*first*, using

**leximorphs**– “geomorphs” made out of letters in a word – and placing the rooms after the passages are defined. The steps, in summary, were:

- Roll a d20 and a d6 at the same time.
- Spell out the numeral rolled on the d20.
- The d6 roll is the number of letters to use.
- The dot pattern is the position of each letter, starting at the top and moving clockwise.
- The orientation of the d6 – diagonal, vertical, or horizontal dots – is the orientation of the letters.
- Write letters so that they touch each other.
- Roll d8 for ruins, d12 for tombs, or d20 for mazes and consult previous table.
- If a passageway continues into a new subzone, repeat from the beginning.

Let’s take the first case: you are rolling a d20 and a d6 simultaneously to determine what is at the end of a tunnel in a warren or maze. If the d20 result is a 1 or 2, then the dots on the d6 show us the shape of what is behind the door:

- Dead end (a 10x10 “room”, completely empty.)
- Passageway.
- Passageway.
- Square room, 40x40.
- Square room, 50x50.
- Rectangular room, 40x60 or 60x40.

In a tomb or ruins arrangement, the d6 does not represent a single room, but a cluster of doors or rooms:

- If the d6 is a 1, there’s only one door or doorway; roll another d6 and interpret it exactly as you would for a maze, using the table above.
- If the roll is
**odd**(3 or 5,) there is one door that leads to a 50x50 room. The center dot on the die represents that room, with other dots representing positions of doors (either side of the room for a 3; one door per wall, near the corners, for a 5.) - If the roll is
**even**(2 or 4,) the passageway runs between one or two pairs of doors. - If the roll is a 6, the passageway runs between three pairs of doors
*OR*there is a single door with a 60x40 room, depending on the orientation of the d6. In the latter case, the short walls have one door each, while the wall opposite the entrance has three doors.

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