9 nearly full pages of old-school mega-mega-mega-dungeon.
All created using the random tables on pages 170-172 of the AD&D 1st Edition Dungeon Masters Guide by Gary Gygax, published in 1979.
Why? Because drawing dungeons from just the scratch of my imagination has become kinda boring.
I marked my entry point in the center of a page and simply went with whatever happened. It was linear at first, but it soon expanded; side passages upon side passages, straight, diagonal, parallel, intersections -- 4-ways, Xs, Ys, Ts, all leading to chambers and rooms of all shapes and sizes (it's implied but never explicitly stated that rooms have doors and chambers do not). These tables are designed to go on and on and on; there are occasional dead-ends, but if you don't consciously stop it, it probably will not stop (25% of periodic-checks introduce side passages and 50% of side passages introduce multiple side passages).
I wanted every passage to take you deeper down the rabbit-hole, so no looping was allowed until deeply forward for every path. Every new corridor goes underneath any room or passage it crosses, but eventually loops do occur, plenty of them. At times, it's like solving a puzzle; decisions have to made, to connect or not connect? Sometimes I beg for a dead-end and sometimes I have no choice but to place one and sometimes a loop is allowed. This place is wild. I get lost just looking at it. If players were mapping it, they'd fuck up quickly, just as they would if it were a real place.
This process also reinforces the notion of space; not every room will be occupied (could/should still be interesting though) and there are many long, twisting corridors. Noise wouldn't travel here very well, not clearly. Certainly you might hear echoes and clangs and screams, but they would haunt like distant nightmares. It's easy to see adventurers snooping about, even fighting, without disturbing much of anything at all. What about the goblins in the next room? With Gygax's system, chances are, there are no goblins in the next room.
Eventually I came to the edge of the first page, all four edges, and thought, what the hell, let's keep going, and before long, it became clear that it would bleed over onto at least 9 pages. I configured entry points to align with Act III if I insanely go in that direction. Who am I kidding...
Some thoughts...
Wandering Monsters are built in. That's right, on the main d20 "Periodic Check Table" a roll of 20 results in a wandering monster, not a check, an actual random monster right then and there. So, I put an X on the map, always in a corridor. Sometimes they occur in bunches. So, what if wandering monsters were always handled this way, and, is that a repeated occurrence or just a one time thing? Just thinking out loud; one time occurrence is obvious to me, unless something (a glyph?) is spawning creatures.
Stairs... come up plenty of times, but there's no way I'm doing levels below this monstrosity. So, I simply put stairs in the corridor -- almost always going down. Combined with the fact that new passages go under already drawn ones, the farther out you go, the deeper underground you are. It's shaped like an underground hill. This could be how danger (dungeon levels) is measured. Center page -- dungeon levels 1 and 2; 8 pages surrounding the center page -- dungeon levels 3 and 4; 16 pages surrounding that -- dungeon levels 5 and 6, etc. So danger equals distance from the center as opposed to levels straight down.
Tricks/Traps come up as often as stairs and such; all in corridors. I've never been a fan of hallway traps because they're punitive and make the game an unfun slog. The players have no defense other than to check every 10' of the place. So whatever these turn out to be, there must be clues.
Special passageways... Rivers, caverns, chasms, streams, all come up periodically, but I've avoided all so far. I have a certain look in mind -- the cellar of Castle Dracula, complete with arched columns, vaulted ceilings, and at times, unfinished floors. I may add subterranean canals at some point, but I'll be damned if I taint this place with caverns.
Welcome to Day 5 of #RPGaDay2026. As I explained in my Day 0 post, I’ll be creating NPCs based on the day’s prompts and the week and day modifiers presented in the infographic below. Check out that post for further details.
Today’s combination: Burden (Prompt) + Intellect (Weekly Modifier) + Full of Woe (Weekly Modifier) + Fantasy (Genre)
Here is today’s NPC.
Inafarihm the Taciturn (Fantasy Name Generator used for the name: Wizard name generator)
It is said that when you need to find out the secret name of a baleful creature from the depths, or the formula to break a slumber caused by a fairy’s tears, there is no wiser or more intelligent sage to consult than Master Inafarihm. He is also known as Inafarihm the Taciturn, though never to his face.
The massive, balding man with a square jaw has a frame that must have once been imposing, but has grown rotund and sluggish in old age. His expression is locked in a perpetual scowl. His heavy eyelids hood clear blue eyes that appear far younger than the deep lines on his face would suggest. His huge, calloused hands seem ill-fitted for a sage’s work, and he relies on one of his many attendants to do most of the writing for his voluminous correspondence.
Those few who remember his youth confirm that this man once went by another name, and that the original Inafarihm was his companion, a wizard of some renown. The two traveled to far-away lands in search of treasure and adventure, but only one returned—a broken man, full of woe and regret, who retired to the wizard’s tower, never to sally forth again.
Despite his isolation, tales of his intellect brought adventurers and other sages to consult him, and his reputation grew. Quiet, reserved, and often surly, he can still be coaxed to answer a query or research a formula for the correct price or the right vintage. With good wine and enough time, one may earn the Master’s trust and learn the terrible truth: the burden of a wizard’s mind living on inside the body of the man who was once his friend, retaining his vast knowledge, but completely lacking the power to use magic.
Thanks for reading; I am looking forward to your RPG a Day 2026 post, comments, and conversation. If you want further information about #RPGaDay2026, be sure to check out Autocratik’s blog.
A Spanish version of this post is available at the Desde la Fosa Facebook page.
See you all tomorrow!
Welcome to Day 4 of #RPGaDay2026. As I explained in my Day 0 post, I’ll be creating NPCs based on the day’s prompts and the week and day modifiers presented in the infographic below. Check out that post for further details.
Today’s combination: Charm (Prompt) + Intellect (Weekly Modifier) + Full of Grace (Weekly Modifier) + Horror (Genre)
Here is today’s NPC.
Mamaachik “Manny” Sihui Cuya (Name source: Fantasy Name Generator – Quechua name generator)
Mamaachik Sihui Cuya never uses his birth name these days. He goes by Manny. Originally from Peru, he admits to having once been a paqos, a type of priest, in his home in the Andes. But he hasn’t been one in a long time. At least that’s what he claims.
An amicable and charming old man with a penchant for fancy suits, Manny runs a local car service which employs a few other immigrants, and owes various vehicles, including a limousine, that he often drives. He is glib and can strike up a conversation with anyone. He seems to know a bit of trivia on almost any subject, and many passengers are awed by his incredible intellect.
But what he seems to know most about, but is often reluctant to talk about, is the dangers that lurk in the shadows where men do not dare look, of the invisible dangers of this world and beyond, of the ancient secret masters of reality.
If pressed, he admits to having confronted some dangers others might not have survived, but insists he only managed to do so by the grace of the balance and wisdom of the universe.
However, when people confront the unknown, and their concept of reality is frayed, someone may pass them a dog-eared business card for a car service and tell them to ask for Manny; he might be able to guide them out of this mess.
Thanks for reading; I am looking forward to your RPG a Day 2026 post, comments, and conversation. If you want further information about #RPGaDay2026, be sure to check out Autocratik’s blog.
A Spanish version of this post is available at the Desde la Fosa Facebook page.
See you all tomorrow!
The implied setting of D&D, as a number of writers have pointed out, can also be said to be post-apocalyptic. That often conjures images of science fantasy writers from Appendix N, but of applies to in the literal sense if not the generic sense to the Hyborian Age of Conan and the 3rd Age of Middle Earth. Materially greater and in some ways more advanced civilizations must precede the current one for there to be so much wealth and magic to be looted in old ruins.
A post-apocalyptic setting allows the frontier to be closer at hand, and indeed really sort of obscures it even being a frontier, as no discernable border but instead the distance between "civilized points." Connecting these dots seems more reclamation than expansion.
That works, but in D&D settings like Greyhawk, Krynn, and the Forgotten Realms, the apocalypse is remote enough so that the current civilization doesn't seem post-apocalyptic, at least no more than the High Middle Ages seems to us recovering from the fall of Rome.
Yet, Greyhawk, for all its map full of named regions, heraldry, and rulers with elaborate titles, is really empty. Some of this exists to facilitate the desired game play, sure, but that's the Doylist explanation. I like the more Watsonian explanations of humanoid and demihuman groups that are not adequately censused coupled with events that have led to a decline in population.
As Chris Kutalik and other commentors suggested in his blog series of years ago, I think Greyhawk is best analogized not to some science fantasy post-apocalypse but to historical eras like the "Dark Ages" (or early Middle Ages) after the collapse of Rome, or the plague, famine and war riven period of the Crisis of the Late Middle Ages.
In many ways, I think, Greyhawk reads better as a setting where the apocalypse (or at least an apocalypse) is not the remote past but happening now or relatively recently. This isn't so much a total destruction kind of apocalypse but a "civilization is dealt a blow" sort of one. This allows for the breadth and complexity of social structures described in Greyhawk, but also for the population numbers and available real estate for enterprising adventures to carve out something for themselves.
It's "points of light" to use the modern descriptor, but not (like so many of those settings) a rather static period, but one where there are still roving bands of invaders (humanoids, monsters, or armies of other human nations) and isolated communities that must either grow larger and more resilient or be wiped out. I should add, There's no one way the communities have approach this problem to survive. Orcs settling down to live in some sort of peace is potentially just as possible as driving them out and killing them.
I think this sort of implied framing could be fun to lean into. D&D settings need more Random Calamitous Event Tables and societies in flux (like we see in some epic fantasy like A Song of Ice and Fire). Christopher Buehlman's historical horror novel Between Two Fires and his fantasy series beginning with the Blacktongue Thief where human civilization is still dealing with the fallout from a disastrous (and still simmering) war with goblinkind are great inspirations, as well.
Welcome to Day 3 of #RPGaDay2026. As I explained in my Day 0 post, I’ll be creating NPCs based on the day’s prompts and the week and day modifiers presented in the infographic below. Check out that post for further details.
Today’s combination: Poise (Prompt) + Intellect (Weekly Modifier) + Fair of Face (Weekly Modifier) + Cyberpunk (Genre)
Here is today’s NPC.
Alecia “Nova” Seins (Fantasy Name Generator used for the name: Cyberpunk (nick)name generator)
There are endless rumors about Nova’s origins, but they all contradict each other. Whoever she was before breaking into the city’s entertainment scene is practically unverifiable. Only her birth name, Alecia Seins, and the fact that she was born in the broken-down rural wastes of the interior could be gleaned from a leaked detention bulletin once shared on the Net. While her history has been scrubbed extensively, those two facts remain.
She originally represented small-time acts for corporate interests but soon branched off as an independent producer, making a name for herself in unsanctioned taverns and underground dance halls. In these dangerous circles—often controlled by the Yakuza—she held her own. Always unfazed and projecting absolute poise, her sharp intellect and quick wits kept her safe. She quickly built a network of contacts throughout the city’s unofficial circles, turning the information she gathered into her primary currency.
Today, Nova still represents some of the most famous non-corporate up-and-comers, holding court at her eponymous dance hall. There, she highlights the cream of the underground crop, some of whom have even managed to cross over and become corp-stars. She is known just as much for her cunning as her looks. While her true age is a closely guarded secret, she appears far younger than she should; she is undeniably fair of face, though her beauty is heavily augmented by surgical enhancements, some of which are rumored to be far deadlier than mere cosmetic upgrades.
Renowned for her unmatched business intellect, Nova now serves as a premier information broker, go-between, and trusted contact across the neon-lit underworld.
Thanks for reading; I am looking forward to your RPG a Day 2026 post, comments, and conversation. If you want further information about #RPGaDay2026, be sure to check out Autocratik’s blog.
A Spanish version of this post is available at the Desde la Fosa Facebook page.
See you all tomorrow!
Welcome to Day 2 of #RPGaDay2026. As I explained in my Day 0 post, I’ll be creating NPCs based on the day’s prompts and the week and day modifiers presented in the infographic below. Check out that post for further details.
Today’s combination: Stature (Prompt) + Drive (Weekly Modifier) + Blessed (Weekly Modifier) + Pulp & Two-Fisted Adventure (Genre)
Here is today’s NPC.
Nathaniel Morrow (Fantasy Name Generator used for the name: 20th-century English name generator)
Nathaniel Morrow was a young, renowned pilot for the Morrow Traveling Airshow. His daring abilities and his drive to be the best made him known far and wide, cementing his reputation as the preeminent aviator on the circuit. His remarkable stature among other, far older pilots was exactly why Doctor Lars Peukert reached out to him to test-fly the experimental Peukert X-71 Hyper Plane.
Boarding the aircraft at Dr. Peukert’s secret facility in Seattle, Nathaniel intended to cross the Pacific in record time. Unfortunately, the doctor’s team lost contact with him shortly after takeoff. As the silence stretched on, he was widely presumed lost at sea.
Against all odds, Nathaniel unexpectedly touched down at Pearl Harbor, shattering the speed record. The military dismissed his wild tales of where he had been, convinced the young pilot was simply blessed—surviving in such a badly damaged aircraft was nothing short of a miracle. Yet, upon returning to Dr. Peukert, Nathaniel recounted the full truth: during his flight, he had passed through a strange storm cloud and entered a wondrous, uncharted world. He had spent weeks surviving in that lost land before finally escaping back to his own reality.
Thus began Nathaniel and Dr. Peukert’s relentless drive to find the lost land beyond the storm.
Thanks for reading; I am looking forward to your RPG a Day 2026 post, comments, and conversation. If you want further information about #RPGaDay2026, be sure to check out Autocratik’s blog.
A Spanish version of this post is available at the Desde la Fosa Facebook page.
See you all tomorrow!
This twelve page adventure uses about three pages to describe four rooms in a hag lair. It sufferers from the generic/universal curse and relies on tables for a substantial portion of the adventure. Abstracted content with little specificity to help bring it alive.
The legend of the beast is persistent in these parts, a terrible force that dwells deep in the swamp and strikes fear into the hearts of those who live nearby. Little do they know, the beast is but a pawn, for something far more sinister lurks within the bowls of the swamp.
Ah, the generic/universal adventure. They seldom fail to not disappoint, even when statted for “OSR”, as this one is. There is something about them that makes a designer seemingly fearful of providing anything concrete to it. The designer wanted an adventure in which the party shows up to a village on the edge of a swamp. Fearful and superstitious locals. Talk of The Beast, everywhere, the cause of all ills. And then a journey through a swamp, full of dread, before finally arriving at the beasts lair, only to find out Muhahahahaha! The beast is the pet of a swamp hag!
Instead, we get little of that.
Adventure writing can be hard. As a designer you have to get out of your head what you are imagining and get that down on paper so that when someone reads it they can get close to what you intended. We get what the designer wanted here because they out right tell us “To get the full effect for this mini-adventure, make sure to play up the townsfolk’s fear of the beast.” That is, in principle, great! You want a town that seems immersive to that point. The adventure designer needs to help bring that about. This doesn’t do that. The village is quite minimal, just one line or so about the town being on stilts and moldy. That’s fine, but, what isn’t fine is the lack of the The Best present in their ramblings. Or any rambling at all. We might look to the rumors table, but all we get is abstracted information like “1 The swamp has been especially active lately.” or that the swamp spirits are angry. There’s nothing much here at all about The Beast. I love that it’s called The Beast, but there’s nothing more. None of its misdeeds or lame calves or anything. The designer needs to bring an adventure alive through specificity for things like this. Yes, the DMs job is to run with it and expand on it but you have to give them SOMETHING to work with.
Then we get to the swamp. This also is abstracted away. Just roll on a page full of random tables. “3 A large depression that collects rainwater.” or a smell that “A salty taste, similar to being near an ocean.” That’s what you have to work with here; it’s totally abstracted away. There IS an encounter table, or single line entries or so, and it does show some decent things in it. “A series of stick figures are attached to the trees. Until they are destroyed, those traversing this area of the swamp walk in circles always arriving back at the figures.” That’s creepy as all fuck. And it deserves more than a line on a d12 encounter table. The swamp needed to be fixed encounters, or a pointcrawl or something, with the entries worked to bring them to life.
The lair, proper, is four rooms. You get The Beast room, a Catoblepas, and then a potion room. In the potion room you get told EXPLICITLY how to make a potion, by a journal, that gets you through a bramble corridor. Then you hit, surprise, Lareth the Beautiful! Err a swamp hag. No hints of a hag up to this point at all. It’s all wasted.
Make the town afraid. Make the swamp a real area and bring life to the best of the encounters on the table. Hint at creepy things to foreshadow the hag.
Tables ruin adventures. Yes, old school uses tables and randomness, but not to create the entire adventure from.
This is $2 at DriveThru. The preview is four pages. You get to see the “village” and the “swamp”, or at least the dressing for it. The preview should have shown a bit more of the adventure, a lair page, for example.
https://www.drivethrurpg.com/en/product/571424/lair-of-the-swamp-beast?1892600
Welcome to Day 1 of #RPGaDay2026. As I explained in my Day 0 post, I’ll be creating NPCs based on the day’s prompts and the week and day modifiers presented in the infographic below. Check out that post for further details.
Today’s combination: Discipline (Prompt) + Drive (Weekly Modifier) + Works Hard (Weekly Modifier) + Fantasy (Genre)
Here is today’s NPC.
Antonia One Eye (Fantasy Name Generator used for the name: Bandits)
Antonia was born into poverty in Karral, a major metropolis in the southern trade routes, where the imperial ways meet the Thunsen River. Living as an urchin and pickpocket in the bustling streets, she lost her left eye, leaving a terrible scar, after stealing from a powerful crime lord, the heir of the elder Thief Lord.
Banished from the city by the Beggar Master, Antonia was forced to survive among the outlaw bands in the hills outside the city. Despite the hardships and cruelties she faced, Antonia was driven by a thirst for vindication and revenge, quickly rising to leadership among the brigands.
Other bands would raid caravans, spend their coin wantonly, and engage in internecine infighting. Antonia’s crew was disciplined, recruiting the most skillful warriors and cunning spotters. They carried out the most daring heist with the greatest rewards.
Antonia One Eye became known as Queen of the Bandit Hills.
The One Eye’s crew carried out the daring attack that captured the new Thief Prince, ransomed him to The Brotherhood of Shadows for a fortune, and the head of the old Beggar Master.
Known for her tenacity and diligence, none of her crew were ever found despite the Thief Prince hunt and bounties. Rumors insist Antonia sails a pleasure barge down the canals of the delta of exotic and ancient Nefatara.
Thanks for reading; I am looking forward to your RPG a Day 2026 post, comments, and conversation. If you want further information about #RPGaDay2026, be sure to check out Autocratik’s blog.
A Spanish version of this post is available at the Desde la Fosa Facebook page.
See you all tomorrow!
Though, I'm not opposed to kung-fu elves, mind you, perhaps in the case of elves, these would be based around a particular school or style of magic? They could be based on the elements or maybe the Classical Planets. They would presumably each be centered in a particular locale, probably remote from wider civilization.
Using this approach, different types of elves would have less physical or temperamental differences, but perhaps more philosophical ones. There might be rivalries between them. Since it's not an ethnicity but an allegiance, elves could move from one to the other, though perhaps not without some penalty.
I think this approach also has the benefit of making elven subtypes less background and more factions to interact with in gameplay.
Hello everyone! Welcome back to the yearly tradition of RPG a Day, this time for 2026.
Quick recap for the uninitiated:
RPG a Day is a social media event started by David F. Chapman (aka Autocratik) that has been going on for the past 13 years. The purpose of the event is to celebrate all the positive aspects of tabletop role-playing games (TTRPGs) by sharing our experiences, ideas, and creations via social media posts, videos, blog entries, or other creative endeavors. If you decide to participate, there is a series of daily prompts to spark your creativity and encourage discussion. Tag your content with the hashtag #RPGaDay2026 so everyone can follow along!
You can find the prompts at Autocratik’s blog. He also partners with Anthony Boyd (aka Runeslinger), whose blog Casting Shadows also features the prompts along with an alternative set of questions you can use.
I’m reproducing this year’s infographic with the prompts and instructions below.
Okay, with that out of the way: what are my plans for this year?
The infographic mentions that this year can be approached as a character creation challenge, and I’m taking up that challenge. I hope to create 31 short NPC descriptions, aiming for two to four paragraphs each. We’ll see how well I manage to stick to that goal!
To set things up, I took the daily prompt. I combined it with the weekly modifiers (on the left side of the calendar) and the daily modifiers (at the bottom of the calendar), which are based on the Monday’s Child nursery rhyme—a poem I didn’t know until I saw the reference on the infographic. Together, these three elements give me the theme and motivation for each NPC.
To determine the genre for each character, I created this little random table to roll on:
Die RollGenre1Fantasy2Science Fiction & Space Opera3Cyberpunk4Superheroes5Pulp & Two-Fisted Adventure6Horror (Cosmic & Personal)7Post-Apocalyptic8WesternAfter rolling 31 times, here is the master list I’ll be working with throughout August:
DayPromptModifier 1 (Week)Modifier 2 (Weekday)Genre1DisciplineDriveWorks HardFantasy2StatureDriveBlessedPulp & Two-Fisted Adventure3PoiseIntellectFair of FaceCyberpunk4CharmIntellectFull of GraceHorror (Cosmic & Personal)5BurdenIntellectFull of WoeFantasy6ReachIntellectFar to GoScience Fiction & Space Opera7MercyIntellectLoving & GivingWestern8ResolveIntellectWorks HardCyberpunk9PrivilegeIntellectBlessedPost-Apocalyptic10SecretAssociatesFair of FaceSuperheroes11TactAssociatesFull of GraceFantasy12LossAssociatesFull of WoeHorror (Cosmic & Personal)13StrainAssociatesFar to GoPulp & Two-Fisted Adventure14RegardAssociatesLoving & GivingScience Fiction & Space Opera15EnduranceAssociatesWorks HardWestern16ComposureAssociatesBlessedPost-Apocalyptic17IntensityInstinctFair of FaceSuperheroes18DirectnessInstinctFull of GraceCyberpunk19DesireInstinctFull of WoeFantasy20PromiseInstinctFar to GoHorror (Cosmic & Personal)21CharityInstinctLoving & GivingScience Fiction & Space Opera22GritInstinctWorks HardPulp & Two-Fisted Adventure23FortuneInstinctBlessedPost-Apocalyptic24DistanceEmotionFair of FaceWestern25FamiliarityEmotionFull of GraceFantasy26RegretEmotionFull of WoeSuperheroes27HungerEmotionFar to GoHorror (Cosmic & Personal)28DevotionEmotionLoving & GivingCyberpunk29LabourEmotionWorks HardScience Fiction & Space Opera30PrideEmotionBlessedPulp & Two-Fisted Adventure31EdgeAbilityFair of FacePost-ApocalypticI don’t think I can invent 31 completely original names on top of everything else, so I’ll be using Fantasy Name Generator to help generate them.
These NPCs will be posted right here on the blog and shared across my socials: Instagram, Threads, Bluesky, and Sunglar’s Musings on Facebook. I also plan to post a Spanish version of each NPC over at Desde la Fosa.
These are the prompts in Spanish in case you want to participate in your language:
This will run alongside my regular schedule of movie and video game inspiration posts, my Saturday Recommendations on Sunglar’s Musings, and hopefully Sunday interviews here on the blog.
That is an ambitious schedule, and something might fall through the cracks along the way, but I’m going all in! We’ll take stock of how I did by the end of August.
I hope you join us on this adventure for August 2026. Don’t forget to tag your posts with the #RPGaDay2026 hashtag. The RPG a Day community on Facebook is also a great hub for sharing posts and interacting with other participants. Whether you complete all 31 days or pop in for one, join us to celebrate the positives of this great community.
See you tomorrow!