Underworld Design Procedure

  1. On graph paper draw a minimum of 6 maps, one for each level of the Underworld. The Underworld should be a maze.

  2. Add Creatures and Treasures to the maps by drawing symbols that correspond to each room, and a key for those symbols indaciatng what is in each room.

An example Underworld level is shown below, and can be used directly, or for inspiration.

The Underworld levels do not need to be aligned directely above or below each other. They can be offset in many directions as they go deeper.

Tips for Designing the Underworld

Design at least three levels to start.

Each level should include some of the following ways to travel to other levels:

These should be indicated on the drawings.

In the lowest level of this initial set, leave space for various ways down to still lower levels.

So that players will never grow tired of it, an Underworld will ideally have at least 12 levels, offshoot levels, and new levels under construction.

There is no limit to the number of levels, nor is there any restriction on their size.

Here are some ideas that could be included in a level:

When designing an Underworld include many ways to travel downward and upward between the levels.

Unusual areas and rich treasures should be relatively difficult to locate, and access must be limited.

The layout of a level will affect the route most often followed by players. Observation of the most frequently used passages and explored rooms will guide the Referee in preparation of successive levels.

which, of course, should be progressively more dangerous and difficult.

Example Underworld Level

A sample level is shown below in order to provide inspiration to your designs.

Sample Level
  1. Staring stairs down lead to passages and a circular room with wedge-shaped divisions.

    Unless the secret door is found the players cannot progress.

  2. This is a simple room based maze.

    “A” is a room containing a Creature and treasure: 4 Ogres with 2,000 Gold Pieces and 1 magic potion.

  3. This area illustrates the use of slanting passages. They help prevent players from accurately mapping a level.

  4. “B” is a basilisk.

    There is a false door in the second passage north.

    “C” is a trap: a slide to a lower level which is disguised as a set of up stairs.

  5. Passage south “D” is a corridor sloping down to a deeper level. The slope is gentle so even dwarves won’t recognize it.

    Room “E” is a two way transporter leading anywhere the Referee likes.

    “F” is a one-way transporter passage, 50 feet long. Characters will not notice they are being transported unless they have sight of things entering or leaving at the other end. This is designed to confuse the map makers among the players.

  6. “G” is a shifting section of wall. The Referee secretly rolls 1d6 to determine which way it will go:

    1d6 Wall Move Direction
    1 North
    2 East
    3 South
    4 West
    5 to 6 Does not move

    This may block access to one of the four corridors.

    There is a trapdoor in the 20 foot square room located in the north-west of this area.

    “H” is a two-way secret door. Roll 1d6 and if the result is an odd number it opens on a room to the west, if the result is an even number it opens on a passage south.

  7. This is a nexus, a modular section which will rotate after a random amount of time. The passages north, south, east, and west will always remain the same, but the 10 foot by 20 foot areas beyond will be different after a rotation. This is another example of a mapping challenge.

    All round rooms must not be nexuses.

    The circular structure in example 1. could, be made into a nexus.

    Any room shaped as a regular polygon could be made into a nexus.

  8. The pit trap (X)

    It contains a secret door on its south surface. Through the door is a small tunnel that leads to the room containing Creature “I”.

    If a character falls into the pit roll 1d6. If the result is 1 or 2 then they take 1d6 damage.

    If the character has spikes they can use them to climb out. This takes one turn.

    Other players can pull a character out taking one turn to do so.

    The Referee can opt for the pit to have a snap-shut door preventing climbing out.

    “I” contains 1 or 2 trolls, Referees choice.

    “J” is the room of an evil human. They have two secret doors for handy escape. There is also a flight of stairs leading down.

Tricks and Traps

Passages

Staircases that go up or down at random. Roll 1d6 and if the result is an odd number they go up, if the result is an even number they go down.

False stairs, either up or down. Too vague?

Steps which lead to a passage that is slanting subtly back in the direction the stairs came from. These can be designed so that it leads to the same level, descend two levels, or ascend two levels.

Steps which lead up a short distance, then go downwards for at least two levels, with the return passage blocked by bars or a one-way door.

Intra-level teleportation area, that goes to another area on the same level. Activated by touching a gem, door, or other item.

Corridors or stairs which seem longer or shorter than they actually are.

Dead-ends that could trap players being pursued by Creatures.

Natural passages and caverns which have varying width and direction, so that it is virtually impossible to accurately map.

Rooms

A room that sinks while the doors remain shut fast for a period of several turns.

A room which seem to sink while the doors remain shut fast for a period of several turns.

A room with one of the following:

Doors

Different types of doors include those that:

Placing Creatures and Treasure in the Underworld

First, place some key Magic Items, and caches of gems and jewellery around each level. These can be guarded by creatures if you wish.

Stock the rest of the level with Creatures and Treasure using the following procedure:

  1. Roll 1d6 for every remaining empty room or space to see if there is a Creature in it:

    1d6 Creature
    1 or 2 yes
    3 to 6 no

    Use the Random Creature Determination section to determine which Creature(s) are there.

    Decide the number of Creatures considering the Underworld Level and the type of Creature.

    Ochre Jellies, Black Puddings, and Green Slime should be distributed randomly in passages.

  2. Roll 1d6 again for every room and space to see if there is Treasure in it.

    If there is already a Creature there:

    1d6 Treasure
    1 to 3 yes
    4 to 6 no

    If the place is unoccupied:

    1d6 Treasure
    1 yes
    2 to 6 no
  3. To determine the kind of treasure, use the table below that corresponds with the Underworld level. For each Treasure Type first roll to see if that type of treasuer is present, then if it is roll to see what quantity of it there is.

    Underworld Level 1 Room Treasure
    Treasure Type Chance Present Quantity
    Silver 100% 1d6 * 100
    Gold 50% 1d6 * 10
    Gems 5% 1d6
    Jewellery 5% 1d6
    Magit Item 5% 1
    Underworld Level 2 or 3 Room Treasure
    Treasure Type Chance Present Quantity
    Silver 100% 1d12 * 100
    Gold 50% 1d6 * 100
    Gems 10% 1d6
    Jewellery 10% 1d6
    Magit Item 5% 1
    Underworld Level 4 or 5 Room Treasure
    Treasure Type Chance Present Quantity
    Silver 100% 1d6 * 1,000
    Gold 50% 1d6 * 200
    Gems 20% 1d6
    Jewellery 20% 1d6
    Magit Item 10% 1
    Underworld Level 6 or 7 Room Treasure
    Treasure Type Chance Present Quantity
    Silver 100% 1d6 * 2,000
    Gold 50% 1d6 * 500
    Gems 30% 1d6
    Jewellery 30% 1d6
    Magit Item 15% 1
    Underworld Level 8 or 9 Room Treasure
    Treasure Type Chance Present Quantity
    Silver 100% 1d6 * 5,000
    Gold 50% 1d6 * 1,000
    Gems 40% 1d12
    Jewellery 40% 1d12
    Magit Item 20% 1
    Underworld Level 10 to 12 Room Treasure
    Treasure Type Chance Present Quantity
    Silver 100% 1d6 * 5,000
    Gold 50% 1d6 * 2,000
    Gems 50% 1d12
    Jewellery 50% 1d12
    Magit Item 25% 1
    Underworld Level 13 or more Room Treasure
    Treasure Type Chance Present Quantity
    Silver 100% 1d6 * 10,000
    Gold 50% 1d6 * 5,000
    Gems 50% 1d12
    Jewellery 50% 1d12
    Magit Item 30% 1

Unguarded Treasures

Treasure without Creatures guarding it should be concealed in one of the following ways:

Unguarded treasuer can be hidden or trapped in a simila way that the Referee designs if they wish.

Maintaining Freshness

Players shold aim to reach lower levels, however the referee should revamp worn levels by one or more of the following methods:

  1. Make minor alterations to the map: blocking passages, making new ones, dividing rooms, and filling in others.
  2. Extend the the map, by adding corridors and rooms.
  3. Place Creatures in new areas, and replace Creatures in old areas where they were removed sometime previously.
  4. Reverse cardinal directions on the map, carefully relocating ways down to lower levels so as they still correspond to markings below, and do the same for passages upwards.
  5. Add a passage which leads to a new area of the level. This can be a split level or sub-level. The new area should have treasure and Creatures as usual.