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 deadRoom 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.

23    Store room w lots of junk. 25% chance of treasure. 25% chance for an encounter 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.

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 ChamberLarge 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.

44    Room with niches and with a feature - also roll an encounter. 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.

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 -

1-3: Simple door

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


To randomise things further some rooms ask for extra content. Roll here to determine what else is in the room. 

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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