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:

  1. 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)
  2. 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 )
  3. Magic Symbol. Any magic user entering can restore HPs and remember used spells.
  4. Magic Portal. see below
  5. Creature’s nest
  6. 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.
  7. 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
  8. Sword in a stone - a magic sword requires Magic Password to remove
  9. Cage in a niche  d6  1-2 empty 3-4 encounter ( single) 5-6 Adventurer NPC captive (d4-1 damaged HPs min 1).
  10. Trapdoor with ladder up to exit (d6 1-3) or down to next level (d6 4-6)
  11. 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.)
  12. Locked Container ( d4  1- easy, 2- average, 3- hard, 4- impossible without pick locks or key ) contains one LOOT
  13. Hole dug in floor ( in corridor has to be jumped or climbed . May lead to tunnels )
  14. A bridge over a bottomless fissure. 50% chance of encounter
  15. great fur rug. roll d6 on a 1 it turns into a bear and attacks on a 6 it hides LOOT
  16. 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 ) 
  17. 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 )
  18. Gruesome bodies on stakes ( scares hirelinga and NPCs - see 11 above )
  19. 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. 
  20. 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.

4 Magic Portal

The magic portal takes you somewhere. There will be a matching portal at the destination. One may enter but there is 50% chance portal is one way only so coming back the same way is impossible. Communication is not possible through the portal. Any ropes etc left between worlds will burn/disappear. Roll d6 for destination:   1: The Abyss on the ninth plane of hell - no coming back if you get a one way gate here!!    2-3: A room on this dungeon level floor  4-5: a room on the Next Level  6: a room on the same level with one treasure in addition to other listed contents.  All rooms should be randomly generated. If they have no other doors and the portal is one way then this may be the last room you ever enter.

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