The Classic Dungeon Design Guide (Book I)


A DriveThruRPG bestseller (a Mithral Medal book, placing it in the top 0.32% of all product rankings on the site, 2017-2022). A unique 222-page guide that teaches you all of the essential principles of dungeon design for Fantasy Role-Playing Games. Compatible with unaffiliated game systems such as Advanced Swords & Sorcery (Gygax / Arneson), Basic Swords & Sorcery (Holmes / Moldvay / Mentzer), Blueholme, Labyrinth Lord, Old-School Essentials, Swords & Wizardry, and similar games.



** This PDF e-book is 40% off, $2.99, as a exclusive. This special authorial purchase rate is only available here. **

Castle Oldskull

Old School Dungeon Design Modules

For Advanced / Basic / Expert Fantasy Role-Playing Systems

Module CO1: The Classic Dungeon Design Guide

(Dungeons / Lore / Random Tables)

Deep dwarven cities of the underworld,

Infested by conquering orcs,

Enslaved by demons of skull and pyre …

Black labyrinths of mad demigods,

Proving grounds for daring adventurers

And graveyards for greedy fools …

Twisting passages, all alike,

Where lurking trolls and shadow beasts

Guard the deepest riddles of the nether …

If you have ever wanted to know how to quickly and masterfully create your own mega-dungeon for your pen-and-paper Fantasy Role-Playing Game (PNP FRPG) campaigns, this is the perfect book for you. This Game Master’s guide will show you, step by step, how to take your vague-yet-promising ideas and how to sculpt them with precise and careful design decisions (enhanced, if you prefer, by random die rolls), allowing you to conceive an endless mega-dungeon in record time.

Best of all, the CASTLE OLDSKULL CLASSIC DUNGEON DESIGN GUIDE is also system-neutral. No matter which of the many FRPGs you choose to play, from basic skill level to advanced, a first edition or a fifth or anything in between, the lessons you master here will serve you in your gaming for years to come. Learn how to make the most of your ever-dwindling prep time, so that you can spend those saved hours gaming with your friends!

This old school Guide is filled to overflowing with 222 pages of design material and dungeon generation tables. Highlights include:

* Hack and slash and beyond. 39 adventure scenarios, with 20 diabolical twists, totaling 780 great ideas for your next campaign.

* A myriad of options. Over 10,000 unusual benefactors (“quest givers”), unusual wilderness encounters your players will never forget, and extensive rumor and dungeon history generation systems.

* Every endless labyrinth ever, under one cover. Extensive details on realistic underworlds, hundreds of dungeon dressing ideas, over 10,000 room types, and much more.

* The imagined made real. A complete second book is included herein as a detailed example of dungeon design, featuring many pages of specific examples. The Goblin Head campaign environment supplement reveals exactly how a 13-level mega-dungeon can be conceived in a matter of hours.

The CLASSIC DUNGEON DESIGN GUIDE is brought to you by Kent David Kelly of Wonderland Imprints, a role-player and Game Master with over 40 years of play experience. Best of all, if there are any other materials you would like to see relating to dungeon design, feel free to contact the author. Many more CASTLE OLDSKULL supplements are being prepared specifically to support the players, initiates and Game Masters of the Old School Revival (OSR). This Guide is your gateway to the realms of sword and sorcery. Join us for the adventure!

(A complete reference work designed to supplement existing pen-and-paper Fantasy Role-Playing Games. 12 chapters, over 100 section topics, 74,000 words, 220+ pages; organized via a fully ordered table of contents.  Just one of the proud creations available now from Wonderland Imprints — Only the Finest Works of Fantasy.)

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