We now move on to
Part 8: Dungeon Master Information. This takes up the remainder of the book, so I'm going to split it up into 3 posts: adventure design/NPCs and wandering monsters, the sample dungeon and example of play, and finally, Dungeonmastering as a Fine Art.
After a brief introduction explaining that DMs will need to either create their own dungeons or use on of "TSR's dungeon modules" (in that order), Moldvay provides a step-by-step method for dungeon creation. The steps are:
A. Choose a Scenario,
B. Decide on a Setting,
C. Decide on Special Monsters to be Used,
D. Draw the Map of the Dungeon,
E. Stock the Dungeon, and
F. Filling in Fine Details. Let's look over each step one-by-one.
A. CHOOSE A SCENARIO - The opening here is so succinct and excellent, I'm just going to quote it wholesale:
Moldvay said:
A scenario is a background theme or idea which ties the dungeon together. A scenario will help keep a dungeon from becoming a boring repetition of "open the door, kill the monster, take the treasure". A good scenario always gives the players a reason for adventuring. The DM should also design a dungeon for the levels of characters who will be playing in it. A good scenario will also give the DM a reason for choosing specific monsters and treasures to put in the dungeon.
Of note is the complete lack of explanation of "sandbox" play. This will come in the Expert Rules. But for right now, Moldvay and the Basic Set focus on getting the PCs into the dungeon, and giving them a reason to be there. Moldvay provides 10 sample scenarios to help new DMs (a number that also helpfully allows DMs to roll randomly). They are:
1. Exploring the Unknown - B1 and B3 are noted as being examples of straightforward exploration scenarios.
2. Investigating a Chaotic Outpost - Characters must enter an enemy outpost and stop an imminent Chaotic invasion. B2 is cited as an example.
3. Recovering Ruins - While not cited specifically, this scenario calls back to T1 - The Village of Hommlet.
4. Destroying an Ancient Evil - Again, not cited specifically, but calls back to The Temple of Elemental Evil.
5. Visiting a Lost Shrine - Players travel to a shrine to remove a curse or recover a sacred item. Perhaps a callback to the Hidden Shrine of Tamoachan?
6. Fulfilling a Quest - A king or other NPC provides a reason for adventuring, often the recovery of a sacred object or powerful magic item.
7. Escaping from Enemies - Players begin as prisoners who must escape. Definite shout out to A4 - In the Dungeons of the Slave Lords, which was being developed concurrently with the Basic Set.
8. Rescuing Prisoners - Moldvay notes that this is the scenario of the sample dungeon, The Haunted Keep.
9. Using a Magic Portal - The characters must either find, guard, or reopen a particular magic portal.
10. Finding a Lost Race - The players find a once human race that has been underground for so long they have changed.
Moldvay also suggests mixing and combining different scenarios. For example, Recovering Ruins leading to Destroying an Ancient Evil.
B. DECIDE ON A SETTING - A short section recommending having an idea of what the dungeon will look like. A six-item table is included: 1. Castle or Tower, 2. Caves or caverns, 3. Abandoned mine, 4. Crypt or tomb, 5. Ancient temple, 6. Stronghold or town.
C. DECIDE ON SPECIAL MONSTERS TO BE USED - Because much of the dungeon is stocked using Wandering Monster tables, Moldvay suggests that the DM choose some special monsters that fit the dungeon.
D. DRAW THE MAP OF THE DUNGEON - Moldvay suggests the map be made in pencil to allow for changes that might need to be made. He also suggests that the DM choose a scale for the map, typically 10 feet per square, but adjusted to 5' or 20' feet per square depending on the setting.
E. STOCK THE DUNGEON - Now we get into the meat of the section. Moldvay says that special monsters and special treasures should be placed first, and then the rest of the dungeon filled out as the DM wishes. If he or she has no preference, then a random system is provided. This is based on two rolls, one for Contents and one for Treasure.
For contents, a roll of 1-2 means a monster, 3 means a trap, 4 means Special, and 5-6 means empty. So this provides an idea of what kind of proportion of rooms Moldvay sees a typical dungeon as having: only 1/3 filled with monsters, 1/3 Empty, and 1/3 with traps or special characteristics. You can see the emphasis on exploration here: only 1/3 of a party's time in the dungeon holds even the threat of combat. (Actually a little more counting specially placed monsters, but even then, not even a thin majority of the time.)
For treasure rolls, a Monster room has a 66% chance of treasure, a Trap room has a 50% chance of treasure, and an Empty room only a 33% chance of treasure. Special rooms generally don't have treasure, unless placed there by the DM. We see two things here: 1) the idea of treasure commensurate with risk, and 2) as a whole, a little over 1/3 of dungeon rooms have treasure.
Moldvay provides some examples of room traps (save or die poison gas; harmless poison-like fog; pit traps; falling ceiling blocks; pendulum blades; and chutes to the next level down) and treasure traps (save or die poison needles; spring-fired darts; blinding flashes of light; poison snakes; liquid sprays that attract wandering monsters; and illusions). The examples of Special rooms scream B/X D&D to me -- these seem to have largely fallen away from the game as the exploration side of the game has become more and more de-emphasized. I don't know about 3e, but they're gone from 2e and 4e. They make a return in 5e, but there's only a 4% chance of showing up in a dungeon. (Incidentally, the random tables in 5e suggest 50% monster room, 32% traps and hazards, and 14% empty rooms.)
Here are the examples of Special Rooms
Moaning room or corridor
Room turns or sinks while the door locks
Illusionary stairs or corridor
Shifting block to close off corridor
Trap door to tunnels
Alarm that summons special monster
Talking statue
Magic pools whose waters have a strange effect
Magic gate to another part of the dungeon
Flying weapons which attack only if disturbed
Regarding treasure, Moldvay says to use the monster's treasure type for monster's room, and the Unguarded Treasure table for trap and empty rooms. This is pretty juicy! It always has 100-600 sp at level one, and 100-1,200 at levels 2-3. That's an automatic 10-60 gp or 10-120 gp, before you even roll for gp (50%), gems (5-10%), jewelry (2-5%), or magic items (2-8%). Few monsters in the Basic Rules carry that much treasure in a non-lair situation. So here's a tip if you're ever playing Moldvay Basic: about 17% of the total rooms in the dungeon will hold a pretty decent haul without requiring a fight. 9% won't even require dealing with a trap!
F. FILLING IN FINAL DETAILS - Once the dungeon has been stocked in these broad strokes, the DM can go back in fill in details such as patrols, or the mundane contents and funishings of the various rooms. Moldvay also suggests using smells and sounds to bring the dungeon to life.
Wrapping up, we have a series of random tables for
Creating an NPC Party. This is a 1d4+4 to determine number, a 1d8 roll to determine classes (fighter is listed twice), a 1d6 roll to determine levels (1-3), a 1d6 roll to determine alignment (by character or for the whole party, at DM's desire). Cleric and magic-user/elf spells are then determined randomly (1d8 for 1st level cleric spells, and 1d12 for magic-user/elf spells). Party treasure is chosen by DM or determined randomly using U + V treasure types (the two best individual treasure types together). The DM then decides on a marching order, and rolls NPC ability scores if desired.
Finally,
Wandering Monsters. This section contains one of those pictures that really stuck in my head and informed my image and conception of what a dungeon was like:
Again, personal preference based on what D&D I imprinted on, but I much prefer "Wandering Monster" to "Random Encounter". The former is evocative, while the latter is technical and precise. Per Moldvay, wandering monsters are rolled at the end of every 2 turns, with a 1 on a 1d6 indicating a wandering monster the next turn, 2d6 x 10' feet away, and heading towards the party. They can be selected by the DM or rolled randomly, and some areas of dungeons may have a greater chance of encountering one. Moldvay suggests making them appear more often if the party is making a lot of noise and light, but less frequent if they party is spending a long time in one out-of-the-way place. He also suggests that DMs create special wandering monster tables for specific areas or dungeons. He says that "most Wandering Monsters are the same level (HD) as the level of the dungeon." "Most" is the key word here, and it can be a killer!
Looking at the wandering monster tables provided, on the Level 1 table there are 20 monsters. 3 have 1/2 HD (killer bees, kobolds, and sprites), 2 have 1-1 HD (goblins and halflings), 9 have 1 HD, 1 has 1+2 HD (fire beetle), three have 2 HD (green slime, giant shrew, and crab spider), 1 has 2+2 HD (wolf), and 1 has 3+1 HD (Gecko Lizard).
On Level 2, again there are 20 monsters, with 1 with 1 HD (robber fly), 3 with 1+1 HD (beserker, elf, and hobgoblin), 9 with 2 HD, 1 with 2+1 HD (lizard man), 2 with 3 HD (gray ooze and black widow spider), 1 with 3+2 HD (mountain lion), and one with 4+2 (Draco Lizard). The noble and veteran can both have any of 1-3 HD, while pixies can be either 2 or 3 HD.
On Level 3, out of 20 monsters, 1 has 1 HD (medium), 1 has 2+2 HD (shadow), 5 have 3 HD (harpy, living statue, wererat, thoul, and wight), 3 have 3+1 HD (tiger beetle, bugbear, carrion crawler), 6 have 4 HD, the ogre has 4+1 HD, the gargoyle has 4+4, and the ochre jelly has 5 HD. 14 out of the 20 entries have stars by their name, indicating special abilities that might actually knock their relative level up a bit.
While "monster level = dungeon level" is a rule of thumb, obviously from these tables there's room for wide variation. One thing to be noted about these tables, though, is that no monster is repeated. There are 20 distinct entries for each level. Also, the No. Appearing has been adjusted for each level.