WANDERING MONSTER TABLE ROOM FEATURE TABLE
D6 RESULT D6 RESULT
1 giant rat T Chests / Crates: Roll once on the
2 skeleton E 1 treasure table to generate any treasure
3 zombie E that is found.
4 2 giant rats M Shelves / Cupboards: Roll twice on
the treasure table and take the highest
5 4 giant fire beetles M 2
result. However, if a ‘double’ is rolled,
6 3 giant rats H a giant rat is disturbed.
Coffin: Inside is a corpse – roll a d6.
MONSTER LAIR TABLE 3-4 On a 1 it animates as a zombie; on a 6
D6 RESULT it has treasure.
1 skeleton E Sarcophagus: Opening a sarcophagus
2 zombie E requires a DC10 check (each attempt
takes one turn). Inside is a corpse –
3 2 giant rats M 5
roll a d6. On a 1 or 2 it animates as a
4 2 cultists M skeleton. On a 5 or 6 it has treasure
5 skeleton & giant rat H (roll twice and take the highest result).
6 zombie & giant rat H Statue / Gargoyle: The eye sockets
Monster Lairs always contain at least one feature. are set with gems. These are worth 1d6
6
x10 gold each. Removing them takes
QUEST ROOM TABLE 1d6 rounds each.
D6 RESULT Unless otherwise stated, interacting with any of these
features takes one round.
1 2 giant rats M
2 2 cultists M TRAP TABLE
3 4 giant fire beetles M D6 RESULT
4 cultist & skeleton H Poison Gas: DC12 / poisoned (repeat
1-2
5 cultist & zombie H the save each turn).
6 ghoul D 3-4 Dart Trap: +3 attack / 1d4 damage.
Quest Rooms always contain at least one feature. Pit Trap: DC12 / 1d6 damage
5-6 (jumping an activated pit requires a
SPECIAL ROOM TABLE successful DC10 check).
D6 RESULT A turn may be spent searching an area for traps (DC15).
If successful, any trap tokens in play are returned.
Stuck Exits: any exits to this room are
1 swollen shut and require a DC10 TREASURE TABLE
check* to open. D6 RESULT
2-3 Roll once on the room feature table. 1 Worthless junk
4-5 Roll twice on the room feature table. 2 d20 gold & d20 silver & d20 copper
Mould / Fungus: anyone passing 3 25gp art object (DMG p134)
through this room needs to make a
6 4 d10 x10 gold worth of gems
DC10 saving throw* or become
poisoned 5 250gp art object (DMG p134)
*these rolls may be repeated each turn. 6 Magic item table A (DMG p144)
TOKENS NOTES
Wandering monsters and traps appear when 3 The quest room also features an altar – upon
relevant tokens are in play. If an ‘S’ token is in which sits the quest item (i.e. the object that
play, a secret door can be searched for (DC12). must be liberated from the dungeon).