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Dungeon of the Three Fools - Multi-Die Dungeon Creation Tables

Originally, we played Dungeons and Dragons (from the three books in the little white box, in fact). Then we advanced to Dave Hargrave's Arduin Grimoire. During all that time, of course, we used and collected all those multi-colored dice in their profusion of sides. From the pointy little four-siders to the zocchihedron (a 100 sided die named for Lou Zocchi, whom I had the pleasure to meet once), we used and collected (what role player doesn't collect dice, eh?) them all. As a consequence, my first dungeon creation tables freely switched back and forth across all those differenct dice.

These tables date from about 1978. We still use them, whenever we are in the mood for a mindless dungeon romp.

Note: The tables shown here are fairly (but not totally) faithful to the original tables. I improved some of the wording and added a Type of Trap table (to be parallel to the D6 tables).

Need tables that print more nicely? Here's a Word version.

Shape of Room

Roll (1d20)ResultNotes
1 - 2Round
3 - 6Triangular
7 - 18Rectangular
195 - 12 sides1d8 + 4
20Cavern

Length of Wall

For results 3 - 19 on the Shape of Room table.

Roll (1d20)ResultNotes
1 - 210'
3 - 1020'
11 - 1730'
18 - 1940'
2050 - 100'(1d6 + 4) * 10

Size of Round Rooms and Caverns

Shape to suit available space (for caverns) or available template (for round rooms).

Width of Passageway

Roll (1d20)Result
1 - 125'
13 - 1810'
19 - 2020'

Length of Passageway

Roll (1d20)ResultNotes
1 - 210'
3 - 920'
10 - 1630'
17 - 1940'
2050 - 100'(1d6 + 4) * 10

Frequency of Doors

Roll for every 10' of wall in rooms and passageways

Roll (1d6)Result
1 - 5No doorway
6Doorway

Presence of Doors

Roll (1d6)Result
1 - 3Arch
4 - 6Door

Type of Door

Roll (1d6)Result
1 - 2Wood
3 - 5Iron-banded Wood
6Iron

What occurs on the other side of a doorway

Roll (1d6)Result
1 - 2Passageway
3 - 6Room

Special Features

Roll (1d6)ResultNotes
1 - 14Nothing
15Waterway

Roll 1d6.
1 - 3Stream*
4Pool*
5 - 6River**

16 - 18Stairs

Roll 1d6.
1 - 3Up
4 - 6Down

19Shaft*

Roll 1d6.
1 - 3Up
4 - 6Down

20Crevice/Chasm**

Roll 1d6.
1 - 2Bridge
3 - 6No bridge

Distances for Shafts, Pools, and Streams

Roll (1d20)Result
1 - 55'
6 - 1510'
16 - 2015'

Distances for Crevices, Chasms, and Rivers

Roll (1d20)ResultNotes
1 - 210'
3 - 1020'
11 - 1730'
18 - 1940'
2050 - 100'(1d6 + 4) * 10

Frequency of Monsters

Roll (1d6)Result
1 - 2Monster
3 - 6No monster

Frequency of Treasure

Roll (1d6)Result
If a monster is present:
1 - 3No Treasure
4 - 6Treasure
If no monster is present:
1Treasure
2 - 6No treasure

Frequency of Traps

Roll once per room and one per 20' of passageway

Roll (1d6)Result
1Trap
2 - 6No trap

Type of Trap

Roll (1d6)ResultNotes
1Falling rockOr acid or goblin snot or....
2Crossbow in wallOr spears or swords or fragile love potions or....
3PitWith or without spears, acid, snakes, or....
4Glue-coated doorWith or without the ear of a thief....
5Biting chestAnd the bite could be venomous or diseased, too.
6Teleporter!Roll 1d6 again. On 1 - 3, teleport to a previously mapped area (GM's choice of where). On 4 - 6, begin a new dungeon section.