Dwarrodeep: Secondary Encounter Area Room Generator (Levels 7-10) (d6)

d6 Result

1

Empty

2

Empty

3

Monster

Dungeon: Roll on "Dungeon Geomorph Monsters HD 5-6"

Cavern/Cave: Roll on "Cavern/Cave Geomorphs: Monster HD 5-6"

Treasure: Roll on "Table 11: Random Monster Treasure Type"

4

Monster

Dungeon: Roll on "Dungeon Geomorph Monsters HD 5-6"

Cavern/Cave: Roll on "Cavern/Cave Geomorphs: Monster HD 5-6"

Treasure: Roll on "Table 11: Random Monster Treasure Type"

5

Roll on "Trap Type"

6

Special Feature

Subcharts

Dungeon Geomorph Monsters HD 5-6 (d20)

d20 Result

1

Rust Monster xRoll 1d3

2

Cerepod x1

3

Flagstone Golem 5HD x1

4

Advanced Sentinel of the Ancestors xRoll 1d4

5

Caryatid Column xRoll 1d4

6

Groaning Spirit x1

7

Spectre x1

8

Giant Phase Spider xRoll 1d3

9

Stone Statue xRoll 1d3

10

Troll xRoll 1d6

11

Cloaker xRoll 1d4

12

Lava Elemental 8HD x1

13

Giant Beetle Exoskeleton xRoll 1d3

14

Greater Crypt Shade xRoll 1d2

15

Crypt Thing x1

16

Dwargoyle xRoll 1d4

17

Mummy xRoll 1d4

18

Huge Scorpion xRoll 1d3

19

5HD: Roll on "Table 2b: Warband (Levels 4-7)"

20

6HD: Roll on "Table 2b: Warband (Levels 4-7)"

Cavern/Cave Geomorphs: Monster HD 5-6 (d20)

d20 Result

1

Fungus Man xRoll 1d12

2

Giant Slicer Beetle xRoll 1d3

3

Storoper x1

4

Icterine Fungi xRoll 1d4

5

Rot Pudding x1

6

Basidirond xRoll 1d2

7

Ettercap xRoll 1d4

8

Hook Horror xRoll 1d4+1

9

Mantrap 5HD xRoll 1d2

10

Piercer 5HD xRoll 2d4

11

Ochre Jelly x1

12

Advanced Phycomid xRoll 1d4

13

Troll xRoll 1d6

14

Ankheg 5HD xRoll 1d4

15

Salt Pudding xRoll 1d2

16

Huge Toad x1

17

Advanced Phycomid xRoll 1d4

18

5HD: Roll on "Table 2b: Warband (Levels 4-7)"

19

6HD: Roll on "Table 2b: Warband (Levels 4-7)"

20

Roll on "Cavern Geomorphs: Monster HD 7+"

Table 11: Random Monster Treasure Type (d20)

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 7-10)" pieces

7

Roll on "Table 11A: Random Coin (Levels 7-10)" pieces

8

Roll on "Table 11A: Random Coin (Levels 7-10)" pieces

9

Roll on "Table 11A: Random Coin (Levels 7-10)" pieces

10

Roll on "Table 11A: Random Coin (Levels 7-10)" pieces

11

Roll on "Table 11B: Random Gemstones (Level 7-10)" d4 times

12

Roll on "Table 11B: Random Gemstones (Level 7-10)" d4 times

13

Roll on "Table 11C: Random Jewelry" d4 times

14

Roll on "Table 11C: Random Jewelry" d4 times

15

Roll on "Dwarrodeep Random Mundane Runestone"

16

Roll on "Dwarrodeep Random Mundane Runestone"

17

Roll on "Dwarrodeep Random Mundane Runestone"

18

Roll on "Dwarrodeep Random Magical Runestones (Levels 4-7)"

19

Roll on "Dwarrodeep Random Magical Runestones (Levels 4-7)"

20

Roll on "Table 11.6: Random Magic Weapons & Armour"

Table 11A: Random Coin (Levels 7-10) (d20)

d20 Result

1

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Platinum

2

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Platinum

3

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Platinum

4

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Platinum

5

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Platinum

6

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Gold

7

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Gold

8

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Gold

9

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Gold

10

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Gold

11

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Electrum

12

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Electrum

13

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Electrum

14

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Electrum

15

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Silver

16

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Silver

17

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Silver

18

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Silver

19

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Copper

20

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} Copper

Table 11B: Random Gemstones (Level 7-10) (d12)

d12 Result

1

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} GP Deep Blue Azurite

2

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} GP Tiger Eye Agate

3

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} GP Moss Agate

4

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} GP Orange Sunstone

5

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} +100 GP Bloodstone

6

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} +100 GP White Moonstone

7

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} +100 GP Smokey Quartz

8

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} +100 GP Rainbow Obsidian

9

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} +100 GP Purple Amethyst

10

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} +200 GP Green Aquamarine

11

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} +200 GP Violet Garnet

12

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%if {d8}==1%}+Resolve: {100|150|200|250|300|350|400|450|500|550|600|1000}{%else%}{%end%} +200 GP Black Sapphire

Table 11C: Random Jewelry (d12)

d12 Result

1

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%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 7-10)" Helm

2

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%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 7-10)" Bracelet

3

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%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 7-10)" Torc

4

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%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 7-10)" Earring

5

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%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 7-10)" Disc Broach

6

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%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 7-10)" Medallion

7

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%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 7-10)" Ring

8

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%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 7-10)" Belt Buckle

9

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%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 7-10)" Cloak Clasp

10

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%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 7-10)" Scabbard

11

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%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 7-10)" Goblet

12

Resolve: {1000|1500|1500|2000|2000|2000|2500|2500|2500|3000|3000|5000} {%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 7-10)" Beard Ring

Table 11.6: Random Magic Weapons & Armour (2d20)

2d20 Result

2

Resolve: {+2|+2|+2|+2|+2|+3} Hand Axe

3

Resolve: {+2|+2|+2|+2|+2|+3} Warhammer

4

Resolve: {+2|+2|+2|+2|+2|+3} Warhammer

5

Resolve: {+2|+2|+2|+2|+2|+3} Warhammer

6

Resolve: {+2|+2|+2|+2|+2|+3} Warhammer

7

Resolve: {+2|+2|+2|+2|+2|+3} Warhammer

8

Resolve: {+2|+2|+2|+2|+2|+3} Great Hammer

9

Resolve: {+2|+2|+2|+2|+2|+3} Hand Axe

10

Resolve: {+2|+2|+2|+2|+2|+3} Hand Axe

11

Resolve: {+2|+2|+2|+2|+2|+3} Hand Axe

12

Resolve: {+2|+2|+2|+2|+2|+3} Hand Axe

13

Resolve: {+2|+2|+2|+2|+2|+3}Battle Axe

14

Resolve: {+2|+2|+2|+2|+2|+3} Seax Knife

15

Resolve: {+2|+2|+2|+2|+2|+3} Light Crossbow

16

Resolve: {+2|+2|+2|+2|+2|+3} Heavy Crossbow

17

Resolve: {+2|+2|+2|+2|+2|+3}Ring of Protection

18

Resolve: {+2|+2|+2|+2|+2|+3} Ring of Protection

19

Resolve: {+2|+2|+2|+2|+2|+3} Cloak of Protection

20

Resolve: {+2|+2|+2|+2|+2|+3} Cloak of Protection

21

Roll 1d20 Arrows Resolve: {+2|+2|+2|+2|+2|+3}

22

Roll 1d20 Arrows Resolve: {+2|+2|+2|+2|+2|+3}

23

Roll 1d20 Arrows Resolve: {+2|+2|+2|+2|+2|+3}

24

Roll 1d20 Arrows Resolve: {+2|+2|+2|+2|+2|+3}

25

Roll 1d20 Arrows Resolve: {+2|+2|+2|+2|+2|+3}

26

Roll 1d20 Bolts Resolve: {+2|+2|+2|+2|+2|+3}

27

Roll 1d20 Bolts Resolve: {+2|+2|+2|+2|+2|+3}

28

Roll 1d20 Bolts Resolve: {+2|+2|+2|+2|+2|+3}

29

Roll 1d20 Bolts Resolve: {+2|+2|+2|+2|+2|+3}

30

Roll 1d20 Bolts Resolve: {+2|+2|+2|+2|+2|+3}

31

Resolve: {+2|+2|+2|+2|+2|+3} Leather Armour

32

Resolve: {+2|+2|+2|+2|+2|+3} Leather Armour

33

Resolve: {+2|+2|+2|+2|+2|+3} Leather Armour

34

Resolve: {+2|+2|+2|+2|+2|+3} Studded Leather

35

Resolve: {+2|+2|+2|+2|+2|+3} Studded Leather

36

Resolve: {+2|+2|+2|+2|+2|+3} Studded Leather

37

Resolve: {+2|+2|+2|+2|+2|+3} Scalemail

38

Resolve: {+2|+2|+2|+2|+2|+3} Chainmail

39

Resolve: {+2|+2|+2|+2|+2|+3} Half Plate

40

Resolve: {+2|+2|+2|+2|+2|+3} Platemail

Trap Type (d20)

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"

Pit Trap Contents (d8)

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)

Melee Trap Subtable (d6)

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 3d6 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 3d6 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 3d6 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 3d6 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 3d6 damage.

Dungeon: Roll on "Dungeon Geomorph Monsters HD 5-6"

Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 5-6"

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 3d6 damage.

{%if {d6}<3%}

Dungeon: Roll on "Dungeon Geomorph Monsters HD 5-6"

Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 5-6"

{%else%}{%end%}

Ranged Trap Subtable (d6)

d6 Result

1

Crossbow Bolt: Roll 1d8+Roll 2d6 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+Roll 2d6 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+Roll 2d6 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+Roll 2d6 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+Roll 2d6 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)

Mechanical Trap Subtable (d6)

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 5-6"

Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 5-6"

{%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 5-6"

Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 5-6"

{%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.
{%if {d6}<3%}

The noise attracts monsters:

Dungeon: Roll on "Dungeon Geomorph Monsters HD 5-6"

Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 5-6"

{%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:
Dungeon: Roll on "Dungeon Geomorph Monsters HD 5-6"

Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 5-6"

{%else%}{%end%}

Curse Trap Subtable (d6)

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.

Magical Trap Subtable (d6)

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 5-6" Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 5-6" {%else%}{%end%} {%if {d6}<4%} The noise attracts more monsters: Dungeon: Roll on "Dungeon Geomorph Monsters HD 5-6" Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 5-6" {%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 5-6" Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 5-6" {%else%}{%end%} {%if {d6}<4%} The noise attracts more monsters: Dungeon: Roll on "Dungeon Geomorph Monsters HD 5-6" Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 5-6" {%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:
Dungeon: Roll on "Dungeon Geomorph Monsters HD 5-6"

Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 5-6"

{%else%}{%end%}

6

Stonemouth: The mouth screams “Intruders!” in Dwarvish for 1 turn.
{%if {d6}<4%}

The noise attracts monsters:

Dungeon: Roll on "Dungeon Geomorph Monsters HD 5-6"

Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 5-6"

{%else%}{%end%}

Gas Trap Subtable (d6)

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 5-6"

Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 5-6"

{%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 5-6"

Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 5-6"

{%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 5-6"

Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 5-6"

{%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 5-6"

Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 5-6"

{%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 5-6"

Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 5-6"

{%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 5-6"

Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 5-6"

{%else%}{%end%}

Secondary Encounter Area Special Features (d100)

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 5-6"

Caverns/Caves: Roll on "Cavern/Cave Geomorphs: Monster HD 5-6"

{%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

Cavern Geomorphs: Monster HD 7+ (d20)

d20 Result

1

Dracolisk xRoll 1d2

2

Fungus Man xRoll 1d12

3

Galeb Duhr 8HD xRoll 1d4

4

Flail Snail 8HD

5

Giant Rhinoceros Beetle xRoll 1d2

6

Giant Stag Beetle xRoll 1d4

7

Stegalocentipede x1

8

Advanced Otyugh 12HD x1

9

Trapper x1

10

Will-O-Wisp x1

11

Xorn xRoll 1d4

12

Black Tentacles x1

13

Shadow Dragon 8HD x1

14

Roper 10HD xRoll 1d3

15

Purple Worm x1

16

Carnivorous Vines 12HD

17

Behir x1

18

Twelve-Headed Hydra 12 HD

19

Amber Bulk xRoll 1d2

20

7HD: Roll on "Table 2b: Warband (Levels 4-7)"