Short version: This is for you if you want lots of unfurnished, unpopulated, one-page dungeon maps, and tables of random room contents.
The first section is "100 Original Maps," except it's 82 maps, not 100. Then you get "77 Other Maps" that were published previously, apparently. The 77 figure is accurate, so that's 159 maps in total, not 177.
All the maps are one-pagers with about one or two dozen rooms. None of them have overlapping layers.
The maps don't include grids or scale indicators. There's no indication of room height.
A few dungeons include pits, but the majority of changes in depth are marked as stairs -- no slopes, ladders, chutes, or other options. There lots of doors; none of them are marked as secret doors.
Every dungeon has an evocative name (such as "The Warehouse of Sprax"). There's no description, backstory, or hooks, so the name is just for inspiration.
Very few of the dungeons have multiple entrances, and fewer still have entrances in different parts of the map. From an in-world perspective, a single entrance is a dangerous single point of failure, whether you're a dungeon resident or a dungeon delver. Blocking the sole exit entombs or imprisons everyone inside. From a gaming perspectve, a single entrance diminishes player agency. It doesn't give the players any choice over how to enter or leave. If you like jaquaying a dungeon, you'll want to doctor the maps to add another outside entrance. A few of the random table results could give you alternate exits to the outside.
Most of the maps allow multiple paths that the players could take through the dungeon, so that's good for player agency. Some maps are fairly linear instead.
In every map, the rooms are unnamed, undescribed, and unfurnished. If what you really need is a layout, you're in luck. If you want a furnished dungeon, you're out of luck, unless the random tables fill that need for you.
There are no natural features or water sources on the maps. Everything is either a room or a hallway, and almost all of them are rectangular with vertical and horizontal sides (very few diagonals or curves). You can roll up a well or river randomly on the tables (only a 1% chance of each, each time you roll), so you'll probably want to doctor the maps yourself if you want water in there somewhere.
Seemingly all of the maps assume an underground environment. There are no windows on any map, for example, although you can roll one up randomly on the tables. In many cases, you could declare that portions of the map are above ground, and then you'd add windows, outside entrances, and so on as desired.
The "1d100 Dungeon Encounters" section offers 49 pages of random tables (1 initial table, 48 pages of subtables). You start with a table of 100 entries: 4 character types (dwarf, halfling, human, or elf), 7 mundane animals (rodent, wolf, etc.), 1 "monster" (a ghost), several room types (pantry, barracks, etc.), a couple of dozen fixed features (a tree, a bridge, etc.), and dozens of entries for loose items.
Regarding room types, you can easily come up with several that aren't represented in the tables, especially if your dungeon has a particular purpose or theme (a community, a monstrous lair, a stronghold, a holy site, a secret hideaway, catacombs, etc.). You'd have to come up with your own themed room types.
The initial d100 result leads you to subtables that add a few details. For example, if you roll up a vase, you can then roll for its size, position, and contents. If you roll up a human, you then roll for the human's size, disposition, and profession. Some subtables indicate that the result is magical or valuable, leaving most of the details up to you.
The product info says it's system-agnostic, but the tables make occasional references to d20 terms and concepts (damage dice, alignment, etc.). There's not much of it, so you could easily tweak it for a different system.
You'll often need your improv or creative skills to put the tables to good use. The table results might give you, for example, a note with a poem of death on it, a book that's sitting on a raised dais, or a wolf. But then what? Why is that wolf there? What makes that book interesting, valuable, useful, challenging, or dangerous to the players? What's the poem's connection to the dungeon or the adventure? The tables hand you a prop (or a being), but the rest is up to you.
What it all comes down to is that you get 159 empty dungeon maps and tables of random room contents.
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