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might slumber on the first level of a dungeon, a pall of
                                                              smoke and the sound of its heavy breathing filling the
                                                              chambers near its lair. Clever characters will do their
                                                              utmost to avoid the dragon, even as the party's brave
            CHAMBER CONTENTS                                  thief makes off with a few coins from its hoard.
                                                                Not all monsters are automatically hostile. When
            Once you have a sense of the purpose of the various
                                                              placing monsters in your dungeon, consider their
            dungeon chambers, you can think about the contents
                                                              relationships to nearby creatures and their attitudes
            of those areas. The Dungeon Chamber Contents table
                                                              toward adventurers. Characters might be able to
            allows you to randomly roll contents for a chamber, or
                                                              appease a hungry beast by offering it food, and smarter
            you can choose contents for specific areas. If you choose
                                                              creatures have complex motivations. The Monster
            contents, be sure to include an interesting, colorful
                                                              Motivation table lets you use a monster's goals to define
            assortment of things. In addition to the contents shown
                                                              its presence in the dungeon.
            on this table, refer to "Dungeon Dressing" later in this
                                                                For large groups of monsters encountered across
            appendix for additional items and elements to fill  rooms.
                                                              multiple chambers, motivation could apply to the entire
              In the Dungeon Chamber Contents table, a "dominant
                                                              group, or each subgroup could have conflicting goals.
            inhabitant" is a creature that controls an area. Pets
            and allied creatures are subservient to the dominant
                                                              MONSTER  MOTIVATION
            inhabitant. "Random creatures" are scavengers or
            nuisances, usually lone monsters or small groups    d20   Goals             d20   Goals
            passing through the area. They include such creatures   1-2   Find a sanctuary   12-13   Hide from
            as carrion crawlers, dire rats, gelatinous cubes, and rust   3-5   Conquer the    enemies
            monsters. See chapter 3, "Creating Adventures," for       dungeon          14-15   Recover from  a
            more information on random encounters.
                                                                6-8   Seek an item in         battle
                                                                      the dungeon      16-17   Avoid danger
            DUNGEON  CHAMBER  CONTENTS
                                                                9-11   Slay a rival    18-20   Seek wealth
              dlOO   Contents
              01-08   Monster (dominant inhabitant)           RANDOM  DUNGEON HAZARDS
              09-15   Monster (dominant inhabitant) with treasure
                                                              Hazards are rarely found in inhabited areas, because
              16-27   Monster (pet or allied creature)
                                                              monsters either clear them away or avoid them.
              28-33   Monster (pet or allied creature) guarding treasure
                                                                Shriekers and violet fungi are described in the
              34-42   Monster (random creature)               Monster Manual. The other hazards on the table are
              43-50   Monster (random creature) with treasure   described in chapter 5, "Adventure Environments."
              51-58   Dungeon hazard  (see "Random Dungeon
                    Hazards")  with incidental treasure       DUNGEON  HAZARDS
              59-63   Obstacle (see "Random Obstacles")
                                                                d20   Hazard            d20   Hazard
              64-73   Trap  (see "Random Traps")
                                                                1-3   Brown  mold      11-15   Spiderwebs
              74-76   Trap  (see "Random Traps")  protecting treasure
                                                                4-8   Green slime      16-17   Violet fungus
              77-80   Trick  (see "Random Tricks")
                                                                9-10   Shrieker        18-20   Yellow mold
              81-88   Empty room
             89-94   Empty room with dungeon hazard  (see "Random
                                                              RANDOM  OBSTACLES
                    Dungeon Hazards")
                                                              Obstacles block progress through the dungeon. In some
             95-00   Empty room with treasure
                                                              cases, what adventurers consider an obstacle is an
                                                              easy path for the dungeon's inhabitants. For example,
            MONSTERS AND  MOTIVATIONS
                                                              a flooded chamber is a barrier to many characters but
            See chapter 3, "Creating Adventures," for guidance on   easily navigated by water-breathing creatures.
            creating encounters with monsters. To foster variety   Obstacles can affect more than one room. A chasm
            and suspense, be sure to include encounters of varying   might run through several passages and chambers,
            difficulty.                                       or send cracks through the stonework in a wider area
             A powerful creature encountered early in the dungeon   around it. An area of battering winds that emanates
            sets an exciting tone and forces the adventurers to   from a magic altar could stir the air less dangerously for
            rely on their wits. For example, an ancient red dragon   hundreds of feet in all directions.
            APPENDIX  A  I RANDOM  DUNGEONS
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