| d10 | Encounter |
|---|---|
1 |
Roll on "Lizard men Patrol" |
2-3 |
Roll on "Gnoll Patrol" |
4 |
Roll 1d4+1 Stirges. AC: 7, Move: 18, HD: 1, Damage: 1D3 + 1D4 points automatic blood drain per round thereafter, HP: 8, 6, 4 (x2) |
5 |
Roll 1d2 Spiders. AC: 5, Move: 15, HD: 3, Damage: bite for 1D4 + save vs. poison or be paralyzed for 11-16 (10+1d6) turns. Each additional bite raises number needed to save by 1. |
6 |
Ochre Jelly. AC: 8, Move: 3”, HD: 5, Damage: 2 - 12, HP: 24. |
7 |
Roll on "Bands of Bold Tribesmen" |
8 |
Battle between Tribesmen and Lizard men. A battle will be in process between a band of Tribesmen (Roll on "Bands of Bold Tribesmen" (filter="Band 2") and a patrol of Lizard Men (Roll on "Lizard men Patrol" ). |
9 |
Living stone statue. This is an animated stone statue that wanders about the caverns and destroys all living creatures it meeets. It is unintelligent and will fight until destroyed. Once destroyed, however, it will begin to put itself together by regenerating stone out of the surrounding walls and within 3 turns, it will be whole again and begin to stalk the caverns once more. There is a 10% chance each turn that it will randomly teleport to some other place in the caverns. The only way to permanently destroy the statue is to place the head on some non stone - or earth related item, such as a wooden table or to carry it (2 slots). The statue is AC: 2, Move: 6”, HD: 8, Damage: 2d6 per round, HP: 32. Unless the head is taken care of, this creature may be encountered more than once. |
10 |
Resolve: {20%Roll on "Random Encounters - Level 1" }|Resolve: {80%Roll on "Random Encounters - Level 3: The Gardens" } |
Subcharts
Room Complex 53 (d10)
| d10 | Encounter |
|---|---|
1 |
Special: Nothing unless Door No. 3 (to the Astral Plane) is opened in Room 53 A. If so, then a Type 1 Demon will have entered through the door and be prowling around on this level for booty. AC: 0, Move: 12/18”, HD: 8, Damage: 2 claws for 1d4 each, 2 talons for 1d8 each, 1 bite for 1d6, HP: 47. |
2 |
Special: Nothing unless the Immortal King in Room 53 E has been disturbed. If so, then it will be that undead creature as it prowls about its former demesne in search of living flesh to devour. This creature can and will leave the Room 53 Complex if the door to Room 53 from 53 A is not spiked shut. It will not attempt to leave through either of the other exits from this level, although it may seek to travel either astrally or ethereally. |
3-9 |
Scurrying of spiders, insects and vermin. |
10 |
G’ruk the Lizard Shafnan: (see Room 31 for further details on this creature). He will be exploring the sacred area and may be found in any unsealed area except for 53 E. |