| d18 | Event | Effect |
|---|---|---|
1 |
Rival Faction |
Another adventuring party or dungeon group enters; potential ally or enemy. |
2 |
Roaming Monster |
A patrol of monsters crosses the room; may trigger combat or stealth checks. |
3 |
Cave-In |
Part of the ceiling collapses; Dex/Reflex checks to avoid damage or block passage. |
4 |
Flooding / Rising Water |
Water begins filling the room; players must escape or find high ground. |
5 |
Fire / Gas Leak |
Sparks or trapped gas ignite; environment damage or forced movement. |
6 |
Collapsing Floor |
Floor starts giving way; jump or climb to safety. |
7 |
NPC Refugees |
Lost or fleeing NPCs enter; may give info, require protection, or create tension. |
8 |
Ritual in Progress |
A magical or cultic ritual happens mid-room; may alter environment or summon creatures. |
9 |
Trap Reset |
A previously disarmed trap resets or triggers accidentally. |
10 |
Environmental Shift |
Wind, sudden darkness, or tremor changes the terrain (dust clouds, falling rocks). |
11 |
Echoing Sounds |
Strange sounds mislead players; stealth or Perception checks needed. |
12 |
Animal Den |
Predatory creatures (rats, bats, giant spiders) occupy the room; may attack or flee. |
13 |
Treasure Appears |
Hidden loot is revealed naturally or magically (glimmering chest, unsealed alcove). |
14 |
Rival Magic Users |
A wandering mage or warlock enters, casting minor environmental effects. |
15 |
Faction Negotiation |
A room contains two factions negotiating; players can intervene, eavesdrop, or get involved. |
16 |
Undead Awakening |
Skeletons or zombies rise from previous corpses; combat may ensue. |
17 |
Cave Creature Hunt |
Predator is chasing prey through the room; players are incidental or optional participants. |
18 |
Mysterious Message |
Runic glyphs, blood trails, or whispered voices appear, hinting at upcoming events. |