Features and Finds
Some rooms and corridors have a feature or useful finds - an inanimate object that may have some use or require further investigation. Larger features can have space expanded around the feature if found in a corridor.
Roll d20:
- Font. Somebody can test the water if they wish. d6 1: poison make save 2: disgusting tasting 3-4: plain water 5: holy water 6: healing water d4 hps (can take 2d4 x doses)
- Statue. Comes to life on d6 roll of 1 if roll is 6 it has d100 gold which can be removed ( 1 in 10 chance for encounter if stripping statue of gold )
- Magic Symbol. Any magic user entering can restore HPs and remember used spells.
- Magic Portal. see below
- Creature’s nest
- Well. if you have rope can be explored - roll d10 on a 9 you find one LOOT. on a 10 there is a secret door to lower level. On a 1 there is a TRAP.
- Armoury. Passage widens for racks of weapons. Roll 2d4 times on this list 1: Shield, 2: short sword, 3:two handed sword 4:Bow and 20 arrows/bolts 5:short bow 6: longbow 7: crossbow 8:battle axe, 9: mace, 10: pole arm, 11: spear, 12: staff, 13: war hammer 14: axe 15: dagger 16-17: sword 18-19: spear 20: shield
- Sword in a stone - a magic sword requires Magic Password to remove
- Cage in a niche d6 1-2 empty 3-4 encounter ( single) 5-6 Adventurer NPC captive (d4-1 damaged HPs min 1).
- Trapdoor with ladder up to exit (d6 1-3) or down to next level (d6 4-6)
- Magic Mouth. ( curses you and all NPCs or hirelings/retainers in party need to roll morale or leave the party . Highest CHA PC can make a CHA check to persude them to stay if any of them fail.)
- Locked Container ( d4 1- easy, 2- average, 3- hard, 4- impossible without pick locks or key ) contains one LOOT
- Hole dug in floor ( in corridor has to be jumped or climbed . May lead to tunnels )
- A bridge over a bottomless fissure. 50% chance of encounter
- great fur rug. roll d6 on a 1 it turns into a bear and attacks on a 6 it hides LOOT
- Cauldron and sacks of fresh meat - not sure what it was. can be used to distract any carniverous beast such as bear, owlbear, wolf, giant rat etc.66: healing potions or scrolls. D4 amount. ( each heals d6+1/ d10+2 / 2d6+3 )
- A bucket and a mop where somebody has been trying to clear up a large area of bloodstained floor. Hirelings are scared ( see 11 above )
- Gruesome bodies on stakes ( scares hirelinga and NPCs - see 11 above )
- Carved Magical Archway - dice for each who pass through it. d6: 1: Fireballed d6 damage per level of PC. if seen by hirelings etc see 11 above to persuade them through 2: Magic Mouth curses you ( see 11 above) 3-4: nothing happens 5: Magic Mouth says you will be go home with riches 6: Blessing! You get permanent +1 to either STR, DEX, CON or CHA (d4). Only one result per person - going other way through has no effect.
- Lever - if switched guarantees next door will be open or next trap will be disarmed - whichever of those you encounter next.Lever - if switched guarantees next door will be open or next trap will be disarmed - whichever of those you encounter next.
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