ROOMS
You have opened a door into a room -
Roll to determine the room type and it's contents. One dice will be tens and one dice units. eg: you roll 4 with first dice and 6 with second - go to entry 46. For rooms which are returned to after one day or more there's an encounter on 1-2 . A returned hall will be occupied on a one.
Roll 2d6 generating numbers from 11 to 66
11 Large tomb chamber. d10 undead ( party level 1-2 skeletons/ lvl 3-4 zombies or ghouls / lvl 5-6 ghouls or whites/ lvl 7+ whites with a wraith or vampire leader ). d4-1 other doors. treasure
12 Well lit chamber. Large room with torches or braziers . Dice for encounter. d4-1 other doors. Contains treasure
13 Pit Room. Small room with a pit . D6 1:Shaft to lower level 2:Loot 3: Spikes 4:Water. 5: Prisoner 6: Encounter ( one only ) 50% chance for an encounter. d4-3 other doors.
14 Large room with feature- roll for an encounter d4-1 other doors.
15 Stair Landing. A room with stairs. Roll d6 1-3: stairs go up to secret surface exit 4-6 stairs go down to Next Level ) 50% chance for an encounter d4-2 other doors.
16 Wizards Study. D6 1: deadly trap 2: trap/hazard 3: empty 4: treasure 5: magic item 6: treasure and magic item. 50% chance for an encounter d4-3 other doors.
21 Shrine or prayer room . Same as no 16. d4-3 other doors.
22 Chamber of the dead. Room with d6 dead bodies - roll d6: 1-2: dead. 3: dead w item 4: dead w treasure 5: dead w trap/hazard 6: undead ( see room 1 ) d4-2 other doors.
24 Hall - a room that has d3 exit passages lead off without doors . 50% chance for an encounter
25 Square chamber with a feature. 50% chance for an encounter d4-2 other doors.
Empty room. d4-2 other doors.
Empty room. d4-2 other doors.
26 Monster lair. Large room. Roll an encounter with the maximum number appearing. There is a treasure as well as the usual monster treasure. also 25% chance of magic item. d4-2 other doors. d4-1 other doors.
31 Small bedroom - no other doors. 25% encounter ( surprised inhabitants without armour ) 50% chance treasure. d4-3 other doors.
32 Torture chamber . No other doors. D2 captives ( basic explorers ) with d6 damage each ( min of 1 HP). d4-2 other doors. Torturers are d4x (goblins, orcs, gnolls or bugbears,)
33 Caved in room - rubble at one end. 25% chance of an encounter d4-3 other doors.
34 Fungus Chamber. Large room with giant glowing mushrooms. 33% chance of extra Room Content ( see below). d4-1 other doors. For mushrooms roll a d6: score of 1 mushrooms have poison spores will affect d4 of the party ( save vs breath or sickened for one day -2 AC, -2 to hit, -2 dex ). score of 2: mushrooms are shriekers screaming loudly ( 33% chance of an encounter ) score of 3: magic mushrooms - a sack full will sell for 150gps, score 4-6 the mushrooms are harmless and worthless.
35 Treasure hoard in small room. Contains d4 x treasures - plus roll an encounter one level higher than your party level. No other doors.
36 Empty room with one other door exit. The other door has triggers a trap/hazard . Detected on d6 roll of 1.
41 Large hall - an empty monsters lair with bones and junk. Roll once on Extra Content table below. Has d4-1 open passages leading off
42 Long Chamber with a feature. Roll once on Extra Content table below. d4-3 other doors.
43 Small Tomb with d4 undead ( see room 11 ) d4-2 other doors.
45 Guardroom - with a door in each wall ( 4 doors )- roll an encounter.
46 Large empty room. d4-1 other doors.
51 Small room with a treasure and a trap/hazard d4-3 other doors.
52 No room beyond ! Doorway instead leads into a narrow passageway.
53 Small empty room. d4-3 other doors.
53 Small empty room. d4-3 other doors.
54 Cupboard - a single square behind door. Roll d8 - 1: single undead ( roll on list room 1 above) 2 empty, 3 trap/hazard, 4 prisoner NPC adventurer 5 treasure, 6 magic item, 7 re-roll twice, 8 secret door detected.
55 Standard chamber with a random content ( use table below) d4-2 other doors.
56 Small room - a monsters lair with bones and junk. Roll once on Extra Content table below. Has d4-3 other broken down door.
61 Small hall with giant glowing mushrooms. 33% chance of extra Room Content ( see below). d3 other passages lead off. For mushrooms roll a d6: score of 1 mushrooms have poison spores will affect d4 of the party ( save vs breath or sickened for one day -2 AC, -2 to hit, -2 dex ). score of 2: mushrooms are shriekers screaming loudly ( 33% chance of an encounter ) score of 3: magic mushrooms - a sack full will sell for 150gps, score 4-6 the mushrooms are harmless and worthless.
62 L - shaped room. Roll on Room Content table ( see list below ). d4-2 other doors.
63 Small Cell - with no other exits. The room is reinforced and barred from your side. Roll d6: 1-2 Roll an encounter inside. 3-4 empty. 5-6 One captive ( basic explorers ) with d6 damage ( min of 1 HP)
64 Rectangular Room . Roll an encounter. d4-2 other doors.
65 Large Hall with d4 passages leading from it. Roll for an encounter and once more on Extra Room content below ( if you roll two encounters have mixed types there but half numbers of each type ).
66 Large Temple. Columned room with altar. roll d6. 1 encounter and trap/hazard . 2 deadly trap and treasure 3 undead ( see no. 11 at top ) 4 undead and treasure. 5 acolytes (2d4) with three extra per party level. 6 Extra content roll, treasure and 1 magic item
The descriptions give percentage chance of encounters or treasure etc. You can either roll percentage dice to get a number from 1-100 and roll the required 50% means rolling 50 or less. If you don't have percentage dice then 50% is 1-3 on a d6. 25% is 1 on a d4. 33% is 1-2 on a d6. 77% is 1-4 on a d6
DOORS in ROOMS.
Sometimes you dice for a rooms additional doors ( from the one entered ). Some descriptions say the room does NOT have further doors. Roll for door types on the doors list below -
4-6: Simple barred door. 4 in 6 (77%) chance it is barred from your side so you can open it. Otherwise STR test to break or pick locks with +10% chance to open.
7-8: Locked reinforced door - must be picked or opened w magic or key if you found one.
9: Double doors
10: Barred strong double doors ( impassable from opposite side ) 4 in 6 (77%) chance it is barred from your side so you can open it.
Extra Room Contents d6
1-3 Encounter if room already contains an encounter have mixed monsters with half as many of each.
4 Treasure if room already has treasure add this as well.
5 Feature
6 Trap / Hazard trap may be on treasure, feature or on a doorway leaving or entering the room.
Leaving the room by new door or exit? Go back and roll for Passages . There is an alternative for any door rolls in the passages page list so you dont open the door onto another door!
Returning to a room - if you return to a room that you previously investigated you must roll d10- a 1 will mean you meet an encounter there.

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