d10 | Result |
---|---|
1 |
Empty |
2 |
Empty |
3 |
Empty |
4 |
Empty |
5 |
Monster! Levels 1-3: Roll on "Table 1a: Random Monsters (Lvl 1-3)" |
6 |
Monster! Levels 1-3: Roll on "Table 1a: Random Monsters (Lvl 1-3)" |
7 |
Warband! Levels 4-7: Roll on "Table 2b: Warband (Levels 4-7)" |
8 |
Natural Hazard: Roll on "Table 3: Natural Hazard" |
9 |
Natural Hazard: Roll on "Table 3: Natural Hazard" |
10 |
Special Encounters: Roll Table 4 |
Subcharts
Table 1a: Random Monsters (Lvl 1-3) (d20)
d20 | Result |
---|---|
1 |
Skeleton xRoll 1d6 |
2 |
Zombie xRoll 1d6 |
3 |
Giant Rat xRoll 3d6 |
4 |
Rock Clam (2HD) xRoll 1d2 |
5 |
Giant Earthworm xRoll 1d6 |
6 |
Giant Ant xRoll 2d6 |
7 |
Giant Centipede xRoll 2d4 |
8 |
Stirge xRoll 1d8 |
9 |
Fire Beetle xRoll 1d6 |
10 |
Insect x1 or Blooderfly Swarm xRoll 4d4+2 |
11 |
Giant Bat xRoll 1d6 |
12 |
Carrion Scavenger x1 |
13 |
Rust Bat xRoll 1d3 |
14 |
Shrieker xRoll 1d6 |
15 |
Brain Fungus x1 |
16 |
Giant Leech xRoll 1d4 |
17 |
Giant Cave Cricket xRoll 1d6 |
18 |
Rust Monster x1 |
19 |
Darkmantle xRoll 1d6 |
20 |
Table 1b: Random Monsters (Lvl 4-7) (d20)
d20 | Result |
---|---|
1 |
Rock Reptile (5HD) xRoll 1d2 |
2 |
Ghoul xRoll 1d8 |
3 |
Stalagbite (3-4HD) xRoll 2d6 |
4 |
Cave Fisher xRoll 1d4 |
5 |
Galeb Duhr (6HD) xRoll 1d4 |
6 |
Giant Slicer Beetle xRoll 1d3 |
7 |
Rock Lobster (5HD) xRoll 1d4 |
8 |
Sandling xRoll 1d3 |
9 |
Storoper x1 |
10 |
Ankheg 5HD xRoll 1d4 |
11 |
Giant Rhinoceros Beetle xRoll 1d2 |
12 |
Brobdingnagian Fungi xRoll 1d4 |
13 |
Piercer 4HD xRoll 2d4 |
14 |
Roper (1) |
15 |
Shambling Mound xRoll 1d2 |
16 |
Wight xRoll 1d3 |
17 |
Xorn xRoll 1d3 |
18 |
Brown Pudding x1 |
19 |
Basidirond xRoll 1d2 |
20 |
Purple Worm x1 |
Table 3: Natural Hazard (d10)
d10 | Result |
---|---|
1 |
Rubble: Rubble fallen from the ceiling has partially blocked the passageway for Resolve: {1d10+10x10} feet. Movement is reduced by half. While traversing this passage there is a 1 on d6 chance (per 20 feet) of a cave-in. If caught in a collapse, characters between levels 1–3 take Roll 2d6 points of damage (or half if a Save versus Petrification is made). Characters between levels 4–7 take Roll 4d6 unless a save for half damage is successful. |
2 |
Sinkhole on the {%if {d6} < 5%} floor. {%else%} ceiling. {%end%} Dwarrowdeep contains sinkholes 20-50 feet wide and deep Resolve: {1d4+1x10} caused by water erosion. Approaching a sinkhole is dangerous. If a player character walks or runs into, a sinkhole they must make a Constitution check to keep from sliding in. For each subsequent round, the character must roll a Constitution check (with a -1 penalty for each round in the sinkhole) until they fail or are saved. A rolled 20 means the PC is immediately sucked down. PCs sucked down a sinkhole are considered lost. If the sinkhole opened from the ceiling above, treat the floor as Glassy Rock from the water and mud deposited on the ground. PCs who rope themselves together can avoid falling in, under normal circumstances. |
3 |
{%if {d6} < 3%} 5' wide {%elif {d6} < 5%} 10' wide {%else%} 15' wide {%end%} crevasse: Due to the natural movement of the earth, the floor has heaved and cracked open perpendicular to the direction of the passage. In some instances, the other side of a passage or tunnel may be 10s of feet above or below the player characters. {%if {d6} < 3%} The other side of the crevasse is Roll on "Crevasse Elevation Change" the character's side of the crevasse{%else%}{%end%}Unless otherwise stated crevasses are bottomless. A PC that falls is considered lost. |
4 |
Plateau(s): There are numerous elevation shifts in Dwarrowdeep. These plateaus, or ledgeways, vary in height and must be climbed, as per normal climbing rules. There are Roll d8 plateaus. Each plateau varies in height, consult the following results in order depending on the number of plateaus rolled: |Roll d20+10|Roll d20+10|Roll d20+10|Roll d20+10|Roll d20+10|Roll d20+10|Roll d20+10|Roll d20+10|. Unless otherwise stated, plateaus and ledgeways are slippery surfaces (-1 to ability checks or -15% to the thief’s Climb Walls ability). |
5 |
Razor Rock: Razor rocks are extremely sharp, jagged, and abrasive stone formations. Movement over razor rock is reduced to 1/4 normal rate. Moving faster will necessitate a Dexterity check. A failed check results in a fall for Roll d4 points of damage. Attempts to run through this type of hazard will bring a -4 penalty to the ability check and Roll 2d4 points of damage if failed. Pack Lizards can move over razor rock at half their normal rate. Standard mounts such as mules will refuse to pass over this terrain. |
6 |
Glassy Rock: Glassy rock appears as a slick, sheer, floor surface. Movement over glassy rock is reduced to 1/4 normal rate. Moving faster necessitates a Dexterity check. If a PC runs, or unknowingly steps on glassy rock, or attempts combat, they must make a Dexterity check to avoid falling prone and sliding Resolve: {1d4x10} feet until they stop or slide into an obstacle. Fallen PCs will be stunned for Roll 1d4 rounds. Pack Lizards can move over glassy rock at half their normal rate. Standard mounts will not pass over this terrain. |
7 |
Rock Pillar Forest: The passage immediately in front of the PCs (the width of the specific passage by Resolve: {1d6+4x10} feet) is dotted with stalagnate cavern pillars. The pillars have formed from stalactites and stalagmites that have fused from the ceiling to the floor. The ceiling in these locations is Roll 1d20+20 feet high. The stalagnates vary in width and form a strange, otherworldly subterranean forest. Stalagnate forests are prime locations for predators and ambushes. {%if {d6} < 4%} The party is ambushed by a {%if {d6} < 5%} monster! Party Level 1-3: Roll on "Table 1a: Random Monsters (Lvl 1-3)" Party Level 4-7: Roll on "Table 1b: Random Monsters (Lvl 4-7)" {%else%} warband! Party Level 1-3: Roll on "Table 2a: Warband (Levels 1-3)" Party Level 4-7: Roll on "Table 2b: Warband (Levels 4-7)" {%end%}{%else%} There is no ambush time {%end%} . |
8 |
Fungal Overgrowth: Thick, overgrown mushrooms and fungi, of all shapes and sizes, have blocked the passageway. The overgrowth {%if {d6} < 3%} {%if {d6} < 4%} conceals a sinkhole (1 on d6 passive chance to notice). {%else%} has occurred on top of plateaus. {%end%}{%else%} contains no other natural hazards. {%end%} The overgrowth is {%if {d6} < 3%} bioluminescent {%else%} not bioluminescent {%end%}. These unique and otherworldly environments are home to monsters and creatures of all types. Furthermore, the overgrowth contains {%if {d6} < 3%} Roll on "Fungal Overgrowth Monster Table" {%else%} no fungal monsters.{%end%} |
9 |
Steam: The area immediately in front of the PCs (passage width by Resolve: {1d6+4x10} feet) becomes hot. Thick steam reduces visibility to 5 feet. The steam emanates from holes in the ground that vary in size from two inches to two feet in width. Intense steam jets push up through the vents randomly making the area virtually impassible. There are Roll 1d2 geysers per 10-foot square and a 1 on d6 chance of a geyser randomly erupting beneath a player character. Each geyser does 1d6 points of damage (half damage if a successful Save versus Breath Weapon is made). While in this area player characters are subject to the spell Heat Metal. |
10 |
Noxious Gas: The terrain (passage width by Resolve: {1d6x10} feet) is laced with thin cracks, not perceptible to the eye, that vent noxious gas every Roll 1d2+1 turns. The gas lingers in the passageway. A dwarf receives a passive 1 on d6 chance of hearing the gas vent into the tunnel and a 2 on d6 chance if listening actively. PCs must make a Constitution check every 10 feet through this section of terrain. Failure results in gagging and coughing for Roll 1d10 rounds (-2 penalties to attack and damage rolls). Prolonged noise (3 plus rounds) will require a random monster roll. |
Table 4: Random Special Encounter Table (d100)
d100 | Result |
---|---|
1 |
A broken statue of King Dalgeddin Stoneborn II |
2 |
Purple phosphorescent fungi illuminates Resolve: {1d6x10} feet |
3 |
A strong draft of wind extinguishes torches |
4 |
A low snarling noise from behind |
5 |
Chalk arrows on the walls for Roll 3d100 feet |
6 |
The hissing sound of a gas leak for Resolve: {1d4x10} feet |
7 |
Random adventuring party loaded with treasure |
8 |
A pouch with Roll 1d6 Sling Stones +1 |
9 |
Small shrine to Geddinthor cut in the stone. Defaced. |
10 |
Random {%if {d6} < 5%} Mundane {%else%} Magical{%end%} Runestone |
11 |
Decomposing body of Kalas-Toa |
12 |
Yellow phosphorescent fungi illuminates Resolve: {1d8x10} feet |
13 |
A broken well with chain and bucket |
14 |
A magic {%if {d6} < 4%} +1 {%else%} +2 {%end%} warhammer in the dirt |
15 |
A screech, a battle cry, and silence |
16 |
Sound of “Help” from narrow fissure in the ground |
17 |
Charnel Pit: Feeding station for nearby predator |
18 |
Severed hand clutches spellbook (Roll 1d6 spells) |
19 |
Random adventurer equipment stash hastily hidden |
20 |
Random {%if {d6} < 5%} Mundane {%else%} Magical{%end%} Runestone |
21 |
Fissure steam (Resolve: {1d4x100} feet), vision reduced to 10 feet |
22 |
Passage narrows {%if {d6} < 4%} and a warband hides to ambush. Levels 1-3: Roll on "Table 2a: Warband (Levels 1-3)". Levels 4-7: Roll on "Table 2b: Warband (Levels 4-7)". {%else%}{%end%} |
23 |
Passage blocked by dense fungal growth for Roll 2d100 feet |
24 |
Tiny side cave with body of dead dwarf clutching map |
25 |
Side tunnel completely collapsed |
26 |
Disemboweled Giant Gecko Lizard |
27 |
Body of a dwarf adventurer |
28 |
A low snarling noise from ahead |
29 |
Chalk arrows on the walls for Roll 3d100 feet |
30 |
Random {%if {d6} < 5%} Mundane {%else%} Magical{%end%} Runestone |
31 |
A yellow mold (harmless) covers the floor for 40 feet |
32 |
A statue of Thaneduhr, defaced and toppled |
33 |
The hissing sound of a gas leak for Resolve: {1d4x10} feet |
34 |
Air suddenly cools for Roll 1d4 turns |
35 |
Air suddenly warms for Roll 1d6 turns |
36 |
A hammer in the distance “Tam-tom, tom-tap” |
37 |
PC trips over loose stone {%if {d6} < 4%} 1d6 gems are hidden under one of the loose stones. {%else%}{%end%} |
38 |
Monster roar echoes down passageway. Then silence |
39 |
Party of Roll 1d6 adventurers lay dead and looted |
40 |
Random {%if {d6} < 5%} Mundane {%else%} Magical{%end%} Runestone |
41 |
Skeletal remains of dwarven last stand |
42 |
Partial collapse of the ceiling for Resolve: {1d6x10} feet |
43 |
Dwarf corpse thrown in shallow grave: Zombie! |
44 |
Remains of a camp. Two days old |
45 |
Battle: Two warbands battle over Roll 2d4 slaves |
46 |
Broken pipe spills water ankle deep for Resolve: {1d8x10} feet |
47 |
Orc footprints, signs of a recent patrol |
48 |
Runic Tablet: Roll on "Barrowmaze Runic Tablet" |
49 |
Random {%if {d6} < 5%} Mundane {%else%} Magical{%end%} Runestone |
50 |
Disk of Kar’Koon: Roll on "Forbidden Caverns of Archaia: Disks of Kar'Koon" |
51 |
Rival brigands Roll 1d8+3 lost in Dwarrowdeep (TT: XII) |
52 |
Random adventuring party loaded with treasure |
53 |
A pouch with Roll 1d6 Sling Stones +2 |
54 |
The body of an adventurer in a shallow grave |
55 |
Wet footprints descend from wall. Disappear on floor |
56 |
A dead orc. |
57 |
Skeletal remains of dwarven last stand |
58 |
Something glints in the sand: Seax Knife +1 |
59 |
Eerie silence for Roll 1d4+1 turns |
60 |
Random {%if {d6} < 5%} Mundane {%else%} Magical{%end%} Runestone |
61 |
Frightened mule, emerges from dark (Equipped) |
62 |
Boulder with symbol of Dworgrim painted in blood |
63 |
Passage blocked by huge spider webs for Resolve: {1d10x10} feet |
64 |
Insane paladin, beaten/whipped, staggers toward you |
65 |
A pouch with a magical runestone (Luckstone) |
66 |
Long dead exoskeleton of a Hook Horror |
67 |
Random adventurer equipment stash hastily hidden |
68 |
Random gemstone worth Resolve: {1d4x100}gp |
69 |
Carved dwarf pillars support ceiling for Resolve: {1d3x100} feet |
70 |
Random {%if {d6} < 5%} Mundane {%else%} Magical{%end%} Runestone |
71 |
Emaciated dwarf slave (dead for 24 hours) |
72 |
Clawed footprints on the floor for Resolve: {1d6x10} feet |
73 |
Severed heads of recent dwarf patrol from Hamelet |
74 |
Stone grinding on stone. Then silence |
75 |
Cocooned dwarves on ceiling. All dead but one |
76 |
A pile of half-eaten fire beetles still glowing |
77 |
Roll 2d200 normal bats fly through passageway |
78 |
Green phosphorescent fungi illuminates Resolve: {1d4x10} feet |
79 |
Roll 2d100 normal fleeing rats pass through the PCs |
80 |
Random {%if {d6} < 5%} Mundane {%else%} Magical{%end%} Runestone |
81 |
Roll 2d100 normal fleeing rats run through PCs |
82 |
Chest: Check Treasure Type XX |
83 |
Magical blast marks on the walls from recent battle |
84 |
Skeletal dwarf clutching diary written in frantic scrawls |
85 |
Rusty mining gear: Chains, shovels, picks, and rope |
86 |
Quarrel Case with Light Crossbow Bolts +1 Roll 1d4+3 |
87 |
Rusty mining tracks for Roll 3d100 feet |
88 |
Vein of silver gleams in the walls |
89 |
Vein of gold gleams in the floor |
90 |
Random {%if {d6} < 5%} Mundane {%else%} Magical{%end%} Runestone |
91 |
Red Crystals: 1/2 movement for Resolve: {1d10x10} feet |
92 |
Bat Guano: 1/2 movement for Resolve: {1d8+3x10} feet |
93 |
Pool with Roll 1d3 bloated diseased orc bodies. Rot Grubs! |
94 |
Gleaming Helmet +1: Kill Zone for Cave Morays! |
95 |
Partial dwarf-made barricade: Stone, Mine carts |
96 |
Small herd of wild Rothe Roll 1d4+1 grazing on fungi |
97 |
Recently disemboweled Troll regenerating Roll 1d4 rounds |
98 |
Small stream with glint: Ring of Protection +1 |
99 |
Roll 1d4 Random {%if {d6} < 5%} Mundane {%else%} Magical{%end%} Runestone |
100 |
Re-roll 2 times |