Dwarrodeep Table 1: Random Hex Encounters (d10)

d10 Result

1

Empty

2

Empty

3

Empty

4

Empty

5

Monster!

Levels 1-3: Roll on "Table 1a: Random Monsters (Lvl 1-3)" 
Levels 4-7: Roll on "Table 1b: Random Monsters (Lvl 4-7)"

6

Monster!

Levels 1-3: Roll on "Table 1a: Random Monsters (Lvl 1-3)"
Levels 4-7: Roll on "Table 1b: Random Monsters (Lvl 4-7)"

7

Warband! 
Levels 1-3: Roll on "Table 2a: Warband (Levels 1-3)"

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

Roll on "Table 1b: Random Monsters (Lvl 4-7)"

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