials Classic Fantasy: Rules 
  Tome © 2019 Gavin Norman. Author Gavin 
  Norman. 
  Oldskull Game Expansions, Book I: Character 
  Creation, © 2020, Kent David Kelly. Author 
  Kent David Kelly. 
  Oldskull Game Expansions, Book II: 1977 
  Bestiary, © 2020, Kent David Kelly. Author 
  Kent David Kelly. 
  
   
   
  Oldskull 
  Game 
  Expansions, 
  Book 
  III: 
  Adventurer’s Arsenal, © 2020, Kent David 
  Kelly. Author Kent David Kelly. 
  Oldskull Game Expansions, Book IV: Turn 
  Tracker, © 2020, Kent David Kelly. Author Kent 
  David Kelly. 
   
   
  Old-School Essentials is a trademark of 
  Necrotic Gnome. The trademark and Old-
  School 
  Essentials 
  logo 
  are 
  used 
  with 
  permission of Necrotic Gnome, under license. 
   
  END OF LICENCE 
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A Castle Oldskull supplement designed for 
  use with classic old school role-playing 
  games. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Requires 
  Old-School Essentials Core Rules. 
  
SOURCE: textdata/thevault/Castle Oldskull/Castle Oldskull Game Expansions Book 4 Turn Tracker.pdf