| d6 | Result |
|---|---|
1 |
Empty |
2 |
Empty |
3 |
Monster Dungeon: Roll on "Dungeon Geomorph Monsters HD 1-2" Cavern/Cave: Roll on "Cavern/Cave Geomorphs: Monster HD 1-2" Treasure: Roll on "Table 11: Random Monster Treasure Type" |
4 |
Monster Dungeon: Roll on "Dungeon Geomorph Monsters HD 1-2" Cavern/Cave: Roll on "Cavern/Cave Geomorphs: Monster HD 1-2" Treasure: Roll on "Table 11: Random Monster Treasure Type" |
5 |
Roll on "Trap Type" |
6 |
Special Feature |
| d23 | Result |
|---|---|
1 |
Skeleton xRoll 1d6 |
2 |
Zombie xRoll 1d6 |
3 |
Giant Rat xRoll 3d6 |
4 |
Green Slime x1 |
5 |
Giant Flagstone Spider xRoll 1d3 |
6 |
Flagstone Golem (2HD) x1 |
7 |
Giant Scorpion xRoll 1d4 |
8 |
Shadow xRoll 2d4 |
9 |
Stirge xRoll 2d4 |
10 |
Giant Fly xRoll 1d6 |
11 |
Amber Mold x1 |
12 |
Yellow Mold x1 |
13 |
Brown Mold x1 |
14 |
Devil’s Fingers xRoll 1d4+1 |
15 |
Giant Blood-Thirsty Spider xRoll 1d4+1 |
16 |
Mudmen xRoll 2d4 |
17 |
Giant Blister Beetle xRoll 1d6 |
18 |
Giant Cockroach xRoll 1d8 |
19 |
Giant Jumping Spider xRoll 1d6+2 |
20 |
Black Witch’s Butter xRoll 1d4 |
21 |
Random Warband (2HD) x1 |
22 |
Random Warband (3HD) x1 |
23 |
| d21 | Result |
|---|---|
1 |
Rock Clam (2HD) xRoll 1d2 |
2 |
Grub Globule xRoll 1d4+1 |
3 |
Giant Ant xRoll 2d6 |
4 |
Stirge xRoll 1d8 |
5 |
Fire Beetle xRoll 1d6 |
6 |
Insect Swarm x1 |
7 |
Blooderfly xRoll 4d4+2 |
8 |
Giant Bat xRoll 1d6 |
9 |
Carrion Scavenger x1 |
10 |
Fossil Skeleton xRoll 2d4 |
11 |
Shrieker xRoll 1d6 |
12 |
Violet Fungi xRoll 1d3 |
13 |
Giant Leech xRoll 1d4 |
14 |
Giant Cave Cricket xRoll 1d6 |
15 |
Fungus Man xRoll 1d12 |
16 |
Darkmantle xRoll 2d4 |
17 |
Phycomid xRoll 1d4 |
18 |
Stalagbite (1HD) xRoll 2d4 |
19 |
2HD: Roll on "Table 2a: Warband (Levels 1-3)" |
20 |
3HD: Roll on "Table 2a: Warband (Levels 1-3)" |
21 |
| d20 | Result |
|---|---|
1 |
No Treasure |
2 |
No Treasure |
3 |
No Treasure |
4 |
No Treasure |
5 |
No Treasure |
6 |
Roll on "Table 11A: Random Coin (Levels 1-3)" pieces |
7 |
Roll on "Table 11A: Random Coin (Levels 1-3)" pieces |
8 |
Roll on "Table 11A: Random Coin (Levels 1-3)" pieces |
9 |
Roll on "Table 11A: Random Coin (Levels 1-3)" pieces |
10 |
Roll on "Table 11A: Random Coin (Levels 1-3)" pieces |
11 |
Roll on "Table 11B: Random Gemstones" d4 times |
12 |
Roll on "Table 11B: Random Gemstones" d4 times |
13 |
Roll on "Table 11C: Random Jewelry" d4 times |
14 |
Roll on "Table 11C: Random Jewelry" d4 times |
15 |
|
16 |
|
17 |
|
18 |
|
19 |
|
20 |
| d20 | Result |
|---|---|
1 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Copper |
2 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Copper |
3 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Copper |
4 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Copper |
5 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Copper |
6 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Silver |
7 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Silver |
8 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Silver |
9 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Silver |
10 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Silver |
11 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Electrum |
12 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Electrum |
13 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Electrum |
14 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Electrum |
15 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Gold |
16 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Gold |
17 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Gold |
18 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Gold |
19 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Platinum |
20 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Platinum |
| d12 | Result |
|---|---|
1 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} GP Deep Blue Azurite |
2 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} GP Tiger Eye Agate |
3 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} GP Moss Agate |
4 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} GP Orange Sunstone |
5 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} +100 GP Bloodstone |
6 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} +100 GP White Moonstone |
7 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} +100 GP Smokey Quartz |
8 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} +100 GP Rainbow Obsidian |
9 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} +100 GP Purple Amethyst |
10 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} +200 GP Green Aquamarine |
11 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} +200 GP Violet Garnet |
12 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} +200 GP Black Sapphire |
| d12 | Result |
|---|---|
1 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} GP Roll on "Table 11A: Random Coin (Levels 1-3)" Helm |
2 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} GP Roll on "Table 11A: Random Coin (Levels 1-3)" Bracelet |
3 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} GP Roll on "Table 11A: Random Coin (Levels 1-3)" Torc |
4 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} GP Roll on "Table 11A: Random Coin (Levels 1-3)" Earring |
5 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} GP Roll on "Table 11A: Random Coin (Levels 1-3)" Disc Broach |
6 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} GP Roll on "Table 11A: Random Coin (Levels 1-3)" Medallion |
7 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} GP Roll on "Table 11A: Random Coin (Levels 1-3)" Ring |
8 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} GP Roll on "Table 11A: Random Coin (Levels 1-3)" Belt Buckle |
9 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} GP Roll on "Table 11A: Random Coin (Levels 1-3)" Cloak Clasp |
10 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} GP Roll on "Table 11A: Random Coin (Levels 1-3)" Scabbard |
11 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} GP Roll on "Table 11A: Random Coin (Levels 1-3)" Goblet |
12 |
Resolve: {50|75|75|100|100|100|125|125|125|150|150|200} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} GP Roll on "Table 11A: Random Coin (Levels 1-3)" Beard Ring |
| 2d20 | Result |
|---|---|
2 |
Resolve: {+1|+1|+1|+1|+1|+2} Warhammer |
3 |
Resolve: {+1|+1|+1|+1|+1|+2} Warhammer |
4 |
Resolve: {+1|+1|+1|+1|+1|+2} Warhammer |
5 |
Resolve: {+1|+1|+1|+1|+1|+2} Warhammer |
6 |
Resolve: {+1|+1|+1|+1|+1|+2} Warhammer |
7 |
Resolve: {+1|+1|+1|+1|+1|+2} Great Hammer |
8 |
Resolve: {+1|+1|+1|+1|+1|+2} Hand Axe |
9 |
Resolve: {+1|+1|+1|+1|+1|+2} Hand Axe |
10 |
Resolve: {+1|+1|+1|+1|+1|+2} Hand Axe |
11 |
Resolve: {+1|+1|+1|+1|+1|+2} Hand Axe |
12 |
Resolve: {+1|+1|+1|+1|+1|+2} Hand Axe |
13 |
Resolve: {+1|+1|+1|+1|+1|+2} Battle Axe |
14 |
Resolve: {+1|+1|+1|+1|+1|+2} Seax Knife |
15 |
Resolve: {+1|+1|+1|+1|+1|+2} Light Crossbow |
16 |
Resolve: {+1|+1|+1|+1|+1|+2} Heavy Crossbow |
17 |
Resolve: {+1|+1|+1|+1|+1|+2} Ring of Protection |
18 |
Resolve: {+1|+1|+1|+1|+1|+2} Ring of Protection |
19 |
Resolve: {+1|+1|+1|+1|+1|+2} Cloak of Protection |
20 |
Resolve: {+1|+1|+1|+1|+1|+2} Cloak of Protection |
21 |
Roll 1d20 Arrows Resolve: {+1|+1|+1|+1|+1|+2} |
22 |
Roll 1d20 Arrows Resolve: {+1|+1|+1|+1|+1|+2} |
23 |
Roll 1d20 Arrows Resolve: {+1|+1|+1|+1|+1|+2} |
24 |
Roll 1d20 Arrows Resolve: {+1|+1|+1|+1|+1|+2} |
25 |
Roll 1d20 Arrows Resolve: {+1|+1|+1|+1|+1|+2} |
26 |
Roll 1d20 Bolts Resolve: {+1|+1|+1|+1|+1|+2} |
27 |
Roll 1d20 Bolts Resolve: {+1|+1|+1|+1|+1|+2} |
28 |
Roll 1d20 Bolts Resolve: {+1|+1|+1|+1|+1|+2} |
29 |
Roll 1d20 Bolts Resolve: {+1|+1|+1|+1|+1|+2} |
30 |
Roll 1d20 Bolts Resolve: {+1|+1|+1|+1|+1|+2} |
31 |
Resolve: {+1|+1|+1|+1|+1|+2} Leather Armour |
32 |
Resolve: {+1|+1|+1|+1|+1|+2} Leather Armour |
33 |
Resolve: {+1|+1|+1|+1|+1|+2} Leather Armour |
34 |
Resolve: {+1|+1|+1|+1|+1|+2} Studded Leather |
35 |
Resolve: {+1|+1|+1|+1|+1|+2} Studded Leather |
36 |
Resolve: {+1|+1|+1|+1|+1|+2} Studded Leather |
37 |
Resolve: {+1|+1|+1|+1|+1|+2} Scalemail |
38 |
Resolve: {+1|+1|+1|+1|+1|+2} Chainmail |
39 |
Resolve: {+1|+1|+1|+1|+1|+2} Half Plate |
40 |
Resolve: {+1|+1|+1|+1|+1|+2} Platemail |
| d20 | Result |
|---|---|
1 |
{%if {d6}>1%} Concealed {%else%} Open {%end%} Pit (Roll on "Pit Trap Contents") |
2 |
{%if {d6}>1%} Concealed {%else%} Open {%end%} Pit (Roll on "Pit Trap Contents") |
3 |
{%if {d6}>1%} Concealed {%else%} Open {%end%} Pit (Roll on "Pit Trap Contents") |
4 |
Roll on "Melee Trap Subtable" |
5 |
Roll on "Melee Trap Subtable" |
6 |
Roll on "Melee Trap Subtable" |
7 |
Roll on "Ranged Trap Subtable" |
8 |
Roll on "Ranged Trap Subtable" |
9 |
Roll on "Ranged Trap Subtable" |
10 |
Roll on "Mechanical Trap Subtable" |
11 |
Roll on "Mechanical Trap Subtable" |
12 |
Roll on "Mechanical Trap Subtable" |
13 |
Roll on "Gas Trap Subtable" |
14 |
Roll on "Gas Trap Subtable" |
15 |
Roll on "Gas Trap Subtable" |
16 |
Roll on "Curse Trap Subtable" |
17 |
Roll on "Curse Trap Subtable" |
18 |
Roll on "Magical Trap Subtable" |
19 |
Roll on "Magical Trap Subtable" |
20 |
Roll on "Magical Trap Subtable" |
| d8 | Result |
|---|---|
1 |
Empty |
2 |
Empty |
3 |
Empty |
4 |
Spiked |
5 |
Spiked |
6 |
Sloped |
7 |
Monster: Resolve: {Yellow Mold|Yellow Mold|Zombie xRoll d3|Zombie xRoll d3|Grub Globule xRoll d3|Giant Leech xRoll d3} |
8 |
Water (bottom 5 feet of the pit) |
| d6 | Result |
|---|---|
1 |
Swinging Hammer: Melee traps attack at the same class and HD as the targeted player character. PCs may half the damage with a successful Dexterity Check. Roll 1d6 damage. |
2 |
Swinging Hammer: Melee traps attack at the same class and HD as the targeted player character. PCs may half the damage with a successful Dexterity Check. Roll 1d6 damage. |
3 |
Swinging Ball: Melee traps attack at the same class and HD as the targeted player character. PCs may half the damage with a successful Dexterity Check. Roll 1d6 damage. |
4 |
Pendulum Blade: Melee traps attack at the same class and HD as the targeted player character. PCs may half the damage with a successful Dexterity Check. Roll 1d6 damage. |
5 |
Deadfall Stone: Melee traps attack at the same class and HD as the targeted player character. PCs may half the damage with a successful Dexterity Check. Roll 1d6 damage. Dungeon: Roll on "Dungeon Geomorph Monsters HD 1-2" Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 1-2" |
6 |
Deadfall Stone: Melee traps attack at the same class and HD as the targeted player character. PCs may half the damage with a successful Dexterity Check. Roll 1d6 damage. {%if {d6}<3%} Dungeon: Roll on "Dungeon Geomorph Monsters HD 1-2" Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 1-2" {%else%}{%end%} |
| d6 | Result |
|---|---|
1 |
Crossbow Bolt: Roll 1d8 damage (half damage with successful dex check) {%if {d4}==1%}+Roll 1d6 poison damage (save for half){%else%}{%end%} w/ successful to-hit roll (attacks as the same HD as the target) |
2 |
Crossbow Bolt: Roll 1d8 damage (half damage with successful dex check) {%if {d4}==1%}+Roll 1d6 poison damage (save for half){%else%}{%end%} w/ successful to-hit roll (attacks as the same HD as the target) |
3 |
Roll 1d4 Darts: Roll 1d3 damage each (half damage with successful dex check) {%if {d4}==1%}+Roll 1d6 poison damage each (save for half){%else%}{%end%} w/ successful to-hit roll (attacks as the same HD as the target) |
4 |
Arrow: Roll 1d6 damage (half damage with successful dex check) {%if {d4}==1%}+Roll 1d6 poison damage (save for half){%else%}{%end%} w/ successful to-hit roll (attacks as the same HD as the target) |
5 |
Acid Spray: Roll 1d6 damage in a 10x10ft AoE (half damage with successful dex check) w/ successful to-hit roll (attacks as the same HD as the target) |
6 |
Dust: {%if {d2}==1%} Yellow Mold {%else%}Cinnamon Mold {%end%}w/ successful to-hit roll (attacks as the same HD as the target) |
| d6 | Result |
|---|---|
1 |
Ceiling Collapse blocking {%if {d6}<3%}one passage {%elif {d6}==3%}two passages {%elif {d6}==4%}two passages {%else%} all passages.{%end%} {%if {d6}<3%} The noise attracts monsters: Dungeon: Roll on "Dungeon Geomorph Monsters HD 1-2" Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 1-2" {%else%}{%end%} |
2 |
Ceiling Collapse blocking {%if {d6}<3%}one passage {%elif {d6}==3%}two passages {%elif {d6}==4%}two passages {%else%} all passages.{%end%} {%if {d6}<3%} The noise attracts monsters: Dungeon: Roll on "Dungeon Geomorph Monsters HD 1-2" Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 1-2" {%else%}{%end%} |
3 |
Portcullis blocking {%if {d6}<3%}one passage {%elif {d6}==3%}two passages {%elif {d6}==4%}two passages {%else%} all passages.{%end%} Requires a combined strength of 60 to lift. The noise attracts monsters: Dungeon: Roll on "Dungeon Geomorph Monsters HD 1-2" Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 1-2" {%else%}{%end%} |
4 |
Tilting Floorstone: Roll 1d6 damage (dex check for half) |
5 |
Spring-Loaded Floorstone: Roll 1d6 damage (dex check for half) |
6 |
Cage: Suspended cage falls from high ceiling (Dexterity Check to avoid entrapment). The cage requires 60 total Strength to lift. {%if {d6}<3%} The noise attracts monsters: Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 1-2" {%else%}{%end%} |
| d6 | Result |
|---|---|
1 |
Blindness: Curse traps are carefully hidden glyphs or runes etched or carved on surfaces like floors, walls, ceilings, or doors. A dwarf receives a passive 1 on d6 chance to spot a cursed glyph and a 2 on d6 chance if actively searching. A Detect Magic will always reveal a cursed glyph or rune. Curse traps require a Remove Curse to dispel. |
2 |
Blindness: Curse traps are carefully hidden glyphs or runes etched or carved on surfaces like floors, walls, ceilings, or doors. A dwarf receives a passive 1 on d6 chance to spot a cursed glyph and a 2 on d6 chance if actively searching. A Detect Magic will always reveal a cursed glyph or rune. Curse traps require a Remove Curse to dispel. |
3 |
Feeblemind: Curse traps are carefully hidden glyphs or runes etched or carved on surfaces like floors, walls, ceilings, or doors. A dwarf receives a passive 1 on d6 chance to spot a cursed glyph and a 2 on d6 chance if actively searching. A Detect Magic will always reveal a cursed glyph or rune. Curse traps require a Remove Curse to dispel. |
4 |
Insanity: Curse traps are carefully hidden glyphs or runes etched or carved on surfaces like floors, walls, ceilings, or doors. A dwarf receives a passive 1 on d6 chance to spot a cursed glyph and a 2 on d6 chance if actively searching. A Detect Magic will always reveal a cursed glyph or rune. Curse traps require a Remove Curse to dispel. |
5 |
Mummy Rot: Curse traps are carefully hidden glyphs or runes etched or carved on surfaces like floors, walls, ceilings, or doors. A dwarf receives a passive 1 on d6 chance to spot a cursed glyph and a 2 on d6 chance if actively searching. A Detect Magic will always reveal a cursed glyph or rune. Curse traps require a Remove Curse to dispel. |
6 |
Disease: Turns pale and sickly: 1/2 Movement and all ability scores reduced by 1/3. Curse traps are carefully hidden glyphs or runes etched or carved on surfaces like floors, walls, ceilings, or doors. A dwarf receives a passive 1 on d6 chance to spot a cursed glyph and a 2 on d6 chance if actively searching. A Detect Magic will always reveal a cursed glyph or rune. Curse traps require a Remove Curse to dispel. |
| d6 | Result |
|---|---|
1 |
Runes of Dhurindain: {%if {RockBlast|FireBlast|ParalyzingBlast|GreatShout}=="RockBlast"%}14 points of damage in a 10'x40' prism. Save vs. spells for half damage. {%elif {Rock Blast|Fire Blast|Paralyzing Blast|Great Shout}=="Fire Blast"%} 14 points of damage in a 10'x40' prism. Save vs. spells for half damage. {%elif {Rock Blast|Fire Blast|Paralyzing Blast|Great Shout}=="Paralyzing Blast"%} As per the spell Hold Person. After the runes are triggered a stone mouth, typically located on a wall, statue, or pillar, will scream “Intruders!” in Dwarvish for 1 turn. {%if {d6}<4%} The noise attracts monsters: Dungeon: Roll on "Dungeon Geomorph Monsters HD 1-2" Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 1-2" {%else%}{%end%} {%if {d6}<4%} The noise attracts more monsters: Dungeon: Roll on "Dungeon Geomorph Monsters HD 1-2" Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 1-2" {%else%}{%end%}{%else%}A thunderous roar deafens all those within a 10'x40' area. Any creature caught within is deafened for Roll 2d6 rounds and takes Roll 3d6 points of damage. A successful save (Spell) negates the deafness and reduces the damage by half. Creatures made of crystal take double damage from the spell. Fragile objects may be destroyed at the discretion of the Referee. Great Shout cannot penetrate a Silence spell. {%end%} |
2 |
Runes of Dhurindain: {%if {RockBlast|FireBlast|ParalyzingBlast|GreatShout}=="RockBlast"%}14 points of damage in a 10'x40' prism. Save vs. spells for half damage. {%elif {Rock Blast|Fire Blast|Paralyzing Blast|Great Shout}=="Fire Blast"%} 14 points of damage in a 10'x40' prism. Save vs. spells for half damage. {%elif {Rock Blast|Fire Blast|Paralyzing Blast|Great Shout}=="Paralyzing Blast"%} As per the spell Hold Person. After the runes are triggered a stone mouth, typically located on a wall, statue, or pillar, will scream “Intruders!” in Dwarvish for 1 turn. {%if {d6}<4%} The noise attracts monsters: Dungeon: Roll on "Dungeon Geomorph Monsters HD 1-2" Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 1-2" {%else%}{%end%} {%if {d6}<4%} The noise attracts more monsters: Dungeon: Roll on "Dungeon Geomorph Monsters HD 1-2" Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 1-2" {%else%}{%end%}{%else%}A thunderous roar deafens all those within a 10'x40' area. Any creature caught within is deafened for Roll 2d6 rounds and takes Roll 3d6 points of damage. A successful save (Spell) negates the deafness and reduces the damage by half. Creatures made of crystal take double damage from the spell. Fragile objects may be destroyed at the discretion of the Referee. Great Shout cannot penetrate a Silence spell. {%end%} |
3 |
Hammer Ward: By means of this spell, a dwarven cleric inscribes invisible runes as a protective ward on a door, lock, archway, wall, sarcophagus, chest, or important item. When a Hammer Ward is triggered (touch) a hammer shaped field of blue force appears and swings at the transgressor. The magical hammer strikes only once, but never misses. The hammer inflicts Roll 3d6 points of damage and on a successful hit the target must save versus Paralyzation or be knocked prone. The invisible runes of a Hammer Ward may be found by Detect Magic or any spell or item that provides true sight. The enchantment can be permanently removed by Dispel Magic. |
4 |
Wall(s) of Stone cover entrances/exits |
5 |
Runes of Warding (Resolve: {fire|fire|cold|cold|electric|electric}) causing 12 points of damage. A successful Save versus Spell will half the damage. Cast at 6th level of magic use. {%if {d6}<3%} The noise attracts monsters: Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 1-2" {%else%}{%end%} |
6 |
Stonemouth: The mouth screams “Intruders!” in Dwarvish for 1 turn. The noise attracts monsters: Dungeon: Roll on "Dungeon Geomorph Monsters HD 1-2" Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 1-2" {%else%}{%end%} |
| d6 | Result |
|---|---|
1 |
Poison: Roll 1d3 hp per round x level of PC. Gas lasts for Roll 1d4 rounds. Save vs poison each round for half damage. {%if {d6}<2%} The noise attracts monsters: Dungeon: Roll on "Dungeon Geomorph Monsters HD 1-2" Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 1-2" {%else%}{%end%} |
2 |
Poison: Roll 1d3 hp per round x level of PC. Gas lasts for Roll 1d4 rounds. Save vs poison each round for half damage. {%if {d6}<2%} The noise attracts monsters: Dungeon: Roll on "Dungeon Geomorph Monsters HD 1-2" Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 1-2" {%else%}{%end%} |
3 |
Paralytic: Save versus Paralysis or paralyzed for 1 turn. {%if {d6}<2%} The noise attracts monsters: Dungeon: Roll on "Dungeon Geomorph Monsters HD 1-2" Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 1-2" {%else%}{%end%} |
4 |
Sleep: Save versus Poison or sleep for 1 turn. {%if {d6}<2%} The noise attracts monsters: Dungeon: Roll on "Dungeon Geomorph Monsters HD 1-2" Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 1-2" {%else%}{%end%} |
5 |
Laughing: Save versus Poison or laugh uncontrollably for 1 turn. {%if {d6}<3%} The noise attracts monsters: Dungeon: Roll on "Dungeon Geomorph Monsters HD 1-2" Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 1-2" {%else%}{%end%} |
6 |
Choking: Any creatures in the area of the dust (20' radius) are overcome with fits of coughing and sneezing and must save versus poison or die. Those that make the save are unable to act or move for 5d4 rounds. {%if {d6}<3%} The noise attracts monsters: Dungeon: Roll on "Dungeon Geomorph Monsters HD 1-2" Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 1-2" {%else%}{%end%} |
| d100 | Result |
|---|---|
1 |
5d20 Burial Alcoves, partially looted (TT: I-VI, XI) |
2 |
Pool of murky water {%if {d2}==1%}(Contains: Roll on "Table 11: Random Monster Treasure Type"{%else%}{%end%} |
3 |
Rubble pile {%if {d2}==1%}(Contains: Rot Grubs{%else%}{%end%} |
4 |
Collapsed circular stairwell |
5 |
Pile of Mundane Runestones: Roll on "Dwarrodeep Random Mundane Runestone" d4 times (unique results only) |
6 |
Stone Statues xRoll 1d4 |
7 |
Iron Statues xRoll 1d4 |
8 |
Crystal Statues xRoll 1d4 |
9 |
Broken Seax Knife |
10 |
Throne of House Resolve: {Ironforge|Hammerhand|Tunneltrue|Broadbeam|Longbeard|Cobblestone}. Sitting in the throne results in the character receiving Resolve: {Bless per the Cleric Spell|Dwarven Stone Sense|+1 to hit/dmg vs orcs|+1 to Wisdom|+1 to hit/dmg with a hammer or axe} for one day. |
11 |
Dais of Dhurindain: Standing upon the dais results in the character receiving Resolve: {Bless per the Cleric Spell|Dwarven Stone Sense|+1 to hit/dmg vs orcs|+1 to Wisdom|+1 to hit/dmg with a hammer or axe} for one day. |
12 |
Wall braced with rotting wood |
13 |
Thin vein of Mithril for Roll 1d2 rooms (Value: 10,000gp) |
14 |
Runestone: Head of Battle Axe +1 carefully hidden |
15 |
Skeletons: Roll 1d6 Dwarves & Roll 1d12 Orcs (TT: I-VI) |
16 |
Geddinthor Prayer Dais: Standing upon the dais results in the character receiving Resolve: {Bless per the Cleric Spell|Dwarven Stone Sense|+1 to hit/dmg vs orcs|+1 to Wisdom|+1 to hit/dmg with a hammer or axe} for one day. |
17 |
Armoury: Looted. 1 suit of random damaged armour. |
18 |
Map of Roll 1d4+1 rooms etched on wall |
19 |
Roll on "Dwarrodeep Random Mundane Runestone" 1d4 times (unique results only) and Roll on "Dwarrodeep Random Magical Runestones (Levels 1-3)" |
20 |
Hidden Bag: Roll 1d4 Crossbow Bolt Tips +1 |
21 |
Rubble pile with glint (Fool’s Gold Ring) |
22 |
Roll 5d20 Burial Alcoves, partially looted (TT: I-VI, XI) |
23 |
Skeletons: Dwarves (TT: I-VI, XI) |
24 |
Hall of Records |
25 |
Guardroom with well and stand with Roll 1d4 Weapons |
26 |
Sarcophagus of Dwarven Hero, broken and looted |
27 |
Temperature very cold for Roll 1d3 rooms (Freeze Metal) |
28 |
Rubble. Further collapse on Roll 1d3 in this room |
29 |
Foul air nearby. {%if {d6}<4%} Dungeon: Roll on "Dungeon Geomorph Monsters HD 1-2" Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 1-2" {%else%}{%end%} |
30 |
Stone Dwarven Statues Roll 1d4, defaced |
31 |
Musty Smell: Yellow Mold |
32 |
Crypt of House Resolve: {Ironforge|Hammerhand|Tunneltrue|Broadbeam|Longbeard|Cobblestone} (TT: XI & Roll on "Dwarrodeep Random Magical Runestones (Levels 1-3)") |
33 |
Armoury: Looted except 1 suit of damaged platemail |
34 |
Dwarven Sarcophagus (TT: VII, XI, 10% Roll on "Table 11.6: Random Magic Weapons & Armour") |
35 |
Forge: Hidden Roll on "Dwarrodeep Random Magical Runestones (Levels 1-3)" |
36 |
Thick spider webs block room |
37 |
Stone Statue of King Dalgeddin |
38 |
Altar to Dhurindain: Praying at the altar results in the character receiving Resolve: {Bless per the Cleric Spell|Dwarven Stone Sense|+1 to hit/dmg vs orcs|+1 to Wisdom|+1 to hit/dmg with a hammer or axe} for one day. |
39 |
Purple crystal growth with luminescence |
40 |
Iron Statue of Thaneduhr with Ruby Eyes (100gp each) |
41 |
Charnel Pit: {%if {d2}==1%}Roll on "Table 11C: Random Jewelry" d4 times{%else%}Rot Grubs{%end%} |
42 |
Water leaks from the wall. Slippery terrain |
43 |
Guardroom with well and chain bucket |
44 |
Large Violet Mushrooms with scent (see Purple Moss) |
45 |
Wind from holes in wall 5 times/day. Torches out |
46 |
Yellow Mold hangs above doorway |
47 |
2 Bottles of Ancient Dwarven Wine (300gp each) |
48 |
Stunning Dwarven geometric stone arch |
49 |
Light Box shines on secret once/day (TT: VIIx2) |
50 |
Random Cache: Dusty gear (Roll 1d4 backpacks) |
51 |
Rubble. {%if {d3}==1%} Further collapse occurs when the PCs enter. {%else%}{%end%} |
52 |
Roll 7d20 Burial Alcoves (TT: I-VII 10% Roll on "Table 11.6: Random Magic Weapons & Armour" ) |
53 |
Guardroom with well and stand (Roll 1d6 Weapons) |
54 |
Runic Tablet: Roll on "Barrowmaze Runic Tablet" |
55 |
Prayer Dais of Dworgrim: Standing on this dais causes good AL characters to take Roll 1d6 damage |
56 |
Crypt of House Resolve: {Ironforge|Hammerhand|Tunneltrue|Broadbeam|Longbeard|Cobblestone} (TT: 1-VII & Roll on "Dwarrodeep Random Magical Runestones (Levels 1-3)") |
57 |
Vein of Gold for Roll 1d4 rooms (Total Value: 2,000gp) |
58 |
Stone Statues Roll 1d4, broken |
59 |
Red crystal growth with luminescence |
60 |
Rotten Baskets (empty) |
61 |
Murky water (Glint of 5gp) and Roll 1d2 Giant Leeches |
62 |
Hall of Records |
63 |
Rotten Baskets (Roll 1d4 gems and Roll on "Dwarrodeep Random Magical Runestones (Levels 1-3)") |
64 |
Great Hammer +1 hidden under rockpile |
65 |
Pouch of Roll 1d4 Mundane Runestones |
66 |
Temperature hot for Roll 1d3 rooms (Heat Metal) |
67 |
Prayer Dais of Thaneduhr: : Standing upon the dais results in the character receiving Resolve: {Bless per the Cleric Spell|Dwarven Stone Sense|+1 to hit/dmg vs orcs|+1 to Wisdom|+1 to hit/dmg with a hammer or axe} for one day. |
68 |
Map of Roll 1d4+1 rooms etched on floor |
69 |
Disk of Kar'Koon: Roll on "Forbidden Caverns of Archaia: Disks of Kar'Koon" |
70 |
Ceiling braced with rotting wood |
71 |
Roll 1d20 Burial Alcoves, looted |
72 |
Skullpile: Dwarves (TT: I-VI) |
73 |
Crypt of House Resolve: {Ironforge|Hammerhand|Tunneltrue|Broadbeam|Longbeard|Cobblestone} (TT: 1-VII, XI) |
74 |
Altar to Thaneduhr: Praying at the altar results in the character receiving Resolve: {Bless per the Cleric Spell|Dwarven Stone Sense|+1 to hit/dmg vs orcs|+1 to Wisdom|+1 to hit/dmg with a hammer or axe} for one day. |
75 |
Throne of House Resolve: {Ironforge|Hammerhand|Tunneltrue|Broadbeam|Longbeard|Cobblestone}. Sitting in the throne results in the character receiving Resolve: {Bless per the Cleric Spell|Dwarven Stone Sense|+1 to hit/dmg vs orcs|+1 to Wisdom|+1 to hit/dmg with a hammer or axe} for one day. |
76 |
Vein of Silver for Roll 1d4 rooms (Total Value: 1,000gp) |
77 |
Skeletons: Dwarves and Goblins (TT: I-III) |
78 |
Roll on "Dwarrodeep Random Mundane Runestone" 1d4 times (unique results only) and Roll on "Dwarrodeep Random Magical Runestones (Levels 1-3)" |
79 |
Forge: Used recently |
80 |
Charnel Pit: {%if {d2}==1%}Roll on "Table 11C: Random Jewelry" d4 times{%else%}Disease{%end%} |
81 |
Guardroom with well and chain bucket |
82 |
40 Foot Ceiling: Roll 1d2 Orcs cocooned in spider webs |
83 |
Breathtaking Dwarven Geometric stonework |
84 |
Rubble pile with glint (Silver Ring 25gp and TT: VIIx2) |
85 |
Dusty mining shovels and picks |
86 |
Stunning Dwarven Geometric stone engraving |
87 |
Stone Statue of Kalbandur, {%if {d2}==1%}defaced{%else%} untouched.{%end%} |
88 |
Altar to Geddinthor: Praying at the altar results in the character receiving Resolve: {Bless per the Cleric Spell|Dwarven Stone Sense|+1 to hit/dmg vs orcs|+1 to Wisdom|+1 to hit/dmg with a hammer or axe} for one day. |
89 |
Foul smelling air nearby (Source: decaying matter) |
90 |
Musty Smell: Amber Mold |
91 |
Sarcophagus: Dwarf Hero (TT: 1-VII& 10% +2 Shield) |
92 |
Smell of Decay: Roll 1d2 Orcs (Roll 1d7+1 days) |
93 |
Rubble. {%if {d3}==1%} Further collapse occurs when the PCs enter. {%else%}{%end%} |
94 |
Smell of Decay: Roll 1d4 Dead Dwarf Slaves (Roll 2d10 days) |
95 |
Hall of Records |
96 |
Old Barrels (Roll 1d4) {%if {d6}<3%}There are rats in the barrels. {%elif {d6}==3%} The barrels are empty. {%elif {d6}==4%} The barrels are empty. {%elif {d6}==5%} The barrels are empty. {%else%} TT: XI {%end%} |
97 |
Smell of working forges emits from small vent in wall |
98 |
Referee’s Choice |
99 |
Re-roll and Re-roll |
100 |
Re-roll and Re-roll and Re-roll |