Stocking the Dungeon 2

I use this for “dungeon on the fly” ( when PCs encounter ruins and the like) but also  when I want to make a dungeon ready to play. What you need is only a map.  Here is the PDF: BUNKER STOCK .


Divide your map into “Zones of Control” (ZOC), in the same level can exist more than one ZOC; each ZOC will be ruled by a different group of individuals or monsters. The number of ZOCs depends by what the map inspires to you. A ZOC can be of any size you feel appropriate, from few rooms to the entire level.


Roll for each ZOC (D6)

1 Lone Wolf

2 Tribe

3 Vermin

4 Undead

5 Organization

6 Neutral

– Lone Wolves are dangerous predators, all the dungeon creatures fear them and tend to avoid their rooms. A lone Wolf is 1D4 HD higher than than the highest party member, if you feel that the level is too low to scare your players just use a mated pair, or  a small family group (1D4+1).

– Tribe’s members are usally low level humanoids with few stronger individuals, their leaders (Chief,Shaman, Champion, …). Most of the time will be non humans (orcs, goblins, kobolds …) but can happen to meet a primitive human culture.

– Vermins are low level monsters or animals, they don’t have more than 1HD. Most common choices are rats, worms, bats. 30% there is a pack leader with better stats.

– Undeads ZOC are usually controlled  by an intelligent undead or a necromancer (30%).

– Organizations take control of many rooms, their lair is well structured, with specific purpose rooms. Individuals will be from 1to 4HD, but never higher than PCs. Every 5 members there is a subleader 1 HD higher, every 10 there is a leader/personality. The leader of the community is 4HD higher than members and has 1D4 bodyguards 1HD higher than normal members. Typical organization can be a cultists temple, a bandits lair, an assassins guild … A lair can have up to 2D6 members plus the leader and his guards.

– Neutral ZOC are often passage areas or (30%) conflict areas, 2 or more factions are fighting for these rooms.


Roll reaction between each faction, write down how they interact between them and imagine a social life in the dungeon with these new informations you got.


Every ZOC has at least 1 lair of the ruling creature(s).

Roll for each room (1D10)

1-3       ZOC Creatures

4          Close ZOC creatures raiding Local ZOC

5-6       Monster (normal encounter table)

7-10     Empty room (figure out a room that makes sense, 10% special room:      teleport, shrine, fountain, trap)

You can roll a D6 for random encounter on the same table. Encounters occur with 1 on D6, roll everytime you leave a room.


Average Party level is the base HD for  random monsters, a party is composed by 4-5 members, every 2 PCs or NPCs added to this number increses by 1 the Average Party Level.

Monsters Level (D6)

1          APL -2

2          APL -1

3-4       APL +0

5          APL +1

6          APL +2


6 responses to “Stocking the Dungeon 2

  • The Bane

    Sorry, my comment really doesn’t pertain to this post, but I didn’t want to reply to far back because I don’t know if you still monitor this. I just found your site by doing a search for “Bunker Club 55 Microlite20”. Why did I do that? Simple, because I am working on my own Microlite20 project and have your Class Builder. Awesome by-the-way!

    What I wanted to ask you about was your Classes you have wrote up here. They don’t seem to correspond to the fore mentioned Class Builder. They have references to a Melee, Ranged, and Magic Attack Bonus at varying levels. I am very excited to find out if these are NPCs or PCs and how/if you balanced them out?

    Love the site too, read it beginning to end. Hope to see more stuff in the future.

  • bunkerclub55

    Hello The Bane! sorry for the late reply, btw im here now 😀

    The 3 different attack bonus progression imho are needed to balance the versatility of a class, the skill bonus too. then i added a special ability, something that define the class (by the classic fantasy stereotypes mostly) and that the player can use (and find useful) at first levels. Lately all rpgs are character builders, i mean that players are stuck into the quest for the perfect combination of skills/talents/class change/etc … and this kills the game.

    i wanted to give the players a “definitive class” tha doesn’t need to be modified during the campaign, if not with some role playing, a class with something special but not necessarily balanced both in Action and Role Playing situations, a mercenary is much more dangerous than a tribal advisor but .. the tribal advisor can manipulate the decisions of an orc tribe. then i wanted something “low fantasy” … splitting the basic classes in 2 or 3 versions with specific purposes and role (chaplain and priest).

    the main criteria is that no one can have all the powers of a basic class (with the exception of the pure wizard), so a mercenary maxes his weapon skills but cant wear heavy armors, a priest can cast all cleric spells but fight as a wizard and wear light armor, a chaplain fights better than a priest and wear heavy armor but his casting skill is less powerful. so no more “one man band” :D. almost all ideas can be put on paper having a game with several classes for all tastes but ready to be played. of course the setting and the style of playing must be considered. the best thing is to create specific NPCs classes for every adevnture u play and then put em in the cauldron 😀 ready to be a PC class, this works cos surprise the players and maybe they will use for their next character!

    ty for reading!! u can find me here or on m20 site, i will try to upload some new stuff, but lately we are playn LL .. wow .. old school still rules!

    ps what monster compendium are u goin to use? i think it must be rewritten with proper/balanced stats … 😀

  • The Bane

    Please see my message to you on the Microlite20 forum.

    To answer your question, I hope to one day have a Monster Builder similar to the Class Builder. I still can’t figure out the balancing you do with your Classes here vs. the Classes in the Class Builder of yours I have from before. i like how you split out the combat progression, it makes Classes more interesting and unique. I was just hoping you would update your Class Builder to represent the +x/level of the combat progression.


  • bunkerclub55

    I sent u a message on M20 forum 😀

  • Björn

    Nice post, I think I will use it sometime soon : )

  • bunkerclub55

    Hello Björn! if u write a pdf lemme know so i can play it as well 😀

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