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ROLL FOR ROOM


CONTENT FIRST
Search the barrels. The party walks into a room
with piled up barrels and crates. Party may search
barrels, for doing so roll d6:
1- Minions jump out from behind the barrels
surprising the party (roll for minions)
2- Barrels are toxic 2 random characters lose 1 HP
3-4 Barrels are empty
5- Found a rope & a bandage
13 14 6- Found a Random Potion 15 16

ROLL FOR ROOM


CONTENT FIRST
Body of an adventurer! You have found the
body of an adventurer, roll a d12:
1-3: You have found 2d6 GP; 4-5 You have
found a Bow (and 2 quivers of arrows); 6-7:
you have found a Crossbow (and 2 quivers of
arrows); 8-9: you have found a two-handed
Elven Sword; 10: You have found a random
scroll 11: You have found a random Magical
Item; 12: you have found a random Potion
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Necromancer Circle A ROLL FOR
party member may stand ROOM
in the middle, roll d6 CONTENT
1- A weird monster is FIRST
summoned inside the
circle, Character fights
one – on - one to death.
2-5 nothig happens.
6- A Magic treasure is
found! Roll for the
treasure.
Snake Pit Trap! As party moves on, the
trap door on dungeon floor opens:
2 Characters leading the marching
order must save vs. TIER+3 agility or fall
into the pit (Rogues & Assassins add L), losing
TIER HP.
In the pit there are TIER*d6+4 Giant Snakes
(HCL+2). Snakes immediately attack until
Characters get up (before ranged). After initial
attack, other characters outside the pit may
attack with ranged weapons or spells. If any
character in the pit survives, he/she is rescued
with help of the friends. If there is no one else
25 26 above, character(s) in the pit dies. 32
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ROLL FOR ROOM CONTENT FIRST.
Food Storage. The party walks into a storage
room & looks around roll d6:
1-4 Nothing useful
5-6 Found 1d6 Ration

Lava Floor. Every time the party enters


this room, characters save vs TIER+3 lava
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A weird opening. ROLL FOR ROOM


The party notices CONTENT FIRST
a section of the
wall blocked with
huge rocks , with
a careful look
they notice that it leads to a secret chamber.
Party may enter the room breaking off the
wall. If you choose to explore, roll a d10:
1-4: The whole place is covered with webs,
ROLL FOR ROOM CONTENT FIRST
the party discovers the whole place is a
Search the barrels. The party walks into a
Spider Nest, a Giant Spider (Weird Monster)
room with piled up barrels and crates. Party
goes slowly down from the high ceiling
may search barrels, for doing so roll d6:
behind the party closing the only exit, party
1- Minions jump out from behind the barrels
fights to death
surprising the party (roll for minions)
5-6: Area is empty, 7: party finds a Potion,
2-4 Barrels are empty
8-9: Party finds a random Scroll
5- Found 1d6 gold
10: Party finds a magical item
41 42 6- Found 1 bag of nails 43 44

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Dark corridor:
The long corridor is so dark that
any light source is not sufficient
to enlighten it completely. Any
wandering monsters
encountered here are treated as
1 L higher.

Puzzle Room. As soon as party steps into the room


all doors are locked! The room’s floor is covered with
15 stone blocks, Party may proceed 1 stone at a time
(diagonal movement not allowed). At each step a
random character must save vs. TIER+3 Puzzle, if
failed roll a d6:
1: TIER+3 Fire Trap triggred (F: all party -TIER HP)
2: TIER+4 Arrow Trap triggred (F: 1 hero –TIER HP)
3: Nothing happens
4: A group of Vermin is summoned
5: A group of Minions is summoned
6: A Weird monster is summoned
After a min. of 3 stones are triggered, doors unlock.
If party needs more steps to reach an exit, test must
65 66 17 be repeated for each stone stepped. 18

ROLL FOR ROOM


CONTENT FIRST
Druid Symbol: Roll a d6:
1-3 nothing special about the symbol.
4-6: the symbol emmits light in an awkward manner,
Party is curious and they approach to the middle of
the symbol, roll d6: ROLL FOR ROOM CONTENT FIRST
1. It is an ancient magical druid trap. All characters
save vs. TIER+4 Magic (spellcasters add L) or gain 2
A rotten corpse! The party notices a rotten
madness
2 -5: Nothing happens corpse, smashed under the crates. They
6: A friendly Dire Wolf is summoned and bonded to decide to take a closer look: roll a d6:
a random character. Wolf is considered a L0 Hero 1-4: Nothing found
with ATT +TIER & d6 Life. The Wolf must be placed 5 : Party finds 1d6 GP
next to the hero it is bound in marching order. 6 : Party Finds 4d6 GP
Summoned Wolf cannot leave the dungeon. 27 28 37 38
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Dark corridor:
The long corridor is so dark that
any light source is not sufficient
to enlighten it completely. Any
wandering monsters
encountered here are treated as
1 L higher.

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Large Room rule applies for Flying enemies: Moving Gate: The area is
Only range attacks (at +1), spells, spears and separated with a deep chasm.
pole arms can be used for entire combat Party spots a lever on the opposite
side that operates a moving gate
bridging the chasm. If Party
decides to cross, choose 1
character, he/she must jump over
the Chasm and make a TIER+1
Jump save (No bonuses apply,
Heavy Armor gets -1 penalty).
If the save roll fails: Character
jumps slightly shorter and falls;
Roll another d6 to see what
happens:
1-3: Character falls into the chasm
screaming, never to be found again.
4-6: Character holds a stone and pulls
himself / herself up to the other side but
suffers 1d4 damage due to the hit on the
rocks. If the character, can make the jump,
the gate opens and party moves over the
67 68 71 chasm without problem. 72
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ROLL FOR ROOM
CONTENT FIRST

Knight Tomb: Party finds the tomb of Knight. You


may break open it with crushing melee weapons
(HCL+5), If you do so, roll for Wandering Monsters
after each hit. Once open, roll a d6: 1 curse (all heros
save vs. level 3 curse or have -1 to Defense rolls until
blessed, 2-3 empty, 4 vermin attack, gaining surprise,
73 74 75 5-6 you find a Treasure (roll on Treasures) 76

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ROLL FOR ROOM CONTENT FIRST
Pool of Fate: Each Character rolls a d6:
1. Poisoned, Lose TIER HP
2. Cursed, -1 to DEF rolls until blessed
3-4 No effect
5-6 Healing +TIER HP

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