Okay, so this is where we left things in Part 1 of mapping Zone O.
I decided to move to the northeast door to start resolving that route into this zone (from Zone K). No particular reason other than to take a fresh direction. Doors also have a different dynamic than passages, so let's see what happens.
The roll to determine what's behind the
door on Table 20 results in a '3' = "Parallel Passage." Checking the passage width on Table
22 is a '12' = "10' wide." Rolling a d4+2 roll to determine length came up a '2+2' = "40' long." Since it's a 40' long passage, we roll 1d4 to
determine which 10' segment the door is located in, resulting in a '3' = the 30'
section. This series of rolls means the passage runs east 20' from the door, and 10' to the west.
We'll roll at either end to see what's next (although we're running out
of room to the W due to the big circular room).
Rolling on Table 18 for the west branch comes up a '12' = "Side Passage." A follow-up roll on Table 21 is a '2' = "Left 90 degrees" (perfect!) A d3 roll for length results in a '1' =
"10' long." Rolling on Table 18 for the east branch comes up a '15' = "Stairs." A follow-up roll on Table 13 is a '9' = "Up 1 level." This route will take the party
back topside into the city ruins.
Continuing with the western direction from the door, we make another roll on Table 18 which results in a '14' = "Side Passage." Rolling on Table 21 comes up a '19' = "Four way intersection". This lines up perfectly with the incoming passage from the west, leaving passages to the east and south. Roll passage width on Table 23 results in '8' and '17' = "10' wide" (east passage) and "20' wide" (south passage). A pair of d3 rolls to determine the lengths of those passages comes up '3' and '2' = "30' long" (east) and "20' long" (south).
Following the eastern passage, we roll on Table 18 to see what comes up next. A result of '16' = "Turn," with the follow up roll for direction coming up a '14' = "Right 90 degrees" and a d3 roll for length resulting in a '2' = "20' long." Continuing on around the corner, another roll on Table 18 comes up a '12' = "Side Passage." The follow up roll on Table 21 is a '3' = "Left 90 degrees" with a d3 roll for length coming up '3' = "30' long." This passage carries off into Zone P, so we'll stop following this direction. The original passage continues south after the side passage for d3 roll of '3' = "30' long."
Another roll on Table 18 is a '2' = "Chamber." We roll size on Table 2(b) for a '12' = "20x40." To determine the orientation of the long wall of this rectangular room (i.e., is it 40' tall or 40' wide?), I use a d6: 1–3 = "tall," 4–6 = "wide." The result is a '4' = "wide," meaning the long wall runs east-west. We roll 1d4 to determine which 10' section the entrance is on, with the result of '4' = the far east section of the north wall.
Rolling on Table 5 to determine the number of exits comes up a '6' = "3 Exits" for rooms larger than 500 sq.ft. Determining the exit locations on Table 6 results in '2,4,6' = "left" (east), "left (east)," and "opposite" (south). Next we roll the direction of each of exit on Table 7, resulting in '8, 11, 14' = "Straight" for all three. Rolling for passage width comes up '2,5,8' = "10' wide," plus d3 roll for length comes up '1' = "10' long" (in the north section of the east wall), a '3' = "30' long" (the southern exit on the east wall), and a '2' = "20' long" (the south exit). We also roll d4 to determine which section of the south wall the exit is located on, resulting in a '3' = the 30' section. Finally, a roll on Table 8 to determine the chamber contents comes up a '3' = "Empty."
Backtracking to the 20' wide passage running south, we roll on Table 18 with a result of '16' = "Turn." Rolling for direction on Table 24 comes up a '16' = "Right 90 degrees" and a d3 for length is a '3' = "30' long." Looking at the map, it's obvious to connect with the topmost of the 3 passages coming in from the west; I'll just connect it with a 10' wide passage and close that particular loop.
We'll also roll on Table 18 for the incoming passage since I'm technically bridging the 10' gap left by the rolls. The result is a '16' = "Turn." The roll for direction on Table 24 comes up a '2' = "Left 90 degrees" so we keep going a bit longer. The d3 roll for length is a '2' = "20' long" (which is all we had available anyway). At the end of this passage, we roll on Table 18 with a result of '20' = "Trick/Trap" (it's a perfect spot for one). As with all the other content locations, I'll roll the specifics of this later when I stock the dungeon.
Returning to the 20x20 chamber to the south, with dual exits heading eastward, we'll resolve
the northeast passage next. The roll on Table 18 comes up '16' = "Turn," with the direction
on Table 24 resulting in a '14' = "Right 90 degrees." The d3 roll for length is a '2' =
"20' long." Continuing this passage, we roll on Table 18 for a '16' = "Turn." The direction roll on Table 24 is a '10' = "Left 45 degrees," with a d6 roll to determine whether it angles ahead or behind the current direction of travel. The result is a '3' = "Ahead." The d3 roll for length is a '2' = "20' long."
Continuing this route, a roll on Table 18 comes up a '13' = "Side Passage." The follow-up roll on Table 21 is a '13' = "Passage T's." The way I typically handle these
intersections is to add 10' to the length of the
corridor to allow for the turns, then roll d3 for each branch to
determine passage length in either direction. First, however, we roll for each passage
width on Table 22 which comes up a '1' = "5' wide" running to the northeast, and a '17' = "20' wide" to the southwest. The d3 distance rolls are a pair of '1s' = "10' long" in either
direction. (This ends up being a pretty weird intersection.)
Following the 5' wide passage first, we roll on Table 18 for a '19' = another "Turn," with the follow-up roll for direction on Table 24 a '19' = "Right 90 degrees" for a d3 roll of '1' = "10' long." Continuing in this direction, the next roll on Table 18 is an '11' = "Side Passage." The roll on Table 21 is a '9' = "Left 45 degrees." The d6 roll to determine whether the angled turn is ahead or behind is a '6' = "Behind" with a d3 roll for length a '3' = "30' long." I had to bend the passage westward, around the already-generated passage and chamber to the northeast. Normally, I would have also rolled the passage width, but in this case the only way I could make the roll work was to keep it at a 5' width.
Instead of resolving this branch, we keep with the original passage direction. It continues for another d3 roll of '2' = "20' long," causing it to intersect with a 10' wide passage. I want the 10' wide passage to have priority, so we roll on Table 18 to see what comes next in that passage. The result is a '16' = "Turn," with a follow-up roll on Table 24 coming up an '8' = "Left 90 degrees" for a d3 length roll of '1' = "10' long." By angling the corner, I can make this work and keep the result for the 5' wide passage.
Returning to the 5' wide passage, we roll again on Table 18 for a '19' = "Turn." The direction roll on Table 24 is a '20' = "Right 45 degrees," with a follow-up d6 roll to determine whether the turn is ahead/behind coming up a '6' = "Behind" for a d3 length roll of '2' = "20' long." I added a slight bend directly south before the 45-degree turn, just to line up the wall with the grid.
The northern leg of the 5' wide passage enters an area with some pretty difficult spatial limitations, a nice spot for an out-of-the-way room or chamber, so we'll resolve that direction next. A roll on Table 18 is a '4' = "Continue Straight" for a length roll of d4+2, resulting in a '4+2' = "60' long." To meet the length, the passage will have to bend to the northwest and then north.
Continuing, the next roll on Table 18 is an '11' = "Side Passage." The follow-up roll on Table 21 is a '12' = "Passage T's" (perfect again!) We could roll for passage width here again, but I like the tight spaces so we'll keep the 5' width for now, leaving us with lots of room for development. Rolling d3s for the length of each east-west branch comes up a pair of '3s' = "30' long" in both directions. Taking the west branch first, a roll on Table 18 is a '5' = "Dead-end." There could be a secret door to the west and north, so roll two d100 rolls come up '96' and '65' = no secret doors, so the west passage indeed ends here.
Taking the east branch, a roll on Table 18 is a '16' = "Turn." The follow-up roll on Table 24 is a '5' = "Left 90 degrees" for a d3 length of '3' = "30' long." Continuing on, another roll on Table 18 is a '17' = "Turn." A roll on Table 24 is a '4' = "Left 90 degrees," which is impossible so we roll again for an '18' = "Right 90 degrees" for a d3 length of '2' = "20' long" (a perfect fit).
Continuing, a roll on Table 18 comes up '13' = "Side Passage." The roll on Table 21 is a '1' = "Left 90 degrees" which, again, is impossible here, so the re-roll is an '8' = "Right 90 degrees" for a d3 length of '3' = "30' long." Normally, since this is a "side" passage, the original passage direction should continue east, but we have run out of available space in that direction so the the side passage becomes, in effect, a "turn". The next roll on Table 18 is a '6' = "Door." The location roll on Table 19 is a '15' = "Ahead" (I extended the passage 5' just to line up with the grid, then added a small door like a hatch).
The roll on Table 20 to determine what's behind the door comes up a '14' = "Room." Rolling room size on Table 2(a) is a '13' = "20x40" (this slides in perfectly.) Rolling for the number of exits on Table 5 comes up a '15' = "0 exits" for rooms smaller than 1,500 sq.ft. A d100 roll for possible secret doors on the west or south walls results in a '75' and a '15', which indicates a secret door on the south wall. A d4 roll to determine which wall section the secret door is on comes up a '3' = the 30' section of the south wall. Finally, rolling for room contents on Table 8 is a '16' = "Monster + Treasure."
The secret door brings us back into the previously-rolled empty chamber to the south. Moving to the unresolved passage leading south, with an eastward bend. The passage is on a course into
zone P, so we roll on Table 18, which results in a '3' = "Chamber." Rolling for size on Table
2(b) comes up an '8' = "40x40." Since there is only 30' available to the north, we only roll a d3 to determine which section of the
wall the entrance is on, resulting in a '3' = the 30' section of the west wall. The rest of the chamber juts 30' into Zone P.
The roll on Table 5 to determine the number of exits is an '18' = "Roll 1d4" for any size room. This roll comes up a '2' = "2 exits." Rolling the locations on Table 6 results in a '10' and '17' = "Opposite wall" (east) and "Same
wall" (west). For each exit passage, we roll direction on Table 7 and then a d3 for length. The roll for direction of the east exit is a '2' = "Straight," for a '1' = "10' long." This exit is located on a d4 roll of '4' = the 40' section of the east wall. For the west exit, the direction roll is a '16' = "Straight" for a '1' = "10' long." As there are only three 10' squares on the west wall, we roll a d3 to determine which section the exit is on, which comes up a '3' = the 40' section in this case. Finally, a roll for room contents on Table 8 is a '5' = "Empty."
We'll ignore the east direction since this is firmly in Zone P, but continuing the western exit out of this chamber, the passage has to turn immediately southward due to existing walls. The roll on Table 18 is an '18' = "Turn." The follow-up roll for direction on Table 24 is a '20' = "Right 45 degrees." Since we shifted the direction of travel to the south, this roll is possible, but only if the angle turns "Ahead," so there is no need to make a d6 roll to determine if the turn is to the back or ahead. A d3 roll for length is a '1' = "10' long." Continuing, we roll on Table 18 again, which comes up a '5' = "Dead-end." Two d100 rolls for secret doors to the southwest and southeast come up a '21' and a '13', indicating secret doors in both directions.
I want to give the secret doors priority over resolving the 5' wide passage and the 20' wide passage to the west, so let's see what's on the other side. Starting with the eastern secret door, the roll on Table 20 is a '19' = "Chamber." The size roll on Table 2(b) is a '6' = "30x30." Rolling for the number of exits on Table 5 comes up a '3' = "2 exits" for rooms larger than 500 sq.ft. The rolls for exit locations on Table 6 come up an '11' and a '16' = "Opposite" (southeast, since the room is angled) and "Right" (southwest). The d3 rolls to determine which wall segment each secret door is on are a pair of '3s' = the 30' segment for both exits.
The secret door entrance can only be in the 30' segment of the northwest wall as well (given then I always count left-to-right and top-to-bottom when determining these things), in order for the chamber to fit the available space. If the dungeon
was a little bit crowded in this area, I would consider distorting the
room to fit the square footage instead, but it's easier here to just accept the
secret door's location. Next, we'll roll the exits' directions on Table 7, with a
d3 each for their lengths. The direction roll for the first exit (southeast) comes up a '9' = "Straight," with a length roll of '2' = "20' long." The direction roll for the other exit (southwest) is a '1' = "Straight," with a length roll of '2' = "20' long." Finally, the roll for contents on Table 8 is an '11' = "Monster."
Now let's see what's on the other side of the second secret door. The roll
on Table 20 is a '14' = "Room." The roll for size on Table 2(a) is a '19' =
"Special." Rolling the special on Table 3 is a '3' = "Circular." Rolling size
on Table 4 comes up a '10' = "2,500 sq.ft." This is roughly equivalent to a 56' diameter circle,
which we can round off to 50' or 60' if needed. Given the space
available, a 50' diameter circle will have to do. To accommodate the circle, I
also need to add a little entrance passage to connect the room to the
secret door.
Next, we roll the number of exits on Table 5, which comes up a '14' = "1
exit" for rooms larger than 1,500 sq.ft., with the roll for location on Table 6 coming up a '10' = "Opposite wall" (west). Rolling a d5 to determine the door's location on
the "west" wall of the circle results in a '4' = the 40' section (approximately at
the 8:00 position). Depending on what happens with the surrounding
dungeon, I may turn this door into a secret or one-way door, to maintain
the room's hidden quality.
Finally, we roll contents on Table 8 for a '1' = "Empty." Per the Table 3 footnote, however, there is a d20 chance for a pool or
shaft in a circular room, which comes up a '6' = "Pool." Rolling a d8+12* on Table 15 comes up with an '8+12' which is a '20'= "Magic pool." (*We add 12 because the results of 1–12 on Table 15 indicate "No pool," but we've already established that there is a
pool here with the footnote roll. Rolling the magic pool type on Table 17 comes up a '4' = "Pool turns
gold into platinum or lead."
This is a one-off "trick" but a poorly-designed one, as the process of testing its properties uses up the effect; e.g., throwing a gold piece in to test it turns the gold to platinum or lead once (based on a d20 roll), but then the pool becomes non-magical. A better trick is to have the pool turn some amount of gold pieces into platinum, but anything exceeding that amount then turns to lead instead. This is a more effective trick as it can potentially use the players' greed to fool them into committing a huge amount of gold to the pool, much of which will get turned to lead.
Now we'll jump north to the 20' wide passage. The 5' wide passage to the N feels like a shortcut route, so it makes sense to give priority to the main route here. The roll on Table 18 is a '1' = "Chamber," and the roll for size on Table 2(b) is a '7' = "40x40." Rolling for the number of exits on Table 5 comes up a '3' = "2 exits" for rooms greater than 500 sq.ft. The roll exit location rolls on Table 6 are a '5' = "Opposite wall" (southwest, since the direction of travel is angled 45 degrees) and '15' = "Right wall" (northwest).
Rolling the direction of the southwest exit on Table 7 is a '7' = "Straight," and the d3 roll for length is a '2' = "20' long." The exit is located on a section of wall determined by a d4 roll, which comes up a '2' = the 20' section. Finally, a roll on Table 22 to determine passage width is an '18' = "30' wide."
Rolling the direction of the northwest wall on Table 7 is a '12' = "Straight," and the d3 roll for length is a '3' = "30' long." The exit is located on a d4 roll which is a '4' = the 40' section. The roll on Table 22 for width is a '19' = "Special." The follow-up roll on Table 23 is a '5' = "40' wide with columns." Since this is a massive hall, we roll d4+2 for length, which results in a '4+2' = "60' long."
This is not all going to fit in the available space, but I love the epic size and grandeur of this combination of chamber and hall, so I'll bend the passage westward to fit. Basically, this turns the space into a 40'x100' columned gallery, angled from SE to NW, with a 30' wide branch leading off to the southwest and a 20' wide entrance wing to the NE. Awesome!
A footnote on the Special Passages table indicates there is a 50% chance for the passage to contain "...a single or double row of columns," which I read as a 50/50 chance to contain one or the other (as the roll has already determined that columns are present). The result of the d100 roll is a '36' = a single row. This also obviates the chance for there to be a balcony overhead, per the footnote. Finally, a roll for contents of the 40x40 room on Table 8 is a '10' = "Monster."
We still have to contend with a 40' wide passage continuing west and a 30' wide passage continuing to the southwest. These will obviously take priority over other passages and doors. I wish these had developed in one of the central zones, to give time for these colossal structures to fan out a little, but we'll see what happens with the rolls.
Before we close out this section, I want to resolve the open passage just to the north of this new grand hall. There is very little space available to progress, so it should be easy to finish this area up. The roll on Table 18 is a '6' = "Door," which a roll on Table 19 for location is an '18' = "Ahead." Rolling for what's behind the door on Table 20 comes up a '12' = "Room." The roll for size on Table 2(a) is a '5' = "30x30" (the equivalent of nine 10x10 squares). Obviously a 30x30 room won't fit in this weird space, but it is just slightly over 9 squares of area, so if I simply make the whole area the room, we meet the criteria. Rolling for the number of exits on Table 5 results in an '11' = "0 exits" for rooms smaller than 1,000 sq.ft. Since a secret door here would be pointless, I won't bother rolling the chance. Rolling for contents on Table 8 is a '13' = "Monster + Treasure."
Let's resolve the 40' wide passage to the west first. The roll on Table 18 is a '7' = "Door." The roll to determine its location on Table 19 results in a '20' = "Ahead," with a d4 roll to determine which wall segment the door is on coming up a '2' = the 20' segment. We'll come back to this area, but for now this closes off that route, so we'll turn to resolving the 30' wide passage leading southwest next.
The roll on Table 18 is a '3' = "Chamber." We roll size on Table 2(b) for an '11' = "20x40." Since the opening is 30' wide (10' larger than the shorter of this chamber's two dimensions), we orient the chamber such that the long dimension (40') runs northwest to southeast. The roll on Table 5 to determine number of exits is a '9' = "4 exits" for rooms larger than 500 sq.ft. We roll the exit locations on Table 6 which results in '6' and '12' = both on the "Opposite Wall" (southwest), '13' = "Right Wall" (northwest), and '20' = "Same Wall."
Taking the first "opposite wall" result, we roll for direction on Table 7 for an '8' = "Straight," for a d3 length of '1' = "10' long," plus a d4 roll to determine the section of wall it's on for a '2' = the 20' section. We then roll exit width on Table 22 which comes up a '19' = "Special." The follow-up roll on Table 23 is a '9' =
"50' wide." There is a 50% chance for columns, so the d100 roll is a '50' = columns are present. There is a 50/50
for a single or double line of columns, which comes up an '84' = "Double Columns." There is a 10%
chance for a balcony so the d100 roll is an '85' = "No balcony." Since this is another large
hall, we roll length using d4+2 for a '2+2' = "40' long."
Since the first "opposite" exit takes up the whole length of the wall (and then some), I decided to move the second "opposite" exit to the left wall instead. In this case, I think it would also have been appropriate just to eliminate the second result. The direction roll on Table 7 is a '4' = "Straight" for a d3 length roll of '2' = "20' long." A d2 roll to determine the wall section is a '2' = the 20' section. A roll on Table 22 to determine width is a '14' =
"20' wide."
To determine the direction of the exit on the "right" (northwest) wall, the roll on Table 7 is a '7' = "Straight" for a d3 length roll of '1' = "10' long." A d2 roll to determine which wall section it's on results in a '2' = the 20' section. A roll on Table 22 to determine width is a '15' =
"20' wide."
For the exit on the "same" (northeast) wall, we roll for direction on Table 7, which results in a '4' = "Straight" for a d3 length roll of '2' = "20' long." We're placing it on the 10' wall section, as there is no other
place for it, so no roll necessary. Finally, we roll on Table 22 to determine
width , which comes up a '6' = "10' wide."
As-is, there are a few problems with this layout (as shown in the screenshot below). For starters, the 20x40 chamber from which all these passages originate has ceased to exist; the "walls" are completely consumed by the exit passage widths. Also, the bottom of the 50' wide southwest passage drops off the edge of the map; the 20' wide northwest passage runs into the 40' wide hall to the north; the 10' wide northeast passage leads into an area with little available space; and the 20' wide southeast passage is bumping up against the edge of the map and crowding out the little remaining available space. I'll need to tweak this, but before I do that, despite the fact that the "chamber" is gone, we'll roll contents for the chamber on Table 8 which comes up a '13' = "Monster + Treasure."
The first layout fix is to bend both the northwest and southwest passages 45 degrees toward the west, and reposition the columns. Next, we roll what comes next for the 10' wide northeast passage on Table 18, with a result of '7' = "Door." The location roll on Table 19 comes up a '6' = "Left." Rolling on Table 20 to determine what's behind the door comes up a '12' = "Room." There's no need to roll for size, as it can only be a tiny closet, essentially; We won't going to bother rolling for exits or secret doors, either. The content roll on Table 8 is '20' = "Treasure" (cool!)
Moving to the see what's down the 20' wide passage to the southeast, we roll on Table 18 for a '12' = "Side Passage." Rolling on Table 21 comes up a '4' = "Left 90 degrees," which obviously connects with the exit from the circular room to the northeast. Just to satisfy both routes, we'll roll to determine what's behind the door on Table 20, but from the perspective of exiting the circular room for directional purposes. The result is a '19' = "Chamber." The roll for size on Table 2(b) is a = '14' = "40x50," which obviously won't work here. Instead, I'm just inserting a ~20x30 room/chamber to connect these two areas. Rolling contents on Table 8 comes up a '14' = "Monster + Treasure".
The original passage continues, but must bend to point eastward; in addition, I reduced the passage width to 10', as I suspect I'll end up connecting to the existing 10' passage to the east, but you never know where the rolling will take you. Another roll on Table 18 to see where the passage goes next results in a '3' = "Chamber." Rolling for size on Table 2(b) is a '12' = "20x40" (or eight 10x10 squares, since there's not room to fit these dimensions as is). There are about 9 squares available below the circular room with the magic pool, so it works if I turn the whole lower section into a weirdly-shaped chamber. No point in rolling for exits, though. Rolling for contents on Table 8 comes up a '15' = "Monster + Treasure".
I also want to resolve the 5' wide passage to the northeast of the circular chamber before I tackle the big passages to the west. Space here is limited, so we'll see what happens. Rolling on Table 18 comes up a '4' = "Continue straight." For "continuing" passages, I typically roll d4+2 instead of d3 for length, but that's not necessary here as there's only ~25' left; instead, I'll run it to the end of the available space and roll on Table 18 again. This roll is a '7' = "Door," with the location roll on Table 19 coming up a '5' = "Left" (which would enter the circular chamber). In this case, I refer to the footnote on Table 6 that says if a passage or door would open into a previously-mapped area, you roll a d20 to see if the door is either moved to the opposite wall, or becomes a secret- or one-way door. The result is a '3' = the door moves to the right-hand (north) wall
Rolling for what's behind the door on Table 20 comes up a '2' = "Parallel Passage." A d3 roll for length is a '2' = "20' long" (and I'm keeping the width 5'). A roll on Table 18 to see what's next is a '14' = "Side Passage." (This may not be possible, but I'll roll it out just to see.) On Table 21 the result is an '18' = "Four-way Intersection." This result is impossible/unlikely in the available space, so I'll re-roll on Table 18 for '18' = "Turn." The roll on Table 24 is a '6' = "Left 90 degrees." (This is possible, but can only be a maximum of 20' long, with a bend), so rolling a 50/50 chance on d6 for length (10' or 20') comes up a '5' = "20' long."
Continuing, the next roll on Table 18 is a '3' = "Chamber." Rolling for size on Table 2(b) comes up a '12' = "20x40" (obviously not enough room, so it just takes the remaining space). To give it a little extra space, I extended the passage beyond the door to the eastern angled wall, then ran the side passage up to the northwest angled wall to make a neat little hidey-hole. Rolling for contents on Table 8 results in a '12' = "Monster + Treasure".
So, with dwindling space available for the dungeon layout, I have six routes to resolve: A passageway door to the north, another door from the 40' wide passage to the west, a 20' wide passage heading west, a 50' wide columned passage (also heading west), a chamber exit from Zone N entering eastward, and a 10' wide passage from Zone N below it (also heading east).
First, let's see what's behind the northern-most door (near the hallway Trick/Trap). The roll on Table 20 is a '10' = "Passage 45 degrees right." Rolling a d3 for length comes up a '2' = "20' long." I can make this work if I shunt the angled passage 1 square to the W, but given the space left, there might be a better result with another route, so I'll try the door from the 40' wide passage next.
Rolling on Table 18 comes up a '5' = "Straight Passage." Again, with passages like this I usually roll d4+2 length rather than a d3. The roll results in a '1+2' = "30' long." Continuing on, we roll on Table 18 for a '13' = "Side Passage." The follow-up roll on Table 21 results in a '17' = "4-way Intersection." Rolling a d3 for each of the three remaining branches length results in all '2's' = each of the other 3 intersection branches is "20' long." The north branch can obviously connect with the angled passage from the north door, while the west passage must turn immediately northward. The south branch should connect with the chamber passage from Zone N.
Continuing down the west branch, we roll on Table 18 to see what's next, resulting in a '10' = "Door." The roll to determine the door's location on Table 19 is an '18' = "Ahead" (north). The roll to see what's behind door on Table 20 is an '8' = "Straight Passage" (so, this is effectively a dead-end).
Next we move to the south branch of the 4-way intersection, rolling on Table 18 for a '16' = "Turn." The follow-up roll on Table 24 is a '5' = "Left 90 degrees" for a d3 length roll of '3' = "30' long." Rolling for passage width on Table 22 comes up '6' = "10' wide." This passage connects with the north section of the west end of the existing 20' wide passage, but the southern section still needs to be resolved. Heading in this direction, we roll on Table 18 for an '18' = "Turn." There's no need to roll on Table 24 as the passage can only turn in one direction; in this case, it simply merges with the huge columned hall to the south.
Moving to the 50' wide columned hall to resolve the west end, we roll on Table 18 for a '4' = "Straight Passage." Rolling d4+2 for length comes up a '3+2' = "50' long," connecting it with the passage from Zone N and effectively ending further development in zone O. The whole zone is shown below.
Well, that's it for the zone. It was an interesting exercise to track the numbers. I did Zone P as well and could do another series of posts about that, but though it was fairly quick and easy to do while I was rolling out the dungeon, writing out these posts is a bit tedious and I'm not sure anything more about the process would be gleaned. Hell, I'm not even sure anyone would want to wade through all that text once, much less twice. I probably won't do a walk-through of Zone P, but at least I have a record of my rolls and screenshots of it.
I'm really enjoying the process and digging how the map is turning out. I can't wait to start stocking it, but I'm going to take a break from Gwarnath for a bit to finish up my next adventure for publication. I'm way behind where I hoped to be, but work has been taking up a lot of my creative energy and it's been difficult sitting down to focus on writing after spending the whole day doing it.
I'll post the finished, fully keyed Level 1 map soon.












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